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lore building 3: its an RTS now???

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Thread replies: 19
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File: 1485972168599.png (21KB, 585x386px) Image search: [Google]
1485972168599.png
21KB, 585x386px
I guess this is an rts until the harversters are wiped out of existence, hopefully that happens fast since to be honest I've never really managed an rts thread before, so I'm a little scared

old thread >>1091545
>>
>>1126577
It's turn-based though, so it can't really be classified as an RTS.
Anyways, do we continue the test fight or skip straight to the harvester war?
>>
BATTLE RULES:
-All units have a set range of their weapons, for example if JUMBA-01's rocket fist has a range of 5, it can attack anything that is 5 or less tiles away from JUMBA-01 on the grid map( >>1093065)
-When one of the large machines/creatures attacks roll 2d20. Higher result - lower result = damage dealt.
-When armies attack, roll 1d20 and 1d6. If d6 result is bigger than d20 result, d6 result - d20 result = damage dealt. Otherwise the army fails to damage the harvester.
-Each unit has a mobility stat. For example if Flight mode harvester has a mobility stat of 50 it can move for up to 50 tiles on the grid map.
-Each unit has a hitpoint counter(amount of squads for armies). When hitpoint counter is depleted the unit is destroyed. Bigger units like the amalgam and the harvesters have hitpoints distributed among multiple bodyparts.
-The game is turn-based, units act first and move second.
-Turn order is determined at the start of the game with Xd50 where X=number of armies, every army takes one roll, the higher the roll of an army the later it's turn is. For example, if there are two armies and one rolled 30 and the other rolled 35 the first army moves before the second.
>>
Posting unit stats now
Elven Armies:

>Bird Riders:
Weaponry:
-Crossbows, range 4
-Poison spears, range 1, deal damage of lower roll on next turn.
Mobility 5
HP 3, 1 location

>Elven Scholars:
Weaponry:
-Magic!, range 5, always deals damage of the d6.
-Shield, range 0, creates a forcefield with 1/2 d20 HP.
Mobility 2
HP 4, 1 location

>Chimera Squad:
Weaponry:
-Natural Weapons, range 1
-Breath Weapons, range 3
Mobility 1d6
HP 5
Special: Damage is limited to 1 per turn except for nat20s.

>Pure elven cannon:
weaponry
-magic blast, range 35, deals 2d20 AOE damage to a 3x3 area.
Mobility 0
HP 200, 3 locations
-base, 100 HP
-cannon, 80 HP
-control center, 20 HP

>Pure Guard (Elite Scholars+Erebong)
Weaponry:
-~*~mAgIc!!~*~, range 7, deals d20-d6 instead (yes, it can be negative).
-Magic!+, range 6, always deals 2x d6 damage.
-Barrier, range 3, either creates 2x d6 shield or d20 wall around enemy
-Heal, heal d6 HP
Mobility 5
HP 6, one location
Special: on a nat20 attack, Erebong is kill :'(. This unit is replaced by normal elven scholar squad, all elven units lose 1d6 turns to grieving.
>>
Horka Bork units:
>Young Horka:
Movelist:
-Club, range 1
-Rock, range 4, only hits if d6 is 4+
Mobility 5
HP 10
Special: When reduced to 1 HP, all "wild" Horka will attack adjacent Horka units; if they are successful in killing them, the Horka gets the HP of the dead unit.

>Adult Horka:
Movelist:
-Large Club, range 2
-Large Rock, range 5, hits on d6 4+
Mobility 5
HP 20
Special: same as above

>Stone legionnaire:
Movelist:
-Giant Spear, range 8, only 4 uses
-Giant Spear, range 2
-Knogg Meat, range 3, heal Snowpean, Horka, or Gneep unit for 1d6 health.
Mobility 4
HP 40
Stone Shield: HP 20, if higher 1d20 roll < 9 attack does not penetrate.
Special: when two legionnaires are adjacent to each other attacks against both legionnaires get a -1 on their roll, can stack 3 times max should the legionnaires get into a shield wall formation

>Crossballista Horka:
Movelist:
-Bolt Thrower, range 15
-Knoggfat Firebolt, range 12, reduces target HP pool by 1d6.
-Steel Greatdagger, range 2, deals extra 1d6 damage.
Mobility 3
HP 30

>Forefather:
Weaponry/movelist:
-RIP AND TEAR, range 5, deals damage of higher roll.
-Roar, range 6, stun on nat20.
-Rest, heal HP equal to combined rolls, on nat1 lose 5 turns.
-Rage, take and deal 2x damage next 3 turns.
Mobility 3
HP 400
Special: Non-unique Horka units cannot enter within 5 units of the Forefather out of fear/respect.
>>
Splutnik Units:

>Assault Squad:
Movelist:
-Zap Rifle, range 5.
-Atomic Grenade, range 3, deals d6 damage.
-Ray-Beam Mortar, range 6, deals 3x damage but takes a turn to prepare.
Mobility 2
HP 2

