The Military of Nyphilis United
Moderators: Zahru II, Bragallot, RedRover, Natalya
- Swordsalmon
- Nice TRIPS
- Posts: 444
- Joined: Fri Oct 01, 2010 10:05 pm
- Theblackdog
- Pooplord
- Posts: 2689
- Joined: Mon Mar 17, 2008 3:30 pm
- Contact:
@Shadowscythe: Your old micro ships were actually really cool, it'd be neat if they (or something with a similar asymmetrical style) made a comeback. I might make some of 'em myself, if I have spare time over spring break after building everything else (yeah, dream on...) Those ugly things PedoNuker shat out are a poor substitute.

-
beluga
- Officer
- Posts: 184
- Joined: Fri Dec 24, 2010 8:44 am
- Location: Shittier, younger version of Colette
Damn you guys, you keep making me post shit and pollute this forum even though I told myself not to.trebnos1 wrote:...so why not just come up with a new faction? Really now...
I made this all up before the Altai sector, I swear. In one outer system, a child was born, one of the blood of the Original Deadly Spaceman. He never realized it, until one day when he was a young adult he read in the paper of pedonuker's punishment by the Praetoria System's stellar judge: life imprisonment, instead of the death promised by President Austin. He seethed in anger, creating a fraternity in college that was forcibly disbanded by the system government. Eventually, he developed worked hard for years until he had enough money to buy the local mercenary company, WhiteWater. When he bought the company, he used it to protect the neglected system from space pirates, earning much fame and support from the system's populace. He then created his own small political party garnering support from the locals and thereby winning one seat in the Nyphilian House of Representatives. And so he named his party the Paladins against the Pedo, solely focused on delivering proper punishment to the pedo. It was then that, in a vision, he learned he was a true yellow spaceman, and he embarked on a year-long quest, finally besting a fellow yellow spaceman in hand to hand combat and taking his spacesuit. He then returned to his home system, spray painted all of his vehicles yellow, and rallied all he local citizens to his cause and declared war on the Nyphilian Empire. His puny force would have been defeated by the massive Sector 8 Battlegroup, and though he was a brilliant tactician and destroyed 50 ships for every one he lost, the Nyphilians kept coming until he was down to his last two ships. Then, the battlegroup was struck with a terrible fear, for the immortals suddenly warped up from behind and destroyed almost all before they could respond. The Spaceman's fleet dodged their way through the debris of hundreds, if not thousands of broken spaceships, expertly avoiding the massive chunks of floating plastic. Lord Warhead himself was in the fleet's command ship. Though Warhead initially was planning to fire at them, he sensed the pure and utter hatred of pedonuker in their heart's, detecting no fear in their 2 puny ships against what destroyed a thousand. He alliances with them, both with the common goal of hunting down, and once and for all, killing the pedonuker.
Thread to come soon, I have models of their two ships, I need to represent their land forces. Colorscheme: Yellow and Trans-yellow, considering the rarity of trans-yellow this faction will be bitch to build.
▲
▲ ▲
Hail the Triangle!
▲ ▲
Hail the Triangle!
-
beluga
- Officer
- Posts: 184
- Joined: Fri Dec 24, 2010 8:44 am
- Location: Shittier, younger version of Colette
So far I can't find a Temple of Atlantis here in Virginia, this will ground construction of the Athenia AND the starfighter I'm going to build for the Paladins against the Pedo
.
I'm working on my Nyphilian force, so far I have gotten rid of the Nyphilian Marines, they are not really needed in my army. The jetpack commados are now my marine force, my star marines defend the ships and the prominent jungle and desert corps do better than marines in their specialized terrains, so niche exists for the old marines anymore, however I'll still keep the old marine corps minigunners, they have shown much mettle in combat.
Edit: I'm keeping the marines, so far I have 5 Paladin troops and a tank, when I build their fighter I'll post them.
I'm working on my Nyphilian force, so far I have gotten rid of the Nyphilian Marines, they are not really needed in my army. The jetpack commados are now my marine force, my star marines defend the ships and the prominent jungle and desert corps do better than marines in their specialized terrains, so niche exists for the old marines anymore, however I'll still keep the old marine corps minigunners, they have shown much mettle in combat.
Edit: I'm keeping the marines, so far I have 5 Paladin troops and a tank, when I build their fighter I'll post them.
Last edited by beluga on Sun Feb 13, 2011 8:25 pm, edited 1 time in total.
▲
▲ ▲
Hail the Triangle!
▲ ▲
Hail the Triangle!
-
GeneralOfDeath
- Cannon Fodder
- Posts: 464
- Joined: Tue Jan 04, 2011 2:18 am
- Location: Waiting for my ban to expire
It just so happens that Project Aurora is the speculated codename for a US Air Force project to make a mach-6 plus attack aircraft...
Let's Play X-Com: UFO Defense
The New Guy's Guide to the Brikwars Forums
Threads Won: 1 2
Times Banned: 6
Time Banned: 4 Days 2 Hours
The New Guy's Guide to the Brikwars Forums
Threads Won: 1 2
Times Banned: 6
Time Banned: 4 Days 2 Hours
- Robot Monkey
- My Little Pony
- Posts: 1935
- Joined: Tue Nov 02, 2010 8:47 pm
- Location: The Edge
-
GeneralOfDeath
- Cannon Fodder
- Posts: 464
- Joined: Tue Jan 04, 2011 2:18 am
- Location: Waiting for my ban to expire
Slight typo, Mach-6 plus stealth attack aircraft.
Let's Play X-Com: UFO Defense
The New Guy's Guide to the Brikwars Forums
Threads Won: 1 2
Times Banned: 6
Time Banned: 4 Days 2 Hours
The New Guy's Guide to the Brikwars Forums
Threads Won: 1 2
Times Banned: 6
Time Banned: 4 Days 2 Hours
-
beluga
- Officer
- Posts: 184
- Joined: Fri Dec 24, 2010 8:44 am
- Location: Shittier, younger version of Colette
I finally made stats for my troops, I will update it soon because I'm planning on upgrading my standard infantry's armor.
Nyphilian Standard Trooper: 10cp

