Gobin Lands 2 Finale Part 2 Defensive Mission: The Giant Attack at Hebron


#1

The Giant Attack on Hebron

The Giants have marched out from their cover inside the lands of the Der’al Collective. Being very careful to choose officially independent lands to traverse on their march towards Hebron, they have made it within twenty miles of the city’s defenses without incident. Close enough to begin an approach and bombardment of the city that could kill many.

What the Yyan Empire wishes with Hebron is unknown… but deeply concerning to both the Provisional Colony and their Olgog Allies.

The Yyan Empire worships Warmonger, and believes the Earthers and Olgogs should be subjugated by the Giants. They are known to employ giant weaponry and even energy weapons. Though giants are large, they can still use Leyas abilities like Shadow Walk and Earth Meld.

Important Optional Objective: This mission is also a chance to have your tribe and its lands join the Provisional Colony and enjoy the rules and protections of the Earther Colonies while maintaining relative autonomy internally.

Lord Grimaldus must post the defenses of Hebron.
Field Marshall Strykker may add to these defenses and may make 1 Damoclese Strike during this mission at a single target but no Nukes :wink: .

Current Deployment is as follows.

Yyan Army Arrow is moving towards Hebron directly on a quick march which will take them an
hour to reach the walls. It consists of 150 Yyan Empire Wild Giants in three squads of 50 Each under a Sword Giant Champion. If it reaches the city walls it will destroy Hebron within one hour and fifteen minutes.

Yyan Army Hammer is flanking Hebron, moving to the north of the city. It will reach a position with good stone to begin an artillery barrage in fifteen minutes, and within thirty minutes will be able to destroy the walls and other fortifications. If allowed unstopped the bombardment will destroy the city within five hours.
It consists of eighty Yyan Wild Giants in four squads of twenty defended by twenty Sword giants in squads of four squads of five. Each squad of Wild Giants and Sword Giants is led by a Sword Giant Champion.

Yyan Army Anvil is flanking Hebron, moving to the south of the city. It will reach a position to begin an artillery barrage of anyone defending the walls of Hebron within ten minutes, and within twenty minutes will be able to target the walls and fortificiations. If allowed unstopped the bombardment will destroy the city within five hours.
It consists of fifty Yyan Wild Giants in two squads of twenty five, carrying their own bolders, defended by ten Sword giants in squads of two squads of five. Each squad of Wild Giants and Sword Giants is led by a Sword Giant Champion. They also have a single Yyan Anti-Air Magi Cannon: 8d6 (Half A.R.) Energy dmg, x4 dmg to Vehicles, +10 Bonus to hit Flyers.

Mission Rules
First player to post gets a repost when all other players have finished posting to the mission in response to all other actions.
All other players may only make 1 posting.
Other players may only act as if they have seen the action of the first player who posts.
All other actions are compressed together by the DR team with a focus on storyline, so do not worry about paradoxes between different action posts.
Not every aspect of every action will be shown. This is especially true of actions that exceed two paragraphs.

Open to all tribes and all mercs

Special Challenges
Yyan Empire Wild Giant
HP 26 F.S. 5, 2 attacks.
Grey Carapace Armor- A.R. 8 vs Melee & Missile, 4 vs. Energy & Chill
Immune to Acid attacks
Special attacks: Gauntlet Punch: 20 Melee dmg, Bludgeon, No A.R. Vs Giants & WarGiants
Throw Treetrunk- 20 Missile dmg, x2 dmg to vehicles and structures. Bludgeon. Requires adult tree
Throw Boulder- 25 Missile dmg, Bludgeon
armed with a
Yyan Magi Cannon- 6d8 (Half A.R.) Energy dmg, x4 dmg to Vehicles.
Requires strength 10 to carry in combat by non-giants.
Corrupted Sylvan Power Converter core: This weapon will detonate if not fed 2 H.P. Of Users Lifeforce each day. Unluckily method of charging this weapon in this way is not intuitive. Requires Necrotech T# 5 with 2 successes to figure it out by studying the weapon. If detonated it does its listed dmg to all targets within mile. City effect (+ 16 dodge t#)
This creature is considered a Yellow level threat by itself, a red level threat in groups.

