The RPG Battle Thread 2.0 (Now with 100% more maps.)

Original.
Teams.
Bestiary.
Shop prices.
A few months after the events of the first battle, the planet was left in ruin due to the effect of the ultimate weapon, which was used in order to defeat Luggy.
A strange prism has since arisen from the place where the weapon was fired. It's not known what it's intentions are, but one of the only creatures on the planet has offered a huge reward for defeating the prism and bringing the remains to it.
A few creatures from around the galaxy have gathered to fight the prism for the reward, not together of course. When fighting the prism the others will likely be their greatest obstacle.
RULES (A mess of them to be exact.)
1. Move your units by saying you move them to the number and the letter of the space you want to move them to, for example: "I move UNIT1 to E10."
2. No respawns.
3. A random event happens every 4 turns. This will often spawn a monster who will drop gold and other helpful items on defeat.
4. A shop will open every 5 turns. This shop is ran by the one who promised the reward and it is where you can spend your gold. You can give the shopkeeper some information about
5. The only way to get new units is by waiting 10 turns or buying one from the shop.
6. When you introduce a new team, tell the team name, the team passive (all who originated from your team will have this passive buff), the team commander and the two units that you start with, for example, TEAM1 enters the battlefield,
7. Though not a rule, it's recommended that you don't attack the prism immediately, seeing as attacking it early will probably get you killed.
8. To win the game defeat the prism, obviously.
9. If your commander dies, your entire team will flee and you will have lost.
10. All units on average have 500 health, deal 100 damage (assuming they're melee, if ranged then around 50 damage I guess), have 8 speed, 6 range (for ranged units, melee have 1 range), and 1 passive ability. This does not necessarily mean that they have to have this amount, and you can change the amounts as you wish, as long as it isn't OP.
11. All commanders on average have 1000 health, deal 150 damage (assuming they're melee, if ranged then around 75 damage I guess), have 9 speed, 7 range (for ranged units, melee have 1 range), and 1 passive ability. This does not necessarily mean that they have to have this amount, and you can change the amounts as you wish, as long as it isn't OP.
12. There can only be one commander per team.
13. You cannot have overpowered passive abilities, duh.
14. You can move then do an action, but not the other way around. If you do not do an action then you get a 50% bonus to speed rounded down.
15. Speed effects how many tiles you are able to move. The rest of the stats should be fairly obvious.
16. Though not necessary, it's highly recommended that if you participated in the last RPG Battle Thread that you use new characters.
17. There can only be peace treaties once at least 4 teams exist.
18. There cannot be unfair peace treaties (I.E 3 teams can't all be on the same side when there's only 4 teams.)
19. You can request to add more maps. Note that the ability of getting there isn't exclusive to you.
20. When adding a new unit give them a 4 letter nickname and a color. This is for the map.
If you have any questions about the rules just ask me.
Also I think I might of missed a few.