(edit: At this point ALL Nyphilian troopers have a radio, this is an old photo)
Skill: 1d6
Movement: 5"
Armor: 4
Standard Rifle: 5cp
Use: 3
Range: 10"
Damage: 1d6+1
Mk III Mimetic Armor: 3cp
Armor Bonus: +3 to armor
Standard Radio: 1cp
Notes: Gives the Nyphilian soldier the ability to see the cones of vision of all other troopers with a standard radio, and as long an enemy can be seen by at least one other radio-equipped soldier the soldier may take action on the enemy as if he were in his cone of vision (provided he has the range to do the selected action upon the enemy).
Nyphilian Standard Trooper Officer: 18cp
Skill: 1d8
Movement: 6"
Armor: 1d12+3
Mk V Mimetic Armor: 5cp
Armor Bonus: +5
Standard Pistol (2x): 3cp each (6cp combined)
Use: 3
Range: 6"
Damage: 1d6
Additional Notes: Both pistols may be fired at the same time, however the officer can choose to roll only once and use this roll for both pistols, so both pistols can basically be combined into one skill roll.
Nyphilian Standard Marine: 23cp

Skill: 1d10
Movement: 6"
Armor: 6
Assault Rifle: 7cp
Use: 4
Range: 20"
Damage: 1d10 up to 5 inches, 1d8 up to 10 inches, 1d6 up to 15 inches, 1d4 up to 20 inches.
Mk II Mimetic Armor: 2cp
Armor Bonus: +2
Integrated Helmet Radio: 5cp
Notes: Same advantages and abilities as a normal Standard Radio, but integrated into the helmet so that the marine can free his other hand for more weapons.
Additional Notes: Marine Officers are regular officers, usually with a cooler weapon and all of the above things. They also have a combat knife, same stats as a normal hand weapon.
Nyphilian Heavy/Experimental Troopers: 16 cp

Skill: 1d8
Movement: 4" (8" without armor, move may be further penalized if carrying a heavy weapon)
Armor: 1d20
Super-Heavy Armor: 10cp
Armor Bonus: +15 to armor, which is converted to a d20. However, this is -4 move penalty.
*Weapons vary so not included in cp cost*
Nyphilian Star Marines: 22cp

