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Asclepion

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[HEADING=1]ETERNAL WAR[/HEADING]​
[hr]



IN THIS GAME, POWERFUL BEINGS HAVE SUMMONED ARMIES AS THEIR REPRESENTATIVES TO WAR FOR SUPREMACY.

The field of battle, an entire world.
The prize? Power, knowledge, maybe only survival.
The instructions are fairly simple; I will list them below.

I.) This is a freeform tactical RP. If you cheat by godmoding or metagaming, the universe will scourge your army from existence.

II.) Anything goes. Yes. Anything. Aliens? Sure. Medieval armies? Terrific. Do try to keep the ripoffs to a minimum though please.

III.) This game is loosely based around points. You start off with 25,000. You gain an additional 1000 each page. Armies are loosely divided into:

-Leaders (1000-2000 pts, if they die, they can only be replaced with sufficient plot background to support it, and your army suffers for it).
-Heroes(500-1000 pts, can be replaced, only get 2 at any one time).
-Troops(1-15pts)
-Elites (15-75 pts)
-Ultras (75-500pts)
-Super (2000-3000 pts, and you only get one for the entire game per army)
IV.) You can rejoin if your army is slaughtered. Different concept are requested, no "My heroes didn't die REALLY" reboots, unless under a sufficiently different concept (example: Played human hero, human hero dies, human hero becomes angel in angel army.)

V.) Special abilities run as follows. You do not have to have these numbers (or any, for that matter). Just don't exceed them.
Your army gets 3 special rules that applies to the whole thing.
-Your leader gets 3 abilities.
-Your Heroes get 2 apiece.
-Ultras can have as many as 4, but should be sufficiently limited.
-The Super gets pretty much as many as they want, but please keep it tasteful.
-Other units may have one or two.


VI.) Points matter. Tactics can make a lot of difference, but please realize that in straight-up combat, a 10 point unit will die against a 50 point unit. Units built for a certain purpose do it better than just saying your army does it. If you have units devoted to digging, then they'll dig faster than any army just doing it for RP reasons because you're rp'ing it. This is because you expended points on it.

VII.) Most importantly, PAY CLOSE ATTENTION TO WHAT OTHER PEOPLE ARE POSTING, and be very clear about where your troops are and what they are doing. Countless other RPs have been slain by carelessness in this regard, we don't want to be counted among them.

VIII.) The key to winning a PvP fight is to write out your post well and maneuver the fight into a position where the other player cannot realistically avoid the damage. Since you cannot say "I sever his head with my claymore" you instead have to get the fight to a position where you can say "I make a hard swing at his neck", and the only reasonable, realistic response he could make is to say "I get hit." If he can find some way out of it that you didn't think of, that's fair game as long as it's not godmodding or controlling some other player.

IX.) Limit what you have as your "base." While seemingly a good idea, it can be lethal to the game if everyone just stays in their zones building their defenses to ridiculous levels until they become unbeatable. You start off in a dark wasteland/jungle/snow-covered mountain/etc with the other armies in range. The whole point is to cut out the exploration part and begin the mayhem. When you create units, they enter the field as reinforcements.

-----------------

Rules
As DM, my say is final, but I want everyone to have fun and not be lording over everything, so I expect a degree of self-regulation. We need everyone working together. So if you want to incorporate an idea or propose a new rule, let everyone know. We'll discuss the game and post armies here.

1. Make sure to have fun. Don't be a jackass or else I will hate you.
2. For the purpose of this game, the battles themselves are more important than the outcomes. Write in such a way that it would be exciting to the other readers. Be creative, especially with your kills.
3. Try to limit auto-hits. I will allow some but no going overboard.
4. If you have questions about something that I haven't mentioned, ask me.
 

Asclepion

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[HEADING=1]THE CLOCKWORK BROTHERHOOD[/HEADING]​
[hr]



A faction only known to those who happen upon them and live. They are a young faction- golems, constructs, and artifacts whose aim is to enforce the natural order of the universe. Many of these automata are intelligent and can think, learn, and remember. They fight out of an intrinsic, wired-in sense of righteous brutality.

Each member of the Brotherhood is designed to find and punish a particular kind of transgression, hunting down a person or group that has violated a fundamental principle of their code of morality. The machines find the transgressors and mete out appropriate punishment. The sentence is usually death. From its first step, the golem focuses totally on its target. It continues its efforts no matter how cold the trail or difficult the task. The beings are single-minded in pursuit of their quarry, but will leave innocents alone. Accomplices to their prey are fair game, however, and often the only sign of their presence was entire platoons of soldiers found butchered to a man.

Members of the Brotherhood gladly sacrifice themselves to complete a mission, but they aren't suicidal. Faced with an insurmountable situation, they are likely to withdraw and seek a way to even the odds. They are patient but relentless foes. They ally with others if that helps further their goals, but they have a hard time keeping allies for long. And on one more than one occasion the construct's previous allies have come to gruesome ends for the slightest infraction. But on the dangerous worlds of the outer planes, having a merciless engine of destruction at your side can be quite useful... until it decides you're the next target.


Rebuild: If the Clockwork Brotherhood win in battle they can either recover 50% of losses made during it due to piecing themselves back together, or recover losses by paying 50% of the cost of the units. If a loss is suffered it is treated as the enemy capturing or irreparably destroying any components so no recovery can be made.

