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World War Riff Raff roster set-up

Last posted Feb 23, 2016 at 09:01PM EST. Added Feb 08, 2016 at 01:02PM EST
79 posts from 19 users

So I was bored and figured it would be best if we start on the next half of that Civil War thread soon, but we'll do it right, we need to set up our nations so that it'll make more sense of what is going on and so people can't just pull a god modding move deal…
also this is separate of the Nations RP thread and exclusive to the Riff Raff world thing

before we start, let's set some ground rules, like no planet destroyers, suddenly being a nation of god-like beings, you MUST have a set weakness type, and you cannot just have access to a weakness of another nation unless it makes some sort of sense to your military type, also no invincible force fields like Pepsi did, because that's stupid…
I'll go first

Holy Nation of the Void
Home to the Witch Clan of the Void, and the Holy Order of the Lewd Spider

Gov. Type: Coven Imperialism
Morality Type: Prefers to keep a low body count, low structure damage, but will not shy away from frowned upon methods of combat if needed
Foreign policy: allows for trade and such, visitors with have a witch guard accompany them for the duration of their stay, will never declare war without good reason
Source of income: Mercenary work, Sex workers, Silk spinners, etc.
Monetary strength: Rich, though has taken a heft hit due to recent events
Military type: Witchcraft with adoption of modern weaponry, artillery, and assassination
Weakness: extreme cold and anti-magic methods
Units:
Witch Guard: elite witches that guard the Capital and the citizens, can be sent out to fight with other soldiers, often in groups of two. Like their queen and coven leader, they have access to void magic such as two way rift travel, miniature contained black holes (may as well be biotic push or singularity from Mass Effect), and life force drain. They are also given a melee weapon of choice.
Along with the primary power, each Witch Guard can train under one of four secondary schools:
1-Elemental: basic arcane magic that focuses on fire, air (shock), ice, or earth spells
2-Warding/Restoration: healing magics for medics and protective barriers
3-Necromancy: invocation of spirits for varies uses, they can also have sway with the undead
4-Gun Arts: heavy hitters of the witch guard, main focus on hand guns, rifles, and machine guns, these ladies can also mount artillery or tanks and add their power to the gun for much more punch
Foot Soldiers: humans that have taken the deal to have higher mobility and durability at the cost of a portion of their own life. they're outfitted with light armor with spider-silk waving, and wrist mounted wire-grappling hooks. their arsenal consists of standard weapons like rifles, shotguns, light machine guns, and portable rocket launchers. combat is focused on mobility, flanking, and guerrilla tactics.
Spider Soldiers: they make up the bulk of my military, they come in nearly every breed and are highly loyal to their queen. Spider Soldiers consist of 3 sizes:
-Standard: small, stealthy, often used for assassinations
-Giant: better suited for field combat, more tanky than their other siblings
-Kaiju: only two exist and they tend to guard the forests located near the capital, heavily armored and dangerous, they are very rarely seen outside the country
Vehicles: a mix of engineering and arcane tinkering, there are 3 main types:
-Tanks: quadrupedal tanks (spider like legs with treds at the "feet" for added mobility) with guns strong enough to punch through the the wall of china at point blank, only down side is they're not heavily armored
-Long-ranged guns: less mobile and more heavily armored, these guns make up the back line guns and the nation's primary defense. They have two guns for bombardment and shelling and top mounted anti-air gun
-Helebirds: main transport of troops and mobile armor units, these vehicles have only a front mounted mini gun with side doors allowing for a 4 person firing squad on each side (with two using MG turrets. like the spider tanks, Helebirds are lightly armored and rely on constant movement to prevent damage
Celestial Zodiac Cannon: due to recent events, the cannon will be out of alignment for a year, but this is the strongest weapon in the Queen's arsenal. the CZC is located in the central Capital Tower and acts as a magic based nuke, whipping out life ((or a specific general target type)) in a given area with stored up star light. due to the nature of this weapon, it requires a group of at least 6 witches, and requires one year to charge/calibrate after firing. a single charge can also be used to grant the coven with a massive surge of power ((example being warping the country to a safe location))

Last edited Feb 08, 2016 at 01:03PM EST
Terminus II
The lone space station.

Gov. Type: Geniocracy
Population: 832 people, a couple thousand robots and machines.
Morality Type: Cold, calculating. Will seek utter anihilation of their enemies and threats. No strong stance on killing.
Foreign policy: Isolationism, althrough they watch events on Earth closely. Instances of foreginers getting into the space station are rare, but exist as a gateway for the most intelligent. Sporadically trade with the outside. Not hostile, and prefers to get rid of possible threats in a peaceful manner.
Industry: Based on earth (Mining, heavy industry, farming) and based in space (Rare metal collecting from passing asteroids, research, light industry and machine assembly).
Technology: Advanced. Center of the station is older as it grew in size with time. They posess teleportation technology which requires for both sides to have a teleporter. Their hydroponics are enough to sustain the space station alone, though with low food diversity.
Military type: Robots and space station weapons.
Weakness: Ground-to-Air weapons fast enough to bypass automated station defences, mainframe can be hacked (only with direct access).

Units:

GU.5ad8


Standard Ground Unit, usually used as the police force and for maintaining presence and patrols on the surface. A part of their inside and outside construction is unassigned (such as the lack of secondary weapon), allowing for modifications and thus adapting to enemy tactics. They use a plasma caster as their primary weapon, which uses electromagnets to launch a stream of superheated particles at their target. When in melee range, they use their own contruction as an improvised weapon to bash their enemies. Its AI was designed to be fast-learning, which becomes an advantage the longer they fight their enemies.


HW.28w0



This heavy drone, commonly dubbed "Crawler" is an orbit-deployable support unit for prolonged land combat. Its construction allows it to enter the battlefied through the atmosphere and achieve full combat ability in a very short amount of time. Equipped with flamers on its front for short-range combat, high energy pellet launcher on its left arm and dual laser gun on the right one, Crawlers are a hard enemy both for light and heavy units.


VB.1v9s



The Hawk is a manned helicopter, with ability to go from and to the space station. It is used mostly for transport, but due to being rather quiet and able to land pretty much anywhere it can also be used for covert missions. Equipped with dual heavy gatling and missles.


MS.Mk I



These massive "Behemoths" were one of the first projects of the Terminus industries before it fell. While the technology used to make them is far outdated, their size and weaponry is still impressive. Out of five ever manufactured, four survived until this day and are used to guard the mines and outposts on Earth.


The Terminus II Space Station



It comes equipped with automated defence system, based on gauss and laser turrets. The station itself is also a weapon – it has a rather strong solar cannon, though it can't have it preemptively charged for too long. Its range is limited to the current location of the space station, since its course is adjusted daily not to stay in one location for too long.

