Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 17 18 [19] 20 21 ... 26

Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23875 times)

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #270 on: February 05, 2019, 04:06:52 am »

If we're doubling up it may be a better idea to go onto the Trieste counteroffensive than to Portoroz
Quote from: Plan Info Dump
Unit Svarog takes the Recon Loadout and goes to Pazin-Poroc. Each member is to carry a Scrying Focus for a mage of Unit Veles, and get close enough camouflaged to artillery and command positions for Veles to spot and listen to with Sky Eye, respectively. Also, they should take sniper opportunities when safe.

Unit Veles takes the Sky Eye loadout and goes to Pazin-Poroc, spotting and spying with it as laid out above.

Unit Perun takes the Sky Eye loadout and goes to Portoroz and uses it to spot the enemy action there.

Quote from: Scire what to vote for
Recon Loadout (1 die): (2) Powder Miner, MoP
Recon Loadout B (1 die): (0)
Recon Loadout C (1 die): (0)
No Loadout (0 dice): (0)

Plan Exposition: (0)
Plan Exposition B: (0)
Plan Discourse: (1) MoP
Plan Info Dump (1) Powder Miner
« Last Edit: February 05, 2019, 04:55:36 am by Powder Miner »
Logged

Man of Paper

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #271 on: February 05, 2019, 04:57:31 am »

Quote from: Scire what to vote for
Recon Loadout (1 die): (2) Powder Miner, MoP
Recon Loadout B (1 die): (0)
Recon Loadout C (1 die): (0)
No Loadout (0 dice): (0)

Plan Exposition: (0)
Plan Exposition B: (0)
Plan Discourse: (0)
Plan Info Dump (2) Powder Miner, MoP
[/quote]
Logged

Light forger

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #272 on: February 05, 2019, 05:03:04 am »

Quote from: Scire what to vote for
Recon Loadout (1 die): (3) Powder Miner, MoP, Lightforger
Recon Loadout B (1 die): (0)
Recon Loadout C (1 die): (0)
No Loadout (0 dice): (0)

Plan Exposition: (0)
Plan Exposition B: (0)
Plan Discourse: (0)
Plan Info Dump (3) Powder Miner, MoP, Lightforger
Logged

joha4270

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #273 on: February 05, 2019, 05:07:36 am »

Quote from: Scire what to vote for
Recon Loadout (1 die): (4) Powder Miner, MoP, Lightforger, joha4270
Recon Loadout B (1 die): (0)
Recon Loadout C (1 die): (0)
No Loadout (0 dice): (0)

Plan Exposition: (0)
Plan Exposition B: (0)
Plan Discourse: (0)
Plan Info Dump (3) Powder Miner, MoP, Lightforger, joha4270
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #274 on: February 05, 2019, 01:56:26 pm »

Quote from: Choose what to vote for
Recon Loadout (1 die): (5) Powder Miner, MoP, Lightforger, joha4270, Kashyyk
Recon Loadout B (1 die): (0)
Recon Loadout C (1 die): (0)
No Loadout (0 dice): (0)

Plan Exposition: (0)
Plan Exposition B: (0)
Plan Discourse: (0)
Plan Info Dump (4) Powder Miner, MoP, Lightforger, joha4270, Kashyyk
Logged

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #275 on: February 09, 2019, 08:26:06 pm »

Design Phase, Turn 3

5 Dice Available.

Barrier has been COMPLETED.

Platoon Perun 1 has become COMPETENT.

Platoon Veles 2 has become COMPETENT.

A fresh Unit of Mages has completed training and are now available for deployment.

Our Notable Performance in Porec has gained the attention of General Weingartner.

Our Notable Performance in Portogroz has gained the attention of Admiral Waismann.

We've recently been contacted by a member of the Nobility, who claims to be somewhat of an experienced Mage himself.  He's asked to take a tour of our design team.  The fact that a nobleman would take interest in magic is odd enough, but for him to ask to see our research and designs immediately makes him a suspicious character.  Then again, noble support could do wonders for our burgeoning design team...regardless of his intentions, we need to decide on an appropriate response to his letter.