Construct traits: Low light vision and close distance dark vision. Immunity to morale effects, paralysis, most poisons, disease, and necromancy effects. Constructs do not sleep or breathe. Because its body is a mass of unliving matter, a construct is hard to destroy unless you hit the control surfaces, pneumatic/power lines, or gears/moving parts. You can't really just fill it with holes and expect it to die.

Eru Melatrion (1000p):

Current leader of the Clockwork Brotherhood, creator of many of it's more recent automata. Born a mortal man, he is a powerful wizard and skilled engineer who long ago replaced the majority of his body with a golem. He appears as a hulking animated suit of armor, with muscles of flexible sinew. Easily eight feet tall and not much less across, he is overwhelming fast and skilled with weapons- but even more formidable is his knowledge of the sorcerous arts. Eru tirelessly maintains himself in top condition, and has an aura of control about him. For all the wanton carnage of his kin, the leader himself can be quite benevolent. He sees beauty in all things, and for the most part those who are not targeted for retribution or are not blocking him from a goal have nothing to fear. The man is not cruel, only merciless... and pitiless.

Powers:
1) Automatic repair - in a 100ft radius any disabled constructs automatically piece themselves back together.
2) Destructive overdrive - If he is upon a battlefield the constructs present go into an overdrive for the praise of their master. This is self destructive as it forces them to act past their limits.

Seeker (1p):
A tiny construct. They have the appearance of small insects with a jewel or pendant-like carapace and mechanized legs. In great swarms they can pull down and dismember creatures many times their own size. However, their primary purpose is to explore and observe.



-

Artifex (5p):
Small golems with runed nodes to hold together and manipulate joints. They stand around 4 feet tall and several can combine to create a larger form.

Powers
1) Combine - Multiple Artifexes can add their components together into a fused being. This unit has a point value equal to the combined point value of every Artifex added to it, to a maximum of 100.


Death Runner (75p):
Molded plates of silvery metal cover the body of this massive yet agile humanoid. The interlocking plated continue into it's hunched neck, with a malformed skull as a face. Beneath the interlocking plates are strands of fibrous sinew. An arcane glyph is engraved on the creature's mostly featureless head, and its small eyes gleam with lethal cunning.

Easily a match for a dozen men, it strides across the field of battle with a grace unmatched by man or golem. 10 feet tall and bristling with weapons, it's frightening appearance is meant to induce shock in foes. A single Death Runner is fearsome, but many gathered together can outmaneuver enemy forces and slaughter their army.



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Librarian (75p):
A sorcerous flame burns within these floating engines. A humanoid torso gives way to a nascent lower body, for these golems levitate from the ground. They function as nodes and repositories of knowledge, and could surround themselves with a storm of fire.



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Floating Fortress (400p):
A large entity. The best description would be something akin to a semi-sentient missile bus, destroying from afar the most heavily defended targets. In battle it shoots sharp-edged flying golems that seek targets and cut into them before detonating. It is suggested that the constructs can combine themselves into a disc-like shape. The floating fortress is 18m high, 3,5m wide, 12m long; it weighs about 100 tons.

Powers:
1) Repulsion Field - The floating fortress can use the same energy that keeps it afloat against nearby foes, violently pushing them back.
2) Carry - The floating fortress can act as a transport, carrying up to 80 smaller combatants inside itself.

 

drmigit2

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Dec 25, 2008
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The Ascended Morphites

Born of another dimension, the Morphites are spawned from a god seeking to spread his empire. While his actual army is much more powerful, the Morphites are his expidition force and is easily transported to another dimension. They are highly organized, efficient, brutal and vast. Their only issue is that past the regular Morphties, they are very expensive and all reinforcements come from another dimension.

The shapes and sizes of these creatures vary and are seemingly determined soley by the Morphite itself. They can change their entire body structure to suit the job and are themselves able to become a tool for another Morphite if that's what the job orders.

While they are sentient, they are all enslaved by the Dark God's whim and any that break from it are instantly destroyed. Failure is entirely unacceptable, but only on a grand scale. They are willing to take hits even if just to lead an enemy into a trap.

Morphing: The Morphties can change into any specialization at will, becoming diggers, snipers, chargers, tanks and whatever falls in between.
Interdimensional Transmutation: On top of being able to spawn reinforcements anywhere on the planet, the Morphites themselves can mov vast distances in seconds by creating mass portals.

K'ra Moriarith: 2000 pts A minor god of steel in his own realm, sent by his master to oversee the operation, he is careful, cunning and merciless. He is entirely unrivaled in combat powers. He stands at a gigantic eleven feet tall and appears to any around him as a blue tinted monstrosity. His boots are red from the blood of all his countless victims.

http://fc01.deviantart.net/fs10/i/2006/090/c/b/Volte_face_by_silverbobcat.jpg
Abilities:

Blood Spike: K'ra can raise metallic spikes from the ground anywhere within a 1 mile radius of himself.

Intimidation: Any non Morphite unit that costs under 1000 pts and can see K'ra is struck with a paralyzing fear.