Last edited Feb 08, 2016 at 02:47PM EST

Cult of Oarfish

Gov. Type: Theocracy
Morality Type: Being a race of sea-dwelling religious fanatics, they see no reason to attack the surface world for monetary gain. They will accept most groups, so long as they don't disturb the ocean, their religion, or their nation, though unwillingly. It's worth noting that they are actually fish-people, rather than simply having underwater buildings.
Foreign Policy: They distrust strangers, but aren't naturally aggressive. They refuse all trade offers.
Source of Income: None. Food and supplies are gathered from shipwrecks and natural formations on the ocean floor, and they don't trade, so they have no use for money. Military is recruited by means of religious fanaticism to defend their practices, and machinery is built by mechanics in a similar fashion. Essentially, their culture believes that working is something they must do to appease their gods, and do so willingly rather than needing pay.
Monetary Strength: Resource wise, extremely rich. They've built up resources taken from the sunken ships of wars long past, and continue to exploit the ocean's other bountiful resources to build their civilization.
Military Type: Almost exclusively underwater naval vehicles manned with trained zealots. They have few land vehicles should they absolutely need to visit the surface. Gunpowder is… difficult to obtain underwater, so their equipment relies on alternative explosives for propulsion and weaponry.
Weaknesses:
Military: Electrical weaponry (Potentially dangerous to the user as well), depth charges, fighting on land
National: Their religion must be upheld to the best of their own ability, or else lack of motivation will cause their weak economic system to crumble.
Units: (All vehicles are filled with water to keep their pilots alive; thus, they are nearly immune to pressure-based weaponry)
Mk65 "Paladin"

Standard light offensive unit. Equipped with torpedoes and a ramming horn; they move very quickly, and use this to their advantage.
Mk1200 "Eldwurm"

One of the few units that can operate above the surface (though it cannot actually move on land), the Eldwurm is a heavy force to be reckoned with. They're armed to the teeth with torpedoes, pressure cannons, flak, as well as mortars for shelling port towns. As intimidating as they are, there are relatively few of them, so they rarely see much combat. Covered in armor plating.
LR-3 "Justicar"

Their only land unit. Justicars are the Cult's only method of reaching out to the surface world; they are medium-armored mechs equipped two claws; a heavier one for latching on to vehicles, and a smaller one equipped with a beam claw for slicing the caught victim. they can generate temporary shields to hold off a small amount of fire, and have no ranged weapons.

They have others, but those are the main 3. Infantry are equipped with drill-type weapons for puncturing the hulls of submarines, and some wield rocket-launcher-esqe pressure cannons.

Last edited Feb 09, 2016 at 03:46AM EST

A-Train wrote:

Considering that I RP'd a manufacturer that didn't profit any last time, I'm not sure who I'd be employed/contracted by this round.

No need to establish alliances here, just who you are in this
Also for Tupo, his people are the pilots for my helobirds

UMN: United Meme Nations

An organisation wich unites 50 lands, prefers economy above millitary but is still a force to be reckoned with. Places the happiness of their people above everything.

Gov. Type: Meme Democracy
Morality Type: tries to keep the civilians out of the war as much as possible. Has the habit to strike from a distance.
Foreign policy: Open trade policy created friendly ties with a huge part of the world. Tries to view everything from a neutral standpoint in wars but will destroy the enemy without mercy if provoked.
Source of income: In-and-export of Memes,
Monetary strength: Stands in the top 10 of richest organisations in the world.
Military type: Modern weaponry, such as nuclear subs and drones
Weakness: Has the habit to follow litterally "the art of meme war" so unethical warmongers can take advantage of that. Can't do anything that doesn't pass the vote. D.O.N. can only be used after 24 hours charging and can't repel any attack (location: space).

Known troops:
Meme squad: over 9000 trained soldiers trained in gorilla warfare.(details explained later)
Intelligence: Has braches all over the world, whereabouts only known by the president and a few others.
Tech: unnamed number of drones, nuclear subs, planes and one orbital laser cannon (D.ON.)

-Chart incomplete, full list of troops will be shown later.

(Just putting this up for the time being, will complete it ASAP)
AIC: Atlas Industrial Conglomerate (formerly A-Train Heavy Industries)

A multinational conglomerate of various companies mostly involved with manufacturing and the military-industrial complex.

Gov. Type: Corporate Democracy and hierarchy
Morality: Neutral but very opportunistic. Depends on how "benevolent" clients are.
Foreign policy: (N/A)
Military type: PMC (armed with modern military level equipment).
Weakness (N/A)
Known troop strength: (N/A)

Last edited Feb 09, 2016 at 05:46AM EST

The Order of Ancient Mysteries

Gov. Type: Meritocratic Mago-Technocracy

Morality Type: Cold and Clinical, Pragmatic and Machiavellian. They don't have much concerns over what is right and wrong but generally avoid causing acts of cruelty for no reason. However in combat will use any methods to break the enemy's morale, body, mind and spirit.

Foreign policy: Isolationism for the most part. However they have spies and informants who keeps the Order informed on most happenings and have secret networks of trade routes to keep them financially active. Outsiders entering the order's grounds usual never return and those that due are often insane.

Source of income: Mercenary work, Antique collecting and selling, book publishing, etc.

Industry: The main source when it comes to Industry is research but the order also works on other avenue like farming, secret trading, mining, heavy industry and more. Due to their access on opening gateways to other worlds and dimensions they have gain access to resources from those realms.

Technology: Advanced. Possessing the knowledge on both psychic and magic the Order also mixed them with fringe science and extraterrestrial technology taken from other worlds. Most conventional technology is used by citizens and government workers who have no ties to the military.

Military type: Magic rituals, psychic powers, otherworldly beings mixing with experimental technology taken from the pages of fringe science and reverse engineered extraterritorial technology. The order's military is center around the concepts of stealth and speed preferring outmaneuvering their enemies, hit-and-run attacks, guerrilla tactics and subterfuge.

The Order also employees espionage, assassination, hacking and acts of terrorism to achieve their goals. They are also willing to use the media to their advantage and when not surprising attacking the enemy would weaken, they are even willing to use brainwashing, mind control and possession on their enemies. Most of their weapons uses a form of direct energy weapons and as such lack slug base weapons.

Weakness: Most units fit the definition of glass cannon as they can deliver devastating attacks but can't take too much abuse, most units are lightly armor to stay mobile, because they favor medium to long range combat they lack close range weapons, direct attacks would normally go badly against them unless Order units have numerical superiority, the usage of experimental and still not fully understood technology means that they are prone to having weapons and equipment malfunctioning on them in the heat of battle, the same knowledge that drives their enemies mad also drives them mad as well, beings summoned by the Order can also turn against them.

Units with strong will power can break through their mind control and possession attempts. Anti magical and psychic methods can deliver a mighty blow against them. Hacking is also an issue.

Faction theme:https://www.youtube.com/watch?v=ffH0SOQ6KLQ

Last edited Feb 09, 2016 at 07:56AM EST

I have to make a different post for the units cause together with the first post the site wouldn't allow me to post it.