Yyan Empire Sword Giant
HP 35 F.S. 6, 2 attacks.
Grey Carapace Armor- A.R. 8 vs Melee & Missile, 4 vs. Energy & Chill
Immune to Acid attacks
Special attacks: Gauntlet Punch: 30 Melee dmg, Bludgeon, No A.R. Vs Giants & WarGiants
Throw Treetrunk- 25 Missile dmg, x2 dmg to vehicles and structures. Bludgeon. Requires adult tree
Throw Boulder- 30 Missile dmg, Bludgeon
Yyan Magi Lance- 40 Melee dmg, Lowers V.A.R. By 20 pts. No A.R. Vs. Giants and WarGiants.
Or Beam: 3d8 (No A.R.) Pain dmg, Restores 1 H.P. to user for each 1 pt of dmg done.
Requires strength 12 to carry in combat by non-giants and requires 2 or more hands to wield in combat.
Yyan Empire Sword Giant Champion
HP 50 F.S. 8, 2 attacks. Leyas Rating 6, Earth 6, Shadow 6, Fire 6
Grey Carapace Armor- A.R. 8 vs Melee & Missile, 4 vs. Energy & Chill
Immune to Acid attacks
Special attacks: Gauntlet Punch: 30 Melee dmg, Bludgeon, No A.R. Vs Giants & WarGiants
Throw Treetrunk- 25 Missile dmg, x2 dmg to vehicles and structures. Bludgeon. Requires adult tree
Throw Boulder- 30 Missile dmg, Bludgeon
Yyan Empire Carbine- 40 Melee dmg, Bayonet, No A.R. Vs. Giants and WarGiants.
Or Chill Beam: 6d8 (Half A.R.) Chill dmg, Restores 1 H.P. to user for each 1 pt of dmg done.
Or Heat Beam: 6d8 (Half A.R.) Energy dmg, Restores 1 H.P. to user for each 1 pt of dmg done.
Requires strength 12 to carry in combat by non-giants and requires 2 or more hands to wield in combat.

Players must choose either take part in this mission OR the Civil War Mission.
If they devote primarily to the Civil War Mission they may only send 1 character to this mission and 1 vehicle maximum.

This is a three week mission
This mission ends on Friday 1st August at 8.PM. E.S.T.


#2

Paladin Captain Durandal looked upon the approaching army of Giants, a three prong attack, impressive. Turning to the man next to him he says “Their numbers are quite intimidating don’t you think?” The man stared at the Giants with a smile on his face, “This will be a good fight, after all, they don’t call me Giantsbane for nothing.” Sanches stared at the approaching Giants imaging the many ways he could bring them down. “I will take the force heading directly toward us, it has the most Giants.” Durandal grunted, “If you take that force directly you won’t last long, you think you can do enough damage before falling?”

Sanches Giantsbane laughed, “They should be asking themselves that question.” His laughter faded after a few seconds, “This battle cannot be won by direct combat, any forces we send directly at them will die, we out number them but with their magi cannons they can and will slaughter many of our people before we can even get close. We lack the tech weapons of the EEF, and our Steam tanks won’t last long against their firepower. If you want my honest opinion we should have evacuated the town as soon as we heard that there might be an attack. It was foolish to wait so long before doing anything. We need to keep them killing us while the people flee.” Turning to Durandal, “This will most likely be our last battle, I figured I would die paying those Dunesphere bastards back for their evil. Ah, well, others will kick their teeth in. Dying to an army of Giants, that is honorable. However this talk is a bit to depressing, I am Sanches Giantsbane, if I go down, I will make sure that this army will remember me and tremble at my name in the future.”

Sanches Giantsbane will take five hundred Paladins and thirty Inquisitors and begin a diversionary raid upon Yyan Army Arrow. The Inquisitors will use Mirror (Light 2) to deflect the Magi Cannon strikes the best they can. They will also cast Blinding Light in order to throw off the aim of the Giants. Each soldier (Paladin and Inquisitor) will activate Life Shield (healing 1) clasp their healing Cross as they charge, in order to maximize survivability. Their objective is to disrupt the Yyan formation and delay their approach. Sanches Giantsbane will use his laser designator (mission reward) against the first formation of Giants who would then get torn apart by the Hovercopter Gatling strike (hover copter races through and fires Gatling at one target. Cannot be destroyed or countered (except by city effect weapons, huge leyas storms, or annihilation) Does 50 Missile dmg, No A.R. To Giants and Wargiants, Lowers V.A.R. By 50 pts (City Effect +15 dodge t#) then Sanches will bring out Maria (A RPG Launcher) to decapitate as many as the Sword Giants as possible to cause confusion.

Once the Formation is disrupted and thrown into confusion the army will retreat back to Hebron

At the same time four Artillery Striders will attempt to bombard Yyan Army Hammer, and Yyan Army Anvil. Their objective will be to disrupt their formations and prevent them from getting their guns ready delaying their set up.

All actions will be done to delay the enemy until additional assistance can be provided by the EEF and hopefully Olgog reinforcements. Hopefully Lord Grimaldus will also be able to send help.

While this is happening civilians will be evacuated to the underground shelters


#3

(Sorry for the reuse, between working late, moving and life, I didn’t have much time. I’m working then driving tomorrow.)

