TSGL3 Week 7 Mission: The Mirror Crystal Invasion Part 1 (Required Mission for GL3)


#1

It was the strangest of days for Field Marshall Strykker.

First he gets a call from Colony General Malthus asking him to investigate a series of concerning Leyas Spikes in the Goblin Lands.

Then five minutes into the orbital scans of the area, he got to see United Tribes of Refuge carrier
craft over every Goblin Lands settlement.

The massive stone and crystal flying vessels opened up, splitting forth clouds of fightercraft that began attacking the settlements below targeting airfields, aerial defenses, Mancer’s Towers and anyone who dared to fight back against their overwhelming onslaught.

[b]Each settlement faces a different number of United Tribes forces from the Mirror Crystal. Each player must decide if their character believes if the UtR is behind this attack or the United Tribes from the Mirror Crystal.

Number of attackers[/b] (see Goblin Lands updates for stats on United Tribes Carrier Craft and for Lur Union Fighter Craft.)

Simonsburg 4 Carrier Craft and 120 Fighters

Drewsport 2 Carrier Craft and 60 Fighters

Shadow Dome of Karov 4 Carrier Craft and 100 Fighters

Tla’loc’al Station 4 Carrier Craft and 100 Fighters

Rhug’tor 2 Carrier Craft and 60 Fighters

Tla’loc’al entrace 3 Carrier Craft and 90 Fighters

Brez 3 Carrier Craft and 90 Fighters

Karov 3 Carrier Craft and 90 Fighters

Unen 3 Carrier Craft and 90 Fighters

Mag Buskt Island 1 Carrier Craft and 30 Fighters

Absalom & Hebron 3 Carrier Craft and 90 Fighters

Bartsport 1 Carrier Craft and 30 Fighters

Underground City of Krodnok 1 Carrier Craft and 30 Fighters

Fail to Protect your settlement and it may fall forever

Mission Challenge.

  1. How did you stop the threat of the UtR Carriercraft over your settlement? (be specific)

  2. What defenses did you have in place that would stop their fightercraft’s energy weapons from disabling your own aerial forces from taking off in their initial surprise attack on you? (no creating new defenses, describe how you use the defenses you already have)

  3. If you are too overwhelmed by the forces you can A) Call for Surrender and turn over your lands to the invaders or B) Escape to Fight another day leaving your settlement and hiding in the lands between settlements and fighting a guerrilla war. Make sure if you choose A) or B) you start by OOCing [Option A) selected] then write your post etc.

Mission Rules

No player may act in response to the actions posted by another player in this thread, unless they have previously discussed a plan for this mission in a separate thread they choose to create in the forums.

Players’ characters in Alternate Timelines or Stuck in a Timeline may not post to this mission.
Time traveling characters will be diverted from their current storyline if they choose to take part in this mission, and may only join if they have a time shredder of their own.

A post should be under two paragraphs in length.

Mission rewards may be set by order of post, so post early.

Players are encouraged to create planning threads, as this mission can only be won with organized teamwork.

This mission ends on Friday January 15th at 12 Midnight EST.


#2

Lalder:
Lalder had already sent someone to inform the EEF of the the attack. This was far grander than he thought in actual military might. But he had a plan. While his forces were not enough to repel this attack. There were many gogs in his tribe, the Lur Union, and the UtR that can help defend.

Call for Help
First, Lalder through the communication crystals and such says “My tribe, the UtR, and many others have worked to build a community. One that helps, feed, and defends each other. That today is under attack and my forces may not be enough to repel it. I ask for any help you may offer. Tending to the wounded, defend your homes, help with Leyas defences, or attacks, or join with us to counter this attack. See the UtR gogs near you. They will know the plan.:

Gogs Revival - Solving the problem of Numbers :
Lalder’s base has a Fountain of Resurrection. As gogs leave, they are told to leave a finger tip or other body part to be them back if killed. From there, gogs can take the tree path to locations needed for defence.

Defence of Tla’loc’al entrance and station.
The Fleet:
3 Carriers (With 20 Fighters each), 2 destroyers, and 20 additional fighters. 5 Carrier shells. Lalder has 30 other fighters throughout the UtR to assist elsewhere. Note the UtR army has an additional 10 Fighters.

1 Carrier with fighters, 10 extra fighters, and destroyer will be at each location, with the Main carrier in-between. Auf in control of each Carrier, and destroyers also applying Shields like Magi cannon reflect, Ice shield, protective Aura. The real carriers will be more hidden to allow the shells to take the first strike. Hoping to even the numbers with the first counter attack.

Tatic (Air battle/Distraction):
Lalder was relieved that the evil him went with quantity over quality. His destroyers would possibly make the day. The Squads would form up be defensive in repelling the attacks with their shields and dodging while applying fire back. The fireball cannons will be used to shieldbreak and then other weapons to destroy. The destroyers would then go through the enemy ranks destroying enemy fighters and carriers with the Acid cannons, change earth/melt metal cannons.

Things to look for:
Imitation Carriers (Like I did). Attempts to take over my carriers, like I plan to do in the next section. And plans to double those shielding (especially from those offering to help) to offset the Fireball Shieldbreakers.

As a precaution, none of the elders not already on each of the carriers or destroys if they are not already there. Destroy any imposter who doesn’t give the code words.

When entering enemy vehicles, check to see if you need to cure disease.

Everyone use Chill shield to prevent nanite attacks.

Crystal buds that can be replanted will be taken from the crystal caves to be able to rebuild them if the original caves are destroyed.

Tatic (The real attack) (Lalder knows the carriers design, or at least what they were based on):
Lalder will setup multiple groups to take over the communication rooms of 1 carrier in each location and other groups to disable/destroy the carriers by attacking what floats them.

1)Take over Evil Lalder’s carriers and/or communication rooms. The coordination of the the fleets is done in the Crystal Communication room where attacks, targets, and information is passed to the supporting fighters. Take this over, and give slightly off information to give Good guys the advantage. Eventually relay that another of Evil Lalder’s Carriers has been taken over and to concentrate fire to bring it down. Then take over this carrier fullly.