Units

The Lords of Ancient Mysteries: The Lords are powerful sorcerers, witches and magicians that work for the Order. Often they act as the buffer between the rest of society and their masters in the order. They are also the "skilled labor" force, often using their magic to deal with a range of complicated tasks using their reality bending art known as magic.

All lords can summon, bind and banish otherworldly beings, use divination to gain future insight on an enemy's turn, mind reading and control, clouding memories, enchantments, defensive wards, and body wracking/body shriveling curses. Use Lord often carries their own personal enchanted item with them that act as an extension of their power. The Lords often act as general to the soldiers.

No one lord is the same as use lord masters and learns different spells and rituals, often meaning that fight against one is never the same as the other, the current number of still existing lords is somewhere around four to eight.

The Neophytes of Ancient Mysteries: The apprentices of the lords they perform tasks that are often said to be "too easy" for a Lord to be present to perform. Making use of similar powers but instead of reading minds they implant mental suggestions into their enemies thoughts and can cause objects to mysteriously to move on their own. These would be masters of the occult are often assisted by an outsider being that acts as their familiar and guardian spirit.

Neophytes to carry magical weapons but are more willing to use other weapons such as particle accelerator rifles or plasma pistols into battle.

The Adepts of Ancient Mysteries: On the top ranks when it comes to soldiers, the adepts play the valuable roles of spies, assassins and commandos. Adepts possess unusual abilities in which their own luck seems to be higher than most. They also posses the powers to use both telekinesis and pyrokinesis for combat while possessing mind control powers to force enemy soldiers to work with them, however this power can only work with one soldier at a time.

They can also use their powers to locate enemy units with Clairvoyance and when not moving can make a "psychic shroud", making themselves invisible to the naked eye. Machines can see through the shroud and are immune to the mind control. Weapons include psychotronic devices that allow them to create blades of pure psychic energy and particle accelerator weapons, for additional defense they carry devices that emit a short live force field to escape from tough battles. the generator would require time to recharge to be use and prolong usage can risk the generator on breaking.

The Disciples of Ancient Mysteries: The disciples are the foot or "stormtroopers" of the order. The disciples are recognized due to their gas masks as they often deploy bombs with both chemical and biological agents when out in combat. Packing laser rifles when at first would be surprise to think that the Disciples have no supernatural power, but they would be wrong.

The Disciples posses magical knowledge on cursing their enemies with misfortune which usually takes on the form of bad luck, the power to amplify or diminish certain emotions and become invisible thanks to cloaking devices. Most favor more technological weapons like laser and plasma rifles than magical weapons.

Cloaking devices have the same weaknesses and limitations as the force field devices.

The Initiates of Ancient Mysteries: Once normal men and woman augmented to possess psychic powers most can either start small fires on light armor vehicles and infantry, use telekinesis to attack infantry or to cause mentally caused illnesses (i.e. make people think they are sick when in reality they are not).

They know only a few spells. Most used for protection to give them so amount of defense, simple curses to weaken enemy soldiers and divination to learn future movements. They know a ritual in which it would cause soldiers fighting for them to gain pain immunity and increase strength but induce them into a berserker rage.

The Aberrations: These beings are the results of The Order's experiments, often on human bodies both living and dead. They come in many forms but they all categorize into three broad types. Aberrations are rather infamous for cases where the creatures were known to disobey orders and outright turn hostile on Order members.

The Revenants: These were the dead bodies of humans whom thanks to the order are now back as the walking dead. Ranging from mindless undead slaves to intelligent life sucking creatures to even spectral beings bound to the physical plane they are the most common of the Aberrations. Their spectral members being used to possess the living and control objects without touching them while the blood suckers act as super soldiers, the mindless zombies are treated as cannon fodder. Only the more intelligent members of the revenants are given access to Order weapons and even then they are kept a close watch encase they turn rogue.

The Alternatives: The Alternatives were once normal living humans (and in some cases even animals) that were changed into something other. These have more diversity than the undead with some being shape-changers or beastmen and others being biomechanical freaks of nature. Many of the alternatives are known for being much stronger and more endurable than most order members and as such when direct conflict is needed they are used, however as shape-changers show they can also be use for more subtle directives.

The Incursors: Beings who come from other dimensions of reality that were either summon or where drawn by the order's experiments.These creatures are often so horrific that they drive all insane and are used mostly for direct assaults because of this. Incursors can regenerate, fire eldritch bolts of energy, teleport, and use natural weapons that are unique to them. They are the ones that often disobey orders and attack their own allies.

Mirage Stealth Tank: The main battle tank of the order, The Mirage uses an experimental anti gravity propulsion engine to float above the ground and can even cross the large bodies of water. The Mirage can even use a large thrust to jump to higher location, giving it great mobility in the battlefield. The tank as two barrels, the main one can shot rapid plasma bolts at it's enemies while the secondary barrel fires out laser beams that can be used at both ground and air units.

To further increase their speed and decrease costs, the hull of the Mirage is made up of a unique combination of 'smart' polymers and nanofibers, making the tank barely sturdy enough to withstand a few rounds. However when it is destroyed. The materials the tank is made up of are fully malleable when not under a constant low voltage which keeps it in rigid shape. As such other Mirages can scavenge the pieces of their fallen brethren and add them to their armor.

The most remarkable feature of the Mirage which gives it's name is the advanced hologram projection system that allows it to take on the form of anything in it's surrounding, blending in with the environment, including enemy vehicles.

Piranha Minisub: The Piranha Minisub is a small and very fast submarine, designed as a general purpose combat vessel. Capable of a multitude of roles such as anti-aircraft and submarine warfare as well as shore assaults and ship killing, the Piranha is one of the most flexible naval units ever produced.

Cheap and very lightly armored, Piranhas rely on group tactics and quickly emerging to surprise their enemies. To make faster maneuvering possible, the Piranha was not designed to dive to the same depths as conventional submarines, revealing a tell-tale trail of water displacement as they speed toward their destination.

Invader: The Order's primary aircraft and immediately one of the stranger Order weapons, the Invader strongly resembles a classic U.F.O. from the late 40's. But these units have far more insidious intentions than just abducting cows and drunken farmers. These floating discs are armed with a unique beam weapon that dissolves organic material, causing flesh to deteriorate and armor to take substantial damage.

Even with this terrifying weapon, what truly makes the Invader unique is its ability to sabotage. Equipped with what most commanders call a 'parasite pull', the Invader can siphon credits from an opponent once it hovers above an enemy refinery or disable any kind of defensive structure.

Tillinghast Resonator: an electronic device that emits a resonance wave, which stimulates an affected person’s pineal gland, thereby allowing them to perceive planes of existence outside the scope of accepted reality.

The Order created a massive version of the device that can spread the resonance wave to cover an entire city. Those witnessing the effects of the resonator will becomes cognizant of a translucent, alien environment that overlaps our own recognized reality, witnessing hordes of strange and horrific creatures that defy description.

the effect of the resonator works both ways, and allows the alien creature denizens of the alternate dimension to perceive humans. In most cases these beings have attacked and killed by these beings. Once a tool for scientific research the Tillingasht Resonator is now the most feared superweapon under the Order's possession.

