Call of the North, Act 1 -Turn 5 - Finished

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Zahru II
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Call of the North, Act 1 -Turn 5 - Finished

Post by Zahru II » Sun Apr 26, 2015 10:32 am

Even though the Ebon-crazed Falx were defeated and the Portal-Fortress shut down for good, things were far from peaceful throughout the continent of Northeros. Up in the Norselands, a new Storsmältning - a cataclysmic event when the dreaded Rime Grizzlies awaken from their slumber - has begun, causing ferocious furbeasts to rampage down from Frostvald to the relatively green lower regions. Couldn't be any better time for the newly-appointed Imperial Champion of the North, Thorbern, to show his worth and assist the Norsemen in repelling said beasts.

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Thorbern: 'Quick, give me a status report!'

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Norseman: 'Those wretched monsters have already claimed that pass, Ursar - we will have to drive them back before they could fortify it.'

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Thorbern: 'Fair enough - nobody said this was going to be easy, but I really got myself right into the thick of it. Let's kick some grizzly butt!'

Overwatch:

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Last edited by Zahru II on Thu Apr 30, 2015 1:56 pm, edited 6 times in total.
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Re: Call of the North, Act 1 - signup -

Post by Duerer » Sun Apr 26, 2015 10:40 am

Rime Grizzlies, please.
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Zahru II
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Re: Call of the North, Act 1 - signup -

Post by Zahru II » Sun Apr 26, 2015 10:45 am

Available factions, stats and objectives:

1. Thorbern, Champion of the North - Sir Sporktimus
1 heroic unit
Stats:
1d10 skill
7 inch movement
2d6 armor
3 hit points
1 action per turn
Special: Heroic Ego
Armed with: Heroic Axe (UR3,CC,2d6 damage), Shield (UR2,CC,+1d6AV when parrying), Armor (+2AV)

2. Norsemen - Valiant
6 units, allied with Thorbern
Stats:
1d6 skill
5 inch movement
4 armor
2 hit points
Special: Battle Rage: While Norsemen are in close combat, they gain +1 armor against melee attacks and ranged attacks.
Armed with: Bearded axes (UR2,CC,1d6+1 damage)

3. Rime Grizzlies - Duerer
9 various units
Stats:
Rime Grizzly Warrior
1d6 skill
5 inch movement
4 armor
2 hit points
Armed with: Jagged swords (UR3,CC,1d6+1 damage), and glacial shields (UR2,CC,+1d6AV while parrying).

Rime Grizzly Bearzerker
1d6+1 skill
6 inch movement
5 armor
Special:
•Frenzy: The minifig may choose to deliver a flurry of blows instead of a regular swing. Its controller may roll twice for damage after skill check, and deal the combined amount minus 1 of the rolls to the opponent. This wears out the minifig though, replacing its base armor value for 1d6 until the following turn.
Armed with: Frozen weapons (use 3, 1d6+1 damage, close range).

Rime Grizzly Basher
1d6+1 skill
6 inch movement
5 armor
2 hit points
Armed with: Frost mace (use 3, cc, 1d6+3 damage), armor (+2 armor).

Frosthide Yeti
1d6 skill
5 inch movement
4 armor
2 hit points
Armed with: Jagged sword (use 3, 1d6+1 damage, close range).

4. Secret Faction - legomc
It will be revealed at the end of Turn 2.

Gameplay:
-The battle will last 5 turns. At the end of turn 5, players/teams with the most units alive shall be declared victorious.
-Additional turns may be added to settle any ties.
Last edited by Zahru II on Sun Apr 26, 2015 2:02 pm, edited 2 times in total.
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Valiant
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Re: Call of the North, Act 1 - signup -

Post by Valiant » Sun Apr 26, 2015 1:29 pm

Can I control the Norsemen or Rime Grizzlies?

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Re: Call of the North, Act 1 - signup -

Post by Sir Sporktimus » Sun Apr 26, 2015 1:30 pm

Thorbern! Thorbern! :D

If that's quite alright with you, of course. My orders are prompt, and my gameplay creative. :)
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Re: Call of the North, Act 1 - signup -

Post by Zahru II » Sun Apr 26, 2015 1:53 pm

Alright, all spots taken, you can send orders for turn 1 now. I'd prefer battles to be somewhat fast paced. If we could do 1 turn a day that would be dandy, thanks~
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Re: Call of the North, Act 1 - signup -

Post by Legomc » Sun Apr 26, 2015 1:58 pm

If it's not taken, I would like to have the secret faction.
TheVengefulOne wrote:
XxXTheEdgiestMemeXxX wrote:>I believe Concave Dolphin is a very balanced and well-rounded team. However, Concave Dolphin could benefit from a healer and a tank. :tiger:
If you mean Concave Dolphin could benefit from being run over by a tank, I think they already have.

