Hopklis Nur (Intro and Sign Up)
Posted: Tue Sep 27, 2011 10:43 am
As promised, I said my next battle would be a forum battle. There will be seven players (one will be hidden for most of the game). No vehicles, because I'm going to school full time, working and also lazy.
The temple of Hopklis Nur, built by the first Avalonian refugees from Cyrmu. Rumor has it that an ancient map that leads back to Cyrmu is inside the temple.
The Warhead sphincter and his army have taken residence in front of the main gate and are fortifying their position.
WARHEAD'S ARMY
Warhead's Army is divided into three groups: Warhead and his hand picked followers, Battle Droids, and a group of Ying Si Ninja.
Warhead's Group
Warhead sphincter:
Movement: 5"
Attack: OT Wolf Teeth Club 2d6 +3
Battle Rifle 1d6+3
Warhead will sacrifice his movement for the turn when changing weapons.
Spear Acolyte
Avalonian Warhead followers.
Movement: 4"
Attack: 1d6 +2
Carry large shield that may block laser blasts. Skill roll of 4.
Axe Acolyte
Avalonian Warhead followers.
Movement: 5"
Attack: 1d6
Imbued with the a desire for immortality, these troops may redshirt for Warhead and have a chance of staying alive afterwards.
Alien followers from the planet Welldoc detest Avalon and have joined Warhead.
Movement: 5"
Attack: 1d6 +3
Ying Si Ninja
Leader of the Ninja. You may recognize him as the one that captured Semaj Nagirrac at the yellow ruins. (Someday I'll make a campaign featuring his life.)
Movement: 7"
Attack: Sword 1d6 +2
Claw 1d6 Claw may be thrown for additional 1 point of damage.
May catch melee weapons with his claw. Completely concealed when at least 1/3 of his body is covered.
Ninja Initiate. Ninja in training that have not yet been proved in battle.
Movement: 5"
Attack: 1d6 +2
Completely concealed when at least 2/3 of his body is covered.
Ninja
Movement: 7"
Attack: 1d6 +2
Completely concealed when at least 1/3 of his body is covered.
Battle Droids. Purchased with stolen Avalonian funds by Warhead. Extremely accurate and incapable of routing.
Droid Commander
Movement: 5"
Attack: Sword 1d6
Blaster 1d6
May self destruct causing 4d6 damage in a 10 inch radius.
Torture Droid
Movement: 5"
Attack: 1d6 +1
When close enough to a target, the droid may roll to "torture" the enemy unit and force them to change sides. The converted unit will be under the control of the droid army.
Battle Droid
Movement: 5"
Attack: 1d6 +2
AVALONIAN FORCES
Avalonian forces are also divided into three groups.
Imperial Forces of Avalon
Avalonian General
Movement: 5"
Attack: Sword 1d6+3
Blaster 1d6
May give an inspiring speech to increase attack by 1 point for the duration of the turn (not the round).
Avalonian Line Infantry
Movement: 5"
Attack: 1d6 +2
Aldwyr Rocket Troop
Movement: 4"
Attack: 2d6 radius of 4"
Movement is sacrificed when reloading rockets.
Drone Turrets
Movement: 4"
Attack: 1d6 +3
Must deploy before attacking. May not move while deployed.
Bavarian Teleports
Recently purchased from the Third Alliance. Troops will need to be next to the teleport for it to work. The receiving end must be deployed by a trooper before telepotation may begin.
Joint Avalon-Prussia Special Forces
Led by Sky Marshal Myrna, this is the first action she will see in the Kingdom of Avalon.
Sky Marshal Myrna. Loud mouthed, rude, but a tough fighter. Pictured without helmet.
Movement: 5"
Attack: 1d6 +3
May throw plasma shield for 1d6 damage.
Prussian Ghost Division. Pictured in winter gear.
Movement: 5"
Attack: 1d6 +2
May make two attacks per turn.
May place explosives for remote detonation (2d6 damage).
Beta Group 5. Trained exclusively in close quarters combat and winter warfare.
Movement: 5"
Attack: 1d6 +2
May eat fudge to increase damage for the next turn. Concealed when 2/3 of the body is covered.
