Call of the North, Act 2 - Turn 5 - Finished

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Zahru II
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Call of the North, Act 2 - Turn 5 - Finished

Post by Zahru II » Fri May 22, 2015 2:51 pm

Shortly after their last battle, Thorbern and Wulfgar rush towards Nifflewar. They arrive just in time, as the Storsmältning has already reached the outskirts of the settlement...

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Thorbern: 'By the runes, we made it! With a little luck we can catch and repel them here in the open and spare the settlement!'
Wulfgar: 'Bah! Norse are no need in luck, Imperial - we either achieve glorious victory or die a hero's death!'
Thobern: 'Whatever you say Wulfgar. I can only hope we will attain the former.'

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Thorbern: 'The grizzlies are ready to attack - say Wulfgar, is any of them are known for being capable of flight?'
Wulfgar: 'Flying bears? What nonsense are you talking about!?'

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Valkyr: 'Such foolish banter - it will be my pleasure to silence these wretched mortals.'
Last edited by Zahru II on Wed May 27, 2015 1:54 pm, edited 5 times in total.
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Re: Call of the North, Act 2 - signup -

Post by Zahru II » Fri May 22, 2015 2:52 pm

Welcome to the second act of Call of the North.

Overview and factions:

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1. Thorbern and the Norse - Legomc

Thorbern, Champion of the North
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)

Norseman
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)

Norse Swordmaster
Stats:
1d6+1 skill
5 inch movement
5 armor
2 hit points
Special: Victory Rush: While damaged, this unit has a +1 modifier for each dice roll.
Armed with: Longswords (UR3,CC,1d6+2 damage), Shields (UR2,CC,+1d6AV when parrying)

Norse Shieldmaster
Stats:
1d6 skill
5 inch movement
4 armor
2 hit points
Special: Parries are instant actions. Can redshirt for any friendly unit.
Armed with: Bearded axes (UR2,CC,1d6+1 damage), Large shields (UR2,CC,+1d10AV when parrying)

2. Wulfgar the Slayer - RedRover
Stats:
1d10 skill
7 inch movement
2d6 armor
3 hit points
1 action per turn
Special: Heroic Ego, Extra Action, Preferred Enemy: the controller of this unit can pick an enemy unit at the start of the battle. The hero gains +1 skill when fighting against such units.
Armed with: Dual Heavy Weapons (UR3,CC,1d6+2 damage)

These two teams are allied.

3. Rime Grizzlies - Sir Sporktimus

The Valkyr
Stats:
1d10 skill
10 inch movement
2d6 armor
3 hit points
1 action per turn
Special: Heroic Ego, Flyer, Rally of the Damned: this ability can only be used once per battle. It can raise 1d3 fallen units back to life (with 1 hp and distrupted on the turn they are revived).
Armed with: Heavy Halberd (UR4,CC,2d6 damage)

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

Rime Grizzly Bearzerker
Stats:
1d6+1 skill
6 inch movement
5 armor
2 hit points
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 (UR3, 1d6+1 damage, close range).

Rime Grizzly Basher
Stats:
1d6+1 skill
6 inch movement
5 armor
2 hit points
Armed with: Frost mace (UR3, cc, 1d6+3 damage), armor (+2 armor).

Frosthide Yeti
Stats:
1d6 skill
5 inch movement
4 armor
2 hit points
Armed with: Jagged sword (UR2, 1d6+1 damage, close range).

Ice Belcher
Stats:
No individual skill
Movement equal to the unit pushing it (cannot gain extra mov. via sprinting)
1d10 armor
2 hit points
Armed with: Frost Blast (UR3, 6 inch range, 1d6+1 damage, 3 shots)

Gameplay:
-The battle will last 5 turns.
-At the end of turn 5, the player (or team) with most kills is declared victorious.
Last edited by Zahru II on Sat May 23, 2015 1:01 am, edited 1 time in total.
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Re: Call of the North, Act 2 - signup -

Post by RedRover » Fri May 22, 2015 3:08 pm

I'd like wulfgar please!