  1. Carriers are floated by crystals. Groups are to look for these and shatter them.

  2. Carriers contain Leyas generators or Djinni Blood. Destroy the generators, take the blood. If they get cornered. Drink some of it and use the Leyas surge to escape, take over the carrier, or finish crashing it.

  3. Lalder will use Reverse Metal on the enemy fleet avoiding his destroyers. He hopes that since their was technomancy that the evil Lalder used more than wood and stone in his fighters and carriers.

  4. Lalder has access to Mass Resurrect Leyas if a large ally group needs healing.

Coordinate with others
Lalder will work with other members of the UtR, Mag Buskt, Godarts Crew, and the EEF to push back other fleets. Especially if/when he wins his battle.

Equipment:
All gogs will have Armor of Auf Lal’al, magi pistol, Krato Bon Short Thursting Spear with Shieldblock and lightning spear weapon studs. Specials have better eq.

I will post numbers of troops and specific leyas abilities if required:
Auf 4
Tor’ab and Apprentices (Ur Rhug) 10
Tribesmen: 86
Apprentice Aufs: 11
Ur Tor: 31 (6 specials)
Free Kolgul Miltia Recruits: 8
Goblin Raiders 15
Goblin Vandal 1
Olgog Mercs 5
Bruskt Artificers 10
Rehsedian Olgog Smith 1
Karovian Alchemist 1
Vandals (+1 LR +1 FS) who live in near farms of Brez 100
Ur Rhug (+1 LR) who live in the towns surrounding Brez 100
Tla’local Citizens 100
Olgogs: 1000


#3

Jeremaih watched the command center screens as more and more unidentified blips appeared over the Goblin Lands. A large mass of red dots converged over the deep wastes.* Slowly in twos and threes they broke up and began to move toward thier targets.* He shook his head.* He could have told them that nothing good comes of asking djinn for, well, anything really.* Oh well the time to worry about that was long past.*
**** “Get the Orbital platfoms and fleet on high alert and make sure they get thier damage control teams ready.* Share our intel about these guys and thier invasion with the IR.
**** Our intel says this UTR already took out EEF orbital defenses once in thier world. They will not be doing that again.* Order all ships out of dock, get them mobile.* Whatever orbital installations have them ready should deploy thier detour shields.* Track the unkonwns once they get within range of any of the Provisional Colonies hit them.* I want EMP followed by Anti-nanite warheads, warn our ground forces to go dark and stay off line until after the first strike.* Once thats over all forces are to engage at will.* One City of the Gods class ship two Dusk destroyers and two gun ships plus 25 fighters will drop form orbit and engage the enemy over each Provisional Colony. I want them deorbiting while the missiles are still enroute to targets.* Hopfully they can catch them before they recover from the hits.* RCT 2 and 3 are still deployed at Abaslam and Hebron they are to offer all aid in the defense. If they can manage to push forces throught to the other Provivional Colonies they are to do so as soon as they can. We won’t have time to get ground forces else where. But we’ll do what we can.* Get all spec ops teams and marines we can together and split them up into five groups. They’ll do combat drops into Tla’lo’cal station, Brez, Simonsberg, Deryyanheim and Zh’ka’al to help shore up the defenders.*
**** Somebody call VLAD and tell them to activate all agents to either help in local defense, aid civillians or carry out sabotage on the hostiles as possible. RTC 1 is still on the boarder. I want them ready to pick up anything that gets through and moves toward the Colonies the Bastion’s Domebuster is free to engage any targets of opportunity at will. They are also to hold as fall back point if things go bad.* RCT 4 will move up in support of them for now as a back up.”


#4

Yagogi’al the Og’ab, leader of the Venerable Tribe of nomadic olgogs often referred to as the Yagogi, meant to be true to his word. Originally, the Yagogi had used their flamewinds shelter as a hidden docking spot for Tor’ol’s ziggurat. Yagogi’al knew Tor’ol wanted to go straight for his Lalder, and he wanted to give Tor’ol the very best chance. If Tor’ol follows, the yagogi would provide Tor’ol a great head start and a great back up weapon in the form of a single barge full of toxic sludge that he may have to turn towards his enemy. Having been instrumental in making the shadow doorway to the shelter work, Hobya’Ab would look use TELEPORT to open an entryway directly to the vessel or axis point that Tor’ol is searching for, and go right after his enemy. Hobya’Ab along with Capo, will be guarding over the gateway, they will also be collecting fingers from anyone going into the battle for protection. Mawen Rapider would have been with them but he has been missing for sometime. They want the appearance of escaping to fight another day, looking at guerrilla warfare but in reality all citizens and protected children secure in the shelter made for the flamewinds [OOC: so Option B] .

Zhgog’ol Maklur will initiate communications, sending his specific ZhRagha’ol cantrip familiar to get information from Lalder about the carrier crafts and where are the main control crystals. Lalder’s herd should have been present when Zhgog’ol sent in and spoke through his familiar. Zhgog’ol will elaborate using the familiar as a medium, “I am Zhgog’ol Maklur, Uhryu of the Venerable Tribe of Yagogi’al the Og’ab. Know that these familiars are gog specific, so we are speaking through the familiar much like your communication crystal. Realize, that since my familiar is specific to me, it will retain this knowledge but I will keep this. As counterpart and designer of the carrier crafts, how can they be disabled and what are the best ways the incapacitate them.Thank you, and good fortune in the upcoming battle.”