For supporting his troops, the squads worked well last time and he would keep the concept, though Lurtor would have to be replaced.

Lalder hoped he was alright. He had pulled his forces back into a perimeter around the demon gate. Not sure what he could do there without exploding the gate, he decided Herbron needed defending.

Lalder knew this mission would be tough, but was hoping they could disrupt one group of the giants to allow the earthers to take on the other 2 groups. Lalder used the EEF/VLAD communication crystals used before to coordinate with the Earthers and other Olgogs. Again, missing Lurtor showed the value he had in coordinating the earthers and Olgogs.

While he could not use most of his air forces, the control center of the Carrier was still useful for relaying communications and planning even while keeping the Carrier at a safe distance. Also he did not want the Carrier in the way if the EEF using their laser weapon. The carrier would be on standby if it needed to close to orbitally bombard one of the other armies.

Lalder says to the teams “We need to protect this earther colony. They have been friendly, and by working together we show the other Earthers that Olgogs and Earthers can live together. Olgogs are not the monsters, but allies they can count on.

For this, Keep under cover. In the open we will loose. But if this army can’t keep their feet still because of huge mud waves, or the ground falling from beneath them, our firepower can take the opportunity to rain down lighting and our own attacks on them.

We must also keep this army away from the city. If we can push them into another one of the armies, even better. But once thats close fall back. The earthers will strike.”

Scouting/Tracking Part of Plan:
6 Lur Union Fighters, while staying a safe distance away, would use the Olgog Radar to track enemy and friendly troop movements and relay the information. They would stick at the 9 to 10 mile range to cover the ground targets.

Anvil Army
The major part of the plan is to keep to the ground. Stay out of the sight. Popup for sneak attacks. Take out the big bad and artillery pieces. Underneth setup to drop the ground under the army. Popping up from different spots for mud waves and for the tanks to fire. Duck down a do it again. Driving the army away from the city. All .groups will move underground and popup. When anvil in position, fall back for the earthers strike.

[ul]
[li]Underground[/li]
[LIST]
[li]Have 50 Gogs (tribesmen) with Tunnel materials Ring, 15 Ur Rug with Stones of Summon Earth Elemental, Hollow out the area underneath, leaving just enough support to be able to drop the area by 10 to 20 feet by taking out a few pillars. [/li][/ul]

[li]Delaying/rounding up tactic On surface - Auf Group Ground Support - (Note 20 Armorfiends with Lifeshield, and waterworked)[/li]
[ul]
[li]have 10 Olgogs summon Earth Elementals, 10 Armorfiends, (artifact) to send Mud waves and change earths into the Anvil Army.[/li]
[li]Lalder will pop around using stone waves into the group.[/li]
[li]Defeners: [/li]
[LIST]
[li]reflect any magi cannon attacks (Light 2, General 2).[/li]
[li]Throw up defenses and shields.[/li][/ul]
[/LIST]

[li]When the earth comes crashing down.[/li]
[ul]
[li]The Underground group will leave the are quickly through a tunnel they dug to get there, and send a few earth elementals to finish the job.[/li]
[li]When the area underneth is Anvil army is dropped, [/li]
[LIST]
[li]10 Water elementals will be summons to dump water into the pit.[/li]
[li]100 Goblin Vandles (+1 LR, Air 3) and 10 Summoned Air elementals will start sending lightning bolts into the watery pit.[/li][/ul]
[/LIST]

[li]Tanks - [/li]
[ul]
[li]Supported by Groups below. (Note the Armorfiends).[/li]
[LIST]
[li]They will Move the tanks underground, and create a popup for the tanks to fire through without being in Direct line of sight (arching shot.). The purpose is to keep the Tanks out of the line of fire of the magi cannons.[/li]
[li]They will aim with the help of the Olgog Radar information on the location of the enemy.[/li]
[li]Fire a few shots, back down and move, closing the hole they fired from.[/li]
[li]Former Kolgul Militia gogs will have the Steam powered guns, laying down spray fire. [/li]
[li]Tor’ab’s apprentices have Old Style Magi cannons.[/li]
[li]Ur Tor and the Aufs, not prepping tunnels, will use leyas to defend against any counter fire with Obstructions and Leyas shields.[/li][/ul]
[/LIST]
[/LIST]
Shields in General: Ice Shield, Reflect Magi Cannon, Life shield, Chill shield.

