TSGL3 Week 8 Mission: The Mirror Crystal Invasion Part 2: the Kalokian Sacrifices


#1

The remaining forces that held Unen are currently undefeated, and despite the loss of the Mirror Crystal Glog and Lalder, they have rallied around the mirror crystal Kolgol who had taken Unen in the name of their ancient evil Kalok. They had fully mobilized with demonic tanks, and demonic artillery, all powered by barrels filled with a fuel they called Kalok’s Piss.
The Kalokian Guard has been fighting a daily battle against insurgent and rebel Unenese Olgogs. The locals have sent out runners and messengers to all known factions and tribes begging for help against the last of the Mirror Crystal invaders.

Despite the strange events at RhugTor, and the realignment of the timelines, the Kalokian army seems strong as ever, and their invasion force in Unen has not disappeared. Nor its danger.

The Carriers in Unen have landed and transferred their forces and Magi Cannons down to ground positions in concentric rings around the old Unen Cathedral of Man. Port Unen had been held by the Church of One over a thousand five hundred years ago, and it was rumored that the Bishop Kasanth himself consecrated the Most Holy Cathedral of Man in Port Unen for the Church of One. There are also rumors that the Cathedral at Unen was actually a secret vault created for then Pope, Cristos Dugari, for an unknown purpose.

In the heart of the long desecrated historical site, the Kalokians have set up a ritual circle to bring Kalok through to our dimension. They have gathered hundreds of olgog children and every human they could round up, for a full sacrifice.

Enemies include: Kalokian Guard, Malevolents of Kalok, and Fell Balgogs.

Mission Challenge.

  1. How did you stop the threat of the Mirror Crystal Magi Cannons and Artillery firing upon the rebel positions across Unen? (be specific, pick 1 Artillery position and describe what your character does)

  2. What forces do you send in to help the rebels of Unen? (unless you help the Kalokians, make it clear in your post)

  3. If you fail to defeat the Kalokian Ground Forces you can A) Call in Air support to simply destroy the Port, Kalokians and all or B) Escape leaving some form of trap or explosives to stop the Kalokians by prematurely killing their victims before the sacrifice happens. Make sure if you choose A) or B) you start by OOCing [Option A) selected] then write your post.

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.
REMEMBER ALL CHARACTERS ACROSS TIME HAVE BEEN RETURNED TO CURRENT REFUGE BY THE EVENTS OF TOR GOR vs MORTIS LEONIN!!!

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 March 4th at 12 Midnight EST.


#2

Demons…not good for Refuge. Father would be angry if we let them keep power, Derlur thought to himself. Plus, any religious ceremony that requires a specific sacrifice in a specific place was not good. Derlur knew enough of religious rituals to know that there was something about the Church of One temple in Unen held something specific that Kalok needed. It was up to him and his brothers to find out and stop that.

Step 1 - Steal the plans to invade Unen. That was easy, he was embedded among the GNA. Show up as Gangers were making their way towards Unen. And then listen in on plans. (Spy 6, Shapeshift 6, and considering how long he and his brothers were around, it should be easy to figure it out).
Step 2 - Make sure he and his brothers are in the squad(s) that make their way towards the Church. Make sure they know escape routes too.
Step 3 - Assist removing the hostages, but when given opportunity, 5 of the squad need to sneak into the Church (see below). Depending on what’s going around, it can mean appearing like a member of any faction to get in.

The hard part: making way down to the “vaults.” Make sure, in the bustle, they figure out the name of a commanding “officer.”
If possible, act as if they belong and are guards hustling around. Think classic heroes finding stormtrooper armor and falling in line towards the rear and then peeling off if/when possible. Since by now the fighting is getting intense, they can say they had orders to get supplies from the dungeons, officer’s orders. If that doesn’t work, Plan B (kill them all). Let’s hope it doesn’t come to that. Sneak down, find out the real deal, stop the plan, steal the item(s), etc. Oh yes, and Derlur has phantasmal familiar. Great for looking around corners, running down a hall and then doing a levitation “bomb”, or attacking with Holy.

Be sneaky/manipulative first, attack second (attacking can likely be too slow). Escape if there’s too much fighting.

