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 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