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Plains of Blood III

Re: Plains of Blood III

Postby DeadPigeonGolem » Tue May 10, 2011 3:54 am

WE LIIIIIIIIIIVE!!!
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Re: Plains of Blood III

Postby Kithrune » Wed May 11, 2011 3:45 am

The Steam Scale Republic

The Steam Scale Republic is a nation of scientificly advanced draconains. they were forced to flee their home planet thousands of years ago on the great ship Boilflight due to a catstrophic war with blood-thursty dwarves. while the Steam Scale managed to defeat the dwarves with their superior technology, the dwarves detonated several nuclear bombs as they fled underground, making the entire planet unlivable. After lossing their homeworld and many of their number they fled to this new planet, hoping to conquore it and make it there new home.

Addendums!

Gear
The Steam Scale use primarly steam and electricly driven gear. While it is possible for other humaniods to pilot Steam Scale machinery, they will have to find a way to apply constent heat to the water tanks in order to get arieal units airbown or ground units to move at anything faster than .5mph.

Racial details
Draconians are humaniod in form. they have tails, wings, and are capable of breathing fire and other effects. Males are completely bald while Females are able to grow full heads of hair. There skin is leathery and covered in tough, fireproof scales. The scales act as a natural armor and their hide is very difficult to cut. These qualities made their hides of particular worth to the dwarves of their home planet who used draconian skin on high end armor and blacksmiths clothes.

Most Draconians are about 7ft. tall but they are capable of growing up to 15 ft tall if they have enough food and water. Draconians naturally will grow untill they either hit 15ft tall or die but most control their height though limiting their food intake. This limiting is done not only for aesthetic reasons but for practical ones as well. The bigger a Draconian is, the more food they need. While they can shrink as much as 3ft, a 15ft tall draconian will not be able to survive on less than a 12ft draconian's food intake.

Culture
Steam Scale culture is places innovation and improvement as its highest good. While individuals often focus in on one main profession or occupation, branching out and studying others is encoraged. It is not uncommon to find an engineer who is profeciant in the breath arts or a farmer who can build tractors from scratch. The arts, while encoraged, are still new to the Steam Scale. After generations of having to focus their engery on survial and killing, having time to write a song or pen a story is still very new. While many Steam Scale now dabble in the arts, there are very few skilled musicians, poets, or visual artists amoung them.

The Breath Arts
While some Draconians are able to use magic fully, the Steam Scale are not. Mage Steam Scale were hunted nearly to exstiction by the dwarves, leaving only the Breath Arts behind. The most basic breath attack, fire, comes from an inate ablity to create flamible, lighter than air gasses that also allow the large beings to fly. Acid, Poison, and other gas baised attacks come from altering the gas normally used in firebreathing. Electric effects come from amplficing the spark that ignigtes the gas.

When the Steam Scale had mages, they focused primarly on elemental and healing magic. Necromancy and spirit channeling was impossible for them due to their close ties to the elemental relm.
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Re: Plains of Blood III

Postby Avashka » Tue May 17, 2011 6:15 pm

Finals are done and graduation nonsense is out of the way. Unfortunately that leaves me a bit unsure of where to go from here in the thread. :\
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Re: Plains of Blood III

Postby grfu » Tue May 17, 2011 7:00 pm

I don't suppose a late comer can join up, eh? Been a while since I checked these boards . . .
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Re: Plains of Blood III

Postby DeadPigeonGolem » Wed May 18, 2011 4:27 am

WELCOME, grfu, to the Plains of Blood! I'm not sure, you'll have to wait until either DukeNukem or TheWatcher manage to wrap up their academic schedules.

---

In other news, is it possible for me to disband my army into another and then make a new army?
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Re: Plains of Blood III

Postby grfu » Wed May 18, 2011 5:05 am

I insist that you make the dissolution of your force almost as spectacular as the dissolution of a force I once used. Imagine a temple city where the entire population sacrifices themselves at once, and the entire city is leveled in a titanic explosion, leaving only the temple in the center standing.

Yeah, I'll see what I can write up. Might be a fae themed force, whimsical and quirky.
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Re: Plains of Blood III

Postby DeadPigeonGolem » Wed May 18, 2011 5:16 am

Remember:

NO. BASES.
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Re: Plains of Blood III

Postby grfu » Wed May 18, 2011 5:26 am

That implies that the Fae would be so static as to have anything close to a permanent holding. That's just silly. The Unseelie Court is all about change, and having a static base would be out of character.
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Re: Plains of Blood III

Postby DeadPigeonGolem » Wed May 18, 2011 5:29 am

Just sayin', especially since nobody else has a base and therefore is completely incapable of mounting a static defense OR a long build of power that such a base allows.
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Re: Plains of Blood III

Postby grfu » Wed May 18, 2011 5:45 am

If I had a base, it would just be an illusion, just like the blades of my warriors. You'd be surprised how much an illusion hurts if you believe it is real.
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Re: Plains of Blood III

Postby grfu » Wed May 18, 2011 10:04 pm

Alright, this is just a first iteration. I can edit stuff as we see fit.