An important fact to know is that not even order units are immune by the resonate waves and are also in danger of being attacked by the otherworldly beings from the other dimension, making the Resonator a weapon to be used as a last desperate resort.

Faction theme:https://www.youtube.com/watch?v=ffH0SOQ6KLQ

Last edited Feb 09, 2016 at 07:46AM EST

The Undead Legion

Gov. Type: Cult(?), Militaristic(?)
Morality Type: All life must end.
Military type: All undead, except for "new recruits" and necromancers.
Weakness: Holy Magic (All units), Fire (Weaker Units)

Units

Skeleton: Mostly used as servants to necromancers.

Ghouls: Weak, but dangerous in large numbers. Destroy the head. Able to easily run, climb, and jump any terrain with ease. Able to gnaw through just about anything. Untreated wounds by a ghoul will get infected. Not the brightest unit in the army. Can be easily distracted by any corpse, human or animal. Not the hardest units to find. Can be found by scent or sound. Stubborn. Stubborn enough to tear off it's own limbs just to go after it's prey. Stupid enough to go after prey with no lower jaw, arms, or legs. Can "howl" to alert other ghouls or units in the area. Some filled with volatile materials so, on death, they explode causing area damage. Relies on smell and sound to find enemies. Loud sounds can distract or disorient ghouls. Loud sounds can, also, agitate ghouls and can make it "howl". Loud sounds can draw more ghouls. Fire and holy magic is an easiest way to kill them.
Warning: Inflamed ghouls will still fucking chase and try to kill you. Volatile ghouls and fire can make a bigger explosion. Volatile ghouls can be distinguished by green blemishes on their body, bloated abdomen, spike like bones protruding from their body, or a simple bomb strapped to them.

Zombie: A living being afflicted with the curse of undeath that slowly kills and destroys their sanity until it becomes a husk with one role, to spread the curse. The only undead that can spread undeath, therefore making more zombies without having a necromancer around. Scratches, bites, and body fluids can spread curse. Fast at first, but once rigor mortis sets in, they become much slower and more stiff. Relies on sound and sight to find prey. Destroy the head. Unlike the rest of the undead, their body only last until decay finally takes over. Can gnaw through just about anything. Destroying the body is a MUST. Animals can afflicted with the curse too, if they consume the flesh of a zombie. Zombies will, occasionally, throw up or cough up bodily fluid at enemies in the attempt to inflict the curse from afar. Newly turned zombies have speed, strength, and sometimes numbers on their side. Rigor mortis zombies have strength and numbers. Zombies can be distracted or drawn by sound, but will most likely keep chase if already in pursuit of prey.
Zombie outbreak can cause paranoia in armies or towns. Curse of undeath symptoms vary from person to person. Some afflicted don't show symptoms at all and you'll truly know they're cursed once they start sprinting towards you with teeth and claws bared.

How to tell the difference between a newly turned zombie and a rigor mortis/older zombie: Newly turned zombies are much nosier. They tend to snarl, growl, screech, bark, scream, and howl, while the older ones just grunt, groan, moan, or stay silent. Newly turned are fast. Speed depends on how fast they ran in life. So, let's hope your track runner friend doesn't become one. Same as speed, their strength depends on how strong they were before they turned. They tend to be "cleaner" than their older counterparts. By "clean", I mean newer ones aren't covered in blood, vomit, have torn clothes, or missing extremities. Older zombies stumble around and aren't the most agile. But, since their brain no longer registers pain, or for that matter care about anything, their strength is overwhelming. Newly turned zombies can climb, but older ones can't. Older zombies are more likely to spit and throw up bodily fluids.

Handicap: Parasites such as ticks, mosquitoes, fleas, bead bugs, etc. can not transmit curse.

Undead: The undead are the lifeblood of the Undead Legion. Their knowledge they learned in life, they brought with them in death.They are the most versatile of all the undead in the Legion. Their body are held together by strong necromantic magic, preventing decay. Their eyes glow white and yellow. Undead with eyes like burning blue flames are special among the undead ranks. These undead are among the elite and are powerful physically, magically, or both. Undead can easily recover from injuries, the magic in their bodies slowly regenerate back flesh, muscle, and broken bones. Severed or missing limbs can be sewn back on or magically sealed back on. Undead in need of healing can resort eating corpses of undead creatures or living to speed up regeneration and even regain some power they lost in battle. Though, majority will never stoop this low and only the most desperate will perform this act.
Again, what they knew in life they brought in death. Intel is important. But, undead are mainly risen for their skills and knowledge they possessed in life. Raising a powerful magi, witches, or soldiers are top priorities. As are raising engineers, scientist, blacksmith, alchemist, and many other dead that had useful skills and traits.
Not all risen undead were so eager to join the Legion. Some had to be tortured until their will was broken and every ounce of morality was ripped out of them. They're even rogue undead that broke free from the cold grasp of the legion and wander aimlessly across the land. Most have been hunted down and killed. Others have made their own faction to fight against the Legion. While others lost their sanity and attack any living or undead insight.

Death Knights: Undead juggernauts. War machines.They are a one man army. Their body, armor, and even weapons are covered in special magical runes that empower them. Their body aches for blood shed. Fueled by unending rage, they lead the charge into battle. They're the first to shed blood and the last to do so.They ooze with necromantic power and ice/frost magic. Able to raise ghouls and skeletons to bolster their ravenous army. The air around them is chilled and frozen. Where they walk, a path of frost follows. These knights blow magical battle horns that signal their arrival and chill the blood of their enemies, while empowering, boosting morale, and increasing blood lust of their own army.
Their weapons steals souls, healing and further empowering the knight. A veteran Death Knight is something to be feared.

The only thing that can stop this monster is a devote paladin, priest of holy magic or enough fire power to by pass their magically infused armor and body.


I'll keep adding more to my army later. I only got like, three or four more units and then I'm done. Just didn't want to leave the tab or browser open and something happens and I lose all my work.

ヽ( ̄ロ ̄)ノ

Last edited Feb 09, 2016 at 10:19AM EST

Complete troop chart:

meme squad: 9001 soldiers graduated at top of their class in the Navy Seals and have been involved in numerous secret raids on Al-Quaeda, each have at least 300 confirmed kills. are trained in gorilla warfare and can kill a person in over seven hundred ways, and that’s just with their bare hands. Not only are they extensively trained in unarmed combat, but they have access to the entire arsenal of the United Meme Nations Marine Corps and they will use it to its full extent to wipe the enemies miserable ass off the face of the continent.

Primary weapons: Noobtubes (guns who adapt their projectiles to the target's weakness) and Banhammers (just oversized melee weapons, no special features).