7 come along.
All have base Lr of 4, all are olgog
Derlur - Brezan, male, standard for his tribe
Ollurug - male, tla’loc’al sized, rehsehdrapi in addition to standard weapons
Yigog - Karovian male, Leyas combat ranged +1
Dert’la - tla’loc’al female, thunder god worshipper (carrying drum)
Shugz - brezan female
Om’me Ghang - karovian male, balancer devotion
Holt Gale - Brezan male, elite Chimera Claw Halberd – 2d6 No A.R. Melee dmg, Lowers V.A.R. By 6 pts. Requires two hands to use, cannot be concealed.

Dert’la and Holt Gale stay with the Gang of Uf Mag’og, proving support for them and being eyes and ears for when their brothers and sisters escape the church. Dert’la will use slamming hands to hurt the enemy, Holt will finish the job. If there is any religious symbology or item that is being used as part of the sacrifice, these two will tell their allies what to target and how. Holt has a void weapon, so that’s a good start. They also have zela.

All will use levitate prodigiously to lift them up and put them down. When I say put them down, I mean drop. Fell Balgogs may be tough, but smashing them into each other, or other kalokian guards, will do some damage.

Against demons, someone will meditate (enhanced) with ollurug and use Holy. If possible, ramp up the target number and give Holy an area effect.

Then, when all is said and done, join back with either the Unenese rebels, a UTR tribal, or the Gang of the Uf Mag’og (using their escape method).


#3

OOC [option B)

“Ah I love the smell of battle in the morning” Dol looks out over her ships and wishes them luck, the ten ships that are going are equipped with wall of air leyas to stop incoming projectiles, wall of water leyas, the shields are up. Each pirate is equipped with water breathing and speed boost leyas in case they must abandon ship. 300 hundred pirates, ten ships, all set to cause chaos. The ships are loaded with cannonballs of varying leyas, the first shot from all ships will be the blinding light cannonball. It will create shadows behind the buildings for those hopping. The Revenant will be prepared to take the hostages out of danger, being the biggest ship in the fleet, it will be kept out of most of the fight and obscured by mist a little down the coast until they need retrieval.

Other leyas cannonballs include: spear wall and air wall (for fun and confusion), tsunami force cannonballs, lightning blast cannonballs, tidal strike cannonballs, fireball cannonballs, and acid strike cannonballs. My job is distraction and to take out the dock artillery positions. The first attack will be the blinding lights in the center of town, then the focus will be on those towers. To be clear, the Unen Rebels need help, and me and my crew are ever so happy to oblige.


#4

(OOC OPTION A, Fleet is standing by near Orbit, but below any altitude that would get them in trouble. NOTE many have fought at the Oasis (a bonus))

Lalder had to prevent Kalok From being brought into this dimension at all costs. To make it even worse, he was told to expect betrayal. So he implemented The highest security on all carriers, only allowing his tribe on them, and command phrases needed to get by in sections. Each group would be given Teleport stones for quick evac if needed. This included for the carriers to be able to relocate to different sections of the battle field if another force threatened them.

The Grand Plan, Part 1. Banish All Demons and lesser and greater evils.
Lalder thought he needed something almost irreplaceable to do this. He chose one of the Crystal Carriers and all of hits weapons and Djinni blood for this. Since it was a big artifact, They would sacrifice it to power a City Wide Banish.

The setup was simple, at a high altitude, the banish team would setup on a platform to perform the banishment, while performing the banishment, they would sacrifice (General 2) to help empower and widen the banishment.

Fighters, and the apprentice Aufs would be setup to protect this group. Noone would be allowed nearby to disrupt this, and noone would be told of this activity to prevent leaks.

The Grand Plan Part 2:
Other Ut Tor and Auf Laylan would create a huge light behind a carrier. Casting a shadow over the area where the Captives are being held. Then Others could shadow jump them away.
(OOC almost everyone in my tribe has Light 3, Shadow 3, and the Aufs have General 2).

Balgog Extermination team:
Tor’ab was leading a group of fighters and Summoners to destroy and banish as many of these fal balgogs as possible. Movement will be done with Shadow jumps mainly. Each member will have also left a finger tip just in case. They are told to watch their backs. So they will attack and move to limit any exposure they may have. Withdrawal will either happen by Shadow Jump, running, Pickup by fighters, or the teleport to a guarded location. Or any combination needed.