War Machine: K'ra can instantly bring elites and low level ultras to his side for defensive purposes.
Morphite trooper: 10

All purpose fighter with the ability to change types at will. Can flatten itself in order to avoid damage or stretch itself out in order to absorb damage for something else. Able to launch hardened parts of its own body out to kill things from a distance.
http://farm4.static.flickr.com/3019/2645402198_57320bc01b.jpg

L'ainaire: 15

Highly tanky beast that the Morphites often ride. Hightened sense of smell allows them to smell blood, oil or any identifiable substance from a large distance. Surprisingly agile, they can dodge an arrow if they have to, though a single arrow would be nowhere near enough to take it out.

http://img-cache.cdn.gaiaonline.com/352d39bfa1811a3f821382e776b37f09/http://i592.photobucket.com/albums/tt4/yugi195/My%20anime%20characters%20Roleplay/bildungsromantic_by_GunnerRomantic.jpg

Feaster: 25

They fly in packs, they rip and shred and tear into everything. What isn't to love about the vicious raiders that the Morphites send in to clean up messes? While weak against ranged fighters, these guys can easily pick up and toss melee fighters and if they eat their victims, they can eventually transform into Behemoths.
http://c592745.r45.cf2.rackcdn.com/enlarge/345134.jpg

Behemoth: 75

If not formed by an overfed Feaster, then these creatures can be brought across the dimensional barrier by their Dark God. These creatures divebomb onto the battlefield and then continue to decimate forces. Designed to counter large units, they often are the initiators for fights as ordained by K'ra.

http://images2.wikia.nocookie.net/__cb20091205202124/monsterhunter/images/e/e6/Diablos.png

K'ra Guard: 150

A devout follower of the minor god, they will die protecting their master and when not found at the center of the battle, they are always at the side of their god. Their claws brutally rip into all around them.

Abilities:

Chameleon sight: Guards can see in more than one direction and will often fight multiple opponents at once.

Spiderling assault: Guards can call hundreds of tarantulas from the ground to end their enemies. Often a diversionary tool, unarmored units very quickly can fall due to this.

Regeneration: If a limb is hacked off, a Guard can forcefully regenerate it and continue fighting.

http://features.cgsociety.org/newgallerycrits/g71/176271/176271_1306111566_large.jpg

Mir'ath: 500

God help you if you have to fight this beast. Made of the earth around it and forged of hatered, this creature is all but invincible to weaker units and can easily dwarf an entire army. It fights either by spewing acid onto the surrounding area, or by simply stomping and swiping at creatures around it.

Abilities:

Acid Breath: Cast acid in all directions, killing most organic creatures and doing severe damage to the interior of most non-organic structures.

Earthquake: Mir'aths can split the earth in two, often combined with digger Morphites to create a massive ambush.

http://www.imgbase.info/images/safe-wallpapers/miscellaneous/fantasy/20168_fantasy_monster_huge_rock_giant.jpg
 

PrinceOfShapeir

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Mar 27, 2011
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[HEADING=1]PEOPLE'S DEMOCRATIC REPUBLIC OF FREE UNDERWORLD[/HEADING]​
[hr]


Look around you, people! Listen to your neighbors! They cry out to their ancestors, they claim the world was fair in Durin's Day! Now listen to them further, they cry out that Durin's return is nigh! But these cries have sounded for thousands of years, and still there is no sign of Durin's return! I say unto thee, Durin will not return! Perhaps Durin never was! If we wish to make the world as fair as it was in the legends of Durin's Day, we must make it so ourselves! We must join together!

This will not come easy! We will all have to make sacrifices to create our new world! Yes, your may work bitter hundred hour weeks until you die under the whip of your drivers! Yes, you may subsist on only cram and water for your entire life! But your labor, your blood, sweat, and most of all, your tears go to sustain the great march of our civilization! Soon all will kneel before the strength of the Free Underworld! All hail Glorious People's Republic! All hail the Revolution! Down with the intellectuals! Down with the bourgeoisie! Up with the common man! Glory to the workers!

Work is life!

The world has abandoned us! We fight alone against insidious enemies, enemies who would destroy the Republic, who would have our nation crumble from within! But we are the children of the stone! We are mighty, we are invincible! Know that all who face us will suffer our wrath! We will not surrender, we will not stop until we crush their skulls and use them to feed our furnaces! The march to victory begins today! Join us, and lay them low with fire and axe! Join us, and join in the spoils of victory!

* * * * *

The People's Democratic Republic of Free Underworld is an authoritarian, dictatorial state of Dwarfkind under the leadership and sole dominance of Glorious People's First Citizen Magnus Steel. The state has brainwashed the population into absolute loyalty. Tactically they favor a combination of incredibly heavy weaponry supported by massive numbers of poorly trained, poorly equipped troops. Their war strategy is defensively inclined, using their natural skills at engineering to prepare deadly traps, redoubts, and other situations that naturally favor the Dwarves against their enemies.

Subterranean Supremacy: While underground, Underworld units are treated as if their point value was 50% higher than their purchase price.

Glory to the Miners: Cultural and racial instincts make Dwarven tunnels incredibly resilient to both accidental and deliberate collapsing save by prepared demolition by their makers.

Dwarven Traits: Darkvision and resistance to natural toxic fumes. Dwarves do not require significant amounts of oxygen to survive.

Magnus Steel (2000P)

Glorious revolutionary, leader, general, and first citizen of the Free Underworld. Magnus Steel was originally a Priest of Moradin before having his eyes opened by the truth of glorious socialist freedom state. Magnus Steel rarely takes the battle directly, preferring to administrate the war at large, but when he does march to battle he wields the two most powerful artifacts of glorious people's socialist republic state of Free Underworld, the Hammer of the Workers and the Sickle of the Laborers.

Powers

A Million is a Statistic: In a battle with Magnus Steel present, all units except Magnus himself are treated as though their point value was 50% higher than their purchase price. This stacks with Subterranean Supremacy.