Equipment and gogs:
Auf Ground Support Group

[ul]
[li]Lalder (Auf) LR : 6,Heal : 4,Light : 4,Shadow : 3,Air : 3,Earth : 6,Fire : 3,Water : 4,General : 2,Shape : 3,Summ : 3,Troub : 3) Adj : (Charisma +4 (Item) , Edged W 2,Temper 2,MS +2,RT +2)[/li]
[LIST]
[li]Eq[/li]
[LIST]
[li]ArmorFiend Vest (Ignore Poison) , Armorfiend Cloak (increased Strength +2 Succ) ,Compressed Warwalker Armor Buckler[/li]
[li]Fire Leap boots,Compassion of Protodoxa,Feather of Kul Gul Rapi (Animal Smell/Hearing,Catlike Reflexes,Animal Sight at 3 successes) , concealment Stone[/li]
[li]Auf Wood Spear (ShieldBreaker, Solar blade) , Skull Crusher Magi Pistol, Blessed Sword (Heal internal/Con at 3 Succ) , WMF Gloves[/li]
[li]Bracer of Acid Cone,Ring of Nerve Disruption[/li][/ul]

[li]Shields : Skin like stone,Lifeshield,Protective Aura,Solar armor if Shadow leyas being thrown around. Ignore poison if needed.[/li][/LIST]

[li]Lalog’na LR : 5,Heal : 4,Light : 3,Shadow : 3,Air : 3,Earth : 4,Fire : 3,Water : 4,General : 2,Shape : 2,Summ : 3) Adj : (MS +2,RT +2)[/li]
[li]5 Olgog Mercs (FS : 6|LR : 4,Earth : 3,Fire : 3,Water : 3,General : 1,Shape : 3)Skills : 2 att,Bravo[/li]
[li]10 Armorfiends (With Chains of Lifeshield,and water worked shirts.)[/li][/LIST]

Tor’ab combat group (Tank 1):

[ul]
[li]Tor’ab (Tor’og) LR : 5,Heal : 3,Light : 3,Shadow : 4,Air : 3,Earth : 4,Fire : 3,Water : 3,General : 2,Shape : 3) Adj : (Charisma +1 and Etiquette (Lost Colonies) 4,Temper 4,MS +2,RT +2)[/li]
[li]Lalon (Ur Tor) LR : 5,Heal : 2,Light : 3,Shadow : 3,Air : 3,Earth : 3,Fire : 3,Water : 3,General : 2,Shape : 3,Summ : 3) Adj : (Stealth 5,RT +1)[/li]
[li]Armorfiend Hide Vest, Phoenix Strike Pistol, Ring of Healing (Cure Disease, Heal Internal Damage, Cure Poison (3 succ)) , Ring of Tunneling, Camo Cloak (Wilderness Camo, Obscure) , Artifice Forked Krato spear with Shieldbreak, Solar Essence and Lightning spear studs, 4 healing potions, 4 rez potions, Goggles of Night sight, and Wave motion fist gloves.[/li]
[li]15 Goblin Raiders (FS 5 LR 4 All Elements )[/li]
[LIST]
[li]Armor of Auf Lal’al[/li][/ul]

[li]5 Aprentice Aufs (LR 5,+ Light 3)[/li]
[li]Tor’ab’s 10 Apprentices LR : 4,Light : 3,Shadow : 3, Air 1,Earth : 3,Water : 3,General : 1) Adj : (leyas combat melee 3,leyas combat ranged 4,MS +1)[/li]
[ul]
[li]Old School Magi Cannons, Hob Tor’or Death Stone Axe with Shield Breaker and chill bolt. No Light Artifacts.[/li][/ul]

[li]10 Armorfiends (With Chains of Lifeshield,and water worked shirts.)[/li][/LIST]

Auf Lalyan - Tank 2 Group

[ul]
[li]Lalyan LR : 6,Heal : 4,Light : 3,Shadow : 3,Air : 3,Earth : 4,Fire : 3,Water : 4,General : 2,Shape : 2) Adj : (Agility+1,MS +2,RT +2)[/li]
[li]5 Aprentice Aufs (LR 5,+ Light 3)[/li]
[li]8 FKM (FS : 5|LR : 4,Light : 3,Shadow : 3,Air : 3,Earth : 3,Water : 3,General : 1) [/li]
[LIST]
[li]Armed with Skull Crushers,Solder models Magi Pistols.[/li]
[li]Armor of Auf Lal’al[/li][/ul]

[li]All Riding Summoned Chimeras[/li][/LIST]

[ul]
[li]5 Ur Tor (LR 4-5,All Elements at 3,Summoning 3) , [/li]
[li]10 Ur Rhug (Shadow 3,Earth 1,Water 2,Gen 2 and Summoning Artifacts) [/li]
[li]Summoned Chimeras[/li][/ul]

All Shields : Life Shield (Items) , Protective Aura (Personal or Item) , Chill Shield (Personal).