The Unseelie Court

There are places or great power and magic in this world, where the fabric of reality is thin, and the force of the imagination is strong. Dark places of fear and terror, bright places of pride and inspiration. In one such place, the fabric of reality has been ripped asunder, allowing all manner of fantastical beasts and enigmatic personas into the world of man. Thus marches the Unseelie Court, emissaries of the Fae, warriors of illusion and imagination. Lead by the Sidhe, they are relentless and uncaring of the whims of mortals, for, in the end, they are not Fae, and are thus merely playthings to be enjoyed and discarded. Should you find yourself under their gossamer blades, arm yourself with iron and keep telling yourself it’s not real, it’s all just a mid-summer night’s dream.

Special Rules

A Mid-Summer Night’s Dream: The Fae have little effect on creatures without a mind to fool with their illusions. They count as half points for determining their effectiveness against mindless troops, with the exception of Nockers and Red Caps. On the same point, upon accepting the surrender or peace agreement with mortals, the Fae may rescind any damaging affect made on the enemy, claiming that it was all just a dream. The Fae may only use this ability on troops that have minds to fool.

Spirit-kin: All Fae are spirits, dreams, and the manifestations of the imagination. As such, they are difficult to eliminate, for who can truly kill ideas? Unless slain with iron or magic weapons, at the conclusion of a battle,1/2 of Fae fallen in battle will get up and return to service. The rest have either been banished or have gotten bored.

Fear of Death: Fae are immortal, but they have their own fears, true death being one of them. Upon encountering foes with iron weapons, the Fae will actively flee or seek to make a peace agreement. They would prefer to ally with a mortal than face a true death.

The Gate is Closed: The Fae on this plane are alone. There are no reinforcements coming. They cannot replenish their numbers.

Troops

The Scryb (1/4)
The Scryb are visions of mischief. They are playful and enjoy practical jokes. They also normally appear as what most would refer to as pixies. They are small, taking flight on insect-like wings. Alone, a Scryb is nearly useless in combat, akin to an annoying insect, but in a swarm, they are quite effective, strike with razor edged claws and gossamer needles, dripping with imagined venom. The Scryb can fly and their attacks are poisoned, making them particularly effective against unarmored fleshy creatures. (mob fliers)

Satyrs (10)
Satyrs are visions of excess and jubilation. To put it bluntly, they love to party, and this love of a good time makes them particularly effective ranged combatants. They make use of war slings to hurl not stones, but pots of liquor. They rain down faerie fire upon those who would end their revelries, causing the liquor to alight and spread chaos among the party crashers. The satyrs resemble men or women with the legs of goats, curly hair, and small goat horns. While they love to party, it’s a bad idea to interrupt their fun. Units attacked by satyrs will suffer appropriate morale damage. (ranged shock infantry)

Elites

Sluagh (25)
Sluagh are visions of darkness and loneliness. They are assassins, spies and sages, appearing as gaunt, pale humans with black abyssal voids for eyes. They are uncomfortably polite and perform any service with a, albeit toothless and disturbing, smile. They slink through the night, dispatching foes with poisoned blowpipes and blades.
(specialist infantry)
Special rules:
Flexible: Sluagh have the ability to flex their bones and dislocate their joints to an unprecedented degree. A Sluagh captured and bound will escape from their bindings in the next post.
Shadow Walk: A Sluagh can pass into one shadow and emerge from another. The only stipulation is that it must see where it is going.

Red Caps (25)
Red Caps are visions of hunger and ferocity. They appear as short, gangly men, bearing white headwear that has been soaked in the blood of those whom they defeat. In combat, they wield large blades, generally axes and the like, the more visceral the combat the better. Contributing to their savagery, they have a tendency to consume the dead of the enemy, able to eat a mortal in a few gulps. They are fearsome foes, dooming any who fall under their jagged blades.
To represent eating their foes, Red Caps are not subject to “A Mid-Summer Night’s Dream”. Enemies witnessing the grotesque consumption of their comrades will suffer appropriate morale damage.
(shock infantry)

Nocker War Engines (50)
Nockers are visions of ingenuity and creation. They love to create physical wonders, though everything they create is inherently flawed. When in battle, they construct mighty bronze war engines that march across the field on spindly legs, spewing forth steam and crushing foes beneath their heavy feet.
(heavy assault engines)
Special Rules:
Reality Caught Up: While a Nocker is little more than an illusion of an idea, the war engines themselves are very real. Nocker War Engines are not subject to “A Mid-Summer Night’s Dream.”
Are You Sure That Works?: While powerful and ingenious, a Nocker War Engine always has a fatal flaw. If a Nocker War Engine has been on the battlefield more than 2 pages, it will explode, eliminating 50 points of whatever is closest to it, be it foe or Fae.