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Re: Call of the North, Act 1 - signup -

Post by Vami IV » Sun Apr 26, 2015 2:18 pm

:shock: Time to get back to that map I was redrawing for Medivo.

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Re: Call of the North, Act 1 - Turn 1

Post by Zahru II » Mon Apr 27, 2015 3:02 am

Rime Grizzlies - Duerer

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Rime Grizzlies gain the advantage and start advancing towards the Norse.

Thorbern - Sir Sporktimus

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Thorbern, realizing they're outnumbered, decides to improvise:

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"Let's see if this will thin their numbers!"

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Unfortunately the explosion's damage wasn't high enough, but it did get to knock out 2 bearzerkers (will have to spend their action next turn on recovering).

Norsemen - Valiant

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Four of the norse decide to advance and bunch up to avoid getting overwhelmed.

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The others decide to to make use of the shields on the camp wall (UR2,CC,+1d8AV when parrying).

Overwatch:

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Kills:
Duerer:0
Sir Sporktimus:0
Valiant:0

Send orders for turn 2!
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Re: Call of the North, Act 1 - Turn 1-

Post by Kommander Ken » Mon Apr 27, 2015 7:21 am

Awh yeah, Zahru's forum battles are back baby. :omnom:

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Re: Call of the North, Act 1 - Turn 2-

Post by Zahru II » Tue Apr 28, 2015 1:33 am

Rime Grizzlies - Duerer

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Grizzlies assault the Norse, killing two of them via gang-ups. Yeti loses 1 hp from counters.

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The rest regroups and recuperates.

Thorbern - Sir Sporktimus

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Thorbern charges and uses his shield to knock the RG basher down, who loses one hit point and gets knocked out for the next round.

Norsemen - Valiant

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Remaining norsemen take down a rime grizzly.

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One of the shielded norsemen charges in and takes down a bearzerker, the other advances and prepares for counters.

Suddenly, a thunderous roar echoes through the battlefield:

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'Raarh, leave some for me to tear to shreds!'

Wulfgar the Slayer has entered the battlefield - controlled by Legomc -
1 heroic unit
Stats:
1d10 skill
7 inch movement
2d6 armor
3 hit points
1 action per turn
Special: Heroic Ego
Armed with: Dual Heavy Weapons (UR3,CC,1d6+2 damage)

Overwatch:

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Kills:
Duerer:2
Sir Sporktimus:0
Valiant:2
Legomc:0

Send orders for Turn 3!
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Re: Call of the North, Act 1 - Turn 2-

Post by Zahru II » Wed Apr 29, 2015 5:32 am

Turn 3 shall be posted later today afternoon (yurop time). Could've done it earlier were not for some unforeseen events. Apologies.
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Re: Call of the North, Act 1 - Turn 3-

Post by Zahru II » Wed Apr 29, 2015 9:15 am

Norsemen - Valiant

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Norsemen kill both yetis.

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One of the norse picks up the miraculously unfazed glass which is still dimly ablaze, and starts moving towards the Rime Grizzlies' banner.

Rime Grizzlies - Duerer

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Grizzly warriors hack down a norsemen.

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While the basher recuperates, the bearzerkers gang up on Thorbern and unleash a flurry of blows, which ultimate prove too much for the hero. Thorbern is defeated!

Wulfgar - Legomc

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Wulfgar braces and lunges himself off the cliff - unfortunately he overshoots his jump a little but...

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'Wulfgar SMASH!'

However, he still manages to land right on top of the battle-weary bearzerkers and pulverize both!

Overwatch:

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Kills:
Duerer:4
Sir Sporktimus:0 - out
Valiant:4
Legomc:2

Send orders for Turn 4!
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Re: Call of the North, Act 1 -Turn 3-

Post by Sir Sporktimus » Wed Apr 29, 2015 10:31 am

I will be avenged! :studgod:
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Re: Call of the North, Act 1 -Turn 3-

Post by Valiant » Wed Apr 29, 2015 11:57 am

Sir Sporktimus wrote:I will be avenged! :studgod:
It will be my honour.

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