Eq : 30 Armor of Auf Lal’al spead throughout teams,
Default is Armorfiend Vest w/Lifeshield,Krator Bone Spear w/shieldbreaker,Ray of the sun. Phoenix Strike Pistol,WMF Gloves. Ring of Tunneling

Auf Eq :
ArmorFiend Vest with Life Shield,Armorfiend Cloak ,

Auf Wood Spear (ShieldBreaker,Ray of Sun)Skull Crusher Magi Pistol WMF Gloves
Ring of Healing (Cure Disease,Heal Internal Damage,Cure Poison) , Ring of Nerve Disruption

Summoning Eq :
Charcoal of Summ Fire Elemental 15
Feathers of Summ Air Elemental 15
Leash of Summ Chimera 34
Stone of Summ Earth Spirit 25


#4

The Goblin King Urog made his preparations. Vektor had given him the plan. Create a diversion, take out the Champion, leave them leaderless and force a push back. They were in smaller units, so it would be easy to pick them apart. If you could call this task easy.

His goal: avoid Earther artillery, focus on the group furthest away from the others, disperse them, move on to the next group.

Strategy: From far away, in the middle of the Yyan forces, summon 40 hydras. They’re there to distract. Then summon 20 sword fiends and 40 earth elementals. The Earth elementals will use Earth to tangle, create ditches, and hamper Yyan movement. The sword fiends will gang up on the Champion and take him down. Once the Champion is down, Rubbah (elder, lvl 5 fire LR6 will 5) will call great walls of fire through the middle of the group, those tripped, tangled, caught in a pit, will have no choice but to burn. One of three things will happen: retreat towards the arrow, retreat towards another group, or all out assault towards the north.

  1. If they retreat towards the Arrow formation, let them. Faster the better.
  2. If they retreat towards another group, pick off outliers. Through chain of comm crystals (to Urog first, then Urog to Earthers), let them know who is or is not dispersed. Use summoned creatures to gang up on those running towards other groups. Only focus on them if there is nobody attacking/charging gang members.
  3. All out attack on the Gang. Draw them in, towards Simonsburg. Attacking retreat, so to speak. Grow vines, slick surface, create mud and change earth, tunnel materials and creat pits, walls of fire, shoot fireballs, and hampering techniques to make sure they don’t attack as one. Group summoned chimera (30 at a time), to take on each outlier, 5 - 10 on one (as needed), in addition to sword fiends and earth elementals. Zlattan the Singer of Songs (Lr4, FS4, troub 4, ss1) would sing songs, switching to either storm of lightning, protective song, or songmancer (ressurect dead allies). Urya is a mighty fine compliment to such a task. Use ranged weapons, but the focus on individual troops is to cause enough chaos and slow down any charge to allow the summoned creatures to do their dirty work. If they start firing from far, just continue to retreat, using summoned creatures to fight close.

There are 5 squads in the Hammer. Start with one, make way towards others. Hopefully the Earther bombardments will thin out ranks as well. As outliers make their way together, allow the Earthers to concentrate their missile strikes into one single clump.

Additional tactic: If the group gets too large to do direct attacks against, or just to switch things up, have the earth elementals and sword fiends focus on turning all the stone boulders to mud and tunnel material to destroy their wood tree trunks. Turn the entire area around them into mud, leaving them only with their magi cannons. Magi cannons do damage, but not with the surface area of a boulder or tree trunk. It’ll make them have to get closer, slowing them down, and again allow the defenders more time to defend themselves. URog rallies when needed (having someone use troub to up his charisma and/or ongagab cream)

Desired end result: get as many to tactically retreat towards the “arrow” group as possible. As numbers whittle down, and there is a pause in rocket fire (coordinating with EEF via comm crystal), physically meet up the EEF and do joint attack on the remaining Yyan, pushing them back.

If pushed back, Urog will directly engage with Urog’s Raiders as a rallying cry. He’d take on the “leader”, targeting one that is particularly coming at him. Hamstring, knock over, head shot - raiders use leyas to help him.

Forces:
Elders (in addition to standard) - 3
Urog, adept, LR4, LC4, cha 5 wearing armor plate, nngao’s axe, artifact with catlike reflexes, bracer of protoxa (str +2, no mind control)
Jhoni, adept, lr4, summon 3, standard armor, hobtor weapons
Rapiogna, adept, summon 3, Brezan Lance, hobtor weapons, standard armor

NPC elders - 3, hobtor weapons, scavanged armor
Rubbah - LR 6, fire 5, shadow 3, NPC version (he’s the big fire-user)
Monkeywrench - LR 5, air 4, shadow 3
Skoolz - air 4, fire 2