Each memeber would have Protective Aura to protect from fire and wearing Armor of the Auf Lal’al.

Tatic, a mix of uses of Vorpal Claws and Change earth to destroy the balgogs (Change earth is prefered as its a distance), and then when the bodies are broken, multiple banishes to follow.

The Fleet:
The 3 Carriers will be positioned high and cloaked with their load of Fighters. The goal is to be hidden until the command comes in to strike. This is expected when the artilery is taken out or over. If it is taken over, the carriers will still stay out of range expecting that Double cross, but some of the fighters will come in for support. The Carriers will provide support from a distance and corridnate attacks. The enemy carriers will be targeted as well.

If double crossed, Teleport stones will be activated to relocate the fleet to a better tactical position where they can cover each other.

Banishing Group:
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, Melee Strike +2, Rapid Throw +2)

Lalog’na ((Auf) LR:5, Heal:4, Light: 3, Shadow:3, Air:3, Earth:4, Fire:3, Water:4, General:2, Shape:3, Summ:3) Adj: (Melee Strike +2, Rapid Throw +2)

Rhugal (LR:5, Light: 3, Shadow:3, Air:2, Earth:2, Fire:2, Water:2, General:2, Summ:3) Adj: (Curse Investigator, Leyas Mapping +3, Profession (Cursebreaker) 3)

Kugon (LR:4, Light: 3, Shadow:3, Air:2, Earth:1, Fire:1, Water:1, General:1, Summ:3) Adj: ( Leyas combat Ranged 5)

Aprentice Aufs protecting Bashing Group:
10 Auf Apprentice ((Apprentice Auf (FS 4)) LR:5, Heal:4, Light: 3, Air:3, Earth:4, Fire:3, Water:4, General:2) Adj: (Melee Strike +2, Rapid Throw +2)

Anti Balgog group:
Tor’ab ((Tor’og) LR:5, Heal:3, Light: 3, Shadow:4, Air:3, Earth:4, Fire:3, Water:3, General:2, Shape:3, Summ:1) Adj: (Charisma +1 and Etiquette (Lost Colonies) 4, Pilot(Airship) 4,Temper 4, +1 attack when involved in Vehicle combat, Melee Strike +2, Rapid Throw +2)

Tor’ab’s 10 Apprentices ((Ur Rhug) LR:4, Light: 3, Shadow:3, Air:2, Earth:3, Water:3, General:1) Adj: (leyas combat melee 3, leyas combat ranged 4, Melee Strike +1)

Lalon ((Ur Tor Special) 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, Rapid Throw +1, TimeShredded)

Dolur, Lalag, Tlalur, AND Lolon (LR:4, Light: 3, Shadow:3, Air:3, Earth:3, Fire:3, Water:3, General:2, Shape:1, Summ:3)


#5

Mispost please ignore


#6

Option A (only as an absolute last resort)

Urik hunched in the doorway of a collapsed building. All around him Outcasts and Uene rebels slinked from cover to cover as they made their way back into the port of Uene. Large parts of the city had been blasted during the attack and the locals fighting withdrawal. He felt anger burning deeply. It was funny really. He hadn’t much cared about Uene in all the he’d lived there but now he was determined to take it. He silently chuckled at himself I guess you don’t know what you have until a megalomaniac from an alternate reality comes to take it away. He singled a halt with a gesture and with another called for a huddle.

“Alright you all know the plan we split up outcasts and Rebels together and get as close as we can to the heavy artillery. At the flare we attack. Take the positions and turn the guns on the other defenders to help force a breach at the Cathedral. If we can hold here the UTD will be here to back us up. If you can’t take a position try to blast their fuel reserves. That will at least take them out of action. Flora I want you to take our best shots and go hunting. You take out any officers you see avoid direct engagement, you know the drill.” Flora grimmer “Yeah Boss I know the drill.” He nodded and grinned back.

“Remember if this all goes to hell Lalder is planning to level the whole city to stop the sacrifice. The signal for that is our signal to high tail it back to the caves. I don’t want to see that happen. So let’s take our city back.”