As for the Yagogi defending their lands, it would be a multiple wave attack and be a very dangerous battle. The key was putting the right Gogs in the correct duties and placement. Yagogi’al the Og’ab would place Zhya Gog’mis, the tribe mag’ol with TRIBAL FURY and apprentice Og Or’gog, in charge of a squad, leading 26 other gogs using the Olgogolem Pendant Armor (total of 28). Knowing the lands that they traverse best, Zhya would lead the group through the cavern passes to be in place while blended into their surroundings for their part of the attack. This squad consists of Zhya Gog’mis, Og Or’gog, Zh Hob’rhug, Loo’mis, Zh’gul Took, Rapi Hob’og, Or’on Der’na, Uf Tor, Kalok Mag’ab, Sa’na Ol, Zhor’ab, Darlur Auf, Urgog Mag’on, Gor Ime’gor, Ol’mak, Or’na, Or’uf Kalok, Tori’ Og, Uf Gul’lok, Yi’al Rhugog, Magi’tor, Tor’or A’tor, Kol’ Rapitor, Dargor’ab, Torgog Yi’yamak, Tun’rhug, Yayi the Trumpeter and Tun’Dra. Yagogi’al had approached hangng his head low and placing his hand on the back of Zhya’s neck and Zhya returned the tradition. Yaggogi’al instructed, " Zhya, be in position and let us know when you are ready using the cantrip familiars. I am sending you in with a lot of skill, battle hardened and my juvenile trained gor’abs. You will also have my cub with you, please keep an eye out for him. The Olgogolem armor will protect you, but your group will have all of those armors that we have, so use it well. Stay safe and we will meet when this is done."

Next, they need bait and something to distract the enemy and keept them from the real goal. For this everyone capable of suumoning, whether with summoning or powerful skills in air because this distraction will need to be flying to take on the fighters. The plan is to SUMMON AIR SPIRITS, and keep them coming because they will need enough to match to number versus the fighters, and hide the delivery of the package. This takes a users full control, so they will be in waiting in the shelter. Summoning would be Lady Hob’Lalol, Mak Uf’ab, Makgog’Lallur, Or’gog Mak, Ur’na Lok, Kuglok, Og’ Kol, Tla’ya, Mak Lal’mag, Tor Yilur, Zhol’ya, Deriya Mag, Der’al Maklal, Ya’ru, Ur’al, Yyan Mak’rhug, Og rapi’ab, Lur Loo’ya, Kol Yi’mis, Kalok Dol, Gog P’hinol, Ur’sa Dol, Ab’lallur Yyan, Dra’ab, Gibbs, Flint, Da King, Gogg, Ulk, Recker, Dais, Thumpa, Shaz, Sheela and Ramm. In total there will be 35 summons at once, this is using nearly all the Mak’abs, and Goblin Kings with some assistance from the ur maks. With this the battle is about to begin, gogs start giving their wishes like the trio of Maggul, Bazman and Yayi the Trumpeter; Zhgog’ol with daughter, Or’tor; Yagogi’al with Lady Hob’Lalon and cub Tun’dra.

Yagogi’al will start, the first wave, walking out from the shelter through the shadow gate, the portal still being open. Out onto the surface under the looming carrier crafts overhead, he will raise the sword of mag Buskt and fire off the LEYAS ATTAC: MAG BUSKT DARKNESS. Followed directly by the next wave, unleashing of the air spirits, and Yagogi’als return to the shelter. The air spirits should engage the fighters, luring them into the caverns where the Olgogolem pilots are waiting to THROW GLOP and Olgogoloem javelins onto the fighters. Here, the Yagogi look to drastically change numbers taking out fighters while being able to resummon air spirits to take on more of the remaining fighters.

Truthfully, the main attack wave will be delivered by the Tribal totem students. With all of the air spirits and fights, Zhgog’ol Maklur, with only Maggul, Der’ LooDol, and Ol’Yyangog each armed with one of the gor’ab zela battle blades, look to conceal themselves long enough to drive the blade through the carriers control crystal. Zhgog’ol having not fully paired with ragha, looks to commune with ONTOR, to protect the environment from which they live from those that threaten to invade. The other students, commune with TALON BAT, protecting themselves with the ancient power of shadow blast against the technomatic enemy All of the totem students have the ability to fly and protect themselves from incoming leyas attacks using the zela blade. Each student, looks to go down in a blaze of glory in the ultimate sacrifice, keeping the zela blade disabling the craft to the very end. Zhgog’ol will keep those inside the shelter informed using his Zhragha’ol familiar to communicate. If things are not going well, Yagogi’al will once again enter the battle, firing MAG BUSKT DARKNESS off at the other two carriers.

With the carriers threat destroyed and the enemy on the run, the final wave Or’tor with her father’s wooden staff calls in all of the powers of Might Yadol, calling upon her DIRE YADOL and the ritual paints applied to Yagogi’al the Og’ab, Bazman, Cougar, Yalar Took, Orgog’ol and Iggby (THE REAL HEAVY HITTERS)using healing to be rid of any Kaeleoch and collect the bodies of fallen yagogi and zela blades. They will send out word of how they fair to GulTor’Uf through Bazman’s silly little pig familiar, and Mag Buskt Isle through Tun’Dra snatcher familiar. If they are in trouble, the Yagogi will send out AIR SPIRITS to assist in their battles.


#5

The Herald was annoyed, he had spent a large amount of time away from his lab in these Goblin Lands building up this city of Karov for the sake of their newest ally the tribe of Gul’Tor’Uf. He brought in workers, and citizens helping construction and enhancing the economy. Now all of his work was threatened because of some expansionistic Olgog from another dimension. As if the people of Wintermute didn’t have enough people looking for any excuse to kill them now they have people from other timelines? This was idiotic, however it was the sad reality of the times.
When the Ziggeraut had first arrived a while ago The Herald had informed Wintermute and called for reinforcements to deal with any further incursions and thankfully they had just arrived. Six Thousand Shadowmancers, mostly Vampires, some living Blight Guard members, arrived upon the request at the Shadow Dome.
After reassuring the locals that they are here to help, they would be placed in strategic positions around the city, places where the shadow energy of the Dome were strongest. They would allow the Karovian forces to get the attention of the fleet and then all start channeling additional shadow energy into the Dome. Their goal is to use the shadow energy of the dome to drain the technomatic power of the attacking fleet. The Herald envisioned tendrils of shadow lashing out from the dome itself wrapping around the aircraft and sucking their power sources dry. Then preferably tossing them away from the city, after all would be a shame to save the city then devastate it by having the unpowered aircraft fall on it.
As technomancy shares a common weakness with Earther Technology and needs to be powered once drained the fleet should be much less of a threat.