May place explosives for remote detonation (2d6 damage).
Avalonian Irregulars. They only thing they have going for them are numbers.
Spear Irregular
Movement: 5"
Attack: 1d6 +1
Must have at least two units next to each other to prevent routing.
Gun Irregular
Movement: 5"
Attack: 1d6 +1
Must have at least two units next to each other to prevent routing.
Commander's Bodyguard. Veterans of the Menggu Invasion.
Movement: 5"
Attack: 1d6 +2
May round up units that are routing.
Militia Commander. A veteran of the Menggu Invasion.
Movement: 5"
Attack: 1d6 +2
Will instantly round up routing units if within 3". When alive, he will receive reinforcements of two units at the beginning of every round.
THE BATTLE FIELD
In front of the temple are rocky cliffs that must be climbed, teleported over or shuttled over. Gun turrets face the Avalonian forces.
Gun Turrets
Movement: None
Attack: 1d6 +3
May explode causing 2d6 within a radius of 4".
Combat Shuttles. May be used by any of Warhead's army to move across the field or up and down the cliffs.
Movement: 10"
Attack: None.
May explode causing 2d6 damage withing a 5" radius.
This is a winter battle. Any troop can build a temporary bunker out of snow during their turn (except Battle Droids). Snow will provide an additional +2 to defensive rolls.
The Temple of Hopklis Nur. Warhead's goal is to enter this building. He holds the key, but has found it is not as simple as turning the key and opening the door.
The temple is indestructible. Two keyholes lay at the bottom of the door. The key must be in the correct hole (that's what she said) while the lock is decoded.
The coded lock. The lock can be turned, buttons can be pressed, but it must be done in the correct order. Once the key is in the correct hole and the lock decoded, the gate will open and whoever open's it may enter inside.
Anyone is capable of opening the lock.
SECRET FACTION
PM me for information if you are interested in playing as the Secret Faction.
Ground rules.
All skill roles will be at 3 unless otherwise stated. You may receive additional reinforcements of two units every two rounds unless otherwise stated.
If you have questions or comments, let 'em rip. This is my first forum battle, so I'm sure I've already made a couple mistakes.
The temple of Hopklis Nur, built by the first Avalonian refugees from Cyrmu. Rumor has it that an ancient map that leads back to Cyrmu is inside the temple.
The Warhead sphincter and his army have taken residence in front of the main gate and are fortifying their position.
WARHEAD'S ARMY
Warhead's Army is divided into three groups: Warhead and his hand picked followers, Battle Droids, and a group of Ying Si Ninja.
Warhead's Group
Warhead sphincter:
Movement: 5"
Attack: OT Wolf Teeth Club 2d6 +3
Battle Rifle 1d6+3
Warhead will sacrifice his movement for the turn when changing weapons.
Spear Acolyte
Avalonian Warhead followers.
Movement: 4"
Attack: 1d6 +2
Carry large shield that may block laser blasts. Skill roll of 4.
Axe Acolyte
Avalonian Warhead followers.
Movement: 5"
Attack: 1d6
Imbued with the a desire for immortality, these troops may redshirt for Warhead and have a chance of staying alive afterwards.
Alien followers from the planet Welldoc detest Avalon and have joined Warhead.
Movement: 5"
Attack: 1d6 +3
Ying Si Ninja
Leader of the Ninja. You may recognize him as the one that captured Semaj Nagirrac at the yellow ruins. (Someday I'll make a campaign featuring his life.)
Movement: 7"
Attack: Sword 1d6 +2
Claw 1d6 Claw may be thrown for additional 1 point of damage.
May catch melee weapons with his claw. Completely concealed when at least 1/3 of his body is covered.
Ninja Initiate. Ninja in training that have not yet been proved in battle.
Movement: 5"
Attack: 1d6 +2
Completely concealed when at least 2/3 of his body is covered.
Ninja
Movement: 7"
Attack: 1d6 +2
Completely concealed when at least 1/3 of his body is covered.
Battle Droids. Purchased with stolen Avalonian funds by Warhead. Extremely accurate and incapable of routing.