Spoiler: Relations (click to show/hide)
Spoiler: Equipment (click to show/hide)
Spoiler: Projects (click to show/hide)
« Last Edit: February 09, 2019, 10:41:18 pm by evictedSaint »
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #276 on: February 10, 2019, 10:55:24 am »

Pichler's Artillery Eye (Enchantment)
Inspired by the Sky Eye, Mage Pichler felt there had to be a way to cut out the middleman when directing artillery fire. So, he produced the Artillery Eye.

This comes in a number of parts. The first is the targeting wand, of carved oak, with the grain running parallel to the wand itself. This is fixed to the barrel of the cannon, so that the direction and angle of the cannon can be tracked, not dissimilar to how the 'Never Lost' compass tracks direction.

This information is fed to the observation mirror, on the back of which is a  complex system of circles and lines that combines the vector from the targeting wand and the setting on an attached "power slider" to calculate the hit location, using much the same logic as a mechanical calculator. This location is then displayed in the mirror in much the same way that Sky Eye displays upon the surface of a bowl of water.

The set comes with a power table, where the user can quickly look up the required setting based on the cannon, projectile and powder charge to be used.

The final part is a set of slaved targeting wands each within a system similar to a gyroscope. Instead of transmitting data, they receive it, and rotate the rings of the gyroscope to reflect the degree to which the cannon is off target. As the cannon is aimed, the wand and gyroscope will line up to denote a correct firing solution.

This centralised fire control should be viable for both army artillery batteries and naval gun batteries, allowing for much more accurate fire, whilst only needing a single mage per battery (to drive the control system).
« Last Edit: February 10, 2019, 11:14:47 am by Kashyyk »
Logged

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #277 on: February 11, 2019, 05:06:13 pm »

Wand of Life

Carved from a dark hardwood, this wand is covered in healing runes. We have also searched ancient texts and analyszed the runes currently in use for a rune of power amplification, a geometry that amplifies mana efficacy. The wand is specialized to channel the life rune through the wand and into the patient, with the specialization allowing more far power to be chamnelled and no drawing needed.
Logged
In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #278 on: February 11, 2019, 07:47:32 pm »

As per saintly word on discord, the Artillery Eye will need access to an artillery piece for testing. It'll also be useful for any magic shell shenanigans we want to pull.

Quote from: Votes and stuff
Requisition:
Ask the army for a "standard,  medium calibre artillery piece":(1) Kashyyk
Logged

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #279 on: February 11, 2019, 08:37:46 pm »

Rune of Power - Mud
This rune is the fruits of our continuing research into the ancestral symbols of Kolubaria’s Slavic predecessors.  Interestingly, this rune appears to come from much later in local history than does the Life Rune — it was found around areas then under Holy Roman Empire control that were battlefields during the medieval area, and so far as we can tell used to hinder footmen.

Aside from providing a fascinating look into the military history of magic, the Rune of Power - Mud provides similar infantry-hindering capacity, convenient as it allows us to find a way to ruin the spearheads of those damned Fulcrum Armor mages without actually trying to outgun them.

This rune is drawn onto the ground that will be affected, and it takes water around it — to some small extent the water that it is drawn with, which is mixed with a couple of kinds of roots, and to a larger extent moisture within the ground, outright groundwater deeper within the earth, and moisture in the air — and draws it all around the surface couple of meters of the ground, deeper or shallower depending on the amount of moisture present. On relatively dry ground this should create thick and annoying mud, on relatively wet ground the mud should be deep, and if the ground is already heavily muddy, then it could quite possibly make mud watery and deep enough to fall and drown in.



Given that I don’t think the Artillery Eye is the best usage of our dice, given that artillery accuracy is our current strong point and we have other threats to address, I would rather we not currently make a requisition. I have plans for which it might be useful later, but that’s later. This is a pretty major thing to make a requisition for, too.

