One Shot At Glory (SIGN-UPS CLOSED, SEND ORDERS!)
Posted: Tue Sep 04, 2018 9:23 am
Location: Capital District of Planet Vilnius, Greater Empire of Lietuva
Mission: Tear down the gates and find out what is causing these immense waves of demonic energy
The Coalition forces already reached the Lietuvan capital and are possibly about to put an end to Blinda's reign. However, with another ace up his sleeve, he is determined to ward off the invaders and maybe initiate another invasion on the entire sector. Sensing a lot of evil energy pulsing around the capital district, Hieronymus the Warden proposed to further investigate the area in question.


Hieronymus the Warden: "The energy pulses are enormously strong, especially in the area ahead of us. I can feel it. What are these fiends up to, though?"

Abigél Erös: "Judging from that huge circular thing sticking out there, I guess this might be a portal out there or something..."
Hieronymus the Warden: "A portal?! Do they really want to unleash literal hell upon this planet?"
Abigél Erös: "Could be? They certainly seem to be really desperate about it."

High Paladin Gintaras: "You stay here and configure the inter-dimensional coordinates. I'll go and collect some sacrifices for the demons!"
Gremlin Mage: "How many sacrifices are required to lift the seal and open the rift into the strange dimension, master?"
High Paladin Gintaras: "Pfpft, I'd say the blood of no less than 20 warriors should suffice."

Wilhelm Blazkowicz: "Whatever lies beneath these gates, we'll get there, tear this entire place down and end this war for good!"

Tadas the Infernal: "Oh yeah, then just try to come closer to this gate. I dare you to try, muscle head!"
Welcome to the final battle of the Lietuvan War story arc:
ONE SHOT AT GLORY


Polish Forces

IM Forces

Magyar Forces

Left side of the gate (Red soldiers belong to Tadas' battlegroup and black ones to Gintaras' battlegroup)

Right side of the gate

Vehicles, heavy mortar and marines
Attacker Factions:
Poles - RunsWithLegos
Troops: Blazkowicz (Hero), 10x Soldiers (1 Sergeant, 1 Flamer), Smok Tank, 1x Infiltarator
Magyars - ImeantToDoThat
Troops: Abigél (Heroine), 5x Archers, 1x Toldi Hardsuit
Imperial Magikstrate - RedRover
Troops: Hieronymous (Hero), 10 Soldiers (1 Sergeant), Calcifier Attack Trike
Secret Faction C1 - Archduke
Secret Faction C2 - motorhead fan
Defender Factions:
Battlegroup Tadas - ninja_bait
Troops: Tadas (Hero), 10x Soldiers (red), 5x Marines, 1x Red Knight Hardsuit, Artemis Tank
Battlegroup Gintaras - baconquistador
Troops: Gintaras (Hero), 10x Soldiers (black), 1x Mechanic, Ceres Armoured Car, 2x Flame Turrets, 2x AT Guns, 1x Heavy Mortar
Secret Faction L1 - Falk
Secret Faction L2 - Natalya
Gameplay Notes:
- This game has no definite turn count and ends when either side has been eliminated.
- Initiative is determined by dice rolls.
- Every player has 48h to send their orders (sending them within 24h would be optimal for me). Factions, that I haven't received orders for, will be NPC'd.
- No movement outside of the baseplates.
- Both teams are fixed. No backstabbing allowed!
Stats:
Poles:
Magyars:
Imperial Magikstrate:
Battlegroup Tadas:
Battlegroup Gintaras:
Misc:
SIGN-UPS ARE CLOSED! SEND ORDERS NOW!
Mission: Tear down the gates and find out what is causing these immense waves of demonic energy
The Coalition forces already reached the Lietuvan capital and are possibly about to put an end to Blinda's reign. However, with another ace up his sleeve, he is determined to ward off the invaders and maybe initiate another invasion on the entire sector. Sensing a lot of evil energy pulsing around the capital district, Hieronymus the Warden proposed to further investigate the area in question.


Hieronymus the Warden: "The energy pulses are enormously strong, especially in the area ahead of us. I can feel it. What are these fiends up to, though?"

Abigél Erös: "Judging from that huge circular thing sticking out there, I guess this might be a portal out there or something..."
Hieronymus the Warden: "A portal?! Do they really want to unleash literal hell upon this planet?"
Abigél Erös: "Could be? They certainly seem to be really desperate about it."