Ultras

Trolls (150)
Trolls are visions of strength and honor. They are large and muscular, with ice blue skin and small horns akin to a Satyr’s. They go into battle wielding mighty hammers, swinging with the strength of the titans themselves. To face a troll is to face the might of imagination itself. Few can stand against such a foe.
Special Rules:
Charge Like an Avalanche: Trolls on the charge is something truly terrifying. To represent the impact of such a charge, Trolls are twice as effective on the charge.
Awe-Inspiring: Trolls are a truly fantastic sight to behold, both inspiring and terrifying. Any Fae that have suffered morale damage will immediately recover if Trolls take the field. Enemies will also take appropriate morale damage. The Trolls must make their presence known for this to take effect. They may only do this once per battle.
Fearless: Trolls never suffer morale damage.

Sidhe (200)
Sidhe are visions of nobility. They are the True Fae, the ruling caste of the Unseelie Court. As such, they have a greater connection to the imagination of mortals. This makes them both extremely powerful and extremely vulnerable, for even as they have more affect on the minds of mortals, so too does cold iron have more affect on them.
Special Rules:
True Fae: This is not so much one rule as a few rules. The benefits of the True Fae are thus: they are nearly invulnerable to mundane attacks, with the exception of iron weapons, which have twice the effect on them. They are twice as effective against mortals that are not mindless, but half as effective against those without a mind to fool. (take 10% damage from mundane attacks, take full damage from magic attacks, take double damage from iron, deal double damage to critters with minds, deal ¼ damage to mindless units)

Heroes

Katinka, Dark Kin, Sluagh Lorekeeper (1000)
While Katinka is a Sluagh, she no longer participates in the incessant spying of her kin. She already knows everything. She is a non-combatant. If engaged in combat, she will leap into the foe’s shadow and flee. She is far more at home among her books than on a battlefield, but she lends her support as The Duke’s advisor. She appears as a hauntingly beautiful young woman, pale skinned with stark white hair, though she bears the usual trademarks of the Sluagh. She strides across the battlefield in a tattered and frayed Victorian dress, shielding herself from sunlight with a gossamer parasol.
Special Rules:
The Book of Answers: Katinka carries with her a book that contains a compendium of all knowledge and lore. Once per page, she may completely negate the special rule of a foe of equal points or less than her. She must spend an action maintaining this each post.
Puddle: Like her Sluagh kin, Katinka is flexible, but she takes it to a new extreme. She has the ability to simply melt into a puddle of fluid and flow away from any threat or seep through porous material. She can even pour herself from a pitcher should she choose to do so.

Harold, The Titan, Troll Enforcer (1000)
Harold is called The Titan for a reason. He stands half again as tall as a normal troll. He is a terrifying sight to behold, sweeping aside all before him with his mighty hammer.
Special Rules:
Harold benefits from all Troll special rules with the following addendums:
Titan Amongst Trolls: Harold may use the Awe-Inspiring special rule twice per battle. He need not be making his presence known for the first time, simply making an appropriately impressive action.
Honor Duel: Once per page, Harold may single out an enemy hero to face him in a duel of honor. If the target accepts, the two fight a duel, in which no other unit may interfere, not even Katinka’s negation. Harold would not allow his honor to be sullied in such a fashion. If the target declines, every enemy on the battlefield will suffer appropriate morale damage as they see just how weak their leader is. If Harold is defeated, the Fae forces will suffer morale damage. If the target is defeated, the enemy will suffer morale damage.

Leader

The Duke (2000)
The Duke is a Sidhe ruler, a regal True Fae of phenomenal power. He sometimes appears as a handsome man, with fair hair, and an enchanting tenor voice (OMG it’s David Bowie!). He sometimes appears as a beautiful woman, glad all in white (Galadriel). He leads the Unseelie Court when he sees fit, as is his nature. He is a creature of selfish whims with a short attention span. When he does engage in battle, he does so with a blade of gossamer feathers, deftly wielding it like a true sword.
Special Rules:
The Duke follows all the rules for the Sidhe, with the following additions:
Dance the Magic Dance: Once per battle, The Duke may dance and sing, bringing inspiration and coordination to his troops. This effectively doubles the effectiveness of any Satyrs and Scryb on the battlefield for one page. The other Fae are not influenced at all by this.
Enchanting Voice: Once per battle, The Duke may target a single enemy with his beautiful singing, entrancing them with dissonant music. Hostilities will immediate cease for on page. After being targeted by this ability, the hero will feel a longing to hear it again, to see the Duke again. This is simply a roleplay effect with no combat value. This is useless against mindless units.
I Seek A Bride . . . : If The Duke can find a mortal, male or female, to agree to be his bride, he will take her and return to his home, never to return. Said bride (or groom) need not be the target of his Enchanting Voice.
Last edited by grfu on Fri May 20, 2011 2:56 am, edited 2 times in total.
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Re: Plains of Blood III

Postby Hetros » Wed May 18, 2011 11:49 pm

The 777th Albion Arcane Gunnery Division of his Majesties Armed Forces, also known as the Dragon Slayers and St. George’s Own.

