[SIDE] The Nurds
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[SIDE] The Nurds
I'd like to join this if there is room for me.
-General-
Side Name: Nurds (non-royal)
Ruler Name: Wily Wohnkuh
Favored Terrain: Plains
Description: Short, scrawny, sniffling humans with huge horn-rimmed glasses, and a few robots thrown into the mix. They compensate for their lack of physical ability with relatively high tech battle gear. They currently have no long-term goals and behave rather erraticly.
Livery: A chocolate bar, with the wrapper off half of it.
-Units-
Infantry
Specials
Navy
-General-
Side Name: Nurds (non-royal)
Ruler Name: Wily Wohnkuh
Favored Terrain: Plains
Description: Short, scrawny, sniffling humans with huge horn-rimmed glasses, and a few robots thrown into the mix. They compensate for their lack of physical ability with relatively high tech battle gear. They currently have no long-term goals and behave rather erraticly.
Livery: A chocolate bar, with the wrapper off half of it.
-Units-
Infantry
- Spoiler:
- Stabber: Ensign- 5/4/1/3 + rider, plains capable (40)
Expendable troops often sent into dangerous situations to wear down the enemy before the main army arives, taught to ride so they could go into battle faster, die, and take the burden of their upkeep off the treasury.
Piker: Padawan- 7/2/7/2 + plains capable, garrison (30)
Alright, WHO gave the Star Wars RPers laser-swords!? These people go on and on about ridiculous notions like "peace" and "only fighting in self defense." Aside from the philosophical boop, though, they make decent guards for cities and important personnel.
Archer: Snotter- 5/7/0/2 + plains capable, ranged, garrison, toxic (40)
In a stroke of sheer genius, the Nurds took their side's debilitating cold and weaponized it. These human bio-weapons shoot huge amounts of slippery, disease-carrying mucus at their targets at high velocities. A side effect of this super disease is the Snotters need to be supplied with antibiotics every turn or risk dying from their own toxins, and they require additional medical aid in order to move.
Scout: Spy Drone- 4/0/2/8 + flight, plains capable, socut (30)
Surprisingly, when a bunch of sickly, nervous wimps were asked who would like to go into the wide unknown to look for hidden threats and opportunities with only some minor defenses, no one stepped forward. A solution was quickly created: the Spy Drone, a small, sphereical robot with thick armor and state-of-the art hover propulsion capable of relaying sensory data via short-range telepathy.
Knight: Walking Factory- 13/6/6/6 + plains capable, heavy, siege, mount, fabrication (100)
Giant war machines, built to carry other units, keep the Nurds well armed, and tear through the walls of enemy cities.
Specials
- Spoiler:
- Special A: Glass Elevator- 6/3/3/3 + plains capable, mount, ranged, flight (40)
Similar to the Spy Drones, but larger, capable of carrying light units, with attached cannons istead of scouting capabilities. Made out of transperent glass to allow the flier to see and complete with a host of buttons to control it (if a warlord is present). They allow their held units to attack by opening their doors.
Special B: Umpa Lumpa- 6/4/4/3 + plains capable, builder, surveyor (40)
These short, orange humans oversee the side's cities' business. They make sure that the golden eggs that pop under geese on the farms are "good," none of the crossbeams go out of skew on the treddle (I don't know what that means, but that's their job.), etc. They like to sing the side's national anthem, "Umpa Lumpa Dubble Dee Doo," as they work.
Special C: Battle Choreographer- 6/6/3/4 + plains capable, dance fighting, leadership (80)
These Umpa Lumpas were not content to sing while mindlessly manging cities, so they were sent into battle. There, their musical abilities help keep the stacks in top form. They sing commands to their stacks as new verses to "Umpa Lumpa," and when it's obvious that their enemey is going to croak, they make up verses about why the other side failed.
Special D: Engineer- 15/10/7/13 + plains capable, heavy, limited dollomancy and dirtamancy, burrowing, seige (250)
The pride and joy ofthe Nurds, these brilliant units have placed their brains in specially built golems, giving them unmatched physical abilities among the Nurds. These geniuses supply their side with golems, battle gear, increased mining output, and big gaping holes in enemy walls.
Navy
- Spoiler:
- Sloop: Cocoa Canoe- 6/2/4/7/8 + water capable (60)
A small troop transport made almost entirely from chocolate wrappers.
Galley: Millenium Seagull- 11/5/3/9/16 + ranged, water capable (90)
Great, first laser swords, now they're on the naval planning commitee. These warships are shaped like the fastest hunk of junk in the galaxy, but adapted for sea travel rather than interstellar travel.
Galleon: Enterprise- 16/11/7/9/32 + water capable, ranged (130)
Capable of carrying a small army, this huge warship was designed to blast other ships out of the world and send ground forces scrambling from river hexes.
Last edited by Ir-LFNT on Sat Sep 03, 2011 6:53 am; edited 1 time in total
Ir-LFNT- Marbit
- Posts : 9
Join date : 2011-03-16
Re: [SIDE] The Nurds
There's some ideas I don't think we have yet. Walking factorys... nice! Not to worry, the Vaygr will kill them just fine while they're at it. Right up until we demand your surrender into your new position as a Vaygr Clan. Then they'll be on our side...
doom3607- Hobgobwin
- Posts : 71
Join date : 2010-12-11
Side Info
Side Name: Unified Vaygr Clans
Rank: Ruler
Re: [SIDE] The Nurds
I will grind your croaked units into candy bars and force feed them to you with a side of your own liver!
Have a nice day.
Have a nice day.
Ir-LFNT- Marbit
- Posts : 9
Join date : 2011-03-16
Re: [SIDE] The Nurds
You seem to assume you'll croak any of my units. Or that you'll have access to the corpses, anyway, because I think any war between us will feature you in full retreat, all the time, in the face of an overwhelming horde of Vaygr. Then again, I may be overconfident. I'll see how well they do in the combat trial.
doom3607- Hobgobwin
- Posts : 71
Join date : 2010-12-11
Side Info
Side Name: Unified Vaygr Clans
Rank: Ruler
Re: [SIDE] The Nurds
I think you have a costing error with your Archers--they've spent 3 on Attack, 1 on Defense, and 2 on Ranged.
Similar problem with the Battle Choreographers, which have spent 2 on Hits, 3 on Attack, 4 on Defense, 3 on Move, and 8 on Specials.
Everything else checks out fine.
(Sorry that this nitpickery is coming in so late, I'm only now taking a look at some of these sides. Love the concept, though! Wily Wohnkuh--priceless)
Similar problem with the Battle Choreographers, which have spent 2 on Hits, 3 on Attack, 4 on Defense, 3 on Move, and 8 on Specials.
Everything else checks out fine.
(Sorry that this nitpickery is coming in so late, I'm only now taking a look at some of these sides. Love the concept, though! Wily Wohnkuh--priceless)
Nihila- Hobgobwin
- Posts : 98
Join date : 2010-11-22
Side Info
Side Name: Snowpoint
Rank: Ruler
Re: [SIDE] The Nurds
Ah, thanks for pointing that stuff out. Edited.
Ir-LFNT- Marbit
- Posts : 9
Join date : 2011-03-16
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