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Re: Call of the North, Act 2 - signup -

Post by Legomc » Fri May 22, 2015 3:13 pm

Dang it, someone beat me to Wulfgar. I'd like Thor ben and the norse please.
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 2 - signup -

Post by Sir Sporktimus » Fri May 22, 2015 6:30 pm

Rime Grizzlies, please!
Tzan wrote:Violence is a renewable resource.
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Re: Call of the North, Act 2 - signup -

Post by Valiant » Fri May 22, 2015 7:29 pm

Norsemen please, as I used them in "Call of the North, Act 1" (almost won single handedly too).

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Re: Call of the North, Act 2 - signup -

Post by Zahru II » Sat May 23, 2015 1:02 am

Sorry, Legomc beat you to it - better luck next time!
All factions are claimed - send orders for turn 1!
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Re: Call of the North, Act 2 - signup -

Post by Valiant » Sat May 23, 2015 2:21 am

Can I place dibs for act 3?

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Re: Call of the North, Act 2 - signup -

Post by Zahru II » Sat May 23, 2015 3:01 am

Nah, I'm not a fan of that - it's more fair to have everyone the same chance at playing.
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Re: Call of the North, Act 2 - Turn 1

Post by Zahru II » Sat May 23, 2015 12:15 pm

Wulfgar - RedRover

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Wulfgar moves in and uproots a tree as a makeshift projectile against one of the bearzerkers. Unfortunately damage is marginal, but it disrupts the unit for this turn as it will need to get up.

Thorbern and the Norse - Legomc

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Thorbern and the norsemen advance. Thorbern also throws his axe at the Valkyr, but fails to hit past its armor.

Rime Grizzlies - Sir Sporktimus

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The ravenous glacier of grizzlies march onward as well, with the Valkyr swooping in head first and dealing 1 hp damage to Thorbern.

Overview:

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Kills:
RedRover - 0
Legomc - 0
Sir Sporktimus - 0

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

Post by Zahru II » Mon May 25, 2015 2:03 am

Thorbern and the Norse - Legomc

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The norse engage with the grizzlies - blows and counters are exchanged, but the clash only results in one wounded swordmaster and one wounded basher.

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Thorbern attempts an incapacitating blow against the Valkyr, but misses!

Wulfgar - RedRover

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Wulfgar joins the battle, and hacks a wing off the Valkyr, disabling her flight and dealing 1 hp damage.

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The slayer continues the assault but doesn't do enough damage the second time.

Rime Grizzlies - Sir Sporktimus

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The grizzlies retaliate, taking down a norseman and a swordmaster, as well as wounding another one.

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The Valkyr performs a cleaving attack, however it only hits Wulfgar, who loses a hitpoint.

Overview:

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Kills:
RedRover - 0
Legomc - 0
Sir Sporktimus - 2

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

Post by Zahru II » Tue May 26, 2015 1:48 am

Wulfgar - RedRover

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Wulfgar lets out a fierce battlecry with the intention of intimidating the rime grizzlies - unfortunately it completely backfires and actually inspires them, thus they gain +1 skill for this turn.

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Frustrated, he hacks another hp off the Valkyr.

Rime Grizzlies - Sir Sporktimus

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Rime Grizzlies continue their assault, taking down 3 norsemen in the process.

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The Valkyr attempts to strike and flee but fumbles the feat.

Thorbern and the Norse - Legomc

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Thorbern delivers the killing blow to the Valkyr - with its dying scream, the creature mysteriously vanishes from battlefield!

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The norse fight back and kill a grizzly.

Overview:

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Kills:
RedRover - 0
Legomc - 2
Sir Sporktimus - 5

Send orders for Turn 4!
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Re: Call of the North, Act 2 - Turn 3 -

Post by RedRover » Tue May 26, 2015 3:27 am

That feat backfired big time

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Re: Call of the North, Act 2 - Turn 3 -

Post by Valiant » Tue May 26, 2015 11:50 am

Those heroes need to get to work if they want to remain alive at the end of the battle!

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Re: Call of the North, Act 2 - Turn 3 -

Post by Sir Sporktimus » Tue May 26, 2015 5:42 pm

Valiant wrote:Those heroes need to get to work if they want to remain alive at the end of the battle!
They won't, if I'm lucky!
Tzan wrote:Violence is a renewable resource.
Natalya wrote:Overwatch died. Put this in your profile if you miss Overwatch.

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