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Wolf Units - Page 2

Ballistaman: "Let's see… twist this crank, pull that lever, yank the other cord… oh, can't I just hit them with it?"

Tier: 2
Rice Cost: 60 (50 after Grooming)
Water Cost: 70 (57 after grooming)
 
Melee: Piercing
Missile: Piercing
Weakness: Explosive
Strength: Blunt

Training: Combat Pit / Ballistics Grounds
Innate Abilities: Regeneration: The unit can naturally heal to full health and does so slightly faster than normal.

About: The Wolves have always preferred the active, outdoor life, and have little interest in devising machines to help them avoid effort; thus, they are not particularly talented engineers. However, they picked up a few tricks in the slave mines, and have recently invented their own version of the footman's crossbow. Of course, like all things Wolf, size triumphs over delicacy. This massive, crank-loaded Ballista launches twenty-pound logs with enough force to crash through strong fortifications of impale three men at once.

The Ballistaman can be defensive about his weapon of choice; other Wolves often mockingly describe it as 'an enormous toy for enormous children.' The ballista has a very specific role on the battlefield: it reloads slowly, and its wielder depends on the assistance of more agile defenders to survive. Still, no missile weapon packs a bigger punch.
 

BATTLEGEAR

Totem: A Druidess crafts these small, intricate totems from blessed saplings. When fired, they embed themselves in the ground, blanketing the area with a beneficial aura that strengthens Wolves and slows their enemies. The Ballistaman must repeat a simple chant to maintain the totem's power; unfortunately, this distracts him from firing his weapon.
Sledger: If it takes more than one hit, you're not doing it right."

Tier: 2
Rice Cost: 60 (50 after Grooming)
Water Cost: 90 (77 after Grooming)
 
Melee: Blunt
Missile: n/a
Weakness: Magic
Strength: Explosive, Fire

Training: Combat Pit / Quarry
Innate Ability: Regeneration: The unit can naturally heal to full health and does so slightly faster than normal. / Demolisher: Sledgers demolish structures with incredible potency.

About: Often Lotus overseers would order large shale slabs broken down into manageable chunks, and this job fell to the Sledgers. Wolf Clan slaves undertook the job with gusto, as it appealed to their natural instincts - hitting something repeatedly until it fell apart. The tool of choice was an oversized hammer, and under Grayback's direction this simple job became the training ground for a secret fighting style based around single, , shattering strikes.

Sledgers complain that no one understands the intellectual side of their discipline - their keen eye for structural weaknesses, and the mental focus necessary for maximum breaking power.
 

BATTLEGEAR

Stun Slam : The Stun Slam was invented by a notoriously inaccurate Sledger, whose missed attacks would sometimes throw bystanders off their feet. When inspired to great force by a Druidess blessing, the Sledger can stun units for a wide area with a single blow to the earth.
Pitch Slinger: "Sure, I'll accept any man's honorable surrender-as long as he's willing to shake on it."

Tier: 2
Rice Cost: 60
Water Cost: 90
 
Melee: Fire
Missile: Explosive
Weakness: Magic
Strength: Cutting, Fire

Training: Quarry / Ballistics Grounds
Innate Ability: Regeneration: The unit can naturally heal to full health and does so slightly faster than normal. / Pass-through Damage: The Pitch Slinger's shots go through enemies and buildings, damaging all it passes through.

About: The art of Pitch Slinging evolved as a lifesaving tactic in the mines. As the enslaved Wolves burrowed deeper into the earth, something horrible began to happen: entire mining teams would be discovered dead in the lower tunnels, their bodies unmarked by violence. At first, these deaths were attributed to subterranean demons. Only after a skeptical Lotus overseer demanded to examine these bodies by torchlight - and was disintegrated by the ensuing blast - did the Wolves realize their men had struck pockets of odorless, poisonous gas, and that only their reliance on low-burning lanterns had saved them from the flames.

The obvious solution was to detonate these pockets of gas from a distance. Burning pitch proved the hottest and most reliable substance for the task. Always eager to demonstrate their bravery, Wolf pitch slingers took to flinging the fiery sludge with their hands, protected only by tattered strips of cloth. These slingers are feared in combat, as much for their cheerful disregard for pain as for the agony that a fistful of flaming pitch can inflict.
 

BATTLEGEAR

Scorched Earth : Together, the Pitch Slingers and the Druidesses can extend the potency of burning pitch, so that they can lay a flaming trail as they withdraw. Nothing makes a Wolf angrier than retreating, and nothing eases the anguish better than the howls of seared pursuers.
Pack Master: "I have not the jaws of the Wolf, nor the ferocity, or the speed… but I do have friends."

Tier: n/a
Rice Cost: 30
Water Cost: 30
 
Melee: Blunt
Missile: Pack Wolf
Missile: n/a
Weakness: none
Strength: none

Training: Wolves' Den
Innate Ability: Regeneration: The unit can naturally heal to full health and does so slightly faster than normal.

About: The relationship of the Wolf Clan to its totem animal is far from symbolic. Certainly, clan members seek to emulate the best qualities of the wolf - strength, endurance, and loyalty - but they also worship the spirit of the Wolf, and believe themselves close kin to these quiet stalkers of the woods.

A Pack Master is something like a priest, a ranger and a combat instruction in one. He communes freely with wild wolves, speaking their language, living with them, and establishing their respect. Once a month, the Pack Master leaves his village to run with his pack beneath the full moon, usually returning with his face and hands covered in the dried blood of the kill. The Pack Master shares equally in the wolves' hunts and feasts, counting this the greatest pleasure attainable by a mere human.

In battle, the Pack Master fights with bestial strength and courage. His wolves pose a greater danger, as they stand ready to rip the throats from any who dare harm their master.
 

BATTLEGEAR

Howl: With the blessing of the Druidess, the Pack Master is granted the true voice of the Wolf. No matter how far away from his den, or how beleaguered by enemies, he can summon companions to his side as long as any remain alive.
Berserker: "A man taught me to fight; a wolf taught me to live."

Tier: 3
Rice Cost: 90
Water Cost: 150
 
Melee: Cutting
Missile: n/a
Weakness: none
Strength: Cutting, Explosive, Fire

Training: Quarry / Ballistics Grounds / Combat Pit
Innate Ability: Regeneration: The unit can naturally heal to full health and does so slightly faster than normal.

About: The Berserker is the embodiment of the Wolf warrior's ideal. Sleeping beneath the stars, abstaining from cooked meat and plant food, he yet epitomizes the unique humor and humanity of the Wolf Clan. Berserkers relish the art of storytelling, repeating their brutal tails of wood and jungle to awed listeners around a fire. They also delight in sports, and are the equal of ten men on a Wolfball court. Though bearing the shape of a man, they are said to be already quarter wolf within.

Such a warrior is terrible to behold in battle. He invariable assaults his strongest enemy first, reasoning that courage makes a better story than cowardice, even in the event of the hero's death. A fable among the Clan claims that three enraged Berserkers once defeated a company of nearly fifty men, fifteen of whom were trampled in the others' rush to flee.

BATTLEGEAR

Lycanthropy: Only a Berserker has the strength and wisdom to survive a Druidess' greatest sorcery, which is simultaneously a blessing and a curse: the transformation of man into beast.

Zen Masters of the Wolf Clan