Albion, the misty isle, known as Britain and England in other worlds, is one of the most magical lands in the world. This also means that they have to deal with all sorts of things the rest of the world never dreamed of. To combat these threats various organizations have been formed, destroyed, and replaced over and over again. With the dawn of the industrial age the 777th is the latest in a long line of Albion organizations, and carries with them, proudly, the colors of the earliest of their tradition. St. George. Because their flag carries St. George’s Cross- with 3 7’s made from bent nails, they are known as St. George’s Own, and more often simply the Dragon Slayers. When raiders from Fae invade, it is the 777th that is called. When a Necromancer raises an army to take over the isles, it is the 777th that meets him in battle, when a golem factory goes rogue, it is the 777th’s duty to insure that it doesn’t get out of hand. Armed with thaumaturgic weapons as well as less “advanced” tools against foes immune to magic, or simply empowered by it, including the nefarious Exterminators, the units comprised of the most hardened veterans of dozens, if not hundreds, of incidents, equipped and protected against anything that threatens their great nation. The 777th came to the Plains of Blood through a tragic accident testing a new teleportation thaumaturgical device known as the Vortex Engine. The engine was badly damaged by the malfunction and deposited several of the regiments of the 777th on the Plains of Blood, where they have claimed their small portion of it for the glory of Albion.

((History note: Albion does not, in fact, have 777 divisions under it’s command. The 777th is so named for the mystical significance of the number 7 and the number 3))

Thaumatic Technology vs. Natural Mages:
Thaumatic Technology draws magical energy from the very atmosphere, as well as from various highly magical materials (such as mandrake root, dragon’s blood, etc.etc.) It allows humans without magical ability to utilize magic for power. In the World of Albion, magic, not fossil fuels, form the most important fuel source, and battles over highly magical locations to secure for “Thaumatic Percolators” which condense and store magic. Albion, one of the most magical places in the world, has a great advantage over most of it’s world due to being able to place such percolators just about anywhere on the isles to gather fuel.

Natural Mages are, while not common, well known in this world. They are considered, usually, to be far too valuable for wartime duties except in the most powerful cases, and even then, such mages are usually reserved for usage in only the direst circumstances. Natural Mages are also very rarely useful against most magical threats. Either a mage is already the problem, or the problem comes from an organization or set of creatures (such as the fae) that were partially responsible for TEACHING mankind magic, thus are usually much better than all but the best human mages. Thus, the 777th rarely, if ever, uses natural mages.

Armaments:
The 777th is armed very similarly to a WW1 army. There are differences. For example, their bullets are cold iron and silver tipped. This makes them incredibly effective against magical foes, but not as effective against modern militaries or similar. Their armor is mostly flak with studs of cold iron and rings of silver underneath, with mantras of protection written into them. Again, very useful against magical foes, especially the Fae, much less effective against any modern military. Exterminators are the exception, being in heavily layers iron plates that are incredibly effective, even if they aren't as advanced as say, kevlar.

Special Rules:
-The Mission Comes First: The 777th know that above all else, the mission comes first. A hero or leader unit can declare a mission objective, and while in pursuit of that objective, the 777th is considered fearless and unbreakable for as long as that objective is achievable.
-Firing Lines: By establishing regimented units, the 777th can establish precision lines of fire and kill zones that almost no enemy can come through unscathed. If the 777th spends a turn doing nothing but setting up their units for the enemy charge, and are accompanied by officer units, then they count for double their normal point rate for as long as they hold ranks. In the middle of ambush, ranks take 3 rounds to form. Only effects ranged attack units. Fire Lines leaves the units of the 777th highly vulnerable to AoE style attacks. Nonranged units do not have to spend the round setting up. If there are not enough Officers to command the units, then only the commanded units may form firing lines. Heroes and Leaders count as Officers for the purposes of this rule.
-Expert Analysis: The 777th are experts at analyzing and incorporating enemy tactics, abilities, technologies, and troops. Against any enemy the 777th can analyze and deconstruct their abilities and defenses. By expending 3 times the cost of the unit being analyzed, they are able to greatly improve certain units in their army. Enemy units can only be analyzed once. Analysis requires at least 1000 points of dead examples of that unit, or one hero unit. If recovery of the bodies is impossible for some reason or another, then this ability cannot be used. If used on a Leader, then it affects the entire army. If used upon a Hero, it affects the units most closely linked to that Hero.

This ability gives Executioner’s, the Slayers, and Chief Exterminator Alexis McDuffie +1/3 point value, and the ability to ignore any and all supernatural defenses of the “targeted” units (eg: defensive special abilities of a super natural nature, not basic armor and such)

Exact values: Exterminators gain +25 points, the Slayers gain +100 points, Alexis gains +333 points.