The Outcast will call on all the Uene Rebels. Hey will split into teams of ten (mixed Outcasts and Rebels) each team will attempt to infiltrate and seize an enemy tank or artillery position. If they cannot take a position secondary targets are their fuel reserve to put them out of action go signal for that is Urik attacking the first emplacement. Once at least half of the positions are taken or blasted they will turn the taken weapons on the defenders. Target priority is other untaken positions then covering the main attack on the Cathedral. Hey will hold at the taken positions if as long as the can counting on UTD (Gangs and Lalder) forces to relief them. If they find themselves losing a position they will spike the guns and blow the fuel before falling back to the nearest friendly position. They are mainly counting on Lalders teams to handle the Balgogs. But Rum-blood and the other leyas users will concentrate on them if any appear since leyas tends to be more effective than guns on them. Flora will take a team of ten who will split into pairs and carry out head hunting attacks on any enemy giving orders or who look important. They will work with GNA and Lalder forces in the area and healers Grimaldus is supposed to be sending(expect them due to the planning thread). If the signal for Lalders attack to level the city is given they will back hideout in the hills.


#7

Krodnok will take 30 dead warriors with him on the journey to the Cathedral. Once they arrive, they will stay back, away from the defenses, and he will use Shadow working on all of them, to give them added protection versus the Magi Cannons (Shadow lvl 4 Working, +20 AR vs Energy).

Then, with his cloaking device active (meaning he’s both invisible and obscured) Krodnok will sneak into the Cathedral alone. Once there, he will begin teleporting as many of the ‘sacrifices’ out to safety as quickly as possible.

If (when) he is noticed, he will teleport out with a round of hostages, and come back with a group of warriors all using Hell-guns to attack the demons.Then, back out with more sacrifices, then back in with more warriors until there are no more warriors to bring. Then, they fight their way out, Krodnok using any ability he needs (except Annihilation).

If anyone decides to level the city, Krodnok will teleport as many more of the sacrifices out as he can, then his people…


#8

(ooc - option B, using earth leyas, fire leyas, and molotov cocktails (not otherwise mentioned in my post), to bring the city down)

(Sorry, no storyline interlude here. Way too much strategy to discuss)
(also, need to split into two posts, not enough for one)

Big picture, the the GNA/Gang will push friends and not-so-friends to keep to.

  1. Get infiltrators that will save hostages in place using Urik’s Intel
  2. Get infiltrators that will attack the artillery in place
  3. Anti-artillery units attack first, take out artillery
  4. Once there is a reaction to artillery being taken out, that’s the signal to initiate the rescue
  5. At first contact with enemy during that strike, signal the air and sea assault
  6. Once air is neutralized, or whenever Lalder initiates it, signal ground forces (including Unenese rebels) to attack.

General tactics:
Urban Warfare (tactics) - for all squads:
Unen isn’t as dense as Brez, but we know street to street fighting. Hide in shadows, use shadows to travel, rooftops walking on brick/stone houses only (and only out of sight of artillery), assume all buildings house the enemy and/or be hostile until confirmed they’re not. Use earth leyas (grow spears, wall pikes, stone pillars) to block entry ways of houses if/when needed. When full scale attacking happens, use stone pillars/wall of pikes to block alleyways and force the enemy to come at us. During the full scale invasion - create small stone pillars in the streets to serve as cover (gears of war style). Igloos also work. Hopefully a house by house evac won’t be needed, but set-up contingencies (especially for non-infiltration parts of mission) for civilians to move towards “reclaimed” parts of town while we’re fighting in hostile parts. Use those “empty” houses for advanced tactics, such as obscuring actual numbers by shadow-jumping between buildings, and rooftop flanking. Use stalkers tactics in two ways: 1) suppressive fire keeps them looking up at the enemies, stalkers come from behind and attack. They focus on non-balgogs, or if they attack, focus on leg limbs to limit mobility 2) hit and runs - surprise attack, take out a few members to thin a herd, and then follow-up with a “frontal” (city fighting rarely has full frontal assaults. And for the ultimate crowd control - summon hydras.

