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==Playable Factions== ===Ragnyll=== '''Background''' Once a part of the Voss Empire, the Ragnyllian people broke off from their brother nation of Voss and quickly set themselves up as an economic powerhouse due to the land's copious resources of ibonyte. Ibonyte, a miracle metal, can be processed into any element or substance it comes into contact with, greatly increasing the manufacturing potential and medical technology of any nationality in possession of it. It was for this resource that in the year 656, the Voss invaded Ragnyll territory in a campaign of conquest. '''Combat Doctrine''' A Ragnyllian army can initially deploy only a limited number of troops, but this increases as flags are placed on the battlefield to claim territory. Each flag generates 2 'Flag points' which dictate the upper limit of the army's size. Any unit can spend an action to flag the hex they are standing in, but flags may not be placed within 6 hexes of each other. Flags double as deployment points, and units can spend all of their actions to resupply at a flag, or even to change their class to another. However, if such a flag is captured by the enemy, they gain the benefits of that flag instead, as well as reducing the maximum flag points of the Ragnyllian army by 3. Alternately, flags can be destroyed, which causes the same 3 flag point penalty but can deny the enemy its beneficial properties. Finally, a deployed flag can be packed up again, which keeps the army from benefitting from its flag points, but does not impose a penalty. '''Unit Advancement''' Ragnyllian characters have two methods for advancement. First, they may spend 10 XP to increase one of the numerical stats on their unit card by one. This only applies to one class, and can only be done up to a maximum of 6 times per class. In addition to this, they may spend 20 XP to take on the aspect of an animal guide. Certain aspects are tied to certain classes, and to purchase an aspect the character must have spent time in at least one battle as that class. However, once purchased, the aspect applies to the character no matter what class they change to. These aspects may be upgraded for 10 XP, up to 3 times. '''Image Gallery:Original Forces''' <gallery> image:RagnyllInfantry.png|Ragnyllian Infantry image:RagnyllArmor.png|Ragnyllian Armor image:RagnyllAltLoadouts.png|Alternate Equipment for Ragnyllians image:FieldManual4b.jpg|Caster array actions image:FieldManual5.jpg|List of Aspects </gallery> '''Image Gallery:Modern Forces''' <gallery> image:RagnyllModernInfantry.png|Modern Ragnyllian Infantry image:RagnyllModernArmor.png|Modern Ragnyllian Armor image:RagnyllAdvancement.png|Ragnyllian Unit Advancement and Alternate Loadouts image:RagnyllSupply.png|Ragnyll Suppliers </gallery> ===Voss=== [[File:VossTile.png|200px|thumb|right]] '''Background''' Voss's power has always been fuelled by war. From the Four-Corners War that united the Empire and drove out the monsters that once roamed the countryside, to the Kashir War of 641 that saw the discovery of ibonyte, war has always been worth its price in blood to the Voss. Fiercely territorial and unforgiving, the Voss are liable to declare war simply for trespassing on the lands they have seeded with their own blood. '''Combat Doctrine''' The Vosskon army revels in death, generating a resource known as 'Terror' both from their own casualties and those of their enemies. This terror can be spent by officers calling in reinforcements, either from an edge of the map controlled by the army, or a captured and flagged building. The Voss specialize in the use of masses of weaker NPC units that can be joined to player squads or remotely controlled by an officer. In addition, the Voss utilize necromancy, allowing them to raise the corpses of friend and foe alike to swell their ranks with cheap undead fodder. Finally, powerful undead demihumans such as vampires and werewolves are at their disposal - though the nightwalkers often find themselves weakened or dead by daylight. Some elite units can even convert into these undead upon their own death, continuing the fight without outside input. '''Unit Advancement''' Voss infantry do not advance in the traditional sense, though they gain XP as normal. Most classes contribute their XP to a common pool, called the Varmach, which is then used to purchase various upgrades that apply to the whole army. Some may spend XP either during battle or during a War Room thread to become undead. Vehicles however, may upgrade by spending XP. The initial cost of this is 10 XP, and only allows an increase in a numerical statistic. However, each subsequent upgrade costs an additional 10 XP than the last one, and allows for more qualitative upgrades, such as the purchase of extra guns to attach to your tank (having the actions to fire those guns may require another upgrade, however). '''Image Gallery''' <gallery> image:VossRoyalGuard.png|Vosskon Royal Guard Infantry image:VossArmor.png|Vosskon Royal Guard Armor image:VossSuperheavies.png|Vosskon Superheavy Armor image:VossDead.png|Vosskon Death Korps image:VossVarmach.png|The current state of the Varmach </gallery> ===Clovis=== '''Background''' Clovis was created by an international exodus of people whose homes and countries were destroyed in the Midland Wars. The rich and fertile lands of Clovis had few natural resources, but plenty of farmland and were isolated from the other nations of the world. Trade federations began to rise, and with the melting pot of interests, organized into a nation to facilitate fair trade. Their flag is a 5-leaf Clover, to represent the separation of values that meet at a common