Skill: 1d6
Movement: 5"
Armor: 5
Mk I Mimetic Armor: 1cp
Armor Bonus: +1 to armor.
Assyrian Heavy Laser Rifle: 9cp
Use: 3
Range: 15"
Damage: 1d6+5
Spacesuit: 3cp
Notes: Can operate in space or vacuum environments. Has mini-jets that are too weak to overcome gravity but can give a star marine 5" move in zero-G.
Integrated Helmet Radio: 5cp
Notes: Same advantages and abilities as a normal Standard Radio, but integrated into the helmet so that the marine can free his other hand for more weapons.
Nyphilian Desert Corps: 18cp

Skill: 1d6
Movement: 7"
Armor: 4
Terrain Ability: 5cp
Notes: When standing on a tan baseplate or plate, the desert trooper's special abilities kick in and the desert trooper gains an extra 1d6 skill.
Assault Rifle: 7cp
Use: 4
Range: 20"
Damage: 1d10 up to 5 inches, 1d8 up to 10 inches, 1d6 up to 15 inches, 1d4 up to 20 inches.
Storage Bag: 1cp
Notes: The desert trooper may carry two small objects in his shoulder bag.
Nyphilian Jungle Corps: 25cp

Skill: 1d6
Movement: 5"
Armor: 4
Terrain Ability: 5cp
Notes: When standing on a green baseplate or plate, the jungle trooper's special abilities kick in and the desert trooper gains an extra 1d6 skill.
Automatic Rifle: 7cp
Use: 3
Range: 10"
Damage: 1d6+1
Additional Notes: Has ability to fire automatically or single shot, please consult IVHorseman's automatic fire rules for more info.
Integrated Helmet Radio: 5cp
Notes: Same advantages and abilities as a normal Standard Radio, but integrated into the helmet so that the marine can free his other hand for more weapons.
Backpack: 2cp
Notes: Can carry 3 small objects+2 more objects on the outside clips.
Combat Knife: 2cp
Use: 2
Range: CC
Damage:1d6
Jetpack Troopers: 12cp

Skill: 1d6
Movement: 5"
Armor: 4
Jetpacking Ability: 3cp
Notes: The jetpack trooper can use the jetpack without taking an action, however he must still make a skill roll for it.
Jetpack: 5cp
Use: 3
Extra Movement: +10 inches
Additional Notes: Can only stay in air for 5 turns at a time.
*Weapons vary so not included in cp cost*
Nyphilian Standard Trooper: 10cp

(edit: At this point ALL Nyphilian troopers have a radio, this is an old photo)
Skill: 1d6
Movement: 5"
Armor: 4
Standard Rifle: 5cp
Use: 3
Range: 10"
Damage: 1d6+1
Mk III Mimetic Armor: 3cp
Armor Bonus: +3 to armor
Standard Radio: 1cp
Notes: Gives the Nyphilian soldier the ability to see the cones of vision of all other troopers with a standard radio, and as long an enemy can be seen by at least one other radio-equipped soldier the soldier may take action on the enemy as if he were in his cone of vision (provided he has the range to do the selected action upon the enemy).
Nyphilian Standard Trooper Officer: 18cp
Skill: 1d8
Movement: 6"
Armor: 1d12+3
Mk V Mimetic Armor: 5cp
Armor Bonus: +5
Standard Pistol (2x): 3cp each (6cp combined)
Use: 3
Range: 6"
Damage: 1d6
Additional Notes: Both pistols may be fired at the same time, however the officer can choose to roll only once and use this roll for both pistols, so both pistols can basically be combined into one skill roll.
Nyphilian Standard Marine: 23cp

Skill: 1d10
Movement: 6"
Armor: 6
Assault Rifle: 7cp
Use: 4
Range: 20"
Damage: 1d10 up to 5 inches, 1d8 up to 10 inches, 1d6 up to 15 inches, 1d4 up to 20 inches.
Mk II Mimetic Armor: 2cp
Armor Bonus: +2
Integrated Helmet Radio: 5cp
Notes: Same advantages and abilities as a normal Standard Radio, but integrated into the helmet so that the marine can free his other hand for more weapons.
Additional Notes: Marine Officers are regular officers, usually with a cooler weapon and all of the above things. They also have a combat knife, same stats as a normal hand weapon.
Nyphilian Heavy/Experimental Troopers: 16 cp

Skill: 1d8
Movement: 4" (8" without armor, move may be further penalized if carrying a heavy weapon)
Armor: 1d20
Super-Heavy Armor: 10cp
Armor Bonus: +15 to armor, which is converted to a d20. However, this is -4 move penalty.
*Weapons vary so not included in cp cost*
Nyphilian Star Marines: 22cp