As the troops are getting into position living messengers shall be sent to any other tribes defending the city and the surrounding areas of the plan so they know what to expect, don’t want the local Olgogs to perceive his actions as a threat.

Karov will be a city where the people of Wintermute can live without fear, and this means they will defend it. By the will of Lord Hassan they will not rest until these invaders are driven away.


#6

When the message arrived about the arrival of three carriers with ninety fighters had arrived over his colonies Lord Grimaldus was livid. How dare these Goblins whom he had worked so hard to not kill now attack him directly. First they stood by and let Giants attack him now his “allies” in the UTR were attacking him with their fleet! Wait…weren’t they also provisional colonies? He was being invaded by another provisional colony? This would really make it hard for them to get their status finalized…wait…this is a fleet from another timeline in which the UTR is evil? That is the dumbest thing he had ever heard! Who would believe such rubbish about an alternative timeline. Next you are going to suggest that this “timeline war” was caused by evil magic aliens from another dimension.

Irregardless he had to defend his territory. First things first, he would contact the EEF high command and request air support. He had a local EEF garrison which he alerted to defend the cities. Next he began mobilizing his own army. Soon after he realized that the majority of his army consisted of infantry and Calvary armed with melee weapons or archers…that wouldn’t work very well against aircraft carriers and fightercraft.

Lord Grimaldus sighed, he really needed to try to upgrade his personal military but that isn’t something he could do in the short term. Anyway he did have some technologically advanced units, orders were sent out to the few Gunpods and Hovercopters that he possessed and ordered them to try to hold the attention of the fightercraft and attempt to pull them away from both the cities and my siege strider. They will attempt to draw the fighters away towards the north. Waiting for them will be five Anti Air Striders who would be waiting to attempt to catch the fightercraft by surprise

Then he sent a message to the Bastion Siege Strider he had gotten from Dunesphere so long ago, it hadn’t been used in quite a while, however this seemed to be a good time. The orders were to take aim and start shooting down the aircraft carriers one at a time.

Lord Grimaldus’ infantry and calvary will be in charge of safeguarding the citizens and trying to get as many people as they could to shelter.


#7

In Zh’ka’al: The Zh’ka’al Defense force would be fully mobilized. The Zh’Ka’Dols would provide sustained fire with their hurlers, and the Zh’Ka’Guls would be fire leaping onto low flying aircraft. Any craft that tries to land will be surrounded and taken irregardless of their intent unless they are EEF support.
Quall units will create energy bridges in front of aircraft as they are flying and try and trap them in the land of the Quall N’drone.

In Drewsport, the brave Yirhug would play vehicle sniper with an incinerate cannon, trying to shield break enemy vessels for his allies. He would wear a crimson silk uniform and a high topped boots. His scarf was finest raiti silk, and his sunglasses would be the best Unense Goggles he could find. He would be stylish second and effective first.


#8

Yohai received the message on his VLAD comm crystal. The EEF was calling for the defense of all lands being attacked by great ships. Yohai took a moment to think about the best course of action. His castle could easily annihilate almost every fleet on Refuge by itself. However, it’s true capabilities were known to very few, and he’d rather keep it that way. He’d rather every megalomaniacal half-wit living on the planet of the Olgogs and the distant shores not try to steal his castle. Besides, the likeliest assailants would be his closest friends, fearing his power.

Have great power, but don’t use it. Besides, he had no desire to feed Warmonger more than needed. That, and he learned the lesson well from Sensei Baboon after he inadvertently wiped out a forest of animals and plants when he landed the castle somewhere he shouldn’t have. It took weeks for the smell of baboon feces to clear off, no matter how much he cleaned his armor.

He speaks into his comm crystal - “This is Yohai Ha’ku. Shinefox Shrellfox is a friend, and I shall help you defend your provisional colonies. I’m the one in the big, black, flying castle. Hold your fire in my vicinity. I’ll make a line, starting at Simonsburg, to Absalom, Hebron, then down across your colonies.”

Game Plan:
First - Massive Shields up (nothing comes in, creatures can only leave)
Second - beeline from Nightmare Moors to Simonsburg (first stop). 4 Ships encountered, take two of them and hurl them at max speed into the other two. Do so such that nothing lands on Simonsburg or on Tent City. Or the railroad tracks. If that isn’t possible, hurl them into outer space, towards the nearest sun. (Yohai knows little about space politics). Don’t forget to blast some holes into their hulls if he does, because breached hulls in space are wonderful. At least that’s what Raven always said. Yohai’s not sure what he meant by that. He’s pretty sure Raven was being sarcastic, but you never know with Raven. The fighters would likely obliterate themselves against his keep. No annihilation, especially around civilians and defenders. The fighters are largely irrelevant, so when cruisers are down, he’ll call it in through the comm crystal to send up a team for mop-up duty and make way south.

Order:
Absalom
Hebron
Brez
Tla’loc’al Station
Tla’loc’al entrace
Zak’lal
(ooc - Not sure if there are other areas in provisional colonies. I’ll assume Yohai would know/get intel from VLAD after each clean up)

At one point, he will get close enough to one and allow the ghosts to wipe through a ship (figure after Simonsburg), either Absalom or Hebron. He will take it captive, and command them in an attack. Since it will lag behind the castle as it makes its way to other destinations, many of its peers will think it’s trying to attack. That’s the lure. Instead, smash, bang, more of the same above strategy. If the EEF tells him to alter his battle destinations based on how the battle is going, then he will (in other words, he won’t wantonly destroy cruisers that are retaken by friendly forces). If, based on tactics, he needs to slow down and have his ghosts clear ship by ship, he will (if collateral damage is too high). Then he’ll have them destroy it from the inside. The cruiser will focus on taking down fighters, but not enough to slow it down as it follows the castle.