point to function together. Their military is comprised of mercenary companies on the payroll of powerful mercantile corporations, selling their services to the highest bidder, and their air power is unparalleled. '''Combat Doctrine''' The Cloven army revolves around money and self-profit. The army as a whole is on a budget, so each soldier gains an initial stipend upon character creation. Ammunition must be budgeted, and sometimes subpar equipment must be utilized to stay on budget. In addition, Clovis armor tends to be lightly armored, and very expensive, requiring loans to be taken out for new pilots to finance their vehicles. However, to compensate for these limitations, the Cloves have the ability to paradrop anwhere on the battlefield to pick and choose their fights. In addition, they have access to some of the best technology, with a focus on air power. Finally, their soldiers are some of the most well-trained, with access to a number of specialized training programs for various scenarios. Unlike Voss or Ragnyll, the assets they can bring to bear in any one engagement are finite, but they may dictate the fight and bring to bear overwhelming firepower to wipe out their enemies' critical assets quickly and efficiently. '''Unit Advancement''' Clovis characters are unique in that they do not gain XP for kills or survival. Instead, their advancement is tied entirely to money and being paid for their operations. This tends to mean that if you are botted or do not act during an action phase, you will not be paid for that time. Upgrade options include purchasing superior weapons, more ammunition, consumable armor and healing, or even personal vehicles, should you have the whim. '''Image Gallery''' <gallery> image:ClovisInfantry.png|Cloven Infantry image:ClovisArmor.png|Cloven Armor image:ClovisEquipmentList1.jpg|Cloven Equipment (Part 1) image:clovisEquipmentList2.jpg|Cloven Equipment (Part 2) image:ClovisTrainingProgrammes.png|Cloven Training Programs </gallery> ===Iffram=== [[File:IfframMap.png|200px|thumb|right]] '''Background''' Little is known about the fractured people who live beyond the Exodus Pass, over the Valknyre mountains. They are comprised mostly of demihumans, and their reliance on magic links their small settlements with a network of magical gateways. Their way of life reflects the past of all nations, when man lived in fear of roaming beasts and monsters beyond imagining. '''Combat Doctrine''' Iffram is unique in its focus on magic-using classes and distinct lack of firearms, as well as the fact that each player unit is a single character. To create an Iffram character requires a roll in the thread to determine your character's race and elemental affinity. Then, you choose a class, and finally equipment for that class based on your starting gold. Iffram begins with a limited number of individuals, and while players may initially join and bow out as usual, upon a player's death they are barred from rejoining the fight. This is because the Ifframi do not fully 'die,' instead reincarnating in a new form from the aether. The reincarnate emerges from a magical Gate, usually far too many miles away from the battle to affect it. Alternately, a family line (and thus a previous character) can be abandoned entirely, allowing immediate redeployment but at the cost of starting from scratch. '''Unit Advancement''' Iffram characters use both money and an XP system similar to stereotypical RPG characters, buying and upgrading items with gold and levelling up from XP. Their first level requires 10 XP, and each level after that requires an additional 10 XP more than the previous to reach (20 for Level 3, 30 for Level 4, etc). Each of these levels allows the character to increase one of their numerical stats by one. In addition, often the level of the character themself increases their efficacy. '''Image Gallery''' <gallery> image:IfframRaces1.png|Ifframi Races (Part 1) image:IfframRaces2.png|Ifframi Races (Part 2) image:IfframRaces3.png|Ifframi Races (Part 3) image:IfframTownGuard.png|Ifframi Town Guard image:IfframScholomance.png|Ifframi Scholomance image:IfframEquipment.png|Ifframi Equipment </gallery> ===Aeon=== [[File:AeonTile.png|200px|thumb|right]] '''Background''' A holy empire founded on the teachings of Alexander. The Holy Church of Aeon has mainly kept to itself during the Voss invasion of Ragnyll, holding the Ragnyllians in contempt and eschewing alliance with the Voss for their profane treatment of the dead. Their military is divided into three: The Crown, which comprises their armor, the Inqusition, comprised of hard-hitting but fragile specialists, and the Order, which is comprised of the main forces. '''Combat Doctrine''' Aeon's doctrine of war revolves around two concepts: Glory and Faith. Glory is won upon the death of enemy units, and is directly spent on calling in reinforcements. Faith acts as a multiplier to Glory, and is increased through pious acts, such as the construction of holy sites, prayer on the battlefield, and the consecration of the dead. However, Faith is lost upon the death of allied units and vehicles. Due to their nature as wandering crusaders, Aeon are not capable of calling in more squads of infantry, instead relying on restorative and defensive structures to maintain their starting numbers. However, their armor can be called in anywhere on the map, with a one-phase delay before they may act. Most Aeoni units are slow but durable, and can work together with others to create an impenetrable defensive wall. '''Image Gallery''' <gallery> image:AeonInfantry.png|Aeoni Infantry image:AeonArmor.png|Aeoni Armor </gallery>
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