Quote from: Votes and stuff
Requisition:
Ask the army for a "standard,  medium calibre artillery piece":(1) Kashyyk
No requisition: (1) Powder Miner
« Last Edit: February 14, 2019, 06:31:13 pm by Powder Miner »
Logged

joha4270

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #280 on: February 12, 2019, 02:38:04 am »

Quote
Evocation: Fireball

When casting the fireball spell, the mage throws a large amount of Mana away from him. When this ball of Mana hits something, it expands and ignites, burning with the surrounding oxygen in the air, leading to a fireball 3-5 meters in diameter, depending on exactly how much oomph the spell has.

When the spell explodes, it has a variety of effects. Because the fireball relies on atmospheric air it burns slowly (compared to high explosives) its blast wave is sustained while it burns, instead of being nearly instantaneous. This blast wave then leaves a vacuum in its wave.
It also releases a large amount of heat and exhausts the air of oxygen, causing people to burn, cook and choke.

Because the magic is moving even while detonating, the fireball appears to be centered slightly behind its point of impact.

So this is basically a FuelMagic-Air-Bomb. Other than being an efficient a fairly effective weapon in general, it has several properties that each might get around the Fulcrum Armor.

First of all, the blast wave is sustained for a while (I did not find numbers) which might count as a multi impact against the Fulcrum Armor.
The sustained blast wave is also very good at destroying things such as bunkers.

The vacuum described is a real effect and has been described as rapturing lungs which means you have a very bad day. Also, its (broadly) the removal of force so it might just bypass the Fulcrum entirely.

The air turns very hot (hundreds of degrees). Its not thermal radiation and you breathe it in. It can cause burn injuries on lung tissue. This causes you to have a very bad day. Also, kinetic force, so will probably not be stopped by Fulcrum armor.

Finally it leaves the air depleted of oxygen. Out in the open this is less effective (and you usually die of the above), inside a building/bunker there is a serious risk of choking to death, even if you didn't get injured by the fireball itself. That said, you should probably move after the hit.


I wrote this as an evocation because then everybody has it and it can be used quickly. There is a very good argument for making it as a sorcery instead and if somebody wants to modify this to a sorcery, feel free.

Quote from: Votes and stuff
Fireball: (1) joha4270

Requisition:
Ask the army for a "standard,  medium calibre artillery piece":(1) Kashyyk
No requisition: (2) Powder Miner, joha4270
Logged

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #281 on: February 12, 2019, 02:46:15 am »

Quote from: Votes and stuff
Fireball: (1) joha4270
Rune of Power - Mud: (1) Powder Miner
Requisition:
Ask the army for a "standard,  medium calibre artillery piece":(1) Kashyyk
No requisition: (2) Powder Miner, joha4270
Logged

Andres

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #282 on: February 12, 2019, 04:52:35 am »

Explode (Evocation)

When casting the Explode spell, the mage throws a large amount of Mana away from him. When this ball of Mana hits something, it infuses with the object and turns it into an explosive that detonates after a few seconds.

I don't think a better anti-armour weapon could exist than this, save if it ignored armour entirely. This thing would turn armour into explosive, rendering it useless.

Quote from: Votes and stuff
Fireball: (1) joha4270
Rune of Power - Mud: (1) Powder Miner
Explode: (1) Andres
Requisition:
Ask the army for a "standard,  medium calibre artillery piece":(1) Kashyyk
No requisition: (2) Powder Miner, joha4270
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

Taricus

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #283 on: February 12, 2019, 05:59:48 am »

Quote from: Votes and stuff
Fireball: (1) joha4270
Rune of Power - Mud: (2) Powder Miner, Taricus
Explode: (1) Andres
Requisition:
Ask the army for a "standard,  medium calibre artillery piece":(1) Kashyyk
No requisition: (3) Powder Miner, joha4270, Taricus
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Andres

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Kolubaria
« Reply #284 on: February 12, 2019, 07:14:49 am »

Quote
Fireball: (2) joha4270, Andres
Rune of Power - Mud: (2) Powder Miner, Taricus
Requisition:
Ask the army for a "standard,  medium calibre artillery piece":(1) Kashyyk
No requisition: (3) Powder Miner, joha4270, Taricus
Our problem is that we can't kill them, not that we can't pin them down.
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.
Pages: 1 ... 17 18 [19] 20 21 ... 26