Once the above areas are cleared of cruisers, he’ll fallen commander Raven, Karrah, and Zaodonai Uth about his “gift” to the EEF and arrange for delivery of the cruiser he captured. Yohai doesn’t need a fleet. The castle was enough responsibility, he didn’t care for more.

If it appears the attacks become more coordinated against him, take out one of his kolgul and ask the question, using instant recall, “how are the attacks being coordinated” - and go after that accordingly (advising EEF command of the same). When the battle is done, Yohai will instant recall again, trying to understand what the attacks were about, what they were after, and why.


#9

The rythmic tap of Uriel’s walking stick accompanied him down the hall of VLAD Headquaters. He was mentally composing a piece on his knowledge of the Tomb of Hoyls for later recording when the alert klaxons sounded. He hurried to the Command center.
“What has happened?” He asked as he entered the room McMurphy was already at his station sorting intel but it was Anise who answered.
“Based on what we have been told an alternate time line UTR has launched an invasion into our own time line.” Uriel mused briefly that it was something of a wonder such things hardly even seemed out of the ordinaray any longer. “All VLAD agents are being activated to render aid in defense of the Provisional Colonies or to aid civillian evacuation.” In the center of the room a map shimmered into view showing the known positions of all agents in black, EEF forces in green, local allies in blue and finally the hostiles in red. He considered it quickly. “I will go to Simonsberg and help. I will attempt to get civillians out of the combat area. I will also gather together any who cannot or will not be moved and use a city defense shield to protect them” He said turning toward the door, he was already using create and consume nightmare to build up vitality, enough hopefully for him to survive, and making his way to artifact storage to draw a teleporter from stores.

Uriel will do as he said in Simonsberg he will take any who wish to leave to a safer area and gather the rest beneath a city defense shield in hopes he can protect them until help arrives. He will use create least nightmare and absorb nightmare to build up his hit points.


#10

As the carrier craft approached Drewsport, a single being rose into the air before them. “My name is Torlok’ab of the Shield of the Redeemer, Duranki of the Tomb of Holys. I am here to inform you to turn your vessels around and leave this city and the surrounding area. Any attack on this city will be meet with Force. We do not wish to harm you but can not let you attack the innocence people below.” While Torlok’ab is confronting the invaders, Lord L’gani will be executing the evacuation plans and getting as many citizens out thru the secret tunnels as possible and having the rest shelter in the Undercity. One of the last things , L’gani did before leading the citizens away, was to call and warn the EEF and GUTS, that Drewsport would be defended using nuclear/radiation weaponry.

When the enemy craft show their unwillingness to leave the city in peace, they will be meet with force. Unlike many of the defense forces in the goblin lands, the Dead know how to fight Technomancy. They have been expecting to see this threat ever since the local forces started gearing up their militaries and becoming more warlike. This is part of the reason that Radiation Leyas was developed; to counter the threat of technomantic forces. They had heard or seen the damage such forces had caused throughout the Northern Kingdoms. As soon as warning of the threat came, their Radimancers had begun using Working on the weapons of the defense forces. They would have to see how well their new abilities surprised the enemy. Afterwards the Radimancers would clean any remnants of radiation for the area. The Shadowmancers would be buffing the defenses of the Shield forces using Chill shields to reduce the damage taken.

—OOC—

over run option B chosen

Defense forces:

Torlok’ab – Elite Dead Warmachine
LR 6, Shadow 6, Radiation 6 (Radiation Leyas used with Narrator’s Permission)
special Gear: Protospringshot with void ammo. warmachine upgrade. Special sylvan crystal implant,
special training: shield of redeemer 3, faith 3, angel of drewsport, blessing of bladed sun. tough as nails.
Vehicle: Elite Necro-strider equipped with Roaring Cannon of the Pirate King(tunnel material, sonic spear [15 melee, lowers var by 10] puts 40 foot long tunnel into wood/stone), flight crystal

4 Necrostriders equipped with Roaring Cannon of the Pirate King(tunnel material, sonic spear [15 melee, lowers var by 10] puts 40 foot long tunnel into wood/stone), flight crystal.
carrying squad of 2 warmachines and 8 dead troopers.
- will use cannons to breach enemy carriers and board assault squads. squads will proceed thru ship using REdeemer volley fire to clear halls to secure control of vessel.

15 Deadwing aircraft carrying squads of 5 troops will engage enemy fighters using onboard weaponry and magicannon fire.
troopers will use shadow walk to board enemy vessels and attempt to seize them.

All troopers in fight are veterans of DRewsport (angels of the redeemer, blessing of the bladed sun, tough as nails, LR 6 shadow 6, faith 2)

all weaponry will be worked with working(radiation) if possible in time. Torlok’ab will summon Rad Dragons to disrupt the enemy as needed. As a last resort, if all else is failing, he will land in the upper deck of one of the carriers and use Big Bang to remove it from the conflict.


#11

Urik bellowed from outside the bunkers. “Get out here we got work to do!” The Outcasts rushed out toward him.
“We got problems boys and girls. Evil us has come knocking on our door and they want all our stuff. You know how I feel when someone tries to take our stuff. Rumblood, you and your leyas users spread out around the city do whatever you can to distract and confuse the ships and fighters. Rags get the armor on the trucks and get the bikes ready then take enough gogs to drive and shoot thier guns move around the city, stay mobile and hit the fighters and ships whenever you can but do not stay still for long. I hear these guys use EMP so try not to show yourselves until their fighters are in the air. hopfulyl thye won’t use them Everybody else count off by fours. Ones with me, twos with Flora, threes with Dreg and fours with Graf. Get into the city find everyone willing to fight and make sure they’re armed go in our stroes if you have to and lend them weapons. Then we get the machine guns and rocket launchers ready. Set up as many air denfese nest as we can and hit them with everything. We’re working with the Lucky Fate Squad they’re going to draw the fighters in and it’s our job to knock them down. The fighters and ships are priority if we can hurt them bad enough they may not drop ground troops but keep an eye out just in case. If it goes to hell we fall back to caves up the cost and dig in. Any quesitons?”