The Strange Prism
About
- A prism which rose from the remains of the ultimate weapon. It's intentions are unknown, but the mysterious shopkeeper seems to want its remains.
Stats
HEALTH: 3500
ATK: 300
RANGE: INF
SPEED: 0
ALIGNMENT: NONE
PASSIVE: Attacks ignore obstructions.
PASSIVE: Attacks pierce.
WALL
About
- A wall which blocks attacks.
Stats
HEALTH: 250
ATK: 0
RANGE: 0
SPEED: 0
ALIGNMENT: WHOEVER BUILDS IT.
PASSIVE: Allows anyone of its alignment to attack through it.
PASSIVE: Allows anyone of its alignment to walk through it.
Darrion
About
- The commander of the Mole Patrol.
Stats
HEALTH: 1000
ATK: 150
RANGE: 1
SPEED: 9
ALIGNMENT: MOLE PATROL
ORIGINAL ALIGNMENT: MOLE PATROL
PASSIVE: 10% chance of doing 50% more damage.
PASSIVE: Ignores obstructions when moving (by obstructions I mean mean dirt, stone, other earthly materials)
ALIGNMENT PASSIVE: Can dig.
Rikeh
About
- The builder of the Mole Patrol.
Stats
HEALTH: 500
ATK: 50
RANGE: 6
SPEED: 8
ALIGNMENT: MOLE PATROL
ORIGINAL ALIGNMENT: MOLE PATROL
PASSIVE: Can build walls. Is unable to build walls when being attacked.
ALIGNMENT PASSIVE: Can dig.
Driller
About
- A robot who joined the Mole Patrol, quite tanky.
Stats
HEALTH: 750
ATK: 50
RANGE: 1
SPEED: 5
ALIGNMENT: MOLE PATROL
ORIGINAL ALIGNMENT: MOLE PATROL
PASSIVE: Takes 25% of damage done towards non-building allies within an 5 tile radius. Only applies when above 25% health.
ALIGNMENT PASSIVE: Can dig.
Matikclocker
About
- The commander of the Clocker Platoon.
Stats
HEALTH: 1100
ATK: 90
RANGE: 5
SPEED: 5
ALIGNMENT: CLOCKER PLATOON
ORIGINAL ALIGNMENT: CLOCKER PLATOON
PASSIVE: Can overclock to increase attack by 25. This lasts for 2 turns and has a cooldown of 5 turns.
PASSIVE: Heals by 50 every turn after being unharmed for 3 turns.
ALIGNMENT PASSIVE: 10% lifesteal.
Energyload
About
- Someone in the Clocker Platoon.
Stats
HEALTH: 500
ATK: 50
RANGE: 6
SPEED: 9
ALIGNMENT: CLOCKER PLATOON
ORIGINAL ALIGNMENT: CLOCKER PLATOON
PASSIVE: Has a 25% chance deal 25% more damage.
ALIGNMENT PASSIVE: 10% lifesteal.
Heavyduty Charge
About
- Someone in the Clocker Platoon.
Stats
HEALTH: 600
ATK: 75
RANGE: 2
SPEED: 4
ALIGNMENT: CLOCKER PLATOON
ORIGINAL ALIGNMENT: CLOCKER PLATOON
PASSIVE: His armor becomes stronger when he has 250 health, decreasing damage taken by 20%.
ALIGNMENT PASSIVE: 10% lifesteal.

(Opens every 4 turns.)SHOP
Not much here right now, suggestions are welcome.
UNITS
Mole (Has alignment passive ability of the Mole Patrol.) ~ 5000 Gold
Robot (Has alignment passive ability of Clocker Platoon.) ~ 5000 Gold
ITEMS
Small Health Potion (Heals for 100 health) ~ 250 Gold
Medium Health Potion (Heals for 250 health) ~ 700 Gold
Large Health Potion (Fully heals) ~ 1200 Gold
Revive Potion (Can be used to fully revive a unit. Cannot be used on Commanders, of course.) ~ 5000 Gold

Clocker Platoon
Passive: Can create items, such as remedy + heal.
Commander: Matikclocker
Unit: Energyload
Unit: Heavyduty Charge

What are their stats, 4 letter nickname, and color? (Forgot to mention the color part in the rules, whoops.)

Matikclocker/MCLK, Red.
Attack 90
Range 5
Speed 5
Passive: Can overclock to increase Agility by 20%
Energyload/ENLD, Purple.
Attack 80
Range 8
Speed 9
Passive: Has 10% chance to perform a Tesla Cut dealing 25% more damage.
Heavyduty Charge/HDCH, Yellow.
Attack 75
Range 2
Speed 2
Passive: His armor becomes heavier when he will have 200 hp. Heavy armor increases defense by 15%

1. What is their health?
2. Matikclocker needs a second passive.
3. By agility do you mean speed?
4. Energyload's attack is too much considering her range, please of course nerf either her attack or range.
5. Heavyduty is unnecessarily slow.
6. By defense do you mean it'll reduce damage by 15%?
7. I suggest you give all your passives a bit of a buff.

Heavyduty has 600hp.
Energyload has 500hp.
Matikclocker has 1100 hp.
Passive 2: Repairs if unharmed after 2/3 turns.
Range nerf to 6.
Yeah, speed.
Speed 4 for Heavyduty.
Yeah, defense.
Heavy Armor absorbs 20% damage,
Overclock stays.
Tesla Cut buffed by 15% chance. Tesla Cut is a melee attack and is used when Energyload is 2 blocks close to enemy.
What's the planet name anyway? Until you won't set a name I will call the planet Ravion.
-STORY-
Matikclocker and his squad landed on Ravion.
"God damnit, what they have again?!" said Clocker.
"The weapon you used to defeat Luggy and Pastry Lords undergone fusion and a prism emerged. One creature set a bounty on it." said Heavyduty looking at Matikclocker.
"Our squad will acquire units as we progress." said Energyload.
Then everybody set up in one row.
"If we want to win then you must to FIGHT!
But not so intense, if I will die then we are doomed.
Mann Bannd and Rolling Out won't help you all.
We must to kill the prism to get money.
Money, to make our base undergo changes."

