Captain Puchen has had enough. It's time to seize the leader of the rebellion and cut off the source of the conflict. Rebels have a similar idea – capturing the military head would send a strong message to the Alternian government. Not only that, but the Captain has been enraged by the rebel threat -- her solution to the threat is to bomb the city to purge it of resistance, while rebels fire back in equal force. The final chase is on – royalists rumble through the city towards the Wooded Sanctuary while rebels have put together an assault team to engage the Coastal Base. Reconstruction has been all-but abandoned, and the royal forces now focus on sheer force to end the threat. As both the rebels and royalists travel through the city, they leave destruction in their wake. Players will have to act quickly and efficiently to avoid total destruction of the many locations in Old Hemisect City.
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EACH ROUND:
Each round, trolls travel through Old Hemisect city fighting off dangerous threats, overcoming obstacles and making their way to the main enemy base. Boss HP is considered to be the amount of forces and resources that the opposing army has on hand, as well as the progress of the assault.
You can choose to assist your side as either ASSAULT or INTEL. You may switch between the two at the start of each new round (boss attacks), but not in between during the 30-minute attack periods.
Each round, trolls travel through Old Hemisect city fighting off dangerous threats, overcoming obstacles and making their way to the main enemy base. Boss HP is considered to be the amount of forces and resources that the opposing army has on hand, as well as the progress of the assault.
You can choose to assist your side as either ASSAULT or INTEL. You may switch between the two at the start of each new round (boss attacks), but not in between during the 30-minute attack periods.
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ASSAULT:
You are heading the close-combat assault, and may utilize weapons, trinkets and battle abilities. Standard boss battle rules apply; kids (including OHC resident kids) must adhere to lusus+kid battle rules. Your lusus will be taking and dealing hits for your kid troll. The effects of 2012 meta pins are not active at this time.
IF YOUR TROLL HAS TRAINING (can only be used by trolls currently on assault)
{Novice-1 Journeytroll-2 Master-3 Grandmaster-4}
Structural Shield (construction): Use reinforced buildings as a shield to protect yourself, reducing the damage you take during the damage round by 2. Can be used as many times as your training level in Construction.
Crumbling Point (demolition): Use your destructive know-how to get an edge in battle, increasing the damage of any attack roll by 2. Can be used as many times as your level in Demolition.
Sure Shot (intelligence): You can choose to deal 3 flat damage (cannot be increased) in lieu of attacking during the 30-minute periods between boss attacks. This effect is active until the boss's next attack. Can be used as many times as your level in Intelligence.
Adrenaline (recruiting): Your fervor contributes to your ability to withstand the pressure of the battle. You can choose to heal yourself 1D6 + your level in Recruiting. This can be used as many times as your Recruiting level.
You are heading the close-combat assault, and may utilize weapons, trinkets and battle abilities. Standard boss battle rules apply; kids (including OHC resident kids) must adhere to lusus+kid battle rules. Your lusus will be taking and dealing hits for your kid troll. The effects of 2012 meta pins are not active at this time.
IF YOUR TROLL HAS TRAINING (can only be used by trolls currently on assault)
{Novice-1 Journeytroll-2 Master-3 Grandmaster-4}
Structural Shield (construction): Use reinforced buildings as a shield to protect yourself, reducing the damage you take during the damage round by 2. Can be used as many times as your training level in Construction.
Crumbling Point (demolition): Use your destructive know-how to get an edge in battle, increasing the damage of any attack roll by 2. Can be used as many times as your level in Demolition.
Sure Shot (intelligence): You can choose to deal 3 flat damage (cannot be increased) in lieu of attacking during the 30-minute periods between boss attacks. This effect is active until the boss's next attack. Can be used as many times as your level in Intelligence.
Adrenaline (recruiting): Your fervor contributes to your ability to withstand the pressure of the battle. You can choose to heal yourself 1D6 + your level in Recruiting. This can be used as many times as your Recruiting level.
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INTEL:
You are attempting to scour your intel while following the assault teams, through interrogation methods, hacking, analyzing battle data and the information you’ve gleaned from training. Intel trolls must intercept bombing signals from royalists to avoid destruction of their bases to deal massive damage to the enemy, or suffer great losses.
If you choose to use an afk mode while being active as intel, regular battle afk rules will apply.