Not One Step Backwards: In a battle with Magnus Steel present, all Republic units and any forces allied with the Republic are immune to any form of fear, intimidation, or other psychological effects - their love and fear of Magnus is stronger than any mental compulsion.

Dig Like You've Never Dug Before: When Magnus Steel leads a digging operation, the speed of the operation is doubled. All work lead by Magnus Steel is of the highest craftdwarfship.

Warrior (5p): A classically trained Dwarven warrior, with heavy armor and wielding an adamantine axe and shield. Ability: Shield Wall, when in a group of more than 100 other Warriors, Warriors may lock shields together. This reduces their movement capabilities, but increases their combat effectiveness by 25%.

Archer (5p): A Dwarven archer, equipped with a crossbow launching four-inch long mithril penetrating darts and a mithril pavise shield. Ability: Pavise Barrier. An archer who has had time to erect his or her pavise shield gains immunity to hostile ranged attack.

Miner (10p): A classically trained minerdwarf, with light armor and wielding a pickaxe and explosives. Ability: Demolitions. With five minutes of prep time, a Miner is capable of collapsing any Dwarven tunnel.

Martyrs (25p): Martyrs are Dwarves who have volunteered for the most glorious duty. They are layered with runes and drugged to make them immune to pain, then massive amounts of high explosives are strapped to their bodies. These Slayers then entomb themselves just below the earth to await passing armies before detonating themselves. Special Ability: Inspiring Fire. Dwarven units that witness a Slayer give his or her life are granted a 25% effective point value increase. While this stacks with other increases, it will not stack with itself.

Slayers (75p): Slayers are legendary warriors of the Dwarves, armed with master-crafted weaponry. While deadly in any circumstance, Slayers are most effective against enemies more powerful than themselves. Special Ability: The Bigger They Are: Slayers are granted a 50% effective point bonus when fighting enemies that are Ultras or higher. This effect stacks with other percentage-boosting effects.

Iron Chariot (250p): And the Lord was with Judah; and he drave out the inhabitants of the mountain; but could not drive out the inhabitants of the valley, because they had chariots of iron.

When God fails, put your faith in steel. When the time comes for God to die, put your faith in Iron. The Iron Chariot is a machine created by the Dwarves for war, a small mobile fort with a pair of ballista and crew. Special Abilities: Explosive Darts - Iron Chariots can load explosive darts, granting them area of effect firepower against light forces. Adamantine Darts: Iron Chariots can load adamantine penetrator darts, granting them extreme firepower against large, singular targets.

Magma Cannon (500p): And if anyone's name was not found written in the book of life, he was thrown into the lake of fire.

The Magma Cannon is a massive, slow moving Dwarven weapons platform that fires massive jets of molten rock and metal at its enemies, incinerating any foe in its path. Special Ability: Barrier Creation. By directing the jets to fire at walls and floor, the Magma Cannon can create a blazing barrier of cooling metal and stone.

Leozh Trotskaev (1000p): Leozh is the greatest warrior of Glorious Socalist Republic of Free Underworld (May it stand forever), a noble and glorious warrior who wields the great weapon Inferno Marx One in battle, burning his enemies alive. While to this day an ice axe is buried deeply in his head, he stands resolute and unswayed by the wound.

Special Ability: Rhetoric, by waxing philosophical Leozh can mesmerize his foes, reducing their movement speeds to a crawl. This effect does not work in open combat.

Marx Inferno: While underground, Leozh can spray his flames in a circular pattern, setting the walls, floor, and ceiling aflame and turning the tunnels into a great oven. While it does not concern Leozh, any other units within the Furnace will quickly be overcome by the massive heat.

Vlad Putraev: Vlad Putraev is the Great Outcast of the Dwarven people, but still he returns to aid them in battle. He is like a shadow, there one moment, gone the next, with blood and death in his wake. Vlad wields the Nekvad and the Kegab knives in battle, their dark magic empowering his own sinister strengths.

Special Abilities: Socialist Shadow: Vlad is invisible until he has engaged in battle. If he breaks line of sight, he is once again invisible.

The Most Interesting Dwarf In the World: Vlad is capable of operating any and all vehicles, machinery, and weapons he finds, no matter how alien.

The Spear of Destiny (3000p): A five hundred foot long drill tank, capable of boring through the Earth at a rate of hundreds of feet per hour while holding one thousand Dwarven warriors. It mounts four Iron Chariots and two Magma Cannons as well.

Special Abilities: Dig Deep - The Spear of Destiny can dig to any level and make that level safe for Dwarven habitation, rapidly constructing ventilation equipment and tunnel supports.
 

Mr.Ivebeenframed

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Asclepion said:
OH God Yes...
Just a few questions:
Will terrain/weather be heavily factored into who wins a battle?
(Sorry if this sounds stupid) Do we have a starting army or will there be some time spent gathering strength?
Even if we aren't fighting can we build up the army even if we haven't battled yet?
Over the course of the RP will there be the option to slightly upgrade certain parts of your army?
Is there an option for diplomacy(within reason of course) or is this just staby staby the entire way through?

I'm very much interested in this Asc. Once again you've caught me in your net.
 