The Overclock passive seems a bit underpowered, seeing as it raises Matik's speed to increase by just one.
I'd suggest you change them to be more like this:
Matikclocker/MCLK, Red.
Health: 1100
Attack 85
Range 5
Speed 5
"Passive": Can overclock to increase attack by 25. This lasts for 2 turns and has a cooldown of 5 turns.
Passive: Heals by 50 every turn after being unharmed for 3 turns.
Energyload/ENLD, Purple.
Health: 500
Attack 65
Range 6
Speed 8
Passive: Has a 25% chance to deal 25% extra damage. (Opponent doesn't need to be within 2 spaces for this to work.)
Heavyduty Charge/HDCH, Yellow.
Health: 625
Attack 75
Range 2
Speed 4
Passive: His armor becomes stronger when he has 200 health, decreasing damage taken by 20%
Of course, this is what I think it should be. What it should really be is totally up to you.

So,
Overclock increases MCLK attack by 25.
Energyload "Tesla Cut" stays as you want.
Heavyduty Heavy Armor works when he is under 250hp.
Is it ok?
And I still don't know what the planet was called!!

((That's fine. I still say that Energyload needs a nerf in attack seeing as Rikeh, another ranged unit with similar stats, has only 50 attack.
I'll just start now.))
The Mole Patrol starts at Y1 on the surface.
Rikeh moves to U5 and builds a wall at T5 on the surface.
Darrion moves to X1 and digs a hole at Y1 on the surface, right under Driller which causes him to go into the hole.
Driller digs X1 in the underground.
((I made the maps before you had joined. Just pretend all your units are at A25 on the surface.))

I move Heavyduty to A21.
Clocker to F25.
Energyload to C22.

((So what about nerfing Energyload's attack?
Oh, and sorry for not saying this earlier, but I'm not sure about that alignment passive. Would you mind if I change it to a 5% discount on items for every unit with that alignment passive?))

Alignment Passive: 5-10% of damage dealt by any unit is converted to health. Ok?
And yeah, nerf Energyload attack value.

((Is 50 alright for their attack?))

Driller moves to X1 in the underground before digging out X2.
Darrion moves to Y1 on the surface, causing them to be transported to the underground.
Rikeh moves to U6 on the surface before creating a wall at T6.

HDCH moves to A17
ENLD to C14
MCLK to J24.
((What are possible moves? And when are new teams added?
EDIT: First bump here.))

((I might make walls an item in the shop, in which case I'll change Rikeh's ability to something else and remove all walls he made. What do you think would be a good price for them?
Also from now on everyone starts with 1000 gold.))
Rikeh builds a wall at U6 on the surface.
Darrion digs out Y2 in the underground.
Driller digs out W1 in the underground.

((About 250/500 gold per wall. You also can add turrets and gates.
Gates - Durable, but break when enough damage taken.
About 1500hp.
Turret stats
About 200-300hp
Range 4-6
Damage 50-70
Stationary. You can make also Mobi-Turrets with speed 3, but decreased range and damage.
You can make variants.
Sniper/Railgun - Range 7-8, but statioary.
Mobi - Speed 4, but range melee-2.
Plasma - Damage 70-100, but range low.
Nano - Speed 2-5, heals, range 1-3.))
I'm moving MCLK to N24
ENLD stands where she is.
HDCH move to A14

I'd like to play, but I'll wait until you guys finish the current game first so I don't die too fast with a disadvantage. Also most of the links don't work, so I'm missing out on setup, beastiary, and Shop Prices. :L

We're still very early into the game so you are able to join right now without any sort of disadvantage.
Also the links are fixed now.

Alright, I'll join later. For now, keep going on without me. Lockdown keeping me busy.

Continue without me, I'm still trying to figure out this game and a decent method of destroying you two.
For now, I'm going to pitch ideas for the shop.
I'll join next game.
Question: Does using an item end your turn, or can it be used anytime while continuing the action?
Also, since this is a fantasy setting.
~> Some kind of food or stone that temporarily increases speed. If not, it can be instant move-ahead by X spaces.
~> Carrots or something. They improve eyesight. Made for ranged characters, temporary range increase.
~> Some kind of sub-uncommon sword that increases attack. I think the 1-range melee fighters are underpowered. Relatively cheap price.
~> An expensive tank unit. Aligns with anybody who buys it. Be it a mercenary for an automated machine. Low damage, small range, small speed, but health near 2000. It's a pure tank unit with a passive skill of "taunt" where any players not in alignment nor treaty within a 5x5 box area around it cannot attack any other unit besides the tank unit.
~> "Mirrored Untouchable" item of some sort. Temporarily allows the unit who uses the item to not be able to be hit (Except by the Prism). However, the unit also cannot attack in this state unless it wears off or the player decides to debuff it. This can be used to strategically corner enemy units.
(I don't know if the combat is "at the same time" or if you take turns attacking. If it's the latter, it also gives a preemptive strike.)
That's all the ideas I have for now.

