(OOC Holidays I think has gotten in the way of communications, so I’m going to keep my plan loose to allow others to post with and not use player knowledge so some things are generic based on what I posted.)
Lurtor - eq handout
Lurtor had extra phoenix strike pistols and Solar essence weapon studs to give to his team. Since they were possibly fighting the dead and needed to take them out quietly and quickly, the studs attach to weapons would slice right through the dead and the phoenix strike pistols rarely miss and are very effective against undead and demonic targets.
Lurtor would make sure Kolgol had access to his Balgogs and equipment (Per the thread before).
Lurtor would also use his bone rings to increase his strength and armor if needed quickly.
Lurtor Actions - (Remove those who don’t post. Was unable to reach everyone)
Lurtor says to the group “We need to identify any of these giant groups, especially those infested with Neliffs while keeping our distance from them so we stay safe. Its our safety first, then the mission. Each of us could do major harm if we were infested before it was found out.
First we try to locate any Neliffs. Then, if they are leaving in a direction Lalder can strike, we relay to him. Else Kolgol, we hope the Balgogs can help here. Though we don’t want to get into a firefight with the dead.
Secondary mission is to take out the warmongers dead. Scooping up equipment we could use to help Kolgol’s tribe when we make that move. also Everyone should leave soemthing that can be used to resurrect themselves.
Also remember they are masters of Illusion, so don’t trust just once sense.”
Lurtor needed to keep his senses up looking for the dead or anyone with Neliffs. He would be bounce from the Shadows. He looked back at what he read from the Kasanthian copies of the Church of Shadows. He wanted the shadows to be his friend for this. He needed no one else to see him moving other than his friends.
Plan:
The plan was for Gobbog and himself would use their senses to locate any Neliffs or dead. Attempting to stay away from any melee or loud combat with any possible Neliff. And load combat in general
The idea was to keep as quiet and out of sight as possible. Eliminating only the targets they could quietly and without being seen.
Anyone he spotted leaving infested with Neliffs would be reported back to Lalder and/or Kolgol for elimination. Kolgol might be able to help where Lalder’s forces cannot go openly.
If they needed a distraction, Lurtor would call on Kolgol, though this would be avoided as this might alert everyone to their presence.
If things got bad, Lurtor would teleport/shadow jump himself, Gobbog, and Dargor’lur out. Then give the word to Kolgol they are clear.
Lurtor would also try to enable the others plans.
Tribal Actions (Organized by Lalder):
Lurtor had informed Lalder about this weapons factory. It posed a danger to some in the UtR, though they did not seem able to assist in this. Lalder made sure to send out notifications to the other council gogs of the UtR and Provisional Colonies rulers of this danger, but he did not have time to wait. Where were the UtR enforcers when he needed them. Attacking the factory directly would draw too much attention, he had another plan.
Lalder order 10 Lur Union Fighters to scout, Map, and track all parties going in and out of the factory. As the radar had a good range, they should be able to do without being in range of site or weapons.
Next he had a group of Fighters and the Levi Steam tanks, staged from UtR lands if possible, take up position under cover (darkness and Wilderness Camo covers). This group would move to strike from a far any group of giants leaving this once they were away from the factory.
By targeting the groups of Giants or Neliffs that leave the factory, The factory would not be aware that their customers were being crushed. And with the use of the Radar, he could keep his gogs away from any possible Neliff contamination.
After a group is destroyed, this Lalders forces will relocate. Even withdrawing until needed again. (Should be easy with Levi Tanks, Lur Union Fighters, and the barges if needed.)
Afterwards, all gogs will be set aside to be checked for Neliffs by any of the former Red furs. (sorry don’t have name right now.)
Lalder - Neliffs.
The only addition to this is any group that Lurtor warns them that is infested with Neliffs. These groups will be hit hard and fast to eliminate the Neliffs. Additionally just in case they escape, these sightings will be reported to all of the UtR and Colonies.
Abilities and Equipment:
Lurtor ((VLAD Agent) LR:5, Heal:1, Light: 3, Shadow:3, Air:3, Earth:3, Fire:2, Water:2, General:2, Shape:5, Summ:1, Troub:4) Adj: (Str 12 (item), AR +10 M/M/E, Charisma (+4 Item), Duelist, Gunslinger, Quickdraw, Performance 2, Climb 4, HtH 1, Melee Strike +2, Ranged Shot +1, Rapid Throw +1, Bladed Sun Devotion lvl 1,Path of the redeemer lvl 1)
Equipment:
Marzac Body Armor, Necklace with Life Shield (3 Succ), Necklace of Protective Aura, and a Fireproof trench Coat.
Fireball ring, Ringer of LIghtning Strike, ring of Healing (Cure Disease, Heal Internal Damage, Cure Poison (3 succ), Bracer of Acid Cone, Amulet of Channel (Channel Leyas 6 successes)
Weapons:
VLAD Phoenix Strike Pistol, Skull Crusher Magi Pistol, Magi Pistol - Soldier Model, 2 Magi Pistol - Capture Model, Hellforged Dagger, Combat Knife (Shieldbreak 6 success),Paladin Sword, Gloves of Wave Motion Fist, 2 Swordfiend bone Throwing blades, Magi Cannon, Hell Forged Dagger, 2 Acid Grenades, 2 Liquid Nitrogen Grenades, 5 Sonic Grenades
Bone Rings: Animal Sight (4 Succ), Animal Smell/Hearing (4 Succ), (Catlike Reflexes (4 Succ), Monstrous Str (6 Succ), Vorpral Claws (6 Succ), Grow Armor (5 Succ), Ignore Poison (4 Succ). Effects are 12 Str (+9 Dmg), A.R +10 vs MME, Vorpral Claws (1D6+1 No AR), See in Dark, +1D6 Init