High Paladin Gintaras: "You stay here and configure the inter-dimensional coordinates. I'll go and collect some sacrifices for the demons!"
Gremlin Mage: "How many sacrifices are required to lift the seal and open the rift into the strange dimension, master?"
High Paladin Gintaras: "Pfpft, I'd say the blood of no less than 20 warriors should suffice."

Wilhelm Blazkowicz: "Whatever lies beneath these gates, we'll get there, tear this entire place down and end this war for good!"

Tadas the Infernal: "Oh yeah, then just try to come closer to this gate. I dare you to try, muscle head!"
Welcome to the final battle of the Lietuvan War story arc:
ONE SHOT AT GLORY


Polish Forces

IM Forces

Magyar Forces

Left side of the gate (Red soldiers belong to Tadas' battlegroup and black ones to Gintaras' battlegroup)

Right side of the gate

Vehicles, heavy mortar and marines
Attacker Factions:
Poles - RunsWithLegos
Troops: Blazkowicz (Hero), 10x Soldiers (1 Sergeant, 1 Flamer), Smok Tank, 1x Infiltarator
Magyars - ImeantToDoThat
Troops: Abigél (Heroine), 5x Archers, 1x Toldi Hardsuit
Imperial Magikstrate - RedRover
Troops: Hieronymous (Hero), 10 Soldiers (1 Sergeant), Calcifier Attack Trike
Secret Faction C1 - Archduke
Secret Faction C2 - motorhead fan
Defender Factions:
Battlegroup Tadas - ninja_bait
Troops: Tadas (Hero), 10x Soldiers (red), 5x Marines, 1x Red Knight Hardsuit, Artemis Tank
Battlegroup Gintaras - baconquistador
Troops: Gintaras (Hero), 10x Soldiers (black), 1x Mechanic, Ceres Armoured Car, 2x Flame Turrets, 2x AT Guns, 1x Heavy Mortar
Secret Faction L1 - Falk
Secret Faction L2 - Natalya
Gameplay Notes:
- This game has no definite turn count and ends when either side has been eliminated.
- Initiative is determined by dice rolls.
- Every player has 48h to send their orders (sending them within 24h would be optimal for me). Factions, that I haven't received orders for, will be NPC'd.
- No movement outside of the baseplates.
- Both teams are fixed. No backstabbing allowed!
Stats:
Poles:
Spoiler
Show
Wilhelm Blazkowicz
Skill: 1d10 Move: 7" Armour: 2d6 HP: 3 Notes: Hero (Super Soldier), Akimbo (When wielding two weapons of the same kind, only one of them only one of them counts towards the unit's usage limit)
Equipment:
2x Long-Ranged Rifle:
Range: 10" UR: 3 DMG: 1d6+1
Polish Soldier
Skill: 1d6 Move: 5" Armour: 5 HP: 1
Equipment:
Long-Ranged Rifle:
Range: 10" UR: 3 DMG: 1d6+1
Polish Soldier (Liquefier)
Skill: 1d6 Move: 5" Armour: 5 HP: 1
Equipment:
Liquefier:
Range: 6" UR: 3 DMG: 2d4 Fire
Polish Sergeant
Skill: 1d8 Move: 5" Armour: 5 HP: 1
Equipment:
Gun:
Range: 6" UR: 3 DMG:1d6
Sabre:
Range: CC UR: 3 DMG:1 skill die + 2
Infiltrator
Skill: 1d8 Move: 5" Armour: 5 HP: 2 Notes: Stealth (see BW2010)
Equipment:
Long-Ranged Rifle:
Normal Shot: Range: 10" UR: 3 DMG: 1d6+1
Flare Shot: Range: 10" UR: 3 DMG: 1d4 Fire Notes: Flare (+1 skill when trying to shoot at hit target)
Bug Shot: Range: 10" UR: 3 DMG: [Target under attackers control after passed skill check] Notes: Only affects half-minded (programmed) Size 1 creatures
Neural Cutter:
Range: CC UR: 2 DMG: 1 skill die
Smok Tank
Crew: 2 men Move: 8" Armour: 3d10 Size: 6"
Armament:
Tank Gun:
Range: 22" UR: 7 DMG: 5d6
2x Machine Gun:
Range: 8" UR: 4 DMG: 2d6 Notes: Arc Fire
Skill: 1d10 Move: 7" Armour: 2d6 HP: 3 Notes: Hero (Super Soldier), Akimbo (When wielding two weapons of the same kind, only one of them only one of them counts towards the unit's usage limit)
Equipment:
2x Long-Ranged Rifle:
Range: 10" UR: 3 DMG: 1d6+1
Polish Soldier
Skill: 1d6 Move: 5" Armour: 5 HP: 1
Equipment:
Long-Ranged Rifle:
Range: 10" UR: 3 DMG: 1d6+1
Polish Soldier (Liquefier)
Skill: 1d6 Move: 5" Armour: 5 HP: 1
Equipment:
Liquefier:
Range: 6" UR: 3 DMG: 2d4 Fire
Polish Sergeant
Skill: 1d8 Move: 5" Armour: 5 HP: 1
Equipment:
Gun:
Range: 6" UR: 3 DMG:1d6
Sabre:
Range: CC UR: 3 DMG:1 skill die + 2
Infiltrator
Skill: 1d8 Move: 5" Armour: 5 HP: 2 Notes: Stealth (see BW2010)
Equipment:
Long-Ranged Rifle:
Normal Shot: Range: 10" UR: 3 DMG: 1d6+1
Flare Shot: Range: 10" UR: 3 DMG: 1d4 Fire Notes: Flare (+1 skill when trying to shoot at hit target)
Bug Shot: Range: 10" UR: 3 DMG: [Target under attackers control after passed skill check] Notes: Only affects half-minded (programmed) Size 1 creatures
Neural Cutter:
Range: CC UR: 2 DMG: 1 skill die
Smok Tank
Crew: 2 men Move: 8" Armour: 3d10 Size: 6"
Armament:
Tank Gun:
Range: 22" UR: 7 DMG: 5d6
2x Machine Gun:
Range: 8" UR: 4 DMG: 2d6 Notes: Arc Fire
Spoiler
Show
Abigél Erös
Skill: 1d10 Move: 7" Armour: 2d6 HP: 3 Notes: Hero (Master Archer), Horsemanship
Equipment:
Bow:
Range: 10" UR: 3 DMG: 1d6+1 Notes: also acts as launcher for Size 1 projectiles
Archer
Skill: 1d8 Move: 5" Armour: 4 HP: 1 Notes: Horsemanship
Equipment:
Bow:
Range: 10" UR: 3 DMG: 1d6+1 Notes: also acts as launcher for Size 1 projectiles
Explosive Arrow:
Range: - UR: - DMG: 1d10 Explosion
Toldi Hardsuit
Crew: 1 man Move: 6" Armour: 2d12 Size: 2"
Armament:
Heavy Autocannon:
Range: 11" UR: 5 DMG: 3d6 Notes: Arc Fire
2x Plasma Caster
Range: 10" UR: 3 DMG: 1d8
Skill: 1d10 Move: 7" Armour: 2d6 HP: 3 Notes: Hero (Master Archer), Horsemanship
Equipment:
Bow:
Range: 10" UR: 3 DMG: 1d6+1 Notes: also acts as launcher for Size 1 projectiles
Archer
Skill: 1d8 Move: 5" Armour: 4 HP: 1 Notes: Horsemanship
Equipment:
Bow:
Range: 10" UR: 3 DMG: 1d6+1 Notes: also acts as launcher for Size 1 projectiles
Explosive Arrow:
Range: - UR: - DMG: 1d10 Explosion
Toldi Hardsuit
Crew: 1 man Move: 6" Armour: 2d12 Size: 2"
Armament:
Heavy Autocannon:
Range: 11" UR: 5 DMG: 3d6 Notes: Arc Fire
2x Plasma Caster
Range: 10" UR: 3 DMG: 1d8
Spoiler
Show
Hieronymus the Warden
Skill: 1d10 Move: 7" Armour: 2d6 HP: 3 Notes: Hero (Master Mage), SN Dice (2d4)
Equipment:
Staff:
Range: CC UR: 4 DMG: 2 skill dice
Magikstrate Soldier
Skill: 1d6 Move: 5" Armour: 5 HP: 1
Equipment:
Cuprite-7 Shatter-Gun :
Range: 9" UR: 3 DMG: 1d6+1 Notes: Magikal (+ 1 DMG or + 1" each turn)
Magikstrate Sergeant
Skill: 1d8 Move: 5" Armour: 5 HP: 1
Equipment:
Cuprite-7 Shatter-Gun :
Range: 9" UR: 3 DMG: 1d6+1 Notes: Magikal (+ 1 DMG or + 1" each turn)
Sabre:
Range: CC UR: 3 DMG:1 skill die + 2
Calcifier Attack Trike
Crew: 1 man Move: 8" Armour: 2d10 Size: 5"
Armament:
2x Machine Gun:
Range: 8" UR: 4 DMG: 2d6 Notes: Arc Fire
4x Rocket (MKII)
Range: 12" UR: 4 DMG: 2d10 Explosive
Skill: 1d10 Move: 7" Armour: 2d6 HP: 3 Notes: Hero (Master Mage), SN Dice (2d4)
Equipment:
Staff:
Range: CC UR: 4 DMG: 2 skill dice
Magikstrate Soldier
Skill: 1d6 Move: 5" Armour: 5 HP: 1
Equipment:
Cuprite-7 Shatter-Gun :
Range: 9" UR: 3 DMG: 1d6+1 Notes: Magikal (+ 1 DMG or + 1" each turn)
Magikstrate Sergeant
Skill: 1d8 Move: 5" Armour: 5 HP: 1
Equipment:
Cuprite-7 Shatter-Gun :
Range: 9" UR: 3 DMG: 1d6+1 Notes: Magikal (+ 1 DMG or + 1" each turn)
Sabre:
Range: CC UR: 3 DMG:1 skill die + 2
Calcifier Attack Trike
Crew: 1 man Move: 8" Armour: 2d10 Size: 5"
Armament:
2x Machine Gun:
Range: 8" UR: 4 DMG: 2d6 Notes: Arc Fire
4x Rocket (MKII)
Range: 12" UR: 4 DMG: 2d10 Explosive
Spoiler
Show
Tadas the Infernal
Skill: 1d10 Move: 7" Armour: 2d6 HP: 3 Notes: Hero (Pagan Shaman)
Equipment:
Staff:
Range: CC UR: 4 DMG: 2 skill dice Notes: hit targets set on fire
Lietuvan Soldier (Milicininkas)
Skill: 1d6 Move: 5" Armour: 5 HP: 1
Equipment:
Long-Ranged Rifle:
Range: 10" UR: 3 Damage: 1d6+1
Marine
Skill: 1d6 Move: 5" Armour: 4 (Deflection) HP: 1
Equipment:
Long-Ranged Rifle:
Range: 10" UR: 3 Damage: 1d6+1
Bayonet:
Range: CC UR: 2 DMG: 1 skill die
Heavy Armour
Red Knight Hardsuit
Skill: 1d8 Move: 6" Armour: 2d10 SP: 2
Equipment:
Machine Gun
Range: 8" UR: 4 Damage: 2d6 Notes: Arc fire
OTC:
Range: CC UR: 3 Damage: 2 Skill dice Notes: No parry
Artemis Tank
Crew: 2 men Move: 8" Armour: 3d10 Size: 6"
Armament:
Tank Gun:
Range: 22" UR: 7 DMG: 5d6
Machine Gun:
Range: 8" UR: 4 DMG: 2d6 Notes: Arc Fire
Rocket (MKII)
Range: 12" UR: 4 DMG: 2d10 Explosive
Skill: 1d10 Move: 7" Armour: 2d6 HP: 3 Notes: Hero (Pagan Shaman)
Equipment:
Staff:
Range: CC UR: 4 DMG: 2 skill dice Notes: hit targets set on fire
Lietuvan Soldier (Milicininkas)
Skill: 1d6 Move: 5" Armour: 5 HP: 1
Equipment:
Long-Ranged Rifle:
Range: 10" UR: 3 Damage: 1d6+1
Marine
Skill: 1d6 Move: 5" Armour: 4 (Deflection) HP: 1
Equipment:
Long-Ranged Rifle:
Range: 10" UR: 3 Damage: 1d6+1