Leader:
Major-General Ajax God-Killer 1750
Ajax is actually a distant cousin of one of the noble families of Albion (there is no “official” royal family, by way of the fact that King Harold Godwinson didn’t die in this time line, or lose the Battle of Hastings, thus all Kings were elected by the witengamut), though he earned his rank of Major-General in a series of bloody conflicts known as the 4th Fae War, a short but terrible series of battles that ravished much of Ireland and the western coast of Albion. When the previous Major-General died at the hands of a Jack-in-Irons, it was Ajax who took command of the situation and turned a rout into a glorious victory. Ajax received a knighthood for his services and was placed in command of the 777th. Since then he has lead the forces competently, doing everything he can to secure victory without sacrificing lives of either civilians or men, though he realizes sometimes sacrifices must be made. It should be noted that he has never asked his men to make a sacrifice he wasn’t prepared to make himself, displayed by his habit of personally leading battles from the front. He is known as God Slayer because of the event that got him into the 777th, where killed a Fae Lord once worshipped as a god who came upon his unit while training.

-Commanding Presence: Even without an objective, provided Ajax is on the battlefield and leading, the 777th counts as unbreakable.
-Tactical Mastery: Ajax is an officer and his presence can be heard in every word projected across his arcane headset to his troops. While Ajax is on the battlefield, his army continues to count for double points for the purposes of Firing Lines even if they move. They cannot move more than every other turn however.
-Rune-Brand Dread Armor: This specially crafted clockwork and arcane powered armor gives Ajax enormous strength, as well as protection from most enemies. Further, it absorbs magical energy directed against it. It also provides protection from poisons, contagions, and environmental dangers.
-The God Slayer Mk2: A massive runic anti-material rifle, almost longer than Ajax is tall. The Rifle accelerates an explosive charge of silver, cold iron, salt, and various other materials straight down the barrel at terrific speeds, surrounding the bolt with a field of volatile arcane energies. The charge explodes in mid air into shaped pieces of shrapnel designed to pierce through even the heaviest armor, and then some, the arcane force around it only makes this situation worse against those who are not immune to such things (and even then, they have to deal with the highly concentrated and deadly mass of silver, cold iron, and various other metals shaped to pierce most armors being slammed into them). The God Slayer Mk2 can over come all but the heaviest armors and resistances.

Heroes:
Cavalry Captain Jeffery Malden (750):
A hot head and motorist who instantly fell in love with the new thaumatechnology that resulted in motorized vehicles such as the Mecahno-Arcane Cavalry. He is known for his excellent piloting skills and skill with a lance, often taking the lead in daring cavalry charges that tear into enemy flanks and crush entire lines of enemy forces. Jeffery was a victim of the 4th Fae War, rescued by a daring raid into Faerie by Chief Exterminator McDuffie. He joined the 777th almost immediately after, displaying great skill in Mechano-Arcane techniques, almost joining the Arcane-Engineers before he discovered his love of piloting the MA steeds. He joined the heavy cavalry and worked his way up the ranks.

-Unified Charge: Calling to other Cavalry units, Malden brings together a united charge. While charging, cavalry units count as under the effects of firing lines.
-Binding Lance: Units struck by Malden’s lance find themselves unable to cast spells or use their special abilities due to the binding magics incorporated into the metal. This effect lingers for 1 round. ALL special abilities (barring those that provide magic immunity and equipment derived abilities) are locked down by this ability.

Chief Exterminator Alexis McDuffie (1000)
Alexis McDuffie is a hardcore hater of the undead and similar magical constructs, and is deeply distrustful of natural mages (rather than thaumaturges, who use thaumaturgic technology to manipulate magic). A necromancer who decided that her town would be a good test subject for his powers orphaned her. Exterminators of the 777th later put him down, but not before Alexis lost all she had ever known and a good part of the countryside had been utterly corrupted. Alexis was raised in an orphanage and went on to join the 777th the moment she came of age, working her way up through the ranks until she could apply to join the ranks of the Exterminators. Once there, she showed such a fervor and icy cool level-headedness that she eventually became the leader of their brigade.

-Suffer not the Unclean: Alexis is driven beyond all things to destroy what she has been taught is “corrupt”: things that are threats to humanity and must be exterminated. Faced with her righteous fury, enemies who are “Targeted” (see Expert Analysis above) will find their abilities and effects only half as effective against her forces as they would be normally.
-Exterminator Gear: Considering the vast number of targets the Exterminators hunt invariably attempt to subvert, convert, or otherwise pervert humanity, exterminators are equipped with gear that protects them from contagions, poisons, mind control, and similar. Alexis is considered to be equally equipped as any of the Slayers and can use any of their abilities.