Fishtie

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Sep 19, 2010
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[HEADING=1]United Murinae Peoples[/HEADING]​


Though this race seems almost laughable in comparison to others, these 4 inch tall (not counting tails) sapient rodents have formed a large complex society. While individually they are weak their shear survival capacity, high numbers, and strong organization has allowed them to survive every great catastrophe that has come their way. With the steady advancement of Mus technology they are even able to now confront larger entities on a (relatively) open bases. Mus peoples use their small size to their advantage to hide and escape with near impunity as well as their sheer numbers to overwhelm their enemies. Mus society is an incredibly complex system of interpersonal relationships tieing together a flexible and highly localized government system that is practically unique to every group of Mus.

Think small! Strike big!: Mus units are small compared to whomever they fight, thus the gaps and spaces in their defenses are just as big. In close range combat Mus units ignore the effect of enemy armor or evasion. In addition, Mus units take less damage from any non-area-of-effect attacks but take greater damage from area-off-effect-attacks.

Stay silent! Scurry below!: The small size of Mus units also makes it easy for them to escape their enemy's detection on or off the battlefield. As long as battle hasn't been joined yet, Mus units can move undetected by enemies even if they occupy the same area. This also allows Mus units a higher chance of escaping from combat with fewer losses. However, the more Mus units there are in a single area the higher the chance of this effect not applying.

Dig swift! Burrow deep!: By nature Mus citizens are burrowers who make their homes underground by digging with their paws. Mus units can move through solid surfaces at only reduced speeds and also take reduced damage from long range bombardment type attacks.

Hamnpork 1000p:

"...but the idea of the territories needing unification and protection is what I do with this axe. I am able to achieve greater good for the mice of the territories without answering to any settlement or matriarch, all the while never ruling or controlling anymouse. I put the needs of all mice before my own."

Hamnpork is the undisputed if begrudging leader of the Mus military. While he is exceptionally ancient among his people, the time has been completely spent honing his skills and dispatching any who would threaten his people. While it is his head for planing strategy and tactics that is in fact his most important attribute, he is also undeniably the greatest warrior of all the Murinae peoples. When pushed to it he is almost unnaturally skilled with his shotgun and legendary black axe.

Powers:

+Flee! Escape! Survive!: Hamnpork may be the greatest Mouse warrior ever, but even he knows that their real ability lays in the way they can run and hide from almost anything. He also didn't get as old as he is now by fighting every battle to the end. When Hamnpork directs or covers a retreat of Mus forces, a minimum of 90% of the point value of the entire army escapes safely and immediately relocates elsewhere.

+Swarm! Overrun! Destroy!: Hamnpork can direct nearby Mus forces to take greatest advantage of their size and numbers. All Mus forces directed by Hamnpork gain a combat advantage that increases based on the number of Mus units taking place in the battle.

Dr. Dangerous (500p):

"You underestimate me because I am weak. You underestimate me because I can not see so well. You underestimate me because you think I can not fight you. You will never realize what a mistake it was to do so."

Dr. Dangerous is one of the most brilliant sciencemice to have lived in several generations. While some might consider his methods dangerous, there is no question that they are effective and that his entire loyalty is owed to the Murinae territories.

Powers:

+Analise! Lean! Adapt!: The Dr. understands that only by learning from and about one's enemies can one find the best way to defeat them. Whenever Dr. Dangerous is present at a victorious battle he can examine the defeated enemies and give all Mus units a permanent combat advantage against that type of units.

+Educate! Equip! Mobilize!: Dr. Dangerous's understanding of Mus engineering and technology is so complete that he can quickly convey the basics to many mice at once. Dr. Dangerous may chose to temporarily turn any number of nearby Mus units into Mouse Engineers.

Peaches (500p):

"Only if everyone stands together and does their part can we get through this. Please... Do it for me? I knew you'd come through!"

In all of Murinae culture there is no single mouse more beloved then Peaches, the angelic singer who stirs the hearts and souls of all mice everywhere with her song. Any cause that she is willing to throw her support behind is sure to be well accepted by the Murinae peoples.

Powers:

+Love! Embrace! Grow!: Peaches is particularly known for her stiring love ballads that can cause even the most hardened mice to look for comfort in each others arms. Using this ability on a number of Mus units causes a production of extra points of units in the next page. However, affected units cannot be used to fight and suffer severe penalties if attacked.

+Hope! Dream! Fight!: Peaches is also capable of stirring mouse hearts to incredible feats of bravery and spirit. Using this ability on units temporarily grants them combat bonuses and fixes their moral at maximum.

Mouse Militia (1p):

"Murinae! What is your profession?" "Mice! Mice! Mice!"

Every mouse raised in the territories is expected to be able to wield weapons and operate in a platoon alongside his or her fellowmice. Platoons such as this one are well armed with small machine guns, grenades, grappling guns, and melee arms as well as a smattering of special weapons like rocket launchers, long rifles, and satchel charges. While these groups may not be terribly impressive, they have good spirit and make up the bulk of Murinae's wartime forces.

Mouse Engineers (3p):

"You must guarantee success? Send in the engineers."

While a platoon of mouse engineers may only have a bit more combat ability then a militia group, they tend to equip a higher concentration of heavy weapons and are much more disciplined. Their real skills though are more technical, highly trained in logistics and equipment handling, they are modern wizards of the battlefield.

Power:
+Dig! Build! Demolish!: Mouse Engineers burrow, build allied structures, and sap enemy structures at twice the normal speed. Also, enemy attacks does not reduce their abilities to perform any of those actions.