As stated the outcasts will arm local volunteers and use them to bolster the defense. They will let the lucky fate draw the fighters in and take them out then the get in range. The outcasts will remain as mobile as possible displacing to other emplacements when needed. They will coordinate the fight with the lucky fate as much as possible if they start to get overwhelmed they will fall back out of the city and conduct guerrilla actions against the alternate UTR forces.


#12

Burke hated alternate timeline evil counterparts, ever since he was trapped in that alley held down by robots while cultists summoned a demon into an alternate timeline evil clown giant who then proceeded to molest him.
Burke had a feeling in his soul that this was going to happen. He knew so he had taken a trip north to the colony of Dusk to stock up on equipment. Returning to Brez he tracked down Goumbi Talyerer and said “Look, you guys want more respect and for other Olgogs to join your gang right? Well, a damn good heroic action will inspire quite a few people. I went north to get some good old fashion rocket launchers for ya. Now pay attention I am going to give you a crash course on these babies so you don’t blow yourselves up. You hold it like this, on your shoulder, you point this end toward the thing you want to bring crashing down, then you push this button here which will send a friendly missile to give them explosive hugs of death. When this invasion is stomped people will see your Gang as bad asses who deserve respect.”

Burke will give out a dozen Rocket launchers (older models) to the Lobbas and give them a day or so of training before having them join in the defense of Brez. They will aim for the fighters as they lack anything that could bring down a carrier.


#13

[Ooc: if overwhelmed option B]

Or’lur had a special plan in place for aerial assaults. The 500 Ar’yay olgogs split into fifty groups of ten, hidding in secret openings around the mountain. Meanwhile the rest of the tribe are filling specially woven bags with waste from the waste pits. After each bag is filled it is given to one of the Poisonbringers. Once each dragon had a bag they would all take off. Once outside they target five air craft, launching the contents at them, their return covered by volleys of Fireballs from the hidden Ar’yay olgogs who focus most of their fire at the recently waste covered ships.

STATS
Ar’yay Olgogs (500)
HP 24 FS 4
2 Attacks each
Conscious, LR 4
Earth 3, Fire 3
Leyas Sight 4 Successes(always active)

Poisonbringers (20)
2 attacks each, FS 3
Juvenile stats


#14

Tubthumping - Chumbawamba

Port Unen Lucky Fate Squad: The gang will coordinate with Urik’s Outcasts around Port Unen using radios. They’ll inform the city what’s going on and gear up. Anyone (leyas users, immutables, nightmares) who wants to fight, no problem. The two steam tanks and what other dangerous looking vehicles that join, will be bait while the hidden four anti air guns, 3 motor launchers that have guided rockets and the two APCs with railguns will cut the fighters down. After each battle, everyone finds a new hiding place. Any large crystal carriers that come around will have focus fire on the crystals one side first to make them fall like bricks.
Fallback with Urik’s Outcasts.

Recuiting Lucky Fate Squad: These guys are pretty lucky. They’ll make their back to Port Unen or Mag Buskt Island with anyone they recruited. If they can take out some garbage, great job but the focus is to get back in once piece. Old [redacted] and her little [redacted] will provide hidden support to make sure they do.

Mag Buskt Lucky Fate Sqaud: Message will be sent to Mag Buskt and the Bruskti telling them what is going on. A request will be sent to ask them if they get the carrier over a spot so that cheerful [redacted] can fire the barely working Goblin Ur’sa 3 that [redacted]self repaired. Part of [redacted] programming will guide it. It’s going to go Mach 10 though the carrier – hopefully. [redacted] takes the drivers to a hidden base on the island to the “1 super secret project”.

[redacted] steals 99.99% of Eli McGraw’s ghaz, and gets him kicked out of VLAD (how can you trust a guy who get’s duped by his secretary?). It’s spent on “1 super secret project”. That ghaz was owed to various “people” to complete it. Buffy, his wife, gives births to their daughter and sends him on his way. [redacted] lures Eli to Mag Buskt himself to set up events later.

Naeil looks for a way escape with her fellow captives.

Hekeriki doesn’t have a clue.

Godart is dead.


#15

Krodnok wasn’t happy. Again, he was pulled into a mess that had been caused by someone else. He was growing tired of dealing with the repercussions of others.

He had all the civilians living in the Underground City move down to its lowest levels. Outside, he would begin by using Negate Leyas on as large an area as he could, to remove the Air Leyas that he suspected kept these ships aloft (if that’s not how it works, he’ll negate Air Leyas ship by ship, starting with the Carrier). Seven Dead Warmachines will fire on fighters from the ground.

As the ships crash (if), 50 of his troops will move through and begin ‘cleanup’, using Magi-Cannons to take out any crash survivors. After the last ship has been grounded, Krodnok will join them, making sure none of the attackers make it out alive.


#16

Elder Shaman Tor’lur heard about these magical flying metal animals in the sky attacking everyone. He was told that they look like UTR Gor but are not and they spread sickness around. The Tor’Lallur tribe was instructed to go around and consume any new diseases that these invaders spread, however when it comes to the flying monsters and their spawn Tor’Lallur would do nothing and run from them. If confronted any and all Tor’Lallur tribals shall flee to nearby caves and use chill bolts to cover their retreat.

Tor’Lallur is not equipped to handle this threat nor does Elder Shaman Tor’lur wish to make his tribe a target.
After the immediate threat is over, Tor’lallur shaman apprentices shall aid the injured giving priority to Der’al Collective Olgogs but will still help UTR Gogs.


