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  1. #1
    Ride The Lightning

    EXP: 166,794, Level: 17
    Level completed: 83%, EXP required for next Level: 3,206
    Level completed: 83%,
    EXP required for next Level: 3,206


    Storm Veritas's Avatar

    GP
    25,550

    Name
    Storm Veritas
    Age
    39
    Race
    Human
    Gender
    Male
    Location
    Corone

    Gisela Registration: The Brotherhood of the Castigars (Veritas Legion)

    The Electric Company

    Loyal to Storm Veritas, this large and formidable army of humans prepared to take on all comers. These warriors have typical human abilities and constraints, and their

    Coronian Rangers – (Legolas Wannabes) -1500 Men
    Armor: leather
    Key Weapon: Iron Arrows and Yew Shortbows
    Secondary Weapon: Steel shortswords


    Conscripted through his experience in the recent Adventurer’s Cup, these Coronian Rangers are a tightly wrapped unit, with outstanding speed and deadly accuracy. In close combat they will not be very effective, unless they can engage in guerrilla tactics (they are outstanding in woodland environments). Their heavy leather armor makes them effective against light projectiles and weak magics.

    Radasanthian Guard (Big Bundle of the Inevitable Dead) - 3000 Men
    Armor: Steel Suit
    Key Weapon: Steel Longsword and Tower Shields
    Secondary Weapon: Ten foot iron spears.


    Simply buying loyalty has never been a problem for Storm, and here it serves him very well. These professional soldiers are well trained, can march and execute several effective battle formations, and are interspersed effectively with drumsmen, trumpeters, and signalers that make their interoperability outstanding. They are dressed head to toe in shining steel, which may fatigue them in long battles.

    These men march to battle with spears to destroy the arrogant cavalry charge, however these spears are impractical for moving formations. Once a platoon moves from the base company, it must return to starting position to retrieve spears.

    The Concordian Cavalry (Because Althanas Doesn’t Have Ostriches to Ride) - 2000 Men
    Armor: Steel
    Key Weapon: Steel Polearm and Steel Buckler
    Secondary Weapon: Crossbow with steel bolts, bolt action reloading.


    The effective infantry-busters, these Concordian Cavalry are fast, with well-heeled soldiers are mounted atop armored warhorses. There’s not much fancy about men on horses, but any army marching foot soldiers against them will enjoy a short and painful existence.

    The Messengers (A Kami-whatze Now?) - 1000 Men
    Armor: None
    Key Weapon: A single molotov-cocktail style home-fashioned explosive


    The messengers are fast, sneaky, and move in small groups of five or less. They are not effective in any form of hand-to-hand or ranged combat. Their strength is in disguise, where they are masterful. If they get within 30 meters of the enemy, they can fire their lone explosive, which has the ability to kill typically ten tightly packed foot soldiers. Following this volley, they are likely going to die if they cannot find immediate cover.

    Am’aleh’s Chosen (The Hadoken Crew) - 1000 Men
    Armor: Robes and wooden tower shields
    Key Weapon: Long Wooden Staves
    Secondary Weapon: Sacrificial daggers.

    These wizards are masters of FIRE, with the ability to fire from a range of 300 meters fireballs that can kill a normal human soldier. They are typically used to attack ranged troops, who typically are lightly armored and cannot engage the wizards from range. Should foot soldiers attack, the wizards are capable of lobbing the fireballs before them, creating a ring of fire about them as a last-ditch effort to protect themselves. They can fire three volleys of fireballs per battle.

    The Whiskey Wonders (Now With 50% Less Urine) - 500 Men
    Armor: Street Clothes and Foul Stench
    Key Weapon: Broken bottles and whatever is lying about
    Secondary Weapon: Venereal Disease


    Pulled from the darkest corners of Radasanth come this ridiculous brigade of drunks and fools, a meat-shield for the real warriors behind them. A fine distraction, most of these men are drunk enough to be considered flammable and are infinitely replaceable.

    The Giants (Hey You Guys) -100 Giants (3 Units Per))
    Armor: Iron Slabs and Iron Chains
    Key Weapon: Iron Chains
    Secondary Weapon: Rocks


    These titans are enormous at fifteen feet tall, with the strength to lift and throw a fifty pound rock one hundred meters. A standard sword strike will hurt them badly enough to draw their attention to the enemy that they need to squash. Their chains weigh hundreds of pounds, but are flung around with ease. These titans move at roughly half the speed of a normal man.

    Cannons (The Boom Sticks) - 200 Cannons (3 Units Per)
    Armor: Wooden framing
    Key Weapon: Large iron cannonballs


    These cannons are large and simple, liberated from the sides of warships used in the Coronian Navy. They can fire enormous distances (up to 1000 meters!) and take roughly 40 seconds for a skilled cannoneer to clear, reload, light and fire. Since the stanchion is quite heavy and is loaded with heavier iron balls, the cannons move extremely slowly. Should a cannon need to roll through mud or water, it is likely not going anywhere. The cavalry and Giants can help move cannons in times of need, but this is not an ideal use.