Tusk and Hikiti
Tusk - F - (Mag’Ol), LR 5 - Gen lvl 2, Water lvl 3, Summon 3, SS 3, will 6, light 3
1 Cloak of the Unit 817 (2 A.R. Vs Melee & Missile & Chill wt 2, Chill shield (3) +10 A.R. Vs Energy attacks while shield is active, Hide in Shadows (3))
Platemail (chestplate)
Brezan Lance of Protodoxa
“Rat Skull” Necklace of Uf Magog: Speak with Animals & Speak with Plants, Translate, Read and Change voice (3)
hobtor axe

Hikiti - M - LR 6 - speaks Earther, Gen lvl 2, water lvl 2, will 4, summoning 3, Earth 4
1 Cloak of the Kul Gul Rapi (2 A.R. Vs Melee & Missile & Chill, wt 2, Shadow Walk (3))
Nightmare hide armor
Warwalker Hide Buckler: +2 A.R. Vs Melee & Missile, +3 A.R. Vs. Chill. WT: 1 Parry vampiric
Warwalker Hide Axe: 1d8+4 Melee dmg, Half A.R., does No A.R. Dmg to Undead and Warmonger’s Dead. Does x2 dmg to demons. Does No A.R. Dmg to demons.
small hobtor knife

10 standard elders (PCs), on Brezan Stalkers, hobtor weapons (used to gang-up on single outliers as they chase) - stalker calvary tactics (to take down individuals at a time, hamstringing them)

16 total elders
2 - Tusk and Hikiti
75 Ur Rhug, LR4, all use shadow lvl 3, and 15 each use earth 3, fire 3, light 3, air 3, water 3 (primarily used to hamper charging/attacking yyan)
250 standard Ur Rhug (LR4)
150 vandals (standard)
50 Urog’s Raiders, emC + 1, each having artifact of grown armor (3)
20 censor craft (carrying everyone - the 6 that get closest to combat are those piloted by experienced pilots (6 I think))
9 tribals, conscious, LR3, water 2, troub 2, ss1
Zlattan the Singer of Songs (tribal)- reshedrapi, Lr4, conscious, water 2, troub 4, ss1, FS 4, nightmare hide armor and nightmare cloak

Artifacts (used by vandals)
40 artifacts of summon hydra
60 artifacts of summon chimera
40 artifacts of summon earth elemental
20 artifacts of summon sword fiend
20 artifacts of tunnel material
20 artifacts of phoenix strike
10 magi-canon - capture model 3d8 pain (will be used together against a single enemy)
3 healing items (back in reserves)

Other items
100 molotov cocktails
lots of urya (smoked by ur rhugs)
Loktlatorya (for elders and fire-use)… and I hope I didn’t misspell it
katla orogon for Tusk, Jhonhi and Rapiogna (the summoners)
and Shinefox combat drugs if it comes down to close combat (say 20 doses)

Elders, Tusk/Hikiti, and 100 elite Ur Rhug all have back-up material for later ressurection (teeth… hind ones). The rest will have to be collected from battlefield.


#5

Quill stood firmly on the deck of their new experimental landship. It kept tilting back and forth, and bounced each time they slid over uneven rocks. The landship was a square of stone, surrounded by mud that kept building up and hardening. Every few feet it moved, it grew larger and larger growing from a small square of stone to a large platform. Quill wore his finest Quall Bone armor, adorned with a multitude of artifacts, and at his side stood a pair of Aegelis.
Since the death and sacrifice of Ar’yay HiveQueen and the transformation of her Pit Mongrels, Quill found himself at the head of a green fur army over seven hundred strong. Under the auspice of the name Quill, he was able to lead these green fur Olgogs as the Army of the True Flame, but the two Aegelis knew his true self.
Both Aegelis had been Flayers and their freedom had come at a great price. They knew the long work the Dimension Walker had put in before the beginning of the end. And now they were all free, and they all had the city of Zh’Ka’al as their own. But the Army of the True Flame needed to be more if it was to survive.

They needed to part of the provisional government, so while Gobbog met with Colonial Leadership to discuss Zh’ka’al becoming a Provisional Colony, Quill was on the way to aid their allies.

Quill was focusing on the southern front of the attack. Knowing the EEF would call upon orbital defenses, aircraft bombardment, and all the other terrible toys they had deployed so far in the past two years, Quill had a precise plan.

Their landship prototype The HobDolog would bring them close to the Anvil Squad, in a hit and run attack. The Aegelis would use their powers to melt any defenses the Yyan had erected.

Two hundred True Flame Zh’ka Dols would use their boneskippers to increase the frequency of hit and run attacks on the Yyan.
They would try and make them abandon the position and move to join the other Yyan groups. If the herding of the Yyan fails, the Zh’ka Dols will use their explosives to disrupt the Yyan formations.