Troops:
Trooper (5): The sons and daughters of Albion, all have been touched by the unnatural in some way, perhaps in another Division, or even before they enlisted. Trained in dealing with the supernatural and unnatural, they are the rank and file of the Dragon Slayers. Armed with thaumatic rifles (like a rifle, but propels the bullet with a magic missile), arcane grenades, and rune-etched flak armor.
Phalanx (10): Melee units amongst the 777th, they form the thin line in front of troopers and the ranged fighters of the army so they may form ranks and not falter. Armed with heavy armor, tower shields, and pikes, they lock shields and provide the front line defense for the rest of the army.
Veterans (15): Troopers who survive long enough amongst the 777th learn tips and tricks to dealing with the various creatures they fight, keeping cold iron on their person, essence of shamrocks, and similar things help with the Fae for example. They use personalized and modified Trooper equipment, plus years and dozens of battles of experience.
Forward Cavalry (20): Riding lighter versions of the Mechano-Arcane Steeds of the heavy cavalry, built for speed, maneuverability, and stealth before raw horse power and stability. Forward Cavalry are armed with carbines, cavalry swords, and thaumatic shotguns.

Elites:
Spellgunners (25): Those of the Troopers who prove to be better marksman then most of their companions often go on to join the spellgunners, a specialist unit in the 777th who use magic to enhance the accuracy of their shots, pulling off feats of marksmanship unlike anything a normal sniper could do. They are also trained in the arts of stealth and field craft to set up ambushes for enemies.
Heavy Cavalry (50): Lancer wielding motorcycle riders!
Officers (50): Equipment depends on the mission, but generally using runic armor, environment seals and all, while also using the veteran’s weapon load out. Each Officer commands up to 1000 points of other units. Uncommanded units may not benefit from the firing lines rule. Officers joined to Spellgunners receive the benefit of their stealth and ability to lay ambushes.
Exterminators (75): Fully kitted in Runic Armor, sealed environmental protection armor meant to defend against poisons, contagions, and similar threats (as well as isolating them from mental attacks). Exterminators are sent in to deal with things the normal units of the 777th can’t deal with. Armed with specialized Crucible Mk4 Thaumatic Launchers, they fire streams of alchemical fire or ice with iron and silver sand grains mixed in. Basically hurling napalm or liquid nitrogen, these are nonmagical attacks, meant to be used against foes that might be immune to magic attacks of the normal infantry. They are also armed with high-powered thaumatic pistols for precision work.

Ultras:
Ornithopters (200): Small helicopter with bombs and a heavy thaumatic rifle. Can also carry 4 other infantry units with it. Units riding on it may “jump” to other flying units.. Bombs are flame, ice, or arcane charges.
-Thaumatic Bombs: Come in the same varieties as the shells of the Super Unit
-Transport: Ornithopters can carry 4 infantry units onboard and deploy them either to latch onto enemy fliers (in which case the infantry are considered to be given equipment necessary to latch onto, remain on, and get to the ground safely once they've fought the enemy flier unless it explodes in the air or something), or to the ground.

Mana Cannon (250): A complex piece of thaumatic equipment, this engine is an artillery piece meant to rain death and destruction down upon the enemy in the form of pure arcane force. This “arcane ball lighting” bounces when it hits the ground, and releases an explosion of deadly arcane force with each bounce until it dissipates.
-Mana Siphon: In close range, the Mana Cannons can be switched to a different mode, which allows them to suck the magic from casters. Mana Cannons make magic spells equal to their own pointage null and void when in close range to where the spell was cast. This means they have to equal the pointage of the enemies casting the spells, or surpass it. In the case of magical army abilities, they must surpass the pointage of the enemy FORCE they are facing. When in this mode, they cannot bombard, and it is only effective at close range (rock throwing say) distance.

Arcano-Engineer (300): The men and women who keep the equipment running and do the field research for new thaumatic equipment. They are often seen prepping areas suspected of becoming battlefields with their own traps, and can be seen daringly getting into and capturing enemy mechanical units and vehicals.
-Thaumatic Traps: provided the Arcano-Engineers reach the intended field of battle before hand, they can set up various traps (things like land mines) between their army and the enemy.
-Capture: Arcano-Engineers are experts at finding their way into enemy mechanical units and taking control. Arcano-Engineers may work together to capture enemy mechanical units (requiring them to equal or exceed that unit’s point value) and then control it until the end of the battle. The unit dies at the end of the battle due to the abuse placed upon it by the Arcano-Engineer’s jury-rigging them to work. Mechanical units used in this way cannot be researched, there’s just too much abuse to their systems by the end of it all.

Thaumedic (150): Using thaumaturgical gear, Thaumedics are able to heal wounds and drive sicknesses and curses from the body. Their gear is highly specialized and requires great concentration, meaning they rely on their fellow soldiers to give them covering fire while they see to the wounded.
-Patch up: Thaumedics are experts at field medicine and can save lives with their skill. Thaumedics save their point value in friendly units at the end of each battle.
-Mana Purge: Thaumedics use their skills to remove harmful status effects of a biological or arcane nature from friendly units. They can do this to a number of units equal to their point value every round. Thaumedics are considered to ALWAYS be under this effect.