Skill: 1d6
Movement: 5"
Armor: 5
Mk I Mimetic Armor: 1cp
Armor Bonus: +1 to armor.
Assyrian Heavy Laser Rifle: 9cp
Use: 3
Range: 15"
Damage: 1d6+5
Spacesuit: 3cp
Notes: Can operate in space or vacuum environments. Has mini-jets that are too weak to overcome gravity but can give a star marine 5" move in zero-G.
Integrated Helmet Radio: 5cp
Notes: Same advantages and abilities as a normal Standard Radio, but integrated into the helmet so that the marine can free his other hand for more weapons.
Nyphilian Desert Corps: 18cp

Skill: 1d6
Movement: 7"
Armor: 4
Terrain Ability: 5cp
Notes: When standing on a tan baseplate or plate, the desert trooper's special abilities kick in and the desert trooper gains an extra 1d6 skill.
Assault Rifle: 7cp
Use: 4
Range: 20"
Damage: 1d10 up to 5 inches, 1d8 up to 10 inches, 1d6 up to 15 inches, 1d4 up to 20 inches.
Storage Bag: 1cp
Notes: The desert trooper may carry two small objects in his shoulder bag.
Nyphilian Jungle Corps: 25cp

Skill: 1d6
Movement: 5"
Armor: 4
Terrain Ability: 5cp
Notes: When standing on a green baseplate or plate, the jungle trooper's special abilities kick in and the desert trooper gains an extra 1d6 skill.
Automatic Rifle: 7cp
Use: 3
Range: 10"
Damage: 1d6+1
Additional Notes: Has ability to fire automatically or single shot, please consult IVHorseman's automatic fire rules for more info.
Integrated Helmet Radio: 5cp
Notes: Same advantages and abilities as a normal Standard Radio, but integrated into the helmet so that the marine can free his other hand for more weapons.
Backpack: 2cp
Notes: Can carry 3 small objects+2 more objects on the outside clips.
Combat Knife: 2cp
Use: 2
Range: CC
Damage:1d6
Jetpack Troopers: 12cp

Skill: 1d6
Movement: 5"
Armor: 4
Jetpacking Ability: 3cp
Notes: The jetpack trooper can use the jetpack without taking an action, however he must still make a skill roll for it.
Jetpack: 5cp
Use: 3
Extra Movement: +10 inches
Additional Notes: Can only stay in air for 5 turns at a time.
*Weapons vary so not included in cp cost*
▲
▲ ▲
Hail the Triangle!
▲ ▲
Hail the Triangle!
-
Darth Terminus
- Hero
- Posts: 52
- Joined: Thu Feb 24, 2011 3:14 pm
- Location: On A Planet Where The Sun Don't Shine
-
Darth Terminus
- Hero
- Posts: 52
- Joined: Thu Feb 24, 2011 3:14 pm
- Location: On A Planet Where The Sun Don't Shine
-
beluga
- Officer
- Posts: 184
- Joined: Fri Dec 24, 2010 8:44 am
- Location: Shittier, younger version of Colette
It's my largest army, and I just don't have enough time anymore to build a new faction as awesome as this. I built this last, last summer, it's been trashed and rebuilt several times, but now that I'm going to go to my first year of high school next school year, I won't have any to much time to build or brikwar. I'm keeping Nyphilians no matter what.
▲
▲ ▲
Hail the Triangle!
▲ ▲
Hail the Triangle!
-
Darth Terminus
- Hero
- Posts: 52
- Joined: Thu Feb 24, 2011 3:14 pm
- Location: On A Planet Where The Sun Don't Shine
-
beluga
- Officer
- Posts: 184
- Joined: Fri Dec 24, 2010 8:44 am
- Location: Shittier, younger version of Colette
5 planets in this galaxy, but they're hidden and also easier to defend. Nothing but military depots and of course Central Command, our agents throughout the galaxy pump money back to us so we don't need an economy or trade or anything related to them. We still also hold that extra-galactic colony, the two IGS's have been ordered never to return unless the President and the Chief General both give the correct passcodes and orders to return.
▲
▲ ▲
Hail the Triangle!
▲ ▲
Hail the Triangle!