I'll probably start this thread over, but with slightly different rules. If I do, I'll either keep the current concept (giant enemy in the middle of the map, defeat it to win, same story) or go back to a "leave the battle to win" concept that the old game used except slightly different (no giant enemy, no "manual" way to escape (something like summoning a giant ship to escape won't work), possibly different endings depending on how one escapes, different story). Right now I'm leaning towards the "leave the battle to win" concept, but I'll ask the one other person participating in this thread (aside from maybe Teddysmacker, who's probably left these forums by now).

I am for this leave battle concept.

^

The Trio
A group of three desert animals with a completely unoriginal name.
Popy/POPY (TAN)
A female fennec fox who leads the team and doesn't like it when a leaping lizard steals her team's food supply.
Passive: Makes other female characters jealous.
Speed: 49
Attack: 2-18
Temper: 48
Beauty: 35
Harci/HARC (GREY)
A brawny peccary.
Passive: Gains more attack power the more he is hit.
Speed: 45
Basic Attack: 9-50
Temper: 30
Beauty: 20
Buck/BUCK (BROWN)
A vulture who likes to take life simply.
Passive: Can fly.
Speed: 20 (Land), 84 (Flying)
Attack: 5-15
Temper: 10
Beauty: 42
Team Cradle
To protect Cradle from devastation, to unite some humanoids from all it's nations, to defend the virtues of truth, fun, and adventurousness, to extend our reach to the core below, Monsterbrine, Algar, Team Cradle, delve down at the speed of light, surrender now or prepare to fight, Reowth, that's right!
Monsterbrine/MSTR (YELLOW)
The leader of the pack.
Passive: Animal-based attacks do less damage to him.
Speed: everyday Knight
Attack: Knight with Barbarous Thorn Blade
Temper: 42
Beauty: 48
Algar/ALGR (RED)
A Devilite Overtimer, enough said.
Passive: immune to the Curse status.
Speed: Devilite Overtimer
Attack: Devilite Overtimer with a battle axe
Temper: 84
Beauty: 35
Reowth/REOW (MAROON)
A Darkfang Mender colored like a red fox.
Passive: Is very smart.
Speed: 42
Attack: -42
Temper: 0
Beauty: You can't really tell because he is wearing some mysterious-looking gear that hides most of his body, no matter what.

I'll keep them in mind for 2.5, which should hopefully be in a few weeks since I'm going on vacation soon.
Also I have no idea where you got those "Temper" and "Beauty" stats from.

Temper is my version of Chance of doing a Critical Hit.
Beauty is my way to reduce damage taken.

There aren't critical hits, unless you want to give a unit a passive that grants them the ability to crit.
On a side note, here's the new map so far. The best thing about this new map is how it's so much easier for me to move units than in the other map. I just need to make the letters right now...

Why can't we have critical hits without a universal passive? It would just be a better idea to add universal allowance to critical hit.

moving Monsterbrine to F16,
Algar to F17,
and Reowth to F18.
Monsterbrine looks for the Clocker Platoon so that he can make friends with him.
[EDIT] I changed my picture to match.

This game is closed at the moment, you'll have to wait until 2.5, sorry.
Just saying but if it wasn't closed, we still haven't discussed balance or where your team will start at.

You know, I've been thinking...
Maybe we don't need a map and just have it disorganized like the first game?
The Mole Patrol
A team of moles with a probably completely unoriginal name.
Passive Ability: Can dig.
UNITS
DARRION/DRIN (Commander)
RIKEH/RIKH
DRILLER/DRLR
ITEMS
None
Clocker Platoon.
A team of robots. Nothing much to say here.
Passive Ability: 10% lifesteal.
UNITS
MATIKCLOCKER/MCLK (Commander)
ENERGYLOAD/ENLD
HEAVYDUTY CHARGE/HDCH
ITEMS
None