#17

The attack of the UTD Cruisers caught Urog by surprise. He knew they weren’t Lalder’s, because Lalder said so. Urog cursed Lalder under his breath. The Earther-like machines bring Earter-like wars. Brez and Simonsburg had no defenses against this kind of attack. Brez had about 50 million olgog and underground tunnels that could withstand Der’na. He wasn’t worried about winning, he was worried about how many would die before victory was won.

Urog’s memory flickered. Auf Yyanyi said, “When the Kolgul Militia comes, I will be like the sand before the wind and simply disperse. Hiding these tents melded with the sandy earth below us, my people will be safe. But it will mean hiding. Some Olgogs would have to much pride to do so. I feel bad for them.”

He communicated with Simonsburg: “Gulag - Take everyone underground. Get the tent city inside the main walls. Measured retreat. When everyone is safe, bring the defenders in and from there, bury the city. Use hoblal’or. Let the attackers think there is nothing to conquer. Use ka’or and other forms of smoke to cover tracks. Tell the EEF it is our plan. When the big ships leave, reclaim the city. Make sure the people of Simonsburg know that they are too important to sacrifice, and that the Great Northern Army will always rebuild Simonsburg!!” He sighed. Minimal casualties and fewer areas to spread UTD and GNA defenses across. It also prevents defenses from spreading thinner

Brez had bigger issues. If he hid, Ganek Lagg and Blood’og might also attack. Too many enemies, Urog lamented. He cursed Lalder and the Djinni again.

He would fight, but not fairly. The Gang of the Uf Mag’og were owed a boon. He turned on his comm crystal, calling for all channels to open. “Gog of Brez. The gor we fight today has og. But our og is greater. Not because we are more in number, but because we have no fear of their og. We have fought many battles, with many friends. And because we are not greedy, today we are granted greater og to defend our homes. Do not despair, for even the gods smile upon us today. Together, we will defeat these usurpers and fakes and show them that we has the greatest og!”

He invoked the boon owed to him by Kincaid (for not accepting a boon from the Djinn). The irony was not lost on Urog. He would ask for Kincaid to defend Brez and turn back the enemy.

OOC
No aerial defenses. Other than chill shields, no real defense against the nanites. Not sure if the negotiations with Unity made it through and helped “heal” any infected in Brez or Simonsburg.

Overall Strategy
Let Lalder coordinate the UTD fleet/army. Get civilians underground. Use tactical troops hiding either behind meat shields, buildings, and other “cover.” If Kincaid’s boon is flamewinds, or any other massive attack that takes out the cruisers/fighters in a fell swoop, then adjust accordingly.

Censor craft are used to heal. Censor craft have skeleton crews and their teeth/appendange are kept for safe-keeping for resurrecting. The ships will probably be targeted first, but use that to our advantage to counter-attack. Even if censor-craft are disabled, they can still be used to heal. There’s as many censor craft as there are fighters, so use that to our advantage. If fighters ignore the censor-craft, then use the censor craft to heal the people the fighters are attacking. Also, use them to push fighters into the no-fly zone below.

Against the cruisers -
20 artifacts of tunnel material (3)
20 artifacts of summon earth elemental - summoning ability (3)
20 artifacts of summon sword fiend
Use tunnel material to tunnel through wood and stone hulls through the first 2 ships. Then summon earth-based creatures (line of sight onto the ships). Elementals will hurl acid (2 attacks, each attack 2d4), and sword fiends will have 4 automatic successes to Acid Strike (1d8+2). This strategy should drop a cruiser first turn. Focus the tunnelling on 1 cruiser, but create 3 holes in the second cruiser to take over. Rubbah (King, LR 5, Earth 5) will be part of the boarding crew, will seal holes using Shape Wood and Shape Stone once the ship is taken. Use Ur Rhugs to shadow walk onto the ship (line of sight, into holes tunnelled). 60 Ur Rhug to shadow walk another 120 vandals, 30 raiders, 5 generic Kingz (plus Rubbah). Divide into 3 squads. They’re using hobtor weapons, primarily, along with 15 painkiller magi cannons. These three squads will section by section take over the ship, starting with the gunner pods. The third cruiser is to be dropped using original strategy.

  1. Against fighters -
    Build a no-fly zone - 7 olgog with (4 with LR4, 3 with LR 5) and higher start warding against air and fire, starting at center of defense and working outward.

There will be 5 positions where there will be 3 soldier models and 3 skullcrusher model magi cannons. They will drop SAR of fighters, and then attack those inside (soldier models will alternate between Chill and Energy. There will be additional positions where aeromancers (outside the no fly zone) will coordinate with throwers of molotov cocktails and fire 2 users to hit with a cocktail, increase fire, and destroy the fighters. Finally, 40 artifacts of summon chimera (3) will be used by defenders. 3 chimera to attack a single fighter (13 a round, average). Each round the chimera attacks and it is let free after it’s attack (why create a target for opponents to attack?)

4 defenders can summon pillars of air and walls of fire (2 each). Use them advantageously to slam oncoming fighters.

  1. Ground defense: Guerilla warfare led by Shirley and Urog. Let those who are “grounded” not know where attacks are coming from. 40 artifacts of summon hydra will be used to “distract” the attackers. It’s a known tactic of ours, but there’s only so much you can do against a proverbial meat shield. Defenders will use their bodies to better vantage points, defense, etc. Ur Rhug will shadow jump between shadows cast by hydra bodies or necks to confuse and distract attackers while the defenders do their work.

All tribals (39) will be singing - either mock aggression for key defenders or soothing ward to keep nerves calm. Even if not effective, this will allow Zlattan the songmancer to not be singled out for singing Song Mancer (#2 - bringing allies back from dead) and/or war song and/or Song of Frost. War song is main song to be used, song mancer if lots of allies die around him, and song of frost if there’s a reason to suspect nanites/technomancy are a thing. There will be groups of vandals around the troubadours to ensure they all stay healthy and keep zlattan alive. Troubadours hide in buildings and not out in open. Makes them harder to target. (39 regular, 1 Zlattan).