The HobDolog should be castle sized by the time it reaches their formation, and if any Yyan survive any EEF attacks then and only then will the HobDolog charge their position. The Aegelis will keep Quill safe. Quill (LR 6 Dimension Walker) will open energy bridges to the Land of the Aegelis in the middle of the Yyan Positions that survive any previous attack. These Energy Bridges will be created offensively and closed after the Yyan get trapped there. Another Aegelis will head to that dimension and get the Aegelis ready for the Yyan attack.


#6

Black Lorne had been bored for some time now. Sitting in an underground hotel room loses some of it’s charm when, well, you’re sitting in an underground room alone. Thus he had decided that the hunt must come before protecting his identity, and as an extension, his life. For these reasons, he set out to investigate the armies descending on the relatively new provisional colonies.

He wasn’t sure of how his relations were with Lord Grimaldus, as aside from the time he’d killed some guards to reach Grimaldus in his fortress, their paths hadn’t crossed. He viewed this as a chance to improve relations with the provisional colonies, and perhaps collect some trophies. This being the case, he’d fight more in the front lines then he was used to.

He’d make his way there and scope out the battlefield for the biggest, toughest looking giant, using Become a Shadow to remain unseen. Having located one such giant, or at least one that would do, he would Shadow Walk to it, moving quickly enough between the shadows of giants that the most they would see would be a blur or a trick of the light. Having arrived at said big giant, he would become a shadow behind him, and wait for an opportune moment to strike, most likely when the defenses from the colony kicked in, or other defenders charger forward.

When the moment was right, he’d leap from the giant’s shadow, and try to impale a vital area with his hand and a half sword, the head or the spine would do. He’d then use the artificed Death Blast to rip a massive, hopefully lethal hole in the beast, and would sever it’s head for good measure.

If there was danger from other giants, or he had extra time afterwards, he’d put up Wall of Shadows to further disrupt giant formations.

After the battle, he’d refer to himself as Black Lorne only to Lord Grimaldus, or one of the other ranking authorities under him. To everyone else he would remain silent. He’d leave his name with said official and tell them his current residence in the instance that they had further work for him.

Relevant Stats and Equipment:

-Plate mail with Full helm
-Heavy Traveler’s cloak
-Hand and a Half Sword (Artificed with Shield Breaker at 3 suc and Death Blast at 2)

LR 5 Adept, Shadow lvl 5, General lvl 2


#7

Lord Grimaldus was very upset, this attack was allowed by the Goblins by vote, they would let it go through their lands to attack his. His first desire was to purge Absolom and Hebron of their filth, however as he received reports of Goblins contacting both the Colonies and Ser Resugent about aid his anger diminished. Perhaps he had them pegged wrong and they weren’t as bad as he thought. Then upon further investigation he realized that the ones who let the Giants through were called the Der’al Collective and the UTR was stepping up to fight them. Upon investigation he saw that there were no real Der’al Collective Goblins in his lands so he decided against expulsion. Well then that is enough work for today time for bed…wait, right the attacking Giants, need to do something about that as well.

Lord Grimaldus authorized three hundred Paladins to march to the defense of Hebron. He also deployed his personal Juggernaut Strider, to bombard Yyan Army Arrow. A Stealth AAV would provide targeting information to allow precision targeting to allow the Juggernaut to strike at the Giants without hitting any allies. In addition six Gunpods would do a flyby dropping flasbangs en mass over the Giant’s formation causing chaos blinding/deafening the Giants allowing four Hovercoptors to saturate the area with missiles and Gatling gun fire into the confused mass.

After the bombardment is done (Both done by Lord Grimaldus and the EEF if they do) the Paladins deployed by Lord Grimaldus and the Paladins of Paladin Captain Durandal shall be deployed the mop up the remaining Giants.

In preparation for the attack the local Olgogs in Hebron that are trained in Water Leyas shall attempt to raise Ice Shields and Igloos to protect the city from bombardment. Plus those trained in Earth shall attempt to raise rock barriers to do the same. They won’t be able to fully protect the city for long but hopefully keep the city safe until help arrives.


#8

General Giffords found that he just couldn’t keep a grin off his face no matter how hard he tried. It had been to long since he’d seen action and as the grenadier tank he rode sped across the broken terrain he was overtaken with the thrill of being in the field again and leading his troops.
His earpiece buzzed thinly with static for a second then cleared as he heard Jeremiah Strykker speak. “What’s your status General?” Giffords sat down and pulled the hatch shut before answering the noise outside the tank made speaking difficult.
“We’re just reaching the ridge line now Sir, and should have a visual in a few minutes.”

“Good General Ma’pel is almost set to. Once you spot them you’re clear to engage any giants you see. Just push them back off the ridges into the central force.”