Destruction On Noobs (D.O.N.): This satellite is the UMN's biggest power and biggest weakness. Used primary as a non-trackable communication system that connects all of UMN's members. Also a weapon of mass destruction, after 24 hours of charging it can unleash a laserbeam that erases everything but advice animals in a radius of 1337 yards. The satellite itself has no defenses equipped but it is guarded by a huge amount of drones.

Super Powered Agent Squadron(S.P.A.S.): 500 Elite warriors who are trained in every form of combat known to mankind. Are equipped with high-tech weapons and armory.

Anons: Spies who are bio engineered into beings who can change to any form at will. Skilled hackers. Flawless, deadly and annoying. But the worst about them is: they are a hive-mind. If only one gets to know something, they'll know it all. Number of them classified

drones: expendable, mass produced drones. Appears in swarms. equiped with a tesla gun and plasma torpedos. Weak, but the low production cost lets them produce in thousands without effort.

nuclear submarines: 15 in total. Fuel to go around the world 10 times. each armed with torpedos, ground-air cannons and 30 nuclear rockets. Once thought invincible, until the Oarfish cult showed us who is the ruler of the seas.

hovercrafts: Doesn't matter if it is land, sea, or air. These vehicles can battle everywhere. Each equipped with standard destroyer weaponry. (150)

Blackbird mark V:Stealth plane used for carpet bombing. 50 planes
And last but not least:

tesla wall: Created after the designs of that one Russian scientist who wanted to create a wall of lightning to guard against incoming attacks. Power source unknown.

Oh, one last thing: there are a 4 "leaders" who all posess strange powers, consider them as boss-monsters. (more details, when the time comes, don't worry about them having broken abillities. I'll keep them decent)

Last edited Feb 09, 2016 at 11:10AM EST

superjumpman wrote:

Complete troop chart:

meme squad: 9001 soldiers graduated at top of their class in the Navy Seals and have been involved in numerous secret raids on Al-Quaeda, each have at least 300 confirmed kills. are trained in gorilla warfare and can kill a person in over seven hundred ways, and that’s just with their bare hands. Not only are they extensively trained in unarmed combat, but they have access to the entire arsenal of the United Meme Nations Marine Corps and they will use it to its full extent to wipe the enemies miserable ass off the face of the continent.

Primary weapons: Noobtubes (guns who adapt their projectiles to the target's weakness) and Banhammers (just oversized melee weapons, no special features).

Destruction On Noobs (D.O.N.): This satellite is the UMN's biggest power and biggest weakness. Used primary as a non-trackable communication system that connects all of UMN's members. Also a weapon of mass destruction, after 24 hours of charging it can unleash a laserbeam that erases everything but advice animals in a radius of 1337 yards. The satellite itself has no defenses equipped but it is guarded by a huge amount of drones.

Super Powered Agent Squadron(S.P.A.S.): 500 Elite warriors who are trained in every form of combat known to mankind. Are equipped with high-tech weapons and armory.

Anons: Spies who are bio engineered into beings who can change to any form at will. Skilled hackers. Flawless, deadly and annoying. But the worst about them is: they are a hive-mind. If only one gets to know something, they'll know it all. Number of them classified

drones: expendable, mass produced drones. Appears in swarms. equiped with a tesla gun and plasma torpedos. Weak, but the low production cost lets them produce in thousands without effort.

nuclear submarines: 15 in total. Fuel to go around the world 10 times. each armed with torpedos, ground-air cannons and 30 nuclear rockets. Once thought invincible, until the Oarfish cult showed us who is the ruler of the seas.

hovercrafts: Doesn't matter if it is land, sea, or air. These vehicles can battle everywhere. Each equipped with standard destroyer weaponry. (150)

Blackbird mark V:Stealth plane used for carpet bombing. 50 planes
And last but not least:

tesla wall: Created after the designs of that one Russian scientist who wanted to create a wall of lightning to guard against incoming attacks. Power source unknown.

Oh, one last thing: there are a 4 "leaders" who all posess strange powers, consider them as boss-monsters. (more details, when the time comes, don't worry about them having broken abillities. I'll keep them decent)

Mary Sue: The Nation.

Seriously though, are we going to allow that? It's rather poorly written and unbalanced.

New Hertfordshire island republic place

Gov. Type: Autismocracy
Population: ??? people and over a million sheep.
Morality Type: Nice, laughs at everything.
Foreign policy: Be nice to a lot of people. Murder northern England and the Scottish. Be bad enough dudes to take on threats.
Industry: Sheep wool, sheep meat (mutton, lamb), mint sauce, Yorkshire puddings, Gravy,
Assorted valuable metals, Jeremy Corbyn's pubic hair. Kebab removal.
Monetary strength: Medium (You would be surprised how much Gravy goes for now days)
Military type: Specialist units, some guerilla tactics and autism.
Weakness: Toilet humour, haggis, space dudes, laxatives, really funny jokes, lots of fire.
Units:
Asperger's Corps :
They guard the capital Letchworthdonia from bad dudes, they also fight when needed in a war. They are armed with rifles and other standard military equipment but also come with laughing gas grenades and horrible jokes.
Hertfordshire general legion : Average band of troops.
York hillside specialists : Crazy farmers and warriors who come to battle riding on cows and sheep, they wield halberds, shotgun crossbows and stale Yorkshire puddings.
Welsh sheep herders (shaggers) : Magic users who summon waves of sheep to attack their foes. Quite fragile up front.
Pudding tanks : Massive stale Yorkshire puddings baked in factories then fitted with a 75 mm gun.The stale pudding is an immensely strong armour. Other variants exist.
Rav0n Ship :
Massive flying raven airbird carrier. Can also drop bombs.
Crow craft :
Small helicopter sized airbirds that carry troops, munitions and supplies in a large under slung Yorkshire pudding.
Ebenezer Howard's spirit :
The spirit of the creator of Letchworth who is summoned during our darkest hour. He is an advanced magic user capable of magnetic field manipulation and elemental control.
Farage titans :

Titan sized Nigel Farage cyborg clones that devour anything in their way. They target. kebabs first.
Corbyn-tron :

A massive kaiju sized, coal fired mech of Jeremy Corbyn. The mech runs on steam and strides over land leaving destruction in it's wake. Corbyn-tron is capable of firing eye lasers and launching troops and missiles out of ports in his body.
Faction theme:

Mako the Goblin Queen wrote:

yea… this guy is getting nerfed, this is ridiculous…

Even though I listed down all of the weaknesses of my faction and even personal weakness of my units I still felt worry that someone would cry out for my faction to be nerf once they see the units.

CrowTheMagician wrote:

Even though I listed down all of the weaknesses of my faction and even personal weakness of my units I still felt worry that someone would cry out for my faction to be nerf once they see the units.

you could do with a bit of a tone down, but I'm talking about the United Meme Nations guy, holy shit, that one has no sense of balance

Mako the Goblin Queen wrote:

yea… this guy is getting nerfed, this is ridiculous…

Well sorry for my poor writing skills, i'm a meme site user who posts for the lulz. What's your excuse? English isn't my native language so please understand that i'm no shakespeare

Sorry, i'll remove the tesla wall and the subs don't have nukes anymore
The hovercrafts are reduced to 50 and have their weaponry removed. Their only purpose now is transport.
The Troopers have no magic skills whatsoever and their only strength is their combat skills and weaponry.
Only the space drones will have rockets.