    HEROES

    Storm Veritas

    Commander Seamus Brackett
    Armor: Fitted Steel Armor, Steel Buckler
    Weapon: Straight Short Sword

    Ability 1 – Morale Boost – Seamus can rally any single segment of the army to recover from low morale, confusion, distress, or intimidation. This will give the unit a tactical advantage equivalent to a 15% boost in troop numbers.

    Seamus is an experienced warrior, at fifty-five years old and the eyes of an ancient. The crystal blues have seen the world change, and lived to tell the tale. Despite his short stature, the 5’5” baldheaded stack of steel is an outstanding fighter, who is very well versed in troop formations, and a booming voice that can cut through battlefields like a hot knife through butter.

    Garron the Mighty
    Armor: Thick Hide Armor
    Weapon: Large Mace

    Ability 1 – Warhammer – By smashing the ground with his tremendous mace, Garron can create a rift in the ground, which spreads to a twelve-foot gap armored humans will find nearly impossible to cross. This gap extends 50 meters in two directions from the source of the strike. This temporary wound to the earth closes after ten minutes, and the hole can be created once every three turns.

    Speculated to have giant blood, Garron is technically human in spite of a monstrous frame. Standing nearly seven and a half feet tall, the behemoth of a man weighs well over 400 pounds and has spent much of his life working heavy machines. As such, he is an outstanding leader of giants, cannons, and cavalry. With his outrageous size, he is especially vulnerable to arrows, but more than a match for anyone fool enough to fight him toe to toe.
    Last edited by Storm Veritas; 01-21-2018 at 10:37 PM.

  2. #2
    Administrator

    EXP: 87,404, Level: 12
    Level completed: 81%, EXP required for next Level: 2,596
    Level completed: 81%,
    EXP required for next Level: 2,596


    Lye's Avatar

    GP
    3,226

    Name
    Lichensith Ulroke
    Age
    32
    Race
    Human
    Gender
    Male
    Location
    Corone
    Am’aleh’s Chosen (The Hadoken Crew) - 1000 Men
    Armor: Robes and wooden tower shields
    Key Weapon: Long Wooden Staves
    Secondary Weapon: Sacrificial daggers.
    These wizards are masters of FIRE, with the ability to fire from a range of 300 meters fireballs that can kill a normal human soldier. They are typically used to attack ranged troops, who typically are lightly armored and cannot engage the wizards from range. Should foot soldiers attack, the wizards are capable of creating a ring of fire about them as a last-ditch effort to protect themselves.
    Firewalls and fireballs will be treated as two abilities. However, if you word it so the units can opt to lob their fireballs in front of them to use it creatively as a fire wall, I can permit that. As for the fireballs themselves, how many can these mages cast in a fight?

    The Whiskey Wonders (Now With 50% Less Urine) - 500 Men
    Armor: Street Clothes and Foul Stench
    Key Weapon: Broken bottles and whatever is lying about
    Secondary Weapon: Venereal Disease

    Pulled from the darkest corners of Radasanth come this ridiculous brigade of drunks and fools, a meat-shield for the real warriors behind them. A fine distraction, most of these men are drunk enough to be considered flammable and are infinitely replaceable.
    Ability wise, do I read this as the unit can be replenished after battle? During battle? Or not at all/no ability? Given the usage of the unit as fodder, I could permit them being guaranteed replaceable in excess to the 1,000 potential recruits between phases.

  3. #3
    Ride The Lightning

    EXP: 166,794, Level: 17
    Level completed: 83%, EXP required for next Level: 3,206
    Level completed: 83%,
    EXP required for next Level: 3,206


    Storm Veritas's Avatar

    GP
    25,550

    Name
    Storm Veritas
    Age
    39
    Race
    Human
    Gender
    Male
    Location
    Corone
    I modified the mages to use the fireballs to create the ring as you suggested, with three volleys/battle. As per the Whiskey guys, I expected they would be in the "recruit replacement" troupe since they are untrained morons with no discernible skills (plus there's 500 of them, not a huge battalion). If you can't tell I'm not particularly tied to them and can state one way or the other that they are/aren't replaceable between battles.

  4. #4
    Administrator

    EXP: 87,404, Level: 12
    Level completed: 81%, EXP required for next Level: 2,596
    Level completed: 81%,
    EXP required for next Level: 2,596


    Lye's Avatar

    GP
    3,226

    Name
    Lichensith Ulroke
    Age
    32
    Race
    Human
    Gender
    Male
    Location
    Corone
    I like them as a replaceable unit after each match. Almost as if your soldiers saddle up in a nearby town, talk up their fights, and convince a bunch of rowdy thugs to bar brawl in a war. Therefore, your total assimilation after match is 1,000 allies and this replenish-able 500.

    Your army is approved.

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