“And wait for the fire works I got it Field Marshal. I’ve been getting reports of advancing olgog forces to. Are they friendlies?”

“Affirmative, I say again olgogs are friendlies.”

“Good,”

“I’m a little surprised to hear you say that General. I thought you’d had it with the tribes.”

“Oh I have Sir, without a doubt. But it’ll be good for them to see us in action. It might make a some things clearer for them.”

RCT 2,5,1 and 6 will advance to Hebron and defend the settlement.
RCT 6 and 5 under direct command of Field Marshal Strykker will defend the city from the central giant force. Regular infantry will hold the line with strider, tank, ONI and air support. Wraiths and Goliaths will act as head hunter units and take out any “officers” and disrupt formations. They will prevent any giants form entering the city. Hebron still has a detour shield and the crew of adepts will be augmented with additional people to make sure the shield is able to run at peak performance should it be needed.

RCT 2 ( under General Ma’pel) will engage the Northern giant force while RCT 1 (under General Giffords) engages the Southern group. They will deny the enemy the ridges and push them back and in toward the center bottling all the giant forces in one place outside the city.

Gunpods, AAVs, hunter/killer drones and Valkyries will stage constant air attacks on all three giant armies. They will mainly aim to break up groups and sow confusion. The Bastion and five Juggernaut striders on the boarder will engage any targets called to them with their domebusters. Fire ship drones will also be deployed but will only attack groups of ten or more giants. 10 Mammoth striders will stand off at ten miles to act as additional fire support or direct counter battery fire if any giants manage to start throwing boulders.

Once most of the giants are pushed into the middle carpeting bombing of their troops will commence followed by orbital strikes (lasers and plasma and one Dameoclues projectile aimed at the rear and center of the giants). After that all forces will link up and mop up whatever is left. Any giants that lay down their weapons will be rounded up but released unharmed after the fighting to walk home and let everyone know what happens to people who think attacking Hebron is a good idea.
Fire will be coordinated so as to not endanger friendly olgog and local forces in the area com crystals/ radios will be used to warn them of inbound strikes and keep them out of the target zone.


#9

Forge again found himself wandering the wastes. He had heard talk of a new settlement. But when he arrived and saw all the iron crosses he was shocked then enraged. He hated he church of one almost as much as morgothians. He walked confidently toward the town and as he neared saw that it was heavily fortified many of the reinforcements looked rushed. He pulled his axes and walked right to the gate. He was getting ready to knock it down when he saw a young earther stick his head over the wall and whistled down to him.
“Hey dwarf, er I mean kiou. You shouldn’t be here its dangerous! Giants are coming.” Forge stepped back.

“Giants?” He no sooner asked then the ground trembled. He turned around and sure enough a large force of giants was marching on the city. He pulled a battered looking glass from a pocket and looked at the approaching giants. It wasn’t long before he noticed some wore the caged eye of Warmonger.
Ah the one thing he hated more than Morgothians. He stepped away from the gate and stomped straight toward the center of the giant army.
“Wait what are you doing? That’s dangerous!” Shouted the young earther confusion clear in his voice.
“I’ll deal with you later.” Forge shouted back over his shoulder.

Forge will attack Army Arrow and will kill giants until he runs out. He will work with EEF or olgog troops he sees same for the local Hebron forces once he sees the olgogs defending them which will confuse him no end. He will use his axes and blood dance. If things get out of hand he will activate his Ord Knight and continue to fight.


#10

Scribe, hearing about the attack on the Earther settlements chose to help them. He started at night, using his small size to move around undetected. He would spike as much of the giants supplies as he could with local plants, hoping to weaken the giants before they make their move. He also used the most effective attack he has used before.

Poison Gas runes.

(Herbalism lvl 4)


#11

Grim heard that there was going to be a fight with giants and came running. While not as good as fighting Krato, at least he didn’t have to worry about acid blood. Running up to the EEf officer in charge he yells, “HI, I’M HERE. where you need me?” Without waiting for more than a general idea, he takes off.

Approaching one of the groups, he proceeds to preform distracting/delaying tactics. If he receives instructions from Vlad he obeys. he will attempt to hamstring giants with his void kuraz and disrupt them with explosives up to and including Zela nail bombs. he will also use Songmacer to raise allies

----ooc–

Grim - Bastard tunnel rat
leyas rating 6 bandit
shadow 6 earth 6 geraral 2 troubadour 4


#12

Bill would lead 4 adepts, 5 ur maks and the 10 calvery from the connecticon reward to ensure that the feral in the area are safe. If forced to engage the giants, they would use diversion tactices, making particular use of the sands to cover attacks and escape. The Ur maks would summon minor spirits to help distract

OOC: sorry for crappy post