BUT:

I'll keep my laser cannon as long as triangle mare has that big-ass space station.
I add 60 Battle Jets instead. (plain jets, no special sci-fi weapons)

If you are still not happy, i am open for suggestions. But keep in mind that i am not the only one who has some broken stats here.

We have one who summons demons, One who swarms magic spiders, One who is the ruler of the sea, And one who has friggin metal gears. SO CAN I PLEASE KEEP SOME DECENT TROOPS WHO CAN COMPETE WITH THAT FOR GODS SAKE.

Mako the Goblin Queen wrote:

you could do with a bit of a tone down, but I'm talking about the United Meme Nations guy, holy shit, that one has no sense of balance

Where can I tone it down?

superjumpman wrote:

Well sorry for my poor writing skills, i'm a meme site user who posts for the lulz. What's your excuse? English isn't my native language so please understand that i'm no shakespeare

Sorry, i'll remove the tesla wall and the subs don't have nukes anymore
The hovercrafts are reduced to 50 and have their weaponry removed. Their only purpose now is transport.
The Troopers have no magic skills whatsoever and their only strength is their combat skills and weaponry.
Only the space drones will have rockets.

BUT:

I'll keep my laser cannon as long as triangle mare has that big-ass space station.
I add 60 Battle Jets instead. (plain jets, no special sci-fi weapons)

If you are still not happy, i am open for suggestions. But keep in mind that i am not the only one who has some broken stats here.

We have one who summons demons, One who swarms magic spiders, One who is the ruler of the sea, And one who has friggin metal gears. SO CAN I PLEASE KEEP SOME DECENT TROOPS WHO CAN COMPETE WITH THAT FOR GODS SAKE.

Tri's space cannon looks like it would be as easy to aim as pissing into a cup while drunk with stumps for hands, but I can allow the orbital laser as long as it's toned down a bit…
as for troops, the power armor and foot soldiers can be allowed, but the whole literally being masters of everything is a bit much… it's okay to have infantry along with some groups of heavy hitters… Tri's pushing it a bit, but I can't just have everyone be a low orbit faction

CrowTheMagician wrote:

Even though I listed down all of the weaknesses of my faction and even personal weakness of my units I still felt worry that someone would cry out for my faction to be nerf once they see the units.

misread yours a bit, insomnia's really messing with my eyes

superjumpman wrote:

Well sorry for my poor writing skills, i'm a meme site user who posts for the lulz. What's your excuse? English isn't my native language so please understand that i'm no shakespeare

Sorry, i'll remove the tesla wall and the subs don't have nukes anymore
The hovercrafts are reduced to 50 and have their weaponry removed. Their only purpose now is transport.
The Troopers have no magic skills whatsoever and their only strength is their combat skills and weaponry.
Only the space drones will have rockets.

BUT:

I'll keep my laser cannon as long as triangle mare has that big-ass space station.
I add 60 Battle Jets instead. (plain jets, no special sci-fi weapons)

If you are still not happy, i am open for suggestions. But keep in mind that i am not the only one who has some broken stats here.

We have one who summons demons, One who swarms magic spiders, One who is the ruler of the sea, And one who has friggin metal gears. SO CAN I PLEASE KEEP SOME DECENT TROOPS WHO CAN COMPETE WITH THAT FOR GODS SAKE.

Those same demons can turn at my faction at any moment and yes they are bound to obey orders just remember they are bound against their will to obey the orders of magicians. The carnage those being will unleash can easily be predicted once they are free from those binding spells.

@Mako:

I can sympathize with you on the insomnia and how it can mess with your eyes at times. What did you think I typed down?

Last edited Feb 09, 2016 at 12:43PM EST

Mako the Goblin Queen wrote:

Tri's space cannon looks like it would be as easy to aim as pissing into a cup while drunk with stumps for hands, but I can allow the orbital laser as long as it's toned down a bit…
as for troops, the power armor and foot soldiers can be allowed, but the whole literally being masters of everything is a bit much… it's okay to have infantry along with some groups of heavy hitters… Tri's pushing it a bit, but I can't just have everyone be a low orbit faction

I regret the moment that i came up with the idea to add that navy seal copypasta.

The meme squad has only trained marines now and the orbital laser's damage radius is now 50m and takes 2 days of charging to fire it.
The spies will not sabotage or do asassinations, they will only gather information.
The "masters of everything" you spoke of will also be removed.

Once again, i'm sorry i overdid it. I got a little carried away.

Last edited Feb 09, 2016 at 01:10PM EST

Name: International Chaos Guild (ICG)

Gov. Type: Government? Where we're going, we don't need government.
Morality Type: None/Mixed. The primary motivation of the guild is to cause chaos in the pursuit of freedom. Individuals are responsible for their own actions, and the agenda of local ICG fighters may range from cruel to benevolent.
Foreign policy: Cause anarchy wherever it can be created
Source of income: Foreign aid, donations, theft, and looting
Monetary strength: Depends who you ask.
Military Type: Guerrilla fighters, sabotage, ambush, hit-and-run, etc.
Weakness: Set-piece battles
Units:



Infantry

Armed with the cheapest weapons available, infantry insurgents are hidden everywhere. Anybody could be an ICG rebel, and when the need arises, they can be called upon to gather in huge mobs to overtake a defender's position in a city or commit acts of mob vigilantism. They can just as easily blend right back in to society; being that they are local to wherever they fight, nobody can easily identify them as soldiers.



Technical

Basically a pickup truck, buggy, sedan, or other civilian vehicle with a machine gun or rocket launcher mounted upon an attached tripod. Technicals, like ICG infantry, are easily disguised as their civilian counterparts, making it difficult to target them unless there is a battle actively occurring.



An Actual Tank

Exactly what it says on the tin.


Last edited Feb 09, 2016 at 01:16PM EST

Wow, my Undead Legion seems rather under powered compared to what it was last thread. I really don't want to buff them nor like to create unnecessary changes just to keep up with everyone.

sigh

I don't know.

Lich wrote:

Wow, my Undead Legion seems rather under powered compared to what it was last thread. I really don't want to buff them nor like to create unnecessary changes just to keep up with everyone.

sigh

I don't know.

I'm sure that after a while, your legion will gain more power

Lich wrote:

Wow, my Undead Legion seems rather under powered compared to what it was last thread. I really don't want to buff them nor like to create unnecessary changes just to keep up with everyone.

sigh

I don't know.

Though, as undead, you could probably just resurrect whatever fallen units appear on the battlefield, including those of the other factions. I'd say that's pretty strong.