Mouse Commandos (5p):

"Best of the best of the best of the best. Sir!"

Mouse Commandos are units made up of full time warriors under the tutelage and leadership of veteran fighters. Equipped with advanced weapons and body armor they are trained endlessly in team tactics that maximize their fighting potential.

Power:
+Stand! Fight! Sacrifice!: Mouse commandos are immune to fear effects.

Mouse Armor Group (10p):

"This can not be a safe idea"

While these small tank units don't necessarily play to a natural mouse strength, they are well valued for their ability to actually strike with some force and accuracy from a range. When actually successful in launching a surprise attack they can deal quite a bit of damage with their high explosive cannons or bola launchers.

Mouse Air Wing (15p):

"We mice no longer fear what soars though the skies. It is us."

These daredevil pilots fly the most advanced combat jets available from Murinae hangers to scout or attack the enemy with bombs and missiles. Not only are they exceedingly small, but now are incredibly fast as well making them very difficult to hit. Combined with their ability to land and hide almost anywhere these units can quickly turn from 'annoying' to 'nightmare'.

Mouse Guard (75p):

"It maters not what you fight. But what you fight for."

Every mouse respects the mouse guard, for they are the ones who have stood between every threat that the Murinae territories have ever faced. The selection proses is extensive and the commitment extraordinary, but every single mouse guard is expected to show the peak of mousehood not only in combat, but also in judgment, morals, and intelligence.

Power:
+The Oath: A Mouse Guard is never reduced in ability or value for any reason.

Tiny Nuclear Device (500p)

The current pinnacle of modern Murinae technology. This warhead can devastate an entire (very small) battlefield though transport and arming can be troublesome at times. Due to the risks and double edged nature of this weapon it is not often used.

Power:
Detonate! Explode! Devastate!: A Tiny Nuclear Device must be sacrificed to have any effect, however when that is done this unit deals massive damage to all units in the area including friendly ones. Tiny nuclear devices can not move or activate on their own, they require a different unit dedicated to them in order to do such things.
 

Redryhno

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Jul 25, 2011
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[HEADING=1]League of the Zodiac[/HEADING]​
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An organization built on the principles of split and destroy, whether the enemy be science, or something of a more humanoid shape. Originally simply a group of thirteen scientists, engineers, and the like, it has grown into a major military contractor, to a force supplying their own mercenaries, finally into a semi-dimensional wide military power. After conquering their own universe, they have bridged the gap to a new place to expand their empire.

Their weapons are powerful, and although they are few in number, they know their weaknesses, and are experts in guerrilla and skirmish warfare. Each of them serves a specific purpose, and can do this purpose better than most in the known universe. They do not stay in one place long, or travel as large groups, but small groups of fifty or less across a wide space, so as to attract little attention if any.

Each of their warriors seal themselves into their battle suits, and are completely covered from head to toe, though still able to breathe and

Still presumably led by the original thirteen founders of the League, each has taken upon themselves an aspect of the Zodiac, the thirteenth and assumed leader, Zodiac, being the strongest of them. He/she has not been seen outside the Elliptic Palace in nearly a century.


Hit and Run: The Zodiacs are experts in skirmish war, and as such, are able to attack and disappear into the wilderness within minutes of their first strike. They do not engage longer than half an hour, and even that is a very rare occurrence.

Advanced Weaponry: Even the lowliest grunt carries a rifle and hand weapon capable of ripping apart a target at the sub-atomic level, as such, each are capable of destroying things many times their strength, size, and power(or at least vaporizing a large chunk of it.) Each also has a timer of sorts on it, causing it to rip itself apart beyond all repair and ability to be studied should the soldier bonded to it be killed. The soldier's suit itself monitors their life signs and implodes, destroying the important components, leaving behind a worthless "skin" that can be used for little more than a fashion statement, if even that.

Forward Scouts: The Zodiac does not engage in prolonged combat often, but when they do, they make sure that it is a field of their choosing. Traps are laid, foliage is destroyed, - or rejuvenated, as suits their needs - and the ground itself is manipulated to crumble beneath the feet of their enemy. 10% chance for all enemy units that engage the Zodiac on ground of their choosing that each step they take, every move they make, every shot they fire, attack they follow through on, triggers a massive trap, whether it be the ground collapsing underneath them, sending them flying into a cave beneath the ground, a simple minefield that blows them to smithereens, or an even simpler trigger that causes a spike to fly into the chest of the commander of the enemy.

Scorpio (1750p):

One of the two commanders sent ahead, he is a cunning mastermind, never striking without reason and always with purpose, and his strikes are rarely without drastic casualty . He is neither man nor machine, but a joining of the two. Completely hairless, he is covered in a thick carapace, and in place of his legs, a machine melded to his body, pincers, tail, and legs of a scorpion. He is not that imposing a sight on the battlefield, standing only at eight feet, most of that being his legs, only a small portion of it being his real body.

Powers:
1)Acidic Poison - Just as the real scorpion can emit poison through its pincers and stinger, so too can Scorpio. Though of course not real poison, too many things are resistant or immune to the effects, making it an inefficient weapon. Therefore, a corrosive acid capable of continuing to stain long after it has been administered.
2) Few Weaknesses - As Scorpio is defended by his carapace and machine body, there is little of him that can actually be hurt for longer than the equivalent of an oil change.