Runic Bombardier (200): A few Arcano-Engineers are so fiery tempered, pyromanical, or just out right insane that they are not very well suited to the jobs most of their kind do. Instead, they gravitate towards the usage of bombs and explosives to meet out death and destruction, as well as remove magical effects from a zone of control to allow their troops some breathing room while they fight.
-Anti-Bomb: Negates one magical effect in the area around the Runic Bombardier. Only one enchantment can be effected at a time (for example, while it can only remove one of 2 harmful magical effects in an area, it also won’t remove the magic present in the thaumatic weaponry the 777th uses). This can also effect units that are POWERED by magic, such as golems, magical vehicles, summoned units, and certain kinds of undead. If the unit targeted has more points than the Runic Bombardiers hurling the anti-bombs, then they are unaffected (heroes and leaders are outright immune to it’s effects for the purposes of banishing them)
-Rune Grenade: Hurls a rune etched bomb that explodes with tremendous force. Mostly magical damage, like a giant arcane bomb of doom and death.

“The Slayers” Veteran Exterminator (300): Exterminators who manage to survive 5 consecutive tours of duty while retaining their sanity are given a place in the elite of the elite, “The Slayers”. The Slayers are an elite division of the Exterminators given experimental “magus” generators. These devices are highly compartmentalized thaumatic percolators that inject a great deal of power into whatever they are attached too. The Slayers are also given access to the very best in technology.
-Slayer Armor: The Slayers are just as resistant to contagions and similar effects as their Exterminator brethren, but they can also DETECT when units are compromised either by enchantment, sickness, or similar.
-Purge Grenade: A chemical grenade tailored towards targeted enemies. Any targeted enemy caught in a Slayer’s purge grenade is stunned for the next round as their body reacts violently and negatively to the chemicals released into the air.
-Blink Insertion Units: Every Slayer has a single charge of a short-range teleport allowing them to bypass most defenses. Blink Insertion Units require a great deal of energy to use, and cannot be used again until the Slayer returns to the 777th base camp.

Super:
“The Big Gun” (6000): A massive artillery piece that has a range of almost 50 miles. The Big Gun is not extremely accurate at its widest range, but since it uses air-burst shells, it does not necessarily HAVE to be. In addition to the normal explosive shrapnel rounds, it can fire 3 other types of alchemical or arcane ammo. The Big Gun is mobile, and mounted on 4 enormous legs.
-Fires a specialized thaumatic shell an enormous distance. The exact effects of the shell depend on the payload, but explode above the target and rains down the specific effect.
→Phlogonic Shell: Rains down alchemical fire, a veritable napalm storm.
→Glacialic Shell: Rains down alchemical ice, a great cloud that flash freezes whatever it falls upon.
→Thaumatic Shell: Causes an arcane lightning storm above the target, causing all manner of technological faults, and stunning those below.
-Hits EVERYONE below the targeted area. Friend or Foe
-Can only be fired three times per page.

Notes:
Envirosealed units (such as the heroes, exterminators and the Slayers) are not totally perfect. Once pierced their effectiveness is highly limited, and even when undamaged, they are not perfect. They simply give a high resistance to the various effects.

((my force is done :P been done for ages. Hope it pasts muster :3))
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Re: Plains of Blood III

Postby Kithrune » Thu May 19, 2011 12:54 am

DeadPigeonGolem wrote:Remember:

NO. BASES.


...its not a base, its a military recreation center. the watch towers are just a... portal joke.
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Re: Plains of Blood III

Postby DeadPigeonGolem » Thu May 19, 2011 1:16 am

Critique of 777th Albion Arcane Gunnery Division of His Majesty's Armed Forces


-The Mission Comes First: The 777th know that above all else, the mission comes first. A hero or leader unit can declare a mission objective, and while in pursuit of that objective, the 777th is considered fearless and unbreakable for as long as that objective is achievable.

--No. This implies that you could declare an objective as “destroy enemy army” and we would all be powerless to stop the army. Better plan would be to make it for friendly units affected by “The Mission Comes First” impervious to morale-killing attacks for the next three turns.


-Firing Lines: By establishing regimented units, the 777th can establish precision lines of fire and kill zones that almost no enemy can come through unscathed. If the 777th spends a turn doing nothing but setting up their units for the enemy charge, and are accompanied by officer units, then they count for double their normal point rate for as long as they hold ranks. In the middle of ambush, ranks take 3 rounds to form. Only effects ranged attack units. Fire Lines leaves the units of the 777th highly vulnerable to AoE style attacks. Nonranged units do not have to spend the round setting up. If there are not enough Officers to command the units, then only the commanded units may form firing lines. Heroes and Leaders count as Officers for the purposes of this rule.

--The Sixth Field Army goes into battle arrayed like this. You don’t need to make this an “ability”, it makes more sense to use “highly disciplined” as a special rule.