A-Train wrote:

(Just putting this up for the time being, will complete it ASAP)
AIC: Atlas Industrial Conglomerate (formerly A-Train Heavy Industries)

A multinational conglomerate of various companies mostly involved with manufacturing and the military-industrial complex.

Gov. Type: Corporate Democracy and hierarchy
Morality: Neutral but very opportunistic. Depends on how "benevolent" clients are.
Foreign policy: (N/A)
Military type: PMC (armed with modern military level equipment).
Weakness (N/A)
Known troop strength: (N/A)

AIC: Atlas Industrial Conglomerate

A multinational conglomerate of various companies mostly involved with manufacturing, mining, research and the military-industrial complex.

Gov. Type: Corporate Democracy and hierarchy

Morality: Neutral but very opportunistic.

Foreign policy: Always aiming to increase their opportunities for profit, the AIC will usually try to avoid direct conflict but will provide monetary and material aid as well as services and personnel… for the right price.

Financial Strength: Rich

Income: Various industrial enterprises (Mining, Research, Manufacturing, PMC, Transport, etc.)

Technology: As well as employing cutting edge industrial technologies, the AIC has also begun work on an orbital tether in order to expedite and augment the fledgling astromining industry. The AIC also has a substantial R&D division and has an expert cybersecurity division on par with most governments.

Military type: Private military contractors (PMC) and corporate internal security divisions (CISD)

Weakness: Because of their corporate and multinational structure, AIC member companies may in-fight with one another (although not publicly, of course). The AIC government structure also tends to hinder wholesale decision-making as it usually requires an AIC executive board vote.

Known troop strength:
- Zephyr Securities (PMC): 3042 combat personnel
- Westland Corporation (PMC): 2488 combat personnel
- Morris-Vadema Corporation (PMC): 803 combat personnel
- Harper Aerospace Security (CISD): 407 security personnel
- Other AIC-member CISD: 4457 security personnel
Total Troop Strength: 11,197 combat/security personnel

(Troop and equipment specifications to come with the next post.)

Last edited Feb 09, 2016 at 08:55PM EST

A-Train wrote:

AIC: Atlas Industrial Conglomerate

A multinational conglomerate of various companies mostly involved with manufacturing, mining, research and the military-industrial complex.

Gov. Type: Corporate Democracy and hierarchy

Morality: Neutral but very opportunistic.

Foreign policy: Always aiming to increase their opportunities for profit, the AIC will usually try to avoid direct conflict but will provide monetary and material aid as well as services and personnel… for the right price.

Financial Strength: Rich

Income: Various industrial enterprises (Mining, Research, Manufacturing, PMC, Transport, etc.)

Technology: As well as employing cutting edge industrial technologies, the AIC has also begun work on an orbital tether in order to expedite and augment the fledgling astromining industry. The AIC also has a substantial R&D division and has an expert cybersecurity division on par with most governments.

Military type: Private military contractors (PMC) and corporate internal security divisions (CISD)

Weakness: Because of their corporate and multinational structure, AIC member companies may in-fight with one another (although not publicly, of course). The AIC government structure also tends to hinder wholesale decision-making as it usually requires an AIC executive board vote.

Known troop strength:
- Zephyr Securities (PMC): 3042 combat personnel
- Westland Corporation (PMC): 2488 combat personnel
- Morris-Vadema Corporation (PMC): 803 combat personnel
- Harper Aerospace Security (CISD): 407 security personnel
- Other AIC-member CISD: 4457 security personnel
Total Troop Strength: 11,197 combat/security personnel

(Troop and equipment specifications to come with the next post.)

AIC Troop and Equipment specifications
(May as well call this a product catalog)

PMC Trooper

Usually employed by national militaries to assist standard troops, PMC troopers come with the latest gear not yet released to the military market at large. Armed with R71 Assault Rifles and P7 Magnum sidearm.

(Harper Aerospace) T-77 "Skyhawk" Troop Transport

The Skyhawk is a VTOL craft that can transport 12 troopers to and from engagement zones. In addition to its troop carrying capacity, the Skyhawk is capable of ferrying light vehicles or cargo and equipment. Certain variants of the Skyhawk have been modified for close fire support roles in addition to their transport roles.

(Martel Heavy Industries) M12 "Chariot" Armored Personnel Carrier

The M12 Armored Personnel Carrier is quickly growing as the land transport of choice among many militaries and PMCs. Equipped with a pintle-mounted machine gun and reactive armor, the M12 can quickly and safely transport personnel to and from the battlefield.

(Martel Heavy Industries) M24 "Archer" Armored Fighting Vehicle

The M24 Archer is the latest in armored fighting vehicle technology. Equipped with twin 9 MJ railguns and reactive armor, the Archer is designed to neutralize enemy vehicles and emplacements.

Command Carrier

Command carriers act as naval command stations for AIC members operating in or near conflict zones. In addition to providing local operations and command capabilities, command carriers also serve as supply ships to help establish and augment AIC member operations in coastal areas.

(AstroCon Corporation) "Skydancer" Transport Shuttle

These craft are capable of suborbital flight on their own as well as orbital flight if assisted by disposable solid/liquid booster motors. Their primary role is to ferry cargo and/or passengers to their destinations quickly and efficiently.

(This list may be subject to change.)

Last edited Feb 09, 2016 at 10:39PM EST

SURPRISE! Did you miss me, Queen Mako? Despite your futile efforts to eradicate all of PEPSI, you failed to destroy the source, which is ME! Oh, boy! May the best soda (or spider) win.

..Since the KYM civil war's end, I've established a newly-founded government. We might be heavily devastated, we can still fight. Better give out the stats..

Second PEPSI Republic

The Second PEPSI Republic earns it's wealth from the powerful PEPSI product it produces.

Gov. Type: Constitutional Monarchy

Morality: Chaotic Neutral. The loss of the PEPSI Republic has dwindled our beliefs.

Foreign policy: Although once heavily prejudicial against spiders and non-PEPSI drinkers, the S.P.R. is now starting to accept these groups for what they are, and now seeks a neutral, peace relationship by allowing them above-basic rights.

Source of Income: PEPSI production, mercenary work.

Military type: Highly trained PEPSI mercenaries, using PEPSI sprayers as weapons.

Weakness: Recovering from a devastating civil war has crippled the S.P.R, as it has no official territory (unless Mako provides us with land in the WWRR map) Coca-Cola, stronger powers and lack of PEPSI are prime sources of weakness.

Known troop strength:
- Brone Empire (BE): 5284 Pegasus
- Huey Nation (HN): 1230 Walkers
- Soldier International Group Nationals (SIGN): 1620 Soldiers

I also believe that each nation in WWRR should have it's own anthem. Here's mine:

Last edited Feb 09, 2016 at 11:42PM EST

Oryaw wrote:

SURPRISE! Did you miss me, Queen Mako? Despite your futile efforts to eradicate all of PEPSI, you failed to destroy the source, which is ME! Oh, boy! May the best soda (or spider) win.