Bayonet:
Range: CC UR: 2 DMG: 1 skill die
Heavy Armour
Red Knight Hardsuit
Skill: 1d8 Move: 6" Armour: 2d10 SP: 2
Equipment:
Machine Gun
Range: 8" UR: 4 Damage: 2d6 Notes: Arc fire
OTC:
Range: CC UR: 3 Damage: 2 Skill dice Notes: No parry
Artemis Tank
Crew: 2 men Move: 8" Armour: 3d10 Size: 6"
Armament:
Tank Gun:
Range: 22" UR: 7 DMG: 5d6
Machine Gun:
Range: 8" UR: 4 DMG: 2d6 Notes: Arc Fire
Rocket (MKII)
Range: 12" UR: 4 DMG: 2d10 Explosive
Spoiler
Show
High Paladin Gintaras
Skill: 1d10 Move: 7" Armour: 2d6 HP: 3 Notes: Hero (Master Sorcerer)
Equipment:
Giant Sickle:
Range: CC UR: 4 DMG: 2 skill dice
Lietuvan Soldier (Milicininkas)
Skill: 1d6 Move: 5" Armour: 5 HP: 1
Equipment:
Long-Ranged Rifle:
Range: 10" UR: 3 Damage: 1d6+1
Lietuvan Engineer
Skill: 1d8 Move: 5" Armour: 5 HP: 2 Notes: Mechanikal Aptitude
Equipment:
Gun:
Range: 6" UR: 3 Damage: 1d6
Tool Box
Ceres Armoured Car
Crew: 1 man Move: 8" Armour: 2d10 Size: 5"
Armament:
2x Machine Gun:
Range: 8" UR: 4 DMG: 2d6 Notes: Arc Fire
4x Rockets (MKI)
Range: 6" UR: 2 DMG: 1d10 Explosive
Flame Turret
Skill: 1d6 (Programmed) Move: - Armour: 2d6 SP: 1
Equipment:
Flamer:
Range: 4" UR: 2 Damage: 1d4 (Fire) Notes: Arc Fire
AT Gun
Crew: 1 man Move: - Armour: 1d10 Size: 3"
Range: 14" UR: 5 DMG: 3d6
Heavy Mortar
Crew: 2 men Move: - Armour: 1d10 Size: 2"
Range: 18" UR: 6 DMG: determined by payload
Equipment:
4x Shell (MKII)
Range: - UR: - DMG: 2d10 Explosive
Skill: 1d10 Move: 7" Armour: 2d6 HP: 3 Notes: Hero (Master Sorcerer)
Equipment:
Giant Sickle:
Range: CC UR: 4 DMG: 2 skill dice
Lietuvan Soldier (Milicininkas)
Skill: 1d6 Move: 5" Armour: 5 HP: 1
Equipment:
Long-Ranged Rifle:
Range: 10" UR: 3 Damage: 1d6+1
Lietuvan Engineer
Skill: 1d8 Move: 5" Armour: 5 HP: 2 Notes: Mechanikal Aptitude
Equipment:
Gun:
Range: 6" UR: 3 Damage: 1d6
Tool Box
Ceres Armoured Car
Crew: 1 man Move: 8" Armour: 2d10 Size: 5"
Armament:
2x Machine Gun:
Range: 8" UR: 4 DMG: 2d6 Notes: Arc Fire
4x Rockets (MKI)
Range: 6" UR: 2 DMG: 1d10 Explosive
Flame Turret
Skill: 1d6 (Programmed) Move: - Armour: 2d6 SP: 1
Equipment:
Flamer:
Range: 4" UR: 2 Damage: 1d4 (Fire) Notes: Arc Fire
AT Gun
Crew: 1 man Move: - Armour: 1d10 Size: 3"
Range: 14" UR: 5 DMG: 3d6
Heavy Mortar
Crew: 2 men Move: - Armour: 1d10 Size: 2"
Range: 18" UR: 6 DMG: determined by payload
Equipment:
4x Shell (MKII)
Range: - UR: - DMG: 2d10 Explosive
Spoiler
Show
Crew
Skill: 1d6 Move: 5" Armour: 4 HP: 1 Notes: Gunnery, Stunt Driving
Horse
Skill: 1d6 (submissive) Move: 10" Armour: 4 HP: 1
Equipment:
Unarmed Attack
Range: CC UR: 2 Damage: 1 Skill die
Skill: 1d6 Move: 5" Armour: 4 HP: 1 Notes: Gunnery, Stunt Driving
Horse
Skill: 1d6 (submissive) Move: 10" Armour: 4 HP: 1
Equipment:
Unarmed Attack
Range: CC UR: 2 Damage: 1 Skill die