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Legend Key
Topic Started: Apr 19 2011, 05:22 PM (463 Views)
Maverick
Member Avatar
"How many assholes we got on this ship anyhow?"
NPC's
The OME NPC's, there are three different kinds and only so many on the board. Each type carries 2 weapons, and three pokemon. Their pokemon vary depending on what color they are. Once your platoons players are decided, then whatever spaces you have left can be filled by an NPC. You can have 9 people on a platoon (together with your pokemon you make a full 36 individuals).
The Green Army Man
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Rifle
Night Vision Goggles (Flir/NV)
:rhydon :machamp :zangoose
The Blue Army Man
Posted Image
Handgun
Net Launcher
:sneasel :lanturn :crobat
The Red Army Man
Posted Image
Gas Mask
Smoke Bomb
:venusaur:hypno :magneton
Colonel Bringer
Posted Image
Rifle
Night Vision Goggles (Flir/NV)
:rhydon :machamp :zangoose
The Enemy
In Work
Edited by Maverick, Apr 28 2011, 06:33 PM.
Posted Image
Floyd's Profile
Level: 75
Notes: Questing for Rayquaza
Affiliation: None

Posted Image
Manix's Profile
Level: 32
Notes: Nothing yet!
Affiliation: None
Offline Profile Quote Post Goto Top
 
Maverick
Member Avatar
"How many assholes we got on this ship anyhow?"
Field Items

VP Pods
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Use the VP Pods to restore your pokemon's HP and PP. One pokemon per post, and a pod can only be accessed one at a time. First person to arrive in the correct grid square and then post using it, gets it.
The OME HUEY
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Need Rescuing? Call the HUEY. It'll fly to your location and transport you to another part of the grid. This feature can only be used by one person/team at a time. Rescue will take up one turn, during which the people aboard may not attack.
VP Spires
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L/H Tower
HP: ■■■■■■■■■■
PP: ■■■■■■■■□□
R/H Tower
HP: ■■■■■■■■■■
PP: ■■■■■■■■□□
The VP Spires are providing protection from both elemental and physical attacks. However, they are invulnerable to damage. Should the enemy enter their zone of protection on foot, they will be able to destroy the spires. Each successful hit will damage the tower by one. This is not repairable. The Spire's zone of protection extends from the bottom of the grid to row D. Whenever the shield is forced to repel a long ranged attack, the Spires PP meter will go down 1 block. One turn without an attack will allow the towers PP to recharge one block. Intercept attacks to help prolong the Spires usefulness.
OME Tanks:
Green Tank
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HP: ■■■■■■■■■□
PP: ■■■■■■■■■■

Red Tank
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HP: ■■■■■■■■■■
PP: ■■■■■■■■■■
There are two OME Tanks for long ranged attacks. They can be repositioned when directed to do so. They may not attack the turn they are relocated. A shell's range is three grid squares. Shots may be fired horizontally, vertically or diagonally. Shell will hit the first target in its path and everyone located in that grid square will suffer heavy damage. Take care that no ally stands in the way. Pay attention to what the other platoons are doing so you and they are not accidentally hit. Tanks may also take damage. While under the Spires shield, they are protected from long range attacks, but like the spires, they can be attacked by the enemy. Each successful attack will drop their HP by one block. This HP cannot be repaired. Like the spires, the tanks have PP. Each shell used will burn up one PP. If a tank goes one turn without use, this PP will 'reload' the tank with one shell.
Handguns/Knifes These are both close range weapons that are only effective within the grid square they are used. They will take out 1 HP block.
Bludgeoning Weapons Clubs, steel pipes, and axes etc... are close range weapons with the potential to brain somebody! These only work within the grid square they are used, but will take out 1-2 HP blocks.
Rifles/Grenades/Thrown Objects The range on these is the next grid square over. They will do 1 HP of damage unless their purpose is to create something like a smokescreen. An item like a rifle or Grenade will take out 1-2 HP blocks if used in the same grid square.
Fog The prevailing fog in the valley is everyone's enemy, but more so yours than the enemies. You will only be able to see clearly within your own grid square. The immediately adjacent squares are 50/50 and everything beyond that is zero visibility. Only the defog HM or something utilizing it can clear the way.
:yanmega
HP: ■■■■■■■■■□
PP: ■■■■■■■■■□
Lex the yanmega is Floyd's pokemon and happens to know the Defog HM. Her sole purpose in this battle is to assist the platoons that need her most. She will clear the fog in a Grid Square, so if you need her, radio Floyd and she'll be there next turn. She will clear the fog in whatever square you tell her to go to. The fog will return when she leaves though. Obviously, first post/first dibs rule applies.
M12-ARV
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The M12-ARV is equipped with a special searchlight that is powered by the Defog HM that Floyd possesses. The beam will penetrate the fog up to 4 grid squares. Ask Floyd to reposition the M12 as needed and where to direct the beam, but beware, I've loaded it with HP and PP as well. Each turn the beam is used will burn one block. Disuse will let it recharge. The vehicle can also sustain damage. Total the M12 and Floyd will abandon the vehicle and resume fighting with his Feraligtr and Geneticore.
:gcore Watch out the for the Gcore. If Floyd is forced to abandon the vehicle and 'hoof-it' the monster tags along. He will attack any human, ally or enemy alike. If this happens, maneuver out of the way or herd him toward an enemy platoon. You are free to protect yourself from it.
Edited by Maverick, May 16 2011, 08:21 PM.
Posted Image
Floyd's Profile
Level: 75
Notes: Questing for Rayquaza
Affiliation: None

Posted Image
Manix's Profile
Level: 32
Notes: Nothing yet!
Affiliation: None
Offline Profile Quote Post Goto Top
 
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