..Since the KYM civil war's end, I've established a newly-founded government. We might be heavily devastated, we can still fight. Better give out the stats..

Second PEPSI Republic

The Second PEPSI Republic earns it's wealth from the powerful PEPSI product it produces.

Gov. Type: Constitutional Monarchy

Morality: Chaotic Neutral. The loss of the PEPSI Republic has dwindled our beliefs.

Foreign policy: Although once heavily prejudicial against spiders and non-PEPSI drinkers, the S.P.R. is now starting to accept these groups for what they are, and now seeks a neutral, peace relationship by allowing them above-basic rights.

Source of Income: PEPSI production, mercenary work.

Military type: Highly trained PEPSI mercenaries, using PEPSI sprayers as weapons.

Weakness: Recovering from a devastating civil war has crippled the S.P.R, as it has no official territory (unless Mako provides us with land in the WWRR map) Coca-Cola, stronger powers and lack of PEPSI are prime sources of weakness.

Known troop strength:
- Brone Empire (BE): 5284 Pegasus
- Huey Nation (HN): 1230 Walkers
- Soldier International Group Nationals (SIGN): 1620 Soldiers

I also believe that each nation in WWRR should have it's own anthem. Here's mine:

Your allies had been sent back to their nations to prepare for Liche's growing hordes…
Also, if you're a refugee in my country, you gotta pay some rent, you specifically. The citizens will be safe in the capital and the surrounding villages

Last edited Feb 09, 2016 at 11:50PM EST

The Thaumaturges of Tocostta

Government type: Matriarchal theocracy

Technology: primitive hunting and combat tools, manipulation of the landscape via earth and water based magic. Alchemy

Magic users are identified by a sigil drawn over the stomach.

culture: only women with a high level of natural mana can become thaumaturges directly with males inheriting their mothers abilities but unable to pass them on. Women go through a ritual at midnight which as never been directly observed but leaves the potential imaciated, and covered in small cuts around the forearms, abdomen and groin. The potential has no recollection of the ritual.

The people worship numerous spirits and one deity reffered to as Orvoza prais'eherundyingra39idiance!7herour^/prayohmannyfeath3rdone(( (please use the term "many feathered one" to avoid the effect of the enities name)

foreign policy: isolationist. The outer territories are teeming with enormous and dangerous entities vagely resembling rhinos with crustacean like appendages.

It is believed that these creatures may have been invoked by magic but do not exist elsewhere in the territories. Each entity is maintained by one greater thaumaturge. thaumaturges of this kind are emmensly powerful resulting in excess mana which is converted into guardian entity. However these thaumaturges are physically weak and live shortlives resulting in the entity going on a rampage before dying

weaknesses: the thaumaturges are forbidden from abandoning their ways lest their entire civilisation be destroyed by "many feathered one". Their earth and water based magic loses strength with an increase in altitude making it useless against airstrikes. Thaumaturges strong enough to use magic in direct conflict are very weak physically and occasionally suffer from amnesia soon after their ritual resulting in unfinished spells which are unpredictable and can harm even the caster.

Hope it's not too late to join.
NOTE: This list is subject to change.

Name: Authority of the Axis

Flag:

Gov. Type: Fascist Cult. Everyone follows the orders of the the top three generals: Artyom, Eris, and Quiet (The Commander-in-Chief)

Morality Type: Disciplined people. Every man and woman live under the motto "You live on the battlefield, you die on the battlefield".

Foreign policy: We're willing to accept allies, but won't take kindly to traitors. An enemy of our friend is our enemy. An enemy to our enemy is our friend. A friend to our friend is our friend. A friend to our enemy is our enemy.

Source of income: Mercenary work

Monetary strength: Guerrilla rich. We get our gains from oil and the spoils of war.

Military type: Centered around guerrilla warfare.

Weakness: We don't have cemented allies.

Units:

Sukeban Special Forces

Nothing will strike fear into the hearts of enemies like being gang/curb stomped by delinquent school girls. They have high authority because these girl are destined to be the next leaders of the Axis Authority. (They also wear sukajan jackets =P.)

The S.S.F. have close ties with the U.W.U. and rule over them with an iron fist. (or in this case, bats and other blunt objects)

U.W.U. (Ultimate Weapons Units)

UWU is a special force unit consisted of super armored infantrymen and snipers that use Walker Gears (That resemble Metal Gear D) when they're told to do so.

Axis Air Force

Multirole drones are the specialty in the air force. When the enemy has had enough, the foot infantry are sent in. Other planes and drones include fighter jets, high altitude bombers, reconnaissance U.A.V.s, and attack helicopters.

Axis Navy

After the failed blockade from the last thread, the size of our navy has been reduced: With only 1 aircraft carrier, 2 amphibious assault ships, 5 frigates, 5 submarines, and 10 guided missile destroyers. We also have 1 battleship. Although obsolete, we keep it to boost moral.

Guerrilla Soldiers

Specialized in surprise attacks and close quarter combat, the guerrilla soldiers are perhaps the most valued group in the army. Armed with rifles, machine guns, rocket launchers, flame throwers, and in some cases, a tank, these soldiers are a force to be reckon with. Very desired among the sukeban.

Foot Soldiers

The guerrilla soldiers minus the guerrilla part. These guys are usually the first ones sent out in the battlefield. They're also in charge of a missile silo in possession of the Axis Army.

Last edited Feb 10, 2016 at 04:48PM EST

Elreigh wrote:

Name: International Chaos Guild (ICG)

Gov. Type: Government? Where we're going, we don't need government.
Morality Type: None/Mixed. The primary motivation of the guild is to cause chaos in the pursuit of freedom. Individuals are responsible for their own actions, and the agenda of local ICG fighters may range from cruel to benevolent.
Foreign policy: Cause anarchy wherever it can be created
Source of income: Foreign aid, donations, theft, and looting
Monetary strength: Depends who you ask.
Military Type: Guerrilla fighters, sabotage, ambush, hit-and-run, etc.
Weakness: Set-piece battles
Units:



Infantry

Armed with the cheapest weapons available, infantry insurgents are hidden everywhere. Anybody could be an ICG rebel, and when the need arises, they can be called upon to gather in huge mobs to overtake a defender's position in a city or commit acts of mob vigilantism. They can just as easily blend right back in to society; being that they are local to wherever they fight, nobody can easily identify them as soldiers.



Technical

Basically a pickup truck, buggy, sedan, or other civilian vehicle with a machine gun or rocket launcher mounted upon an attached tripod. Technicals, like ICG infantry, are easily disguised as their civilian counterparts, making it difficult to target them unless there is a battle actively occurring.



An Actual Tank

Exactly what it says on the tin.


I sense Heresy

Mako the Goblin Queen wrote:

I'd say about a week from now will do

We need someone to make a map. Don't ask me; I'll just make my area this gigantic, impossible force-field and yours into some small island.

Who will make the map…Who will make the map…

Skeletor-sm

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