For Urik’s Anti-artillery squads (infiltration):
15 Ur Rhug (stats below) will be given to Urik to deploy as he sees fit. Among the 15 are 5 skullcrusher model magi canon (drop VAR), 5 summon earth elemental artifacts (those earth elemental can either tunnel material or change earth to drop balgog VAR), 5 summon hydras artifacts (nothing like a massive body to cause a retreat). 5 comm crystals too, for better communication to the rest of the Gang/GNA forces. 5 chill bolt artifacts to drop technomancy. Hob’tor weapons also do that.

Ur’rhug will use shadow walk to take units from place to place. If/when possible, rooftops, abandoned homes, etc. Steer clear of windows. Light using units can use “throw lights” to distract sentries/patrols when needed. When needed, they’ll tunnel material underneath artillery units to “dismantle” those positions. In an attack, their main focus is to take out balgog VAR. When/where possible avoid prolonged battles. Keep patrols guessing as to the nature of their activity until the last possible moment. Only need line of sight to tunnel material. Again, final decoy is a hydra (but as a last resort).

Infilatration to save hostages:
Led by Tusk, Hikiti, and Rhug’ab (she was present at the Great Uf…any others present from Great Uf get Bonds of Battle bonus of +2 Emotional Control and +2 initiative.

Tactics: Urik gave us the outlay of the sewers and how to sneak into them. If no obvious sneak, use Krato Mason belt (chisel) to build an entryway that can be concealed by Conceal Object (Light 2). Make way through the sewers (Halo if needed), then break into 3 squads to surround the general area. Depending on the closest exit to the Church of Man, then keep to the buildings, hiding in shadows (not too unlike Urik’s tactics). If possible, quickly and quietly take out sentries around the area without arousing suspicion (avoiding balgogs). If can’t be avoided, then just avoid completely. If there’s an obvious way the sacrifice is going to be done, then before engaging in battle, take out any obvious priests. Summon a SwordFiend behind the “priest” is a nice place to start. Other attacks to take out, first attack, any “priests” or other non-balgogs holding the sacrifices in place. Air - Lightning strike, earth - grow vines around where the enemies are, making it hard to move and creating natural avenues for hostages to escape, fireballs against non-balgogs, ice shards for water, blinding light for light users, and chill bolt for shadow.

Once that initial danger is taken. If possible, suppressive fire as hostages make a break for it. If there are too many defenders, then hamper the non-balgogs in the area and target balgog’s first (using above tactics). Summon creatures (earth elementals, sword fiends) to do damage to VAR, then attack as normal.

If getting beaten back, signal the sea-based attack/air attack and focus on preventing any ritualistic sacrifice for kalok. In order to actually escape: use shadow cast by Lalder to shadow walk back to sewers, swim out to sea to the Revenant (if it can get close enough), or shadow walk onto either Lalder’s ship or other friendly ships (such as censor-craft).

If Kalok gets summoned, or if a portal opens, the Tusk will sacrifice her Brezan lance, which is her ultimate proof that she’s “Brezan”, which was gifted to the Gang by the legendary hero Protodoxa, once in a lifetime artifact with no equal, to use General 2 ability to close it before Kalok comes out of it. That’s how much it means to her that Kalok not gain entry into this dimension. If that fails, and Kalok is in avatar form, Hikiti has a binding needle. He’d sneak up behind the avatar and use the binding needle to hold the living form in stone, trapping the demon, until everyone could figure out a way to banish it.

The Main forces:
Technically under Lalder’s command. Consists of 10 censor craft (each flown by Ur Rhug pilot), 12 stalkers. Led by Shirley (all UTR forces get +4 Emotional Control).

Censor craft will do four major things once air threat neutralized - 1) drop troops to artillery positions to help reinforce them against oncoming attacks (20 total, using artifacts of slow fall) 2) and release full compliment of chimeras (and riders riding them) to either reinforce the hostage escape, flank positions attacking artillery, or flank stubborn defenses as the Unenese rebels, lalder’s attackers, and UTR forces attack. Once an area of town is liberated, a censor craft will act as a healing reserve, literally flying around and using healing rays to heal the wounded over a specific area/intersection/building (whatever works best).

Again, main goal is to focus on the fell balgog and target technomancy, which the Unen rebels have no weapons to counteract. In other words, there is no need to systematically defeat every position in the city, just reinforce positions where Unen rebels are being beaten back by fell-balgog and technomancy. Once the city is mostly cleared of fell-balgog (and/or are in full retreat), the rebels can reclaim their city.