-Expert Analysis: The 777th are experts at analyzing and incorporating enemy tactics, abilities, technologies, and troops. Against any enemy the 777th can analyze and deconstruct their abilities and defenses. By expending 3 times the cost of the unit being analyzed, they are able to greatly improve certain units in their army. Enemy units can only be analyzed once. Analysis requires at least 1000 points of dead examples of that unit, or one hero unit. If recovery of the bodies is impossible for some reason or another, then this ability cannot be used. If used on a Leader, then it affects the entire army. If used upon a Hero, it affects the units most closely linked to that Hero.

--This has already been declared non-viable in previous pages. NOTE, however, that it has been said that if spend several pages, some very intensely descriptive role-playing, vast expenditure of points, and have a requisite background, you CAN imitate/reverse engineer your enemy's capability. For example, the 777th might be able to recreate Phaedrin Orichalcum, but they would need a HELL of a lot of time. Like, ten pages. At least. To make the crappy stuff.


-------


Commanding Presence should be weakened or removed. This ability applies that as long as Ajax is alive, the army cannot lose morale. This is an impossibility AND is infinitely unfair for play. Recommend making it a timed ability and have it function for two rounds per use, with a reload time of three rounds.

Tactical Mastery should be changed. It is physically impossible to be perpetually audible without a spell or communicative equipment. Recommend replacing with “Audibility Spell” or something similar, which allows Ajax to order his troops around easily.

Rune-brand Dread Armor requires further description, because it sounds like a combination of Myrmidian Armor and Orichalcum, which would probably be mostly impervious to everything.

God Slayer Mk2 is a logical non-feasibility. You can’t have a fragmenting round with salt or silver in it, as the materials would not withstand the concussive force sufficiently to fragment like a grenade. You also can’t “shape” shrapnel, the very idea is that it rips apart into deadly fragments on its own. You CAN do canister shot, then give your leader multiple types of canister shot, with a delay of thirty seconds while he reaches over, grabs a new round, puts it in the gun, then fires.

---

Captain Malden:

Unified Charge: Fine, but refer back to critique of Firing Lines for reasons why it’s okay just to say “High Discipline Under Fire”

Besides, you’re RPing His/Her Majesty’s Armed Forces. Your morale is legendary.

Blinding Lance: No. Magic will probably solve everything in real life, but you cannot have this ability and expect a fair RPing session. Recommend removing from play. Besides, most of us understand the shock value of a massed heavy cavalry charge, we’ll probably lose our special abilities out of straight-up shock anyway.

--

Exterminator McDuffie:

Suffer not the Unclean: Should be changed such that it only affects McDuffie. It doesn’t make sense for her to convey her own righteous fury to every other grunt in her midst.

Purgation Rounds: NO. You can have the rounds be high explosive and incendiary, but it is grossly over-powered to have rounds that TURN THE ENEMY INTO NAPALM before SCATTERING THEM ALL OVER.

-----

Captain Thompson

“Form Ranks”: Change to “Drill Sargeant: Instills the fear of the drill sarge into his troops, compelling them to enter tactical formation at three times normal speed”. See previous critique about discipline.


Temporal Grenades: No aging, but the time thing is PROBABLY okay, as long as it’s limited to an hour or so in either direction at the focal point, with the power dropping off on an exponential scale as it goes out from the center of the blast.

-----

“The Big Gun”: Obscenely over powered for a three-round per page weapon. If it’s going to use air burst, then it’s accuracy needs to be off by something on the order of tens of meters (I’d say at least a fifty meter circle of variation at maximum range). Otherwise, you’re looking at a weapon that WILL destroy the entire enemy army in three shots.

----

Summary: Scale EVERYTHING except for your troops, casters, and elites back by at least two orders of magnitude (10^2). You’re soldiers and elites units are fine, but your heavies exhibit traits that are more reminiscent of an intergalactic super power then a nation-bound field army. You seem to have taken your Leader and Heroes to the Greco-Roman extreme of “can and will kill everything in their way”, and your Super is more like a Death Star on crack.

You MUST remember that this is not your standard “Empire Earth” style “mob the enemy with my superior technology” Real Time strategy game, this is taking something like “Rome: Total War” or “Shogun: Total War”, putting it in a forum, and using real infantry tactics and maneuvers to obtain a decisive victory. Mob attacks MIGHT work, but not if you’ve adequately scaled your army such that everyone is on mostly even footing.
Last edited by DeadPigeonGolem on Wed May 25, 2011 6:13 pm, edited 2 times in total.
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Re: Plains of Blood III

Postby DeadPigeonGolem » Thu May 19, 2011 1:17 am

Kithrune wrote:
DeadPigeonGolem wrote:Remember:

NO. BASES.


...its not a base, its a military recreation center. the watch towers are just a... portal joke.


I don't understand, what post are you referencing (other than mine)?
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