Droid Commander
Movement: 5"
Attack: Sword 1d6
Blaster 1d6
May self destruct causing 4d6 damage in a 10 inch radius.
Torture Droid
Movement: 5"
Attack: 1d6 +1
When close enough to a target, the droid may roll to "torture" the enemy unit and force them to change sides. The converted unit will be under the control of the droid army.
Battle Droid
Movement: 5"
Attack: 1d6 +2
AVALONIAN FORCES
Avalonian forces are also divided into three groups.
Imperial Forces of Avalon
Avalonian General
Movement: 5"
Attack: Sword 1d6+3
Blaster 1d6
May give an inspiring speech to increase attack by 1 point for the duration of the turn (not the round).
Avalonian Line Infantry
Movement: 5"
Attack: 1d6 +2
Aldwyr Rocket Troop
Movement: 4"
Attack: 2d6 radius of 4"
Movement is sacrificed when reloading rockets.
Drone Turrets
Movement: 4"
Attack: 1d6 +3
Must deploy before attacking. May not move while deployed.
Bavarian Teleports
Recently purchased from the Third Alliance. Troops will need to be next to the teleport for it to work. The receiving end must be deployed by a trooper before telepotation may begin.
Joint Avalon-Prussia Special Forces
Led by Sky Marshal Myrna, this is the first action she will see in the Kingdom of Avalon.
Sky Marshal Myrna. Loud mouthed, rude, but a tough fighter. Pictured without helmet.
Movement: 5"
Attack: 1d6 +3
May throw plasma shield for 1d6 damage.
Prussian Ghost Division. Pictured in winter gear.
Movement: 5"
Attack: 1d6 +2
May make two attacks per turn.
May place explosives for remote detonation (2d6 damage).
Beta Group 5. Trained exclusively in close quarters combat and winter warfare.
Movement: 5"
Attack: 1d6 +2
May eat fudge to increase damage for the next turn. Concealed when 2/3 of the body is covered.
May place explosives for remote detonation (2d6 damage).
Avalonian Irregulars. They only thing they have going for them are numbers.
Spear Irregular
Movement: 5"
Attack: 1d6 +1
Must have at least two units next to each other to prevent routing.
Gun Irregular
Movement: 5"
Attack: 1d6 +1
Must have at least two units next to each other to prevent routing.
Commander's Bodyguard. Veterans of the Menggu Invasion.
Movement: 5"
Attack: 1d6 +2
May round up units that are routing.
Militia Commander. A veteran of the Menggu Invasion.
Movement: 5"
Attack: 1d6 +2
Will instantly round up routing units if within 3". When alive, he will receive reinforcements of two units at the beginning of every round.
THE BATTLE FIELD
In front of the temple are rocky cliffs that must be climbed, teleported over or shuttled over. Gun turrets face the Avalonian forces.
Gun Turrets
Movement: None
Attack: 1d6 +3
May explode causing 2d6 within a radius of 4".
Combat Shuttles. May be used by any of Warhead's army to move across the field or up and down the cliffs.
Movement: 10"
Attack: None.
May explode causing 2d6 damage withing a 5" radius.
This is a winter battle. Any troop can build a temporary bunker out of snow during their turn (except Battle Droids). Snow will provide an additional +2 to defensive rolls.
The Temple of Hopklis Nur. Warhead's goal is to enter this building. He holds the key, but has found it is not as simple as turning the key and opening the door.
The temple is indestructible. Two keyholes lay at the bottom of the door. The key must be in the correct hole (that's what she said) while the lock is decoded.
The coded lock. The lock can be turned, buttons can be pressed, but it must be done in the correct order. Once the key is in the correct hole and the lock decoded, the gate will open and whoever open's it may enter inside.
Anyone is capable of opening the lock.
SECRET FACTION
PM me for information if you are interested in playing as the Secret Faction.
Ground rules.
All skill roles will be at 3 unless otherwise stated. You may receive additional reinforcements of two units every two rounds unless otherwise stated.
If you have questions or comments, let 'em rip. This is my first forum battle, so I'm sure I've already made a couple mistakes.