Leo:(2000 pts.) - The most powerful of the Zodiac, at least in terms of battle strength, Leo has the appearance of an average man with golden hair and feline eyes. This is simply a facade for the ferocity and savagery beneath however. He is many times stronger and more agile than his elite guard, considered the strongest beings in their universe. A general he is not, as his patience for command stops at roughly thirty, though his ability to rip through hordes of enemies makes him a force of nature all his own.

Powers:
1)Strength of the Lion - Leo is fully capable of ripping apart steel and crushing diamonds with his bare hands, he is Heracles' equal in almost every way physically.

2)Blood Rage - Once something actually manages to harm Leo, he is able to unlock his inner self and can be said to take on the aspect of his namesake, though easily three times the size of a supposed "normal" lion. Claws capable of ripping apart the strongest of materials and a jaw that lengthens, able to rip three men in half with a single closing of his gigantic mouth. This does come with some drawbacks however, the most detrimental being he is unable to quit killing until there is no enemy left in sight, this is the most pressing reason he was sent along with Scorpio, who is second only to Zodiac in terms of grand strategy and command authority. In addition, he is rarely allowed on the battlefield unless there is reason for prolonged conflict, or the enemy force is overwhelming enough to warrant the calling of the Lion in order to cover the retreat.

Toxotes (15p):
The basic grunts and scouts of the Zodiac, these men and women are equipped with a rifle or pistol(Special Army powers) and close combat weapon, they are encased in armor capable of turning themselves invisible and removing the presence of body signs, rendering them undetectable to most sources, magical or otherwise.



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Mithuna (15p):
These are twins, taken from birth to become the best infiltrators, saboteurs, and dual combat specialists. Linked by a chip and process, they know each other's pain, and cannot survive long with one of the two dead. They are implanted with white phosphorous bombs(equivalent, much more stable with their preparations) the moment both are dead, they explode in a great gout of flame, destroying the bodies, gear, and implants beyond the ability of even the Zodiac to reuse. They are equipped with dual blades(SAP) which they use to great effect, bombs similar to the ones inside their bodies, able to be planted, and the standard body armor suit.

Powers
1) Final Burst - phosphorous bombs inside their bodies explode outwards, destroying most things within a twenty foot radius, metal has been known to liquify under the sudden heat, only to harden again, causing significant problems if detonated in the wrong/right place.(Machinery no longer functioning because of fused gears, weakened armor, etc.)

Closest image I could find that almost fit.

Karkata (75p):
Living tanks would be the best descriptor of the Karkata. Humanoids a little over seven feet tall, they wield what amount to miniguns held by straps(SAP),and grenades that contain a corrosive acid similar to Scorpios', but weaker, and a few that contain blinding smoke for retreats. they wear modified bodysuits similar to the rest of the Zodiac, but are much thicker and stronger armor, and although are invisible from scanners or scrying of any sort, can be seen by the naked eye just as easily as anything else. Note that this doesn't make them completely inept at hiding, they are simply forced to use more mundane methods compared to their comrades.




Krios (75p):
The close-combat specialists of the Zodiac, they carry hammers that along with the standard weapon properties of the Zodiac, allow them to wreak great havoc among a large group of soldiers. They rarely number more than a dozen, and fight as one. Each strike that misses is missed to allow for a more permanent end to the threat. Much like the Karkata, they wear strong armor that doesn't allow them to become invisible to the eye, opting instead for protection and survivability.


Best image I could find, obviously they're better protected than this.


Tula (75):The elite snipers of the Zodiac, their weapons are even more powerful than those of the Toxotes and the rest of the army. While they can use the ammunition provided to them and the rest of the Zodiac, they also have seemingly simple ammunition. Designed to pierce most armor they're come in contact with, and explode within milliseconds of piercing said object, sending shrapnel to every corner of the target's body, sometimes even completely ripping a target apart. They are completely solitary units unto themselves. They work alone, and are rarely seen. When they are seen, it is most often after they have completed their self-set objective, and even then, they are often in the act of vanishing, if at all. The Zodiac themselves rarely see their allies beyond the carnage left behind by their shots. Trained to use the given terrain to give themselves every advantage and their enemies none, hindering them if possible. While the Zodiac may be experts in scare tactics, hit-and-run, and sabotage, The Tula are the true masters of stealth and assassination. Though they may not look it,

Powers:
1)Masters of Subtlety - The Mithuna may be the saboteurs, but they are not the assassins. The Tula fulfill that role, equipped with a device that allows them to shift dimensions for a very short amount of time, they can easily evade almost all attempts to capture them. While the suits of the Zodiac make an individual invisible for an indefinite amount of time, these devices allow the Tula to stop existing, causing all shots to automatically miss while inside the dimensional bubble that encompasses their bodies.

2)Never Miss - Once a Tula has set their sights on a target, they do not give up. They will track them to the ends of the earth if need be, and will never fire until they have the perfect shot lined up, and of course, will never miss once the trigger is pulled.



Vrisaba(150 pts.)- the demolition experts of the Zodiac, these units are the one truly massive specimens they have. Weighing in at a quarter ton and standing tall at ten feet, these "bull men" carry collapsible artillery on their backs, taken out only to be set and fired a maximum of three times during any typical skirmish. Long-range fire support is only their secondary objective however. First and foremost, they are the quartermasters and the ones that set the battlefield full of traps when preparing for actual battle. Able to fire their Tauros rockets from miles off with only a minimal chance of deviation,thanks to the advanced targeting of the Zodiac, they are devastating to lightly armored or tightly packed units, great death is seen whenever their great guns are brought to bear.