Shirley, however, has been itching for a fight. She’ll be leading an elite squad through the city to take down Balgog’s liven up morale, and taken on everything non-balgog. The rest of her squad will protect her from fell balgog. She’ll be using Protective Aura against fire, but other than that she wants to avenge Unen, avenge Simonsburg, and be the embodiment of protecting your “kin”.

In case of betrayal, because someone always betrays us, in reserve there are an additional 10 censor craft and 20 Lur Union aircraft. Their job is to make sure Shirley isn’t trapped, counter-strike, and save hostages. The last two are interchangeable, but the first one isn’t.

The signal for a land attack: Calling out on comm crystals, throwing a fireball in the sky by the sea.


#9

Troop loadouts:
All troops have health +1

Urik’s artillery infiltration:
15 Ur Rhug, LR 4, shadow 3, hobtor weapons, nightmare hide armor (4,4,0,3) and use chill shield, to split into groups of three at the very smallest (one of each), and each group would have a comm crystal. There are also three healing artifacts (gold crosses, heal wound 3 successes).
5 of these use light 3, summon earth elemental artifact,
5 of these use Earth 3, summon hydra artifact and chill bolt artifact
5 of these use air 3 - Skullcrusher Magi-Cannons
All have the ability to attack from far (line of sight), cause distractions (play with shadows, gust of wind, etc).
All are smoking urya

5 reserves would be standard ur rhug, LR 4, 1 of each other leyas ability at 4, with hobtor weapons.

Hostage rescue:
Group 1 leader
Tusk(Mag’Ol), LR 6 - Gen lvl 2, Water lvl 3, Summon 3, SS 3, will 6, light 3
Brezan Lance, Armorfiend Vest, Cloak of 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)), and Feather of Kul Gul Rapi (Animal Smell/Hearing, Catlike Reflexes, Animal Sight (3)), drinking special tea

Group 2 leader
Hikiti (elite Ur Rhug) LR 6 - Gen lvl 2, water lvl 2, will 4, summoning 3, Earth 4
Hide Armor Of Yagogi’al (2 A.R. Vs Melee & Missile, WT 2 Artificed with WARM AURA, SUSTAIN, LIFE SHIELD, NIGHTMARE WARDING and CAUSE ELATION at (3). Nightmare hide cape (+1 Melee, Missile, Chill), Warwalker 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), Warwalker buckler (+2 A.R. Vs Melee & Missile, +3 A.R. Vs. Chill. WT: 1 Parry vampiric), Nngao’s wooden talisman (Catlike Reflexes, protective aura and Conversion (3)) and a binding needle.

Group 3 leader
Rhug’ab, standard brezan elder with LR4
armorfiend cloak, hobtor axe, carries the Krato Mason Belt (Krato Mason’s Belt - 1 chisel made of Swordfiend bone artificed with Tunnel Material at 8 successes and 1 Armorfiend Bone hammer artificed with Stone pillar and Change Earth at 8 successes)

Group 1 (15 olgog, all have hobtor, and where unarmored kit they instead have leather armor)
Tusk
Ya’na, (Goblin King), STR 9, LR4
carries Stone of the Auf Lal’al (Heal Internal, Floating Torchlight (3) +12 H.P. Fixes broken bones), job is to protect tusk. Hob’tor club, artifact of catlike reflexes.
2 Elite Ur’Rhug, LR 5, Fire lvl 3, earth 2, artifact of catlike reflexes)
2 standard vandals with nightmare hide capes carry summon earth elemental artifact
2 raiders (standard) with summon sword fiend artifact
1 Ur Rhug, LR 4, light 3, stone club of chill bolt
1 Ur Rhug, LR 4, Air 3, stone club of chill bolt
1 Ur Rhug, Lr 4, Water 3, stone club of chill bolt
4 standard Ur Rhug, LR 4, skull crusher model magic canon, artifact of catlike reflexes