At the beginning of the round, and each 30 minutes thereafter (same as regular boss battle rules), you can roll 2D6 to search a coordinate. There will be a number of effects that can occur:
1. If you roll the coordinate that the enemy is targeting, (as posted by the mule at the beginning of each round), you successfully divert its path! All trolls deal double damage for the remainder of the round.
2. If you roll a coordinate that your side (rebels or royalists) controls, you deal 2 damage and are able to roll again immediately.
3. If you roll a coordinate that your side (rebels or royalists) does not control, you take 1 damage.
4. If no one rolls the coordinate that is targeted for attack during the round, it will be destroyed permanently. All trolls in the battle will suffer a penalty if this occurs. This will affect both groups, and from then on if the destroyed location is rolled by either side, negative effects may occur.
5. Additional effects due to rolling specific special coordinates may be posted by the mule at the beginning of a round.
Intel trolls will also be affected by the damage pool occurring at the beginning of each round. The first number of their 2D6 roll will be the dodge roll, as normal. Damage due to this will be considered to be backlash from attacks, exhaustion, equipment failure, etc if not explicitly stated in the description.
IF YOUR TROLL HAS TRAINING (can only be used by trolls currently on Intel)
{Novice-1 Journeytroll-2 Master-3 Grandmaster-4}
Structural Barrier (construction): If a dodge roll of 1 is rolled, increase its number by 2. This lasts until the boss's next attack and affects the troll that activated it as well as one other troll, but does not affect trolls that rolled to dodge prior to the activation of this ability. Can be used as many times as your training level in Construction.
Explosive Attacks (demolition): If an attack would do 1 damage, increase damage by 2. This lasts until the boss's next attack and affects all trolls for the duration; only affects attacks that occurred after the activation of this effect. Can be used as many times as your training level in Demolition.
Re-strategize (intelligence): Negate and re-roll a coordinate search. Can be used as many times as your level in Intelligence.
Inspire (recruiting): You motivate your troops, giving them a second wind in battle. Heal another troll half of their total HP, as many times as your level in Recruiting.
You are attempting to scour your intel while following the assault teams, through interrogation methods, hacking, analyzing battle data and the information you’ve gleaned from training. Intel trolls must intercept bombing signals from royalists to avoid destruction of their bases to deal massive damage to the enemy, or suffer great losses.
If you choose to use an afk mode while being active as intel, regular battle afk rules will apply.
At the beginning of the round, and each 30 minutes thereafter (same as regular boss battle rules), you can roll 2D6 to search a coordinate. There will be a number of effects that can occur:
1. If you roll the coordinate that the enemy is targeting, (as posted by the mule at the beginning of each round), you successfully divert its path! All trolls deal double damage for the remainder of the round.
2. If you roll a coordinate that your side (rebels or royalists) controls, you deal 2 damage and are able to roll again immediately.
3. If you roll a coordinate that your side (rebels or royalists) does not control, you take 1 damage.
4. If no one rolls the coordinate that is targeted for attack during the round, it will be destroyed permanently. All trolls in the battle will suffer a penalty if this occurs. This will affect both groups, and from then on if the destroyed location is rolled by either side, negative effects may occur.
5. Additional effects due to rolling specific special coordinates may be posted by the mule at the beginning of a round.
Intel trolls will also be affected by the damage pool occurring at the beginning of each round. The first number of their 2D6 roll will be the dodge roll, as normal. Damage due to this will be considered to be backlash from attacks, exhaustion, equipment failure, etc if not explicitly stated in the description.
IF YOUR TROLL HAS TRAINING (can only be used by trolls currently on Intel)
{Novice-1 Journeytroll-2 Master-3 Grandmaster-4}
Structural Barrier (construction): If a dodge roll of 1 is rolled, increase its number by 2. This lasts until the boss's next attack and affects the troll that activated it as well as one other troll, but does not affect trolls that rolled to dodge prior to the activation of this ability. Can be used as many times as your training level in Construction.
Explosive Attacks (demolition): If an attack would do 1 damage, increase damage by 2. This lasts until the boss's next attack and affects all trolls for the duration; only affects attacks that occurred after the activation of this effect. Can be used as many times as your training level in Demolition.
Re-strategize (intelligence): Negate and re-roll a coordinate search. Can be used as many times as your level in Intelligence.
Inspire (recruiting): You motivate your troops, giving them a second wind in battle. Heal another troll half of their total HP, as many times as your level in Recruiting.