Mina (400p):
The one true "machines" the Zodiac use, these are tiny, the size of ladybugs or smaller, sometimes venturing into the microscopic, though there are billions of them in any given horde. They serve no purpose other than to offer protection. Within seconds, they can cover a space and meld with the surrounding area, making them appear to be nothing more than an actual part of the landscape. They are also used as temporary shelter. They feed on dirt, metals, and other things of matter. Given a day, each can create a thousand of themselves, making their numbers countless and impossible to guess at. Given the command, they can attack flesh and blood creatures, but they are not designed to be able to "digest" the materials they swallow, causing them to die within hours of ingesting the tissue. But the damage they can cause is devastating to say the least.

Powers:
1)Chameleon - each has a Chameleon processor in their programming, giving them the ability to fully BECOME one with their surrounding environment, aiding the Zodiac's plans even further along as they can not be told apart from actual nature, for lack of a better word.

2)Legion - The Mina are able to reproduce hundreds in a few hours, making them able to constantly replenish themselves, and making them impossible to count. Area of effect weapons do more damage to them obviously, but they are much more difficult to hit with a precise shot.

Not all can fly, most burrow through the ground or latch onto troops to convey them to their destination, and like most things in the Zodiac's forces, unable to easily be detected.


League Bodyguards(300 pts.) - Numbering less than 166 all around, with only 26 currently on this side of the dimension, each of these men and women carry some of the best gear available to the Zodiac, Each were cloned from a mix of the League's combined DNA, destroying the unwanted traits and improving upon wanted ones. They are strapped into their armor as soon as they are "born", and made to remain completely loyal to whomever they are assigned to, and no one else. While they are able to think for themselves, the mere mention of their charge's name will have them following out their orders. Each carries a rifle as tall as they are, tipped with a wicked blade and constructed using only the finest materials, making them nigh-unbreakable. Each group has been changed further by their charges, making each slightly different, but just as powerful, if not more depending on these changes.

The Two current groups:

Scorpion Guards: Standing at six feet exactly each, these clones are encased in armor that appears to be completely restrictive, but is surprisingly flexible, but just as strong. In addition, they have a tail connected to the armor much like Scorpios' own, though this injects a paralyzing agent instead of his acid.

Powers:
Paralyzing Tail - organic material so much as scratched with this has roughly three heartbeats before their bodies seize up and refuse to move, this can persist for up to three days without the administration of the antidote. Without the antidote, they will continue to feel somewhat stiff for at the very least three weeks so strong is the poison, leading them to perhaps make a grave mistake in their unwilling hesitation.

Lionesses(375 pt.): The Guards of Leo, they each stand at six feet and are almost complete muscle. They carry rifles similar to those of the Scorpion guard, but are more like shotguns as they often leap into the fray right behind their leader, not caring for their own lives, only to protect Leo. They are his pride, and he is their only male. As such, their bond is oft considered the strongest of the thirteen guards.

Powers:
Regenerative Factor - although not able to regrow lost limbs or organs from scratch, a Lion Guard is able to attach the severed body part and have it knit itself back together in a matter or hours. Decapitation will allow them ten minutes of life afterwards, plenty of time to find their head, provided it hasn't been vaporized or blown apart.

Herculean Strength - while not actually as strong as Leo, they are powerful in their own right, each having the strength of dozens of men, and faster than most eyes can follow, allowing them to rip into their enemy and leave before they even have a chance to react.
 

Khedive Rex

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Jun 1, 2008
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I'd like to reserve a spot. I'll ask though, is there anyway we could have an official map of the world we're fighting on? I think it would go a long way to prevent confusion based on where people and armies are.
 

Asclepion

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Aug 16, 2011
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Thanks everyone for your interest. However, something came up and I have to cancel. My sincerest apologies.
 

drmigit2

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Dec 25, 2008
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Asclepion said:
Thanks everyone for your interest. However, something came up and I have to cancel. My sincerest apologies.
In that case, why doesn't someone else GM? I could use my army as a plot device and considering they are bugfuck evil and should never win anything ever, I would be willing to let them get beaten by someone. Would you be willing to be a player and give me the rundown on what you wanted to accomplish? This sounds like it could be fun.
 

Mr.Ivebeenframed

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Jan 6, 2011
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drmigit2 said:
Asclepion said:
Thanks everyone for your interest. However, something came up and I have to cancel. My sincerest apologies.
In that case, why doesn't someone else GM? I could use my army as a plot device and considering they are bugfuck evil and should never win anything ever, I would be willing to let them get beaten by someone. Would you be willing to be a player and give me the rundown on what you wanted to accomplish? This sounds like it could be fun.
I second that motion. This is too awesome to pass up and I haven't even posted my army yet :(
 

drmigit2

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Dec 25, 2008
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Make sure you guys save your posts, Iron actually brought up a good point that we may have to re-make the thread.
 

deathbydeath

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Jun 28, 2010
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Wait, could I get a spot in the game/new thread? I'm drudging through ideas for grunts and core units, but my interest definitely exists.
 

drmigit2

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Dec 25, 2008
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deathbydeath said:
drmigit2 said:
Mr.Ivebeenframed said:
So who's actually going to start the new thread?
I will get it up ASAP. Everyone has skype right?
Yes (I do), but is this a recruitment thread or a game thread?
Recruitment. I am not sure how many of us will be staying to the next thread.