Group 2 (15 total - hobtor weapons, nightmare hide armor)
Hikiti
Rubbah (Goblin King) - Earth 5, LR 6, Shadow 3, hobtor axe and standard gear, artifact of catlike reflexes
2 elite Ur Rhug - LR 5, Earth 3 Fire 2, nightmare hide armor, artifact of catlike reflexes
2 tribals (standard) with water 2, troub 2, LR 3, SS 1 (are conscious), fs4, summon hydra artifact and stone club of chill bolt
1 special tribal - Big Fist Small Feet - as above but also Summon 1, Heal 1, stone club of chill bolt
2 standard vandals with nightmare hide capes carry summon earth elemental artifact
2 raiders (standard) with summon sword fiend artifact
1 Ur Rhug, LR 4, light 3, skullcrusher magi canon, artifact of catlike reflexes
1 Ur Rhug, LR 4, Air 3, skullcrusher magi canon, artifact of catlike reflexes
1 Ur Rhug, Lr 4, Water 3, skullcrusher magi canon, artifact of catlike reflexes

Group 3 (15 total - hobtor weapons, nightmare hide armor if otherwise unarmored)
Rhug’ab
1 elite ur’rhug - LR5, earth lvl 3, Fire 2, artifact of summon catlike reflexes
Elite Tribal, as norma expect, Dreggs, Summon 1, Heal 1, fine metal two handed axe -Str x 2 Melee dmg (2nded) lowers S.A.R. By 5 against Wood, Bone and Hide structures, also has hobtor,
Elite Tribal, Zlattan The SongMancer, Conscious, LR4, water 2, troub 4, SS 1, FS 4, nightmare hide armor, holds off on singing until battle is no longer “hidden”. Will otherwise do either War Song, Sonic Spear against balgog, or Songmancer ressurect ally (including hostages), artifact of catlike reflexes, armorfiend cape, Medium Shield of Unit 817: Buckler +2 A.R. Melee, +2 A.R. Energy. Protective Aura (4), reshedrapi,
4 standard Ur’Rhug with Skullcrusher model magi canon
2 raiders (standard) with summon sword fiend artifact
1 Ur Rhug, LR 4, light 3, stone club of chill bolt
1 Ur Rhug, LR 4, Air 3, stone club of chill bolt
1 Ur Rhug, Lr 4, Water 3, stone club of chill bolt
2 standard vandals with nightmare hide capes carry summon earth elemental artifact

Drop Troops (20) from Censor Craft (across 2 censor craft, to be dropped on proper positions)
10 Raiders (varied Leyas), 5 Ur Rhug (LR 4, Earth 3), 5 comm crystals held by Ur Rhug, Hobtor Weapons, 10 summon Hydra artifacts (raiders), 5 stone club of chill bolt (raiders), 5 vandals with summon Earth elemental.

20 Chimera riders (on same 2 censor craft as drop troops)
Lr 4 Ur Rhug, hobtor Spears. Charge enemy positions, ground themselves when in a safe area, summon chimera to attack (void claws vs balgog).

Shirley’s Unit of Charge!
(25 total)
Shirley, LR5, Fire 3, SS 3, Air 3, Earth 3, gen lvl 2, light 3, Temper 5
Armorfiend Vest, Khaz’ga wood wrappings, artifact of catlike reflexes
15 former red furs - H.P. 24, F.S. 4, 2 attacks, Conscious, L.R. 4, Earth 3, Fire 3. Always has Leyas Sight at 4 Successes
7 Ur Rhug, standard, LR 4, each with artifact of summon sword fiend
1 standard tribal
1 generic Goblin King (non-kit) - Lr 5, +1 FS

3 Stalker Units (15 Each)
2 Ur Rhug Lr 4 riding Stalker with hobtor Spear
1 Goblin King riding a stalker (kitted, LR4)
6 former red furs (see above) with soldier magi-cannon (used as suppressive fire when needed)
3 Ur Rhug (Lr 4) with Skull Crusher magi-canon
2 Ur Rhug with artifact of Summon Sword Fiend

4 Additional Units (30 each)
1 Non-Kit Goblin King - LR 5, +1 FS
9 Ur Rhug LR4
15 former RedFurs
1 vandal with summon earth elemental artifact

Generic Army Left Not mentioned (waiting behind in case of double cross, with lur union craft)
50 Ur Rhug Lr4 (to assist with shadow-walking)
10 Ur Rhug pilots of censor craft
25 vandals
20 raiders
50 former redfurs


#10

The Elderly man led a small group of healers and medics to the rear of UTR army. They had red cross armbands to signify their jobs. They set up a row of tents and began to unpack the medical equipment. Nothing high tech, bandages, splints, pain killers, anti biotics, and other useful tools. Lord Grimaldus had been very specific, there was to be no military aid to the Olgogs in this situation, however he never said no medical aid. He might be angry when he hears about this, however it will be too late by then. Besides, how long can he stay mad at his Uncle Schwarzhelm?