Vektor coordinates everything. He’s the brains. in the underground UTR chamber coordinating defense of the city between GNA and UTR armies. He relays messages and is next King if Urog dies.

If we succeed, use the portal to transfer defensive troops to other defenses. If we commandeer a cruiser, tell our allies and fly the GNA colors. Move on to next battle. Take ¼ of remaining defenders troops to that end and transport the UTR armies accordingly. Use censor craft as additional transport to next battle.

Generic troops (using hobtor weapons, molotov cocktails, and standard troop equipment):
50 Urogs Raiders - only with Urog, EmC +1, Leyas Combat Ranged 3
5 Olgog Mercs (F.S. 5, 2 attacks,UC - Bravo), LR 3, Fire 3, Water 3, Earth 3, Gen 1, SS 3 Rapion Poison Bone spikes, Iron Hand axe (5 melee dmg), hide armor (4,3,0,3)
4 Feral Raiders (FS 4, Shadow Lvl 3, Shapeshift Lvl 2, General lvl 2, LR4 (5)). No longer feral
427 vandals LR3
425 Ur Rhug LR4
7 Goblin Kings LR 5, FS +1
115 Raiders LR4
750 Olgogs - former RedFurs - H.P. 24, F.S. 4, 2 attacks, Conscious, L.R. 4, Earth 3, Fire 3. Always has Leyas Sight at 4 Successes
10 Displaced olgogs - FS 4, 2 attacks, LR 5, Earth 2 and Water 2
40 Feral Gatherers (primitive) - F.S. 3, Adept LR 4 with Earth 1, Water 1, and General 1

Highly specialized (will send you in email the specifics - it’s pages long)
13 Goblin Kingz
4 kolgol militia freegog
40 tribals
100 specialized ur rhug
10 OpULints (raiders)

Let me know if you need more info about Simonsburg.


#18

Field Marshal Strykker ordered Vlad assets to aid the Olgogs in their current Mirror crystal crisis. Agent Brooke knew she couldn’t do much on her own so she took a Stealth AAV to fly over the Provisional colonies one by one, first starting with the UTR ones and then cycle through them until she gets to the last, with the former Church of One colonies being last as she never was a fan of those bigots, even if these ones were suppose to be better.

Sneaking up on the carrier craft Brooke would attempt to freeze their engine units to cause them to lose control then move on to the next one. Her goal was more harassment rather then trying to take down the airships themselves.


#19

[OOC, Option A]

Sir Mag’Nrs walked out of the Morgothian Church he had helped establish in the city, looking up at the looming massive carrier craft overhead he realized he was way too outnumbered and outgunned to be able to do much of anything. Even with the messages of the Great Sir Killian through his mind, and by pen reminding him of the tenets of Morgothianism: the quest for honor and power. It wasn’t until he listened to the wise words one of his brethren knights, Sir Beast that reminded him of what it meant to be honor bound. Mag’Nrs knew his was but a piece of a humble honorable faith, and he had to part to play in the anguish and strife of the fighting between the UtR. For him there was a much bigger existence, his return to the goblin lands had brought about a welcoming of the faith. He would gladly surrender, if his brethren were just left alone from all of the in fighting. So he sent out some of the Ur Kug faithful followers, so get word out to the tribes of Unen and let them know of his surrender for the sake of his men. He was not sure who else around Unen would be making moves, whether to surrender or fight for their own. But heonly hoped someone else in Unen was going to be fighting, that together they could overcome this.

All followers went about their regular duties, the nights stood in rank outside as he went off. They had been given word of the orders and awaited further signs. Sir Mag’Nrs rode out in Full Morgothian armor on his Og’GulTor Steed, with banners for the sake of hailing the carrier and for an audience with the commanded. He turned the steed around leaving his sword and shield, sending it off he was quite sure the steed would make it’s way back home. Sir Mag’Nrs approached with hands raise fully intent on giving himself up, but the noble blood that rode along inside him would have another agenda. He knew that his pet noble blood could easily take him over, the next task would be finding his next victim. Mag’Nrs would use his ORATOR skill to cover for his noble blood along the way, if ever someone suspects he’ll make claims of dopplegangers and Mag Der’al supporters, other threats he came to address here in Unen. Anytime the enemy looks, Mag’Nrs has no weapons, not even his shield which according to Sir Beast could be very useful. They would wait until they had an opportunity to switch hosts for the noble blood, someone that could gain access to the control room, locking down escapes, turning weapons on other carriers and fighters and eventually looking to crash the carrier into the port. Here was the sign for the Morgothians, because once in the port Mag’Nrs and his brethren knights could control aquatic nightmares to attack and tear apart the carrier threat.

And at the end of the day, Sir Mag’Nrs hopes to meet back up with his noble blood ally.


#20

Lord Mada is almost insulted that a single carrier thinks it can destroy Bartsport. Using his War Dragon and Giant Nightmare as his primary defense, Lord Mada will surely beat back this attack. The nightmare slaver will ride on the dragon’s back as it circles the ship and look for any week points and target them with the dragon’s magi cannons.

On the ground, the nightmare penguins (x5) will use their magi cannons to destroy the fighters in the air along with the Kasanthian colonists. Main defense will be focused on protecting the Sierra Mada and Lord Mada’s manor.

When the carrier is brought down, Lord Mada’s dragon and Giant nightmare will attempt to keep it from crashing into the colony to reduce damage.

(OOC: Sorry this is a day late!!
Lord Mada is equipped with his standard gear and artificings
Nightmare penguins have power armor and Old school magi cannons (x5)
War Dragon has 4 mounted old school magi cannons (Piloted by nightmare penguin)
Giant nightmare is just big
Kasanthian colonists (don’t know stats))