Schwarzhelm has medical/healing of 4 He is armed with a springshot pistol.
Twenty nurses with medical/healing of 5 and surgery of 3
Twelve Conscious leyas users with Healing level 2 and Medical/healing of 3
None of the medical staff have any weapons besides Schwarzhelm’s personal springshot pistol which is tucked into the back of his pants, with his coat covering it. He has a ranged weapon skill of 2, so he would probably miss most any target he shoots at. The arthritis doesn’t help.


#11

Sir Mag’Nrs, honorable paladin of the Morgothians had made Unen his home away from homes, and he would be damned if he did not put up a fight. The problem here was he was fairly overwhelmed by numbers and strength, though having people being held as ‘sacrifices’ did play into his strong suit. With all the strife and fear going around, he would call upon this and use it to form Nightmare Balgogs controlled by the Morgothian Paladins. He alerted KeyHob (yay new morgothian name, female olgog Paladin) to have the paladins start working on this, he knew the nightmares would hardly hold up again their forces, but by the built up fear, they maybe able to turn the tables and overwhelm their forces with nightmare numbers, having mowed down nightmares all over and gum up their operations at the artillery- even clog things up while allowing them to make a move.

With the others working, he went out to make contact with his pet noble blood. The noble blood was to follow Sir Beast in his duties, take control of any Balgog, having them turn on their own and then slip out before becoming a target itself. He would then take aside Sir Beast and let him know that he was going to be followed with back up, and alert him to the noble bloods presence.

Then on the moment of their March, Mag’Nrs riding upon his Brezan stalker will use ORATORY , “These Kalokians have nothing but fear, no better than a two-bit vampyr believing in the carnage provided by a natural disaster. Kalok is nothing more than a volcano that has erupted and the stories have been built up about it. If you ask me, he’s just a lot of hot air. We will take back these lands from the fault deity, and as we mow down his forces, show him what little baring a walking volcano has around a Port City.”

Sir Beast’s action is to use SHADOWWALK, and try getting sacrifices out of their with the assistance of the noble blood (because Morgothian’s can have stealth hee hee)

No plan A or B, just not this Morgothian’s style


#12

Torlok’ab will lead an unit of veteran troopers to infiltarate by sea, using scarabs to approach underwater. When they reach the port, they will wait till the other groups begin their attack before assaulting the artillery posts. Using the scarabs mounted piratelord cannons to destroy the foundations of the artillery sites and sink the cannons so that they can’t aim or fire. The captives will try to be saved and extracted by sea.

Torlok’ab’s plan of last resort is to use blight to irradiate the temple ago that it is unusable by anyone. If need be, he will use blight while the captives are still there to kill them inn a way that won’t help the forces of kalok.

—ooc—

Choosr b

Forces
Torlok’ab, leyas 6 shadow 6 radiation 6. Bleeding of blades sun, tight as nails, Angel of redeemer, war machine upgrade.
5 scarbs with piratelord cannons, crews by 4 troopers, veterans with tough as nails, Angel of redeemer, blessing of blades sun, one of each has war machine upgrade. Lr 6 shadow 6

(sorry, for late post. Asshats at work deleted my post be fire I could save)


#13

too late sorry UtR,

Hitch a ride and help out with whatever the UtR is doing.
If allowed having Hobya’Ab teleport 21 Mak’abs(Not Lady Hob’Lalol) in to get screw up the Balgogs, using CHANGE EARTH and TUNNEL MATERIAL, while Yalar Took uses SHAPE STONE using Balgogs as defenses against magi cannon and artillery. Once under cover using GRABBING VINES to mess up the Kalokian forces.