> Retrofitted Escape Pod:
Weapons:
-Force Projector, range 8, can target body parts.
-Attractor Beam, range 2, lifts and carries up to 3 squads at once.
-Energy Barrier, range 0, adds a not-stacking 2d20 shield.
Mobility 15
HP 10

>Mothership:
Weaponry:
-Electron Blasters, range 5, attacks with lower roll damage four times.
-Slipspace Drive, teleport within 2d20 units.
-Automated Repair Subsystem, range 0, deals negative damage.
-Nuclear Warhead Rocket, range 10.
-Particle Static Notgun, range 30, deals (high-low)*turns spent charging.
Mobility 35
HP 150+50, 1 location
Special: Can only activate with two rolls greater than 15.
>>
>Plantkin and Jam units:

>PPR, Workers' and Peasants' Green Army Forcible Liberation Detachment:
Movelist:
-Pumpkin Bomb, range 2, x2 damage
-Broccoli Pitchfork, range 1
-Cabbage Medic, heals 1/2 damage
Mobility 2 (4 on forest or grass)
HP 8, takes x2 damage

>TRS, Holy Unification Legion:
Movelist:
-Lemon Juicer, range 3, deals damage normally and enemy is unable to attack next turn on nat6.
-Bush Woodsman, range 0, makes unit invisible for 1d6 turns when not moving.
Mobility 2 (4 on forest or grass)
HP 4

>Jam Tribe:
Movelist:
-Nomad, doubles move range for this turn only.
-Plantkin-Kin, range 2, splits healing "damage" between Jams and any plantkin unit.
-Summon Forest Spirit, range 1, summons Lesser Forest Spirit.
Mobility 3 (4 in forest)
HP 5, 2 locations:
-tribespeople, 4 HP
-Shaman, 1 HP, needed to summon spirits

>Lesser Forest Spirit
Movelist:
-Heal, range 3, heals jam or plantkin unit (including self).
-Thorny Vines, range 3, deals damage and halves enemy speed next turn.
-Nature spirit, range 0, changes 3x3 tiles from mountain>desert>grass>forest, ice and water unaffected.
Mobility 1 (5 in forest or grass)
HP 2

>Plantkin Statue:
Movelist:
-Vines, range 1, reduces enemy movement to 1 in 3x3 radius.
-Cornucopia, range 0, fully heals plantkin units.
Mobility 0
HP 10, 1 location

>Desert Jams:
Movelist:
-Wasp Stingers, range 2
-Spider Bite, range 1, deals 1/2 damage next turn.
-Summon Greater Forest Spirit, range 1
Mobility 4 (6 in desert)
HP 6
Special: Survivalist, unaffected by environment or terrain.

>Greater Forest Spirit:
Movelist:
-Heal, range 3, heal jam or plantkin unit (including self)
-INFINITE CACTUS, range 5, deals x2 damage if cast on desert tile.
-Succulent, heal 2 health if on desert tile.
Mobility 3
HP 4
>>
GDB units

>Ninjas:
Movelist:
-Chameleon, become untargetable next 3 turns except on nat1
-Backstab, range 1, deals x2 damage.
Mobility 3 (5 when cloaked)
HP 2

>Warrior Castes:
Movelist:
-Slave Shield, double health and health pool next turn.
-Coordinated Attack, range 2, can target locations.
-Subterranean, triples move speed through continuous mountain tiles next turn.
Mobility 3
HP 6, 2 parts:
-Slaves, 3 HP, needed for slave shield.
-Warriors, 3 HP, needed for coordinated attack.

>Skulptor Team:
Movelist:
-Fortification, range 2, creates 3x1 wall with 1d20 HP.
-Entrench, range 2, doubles health of GDB unit if they remain stationary.
-Repair, range 1, heals structures by 1d20
Mobility 2 (3 through mountain)
HP 3

>God-Emperor:
Movelist:
-Manage, range 6, +3 next roll of GDB units in range.
-Lead, range 4, doubles GDB damage on one enemy unit within range for 2 turns.
Mobility 1 (if adjacent to GDB unit, can move with them instead)
HP 2 (will deflect damage to any adjacent GDB units)


>Testudo Guards:
Movelist:
-Coordinated Attack, range 2, can target body parts/locations.
-Glowfruit, range 1, heals GDB unites for 2 HP.
-Martyr, damage that would be done to adjacent GDB units is deflected to this one.
Mobility 4 (5 thru mountain)
HP 7
Special: Automatically takes damage for adjacent God-Emperors, without using a turn.

>Slave Hoard:
Movelist:
-Stampede, range 2, moves to attacked tile.
-Battlefield Promotion, range 1, heals GDB units with remaining health, disbanding this unit.
Mobility 2
HP 2
>>
BB units:


>Bloody Bastards Warship:
Movelist:
-Favorable Winds, +1d6 move this turn.
-Meritocratic Mercenaries, absorb x2 allied army unit's HP, disbanding them in the process.
-Ballista Volley, range 5, deals 1d6 damage to up to three body parts at once
-Ram, range 1, deals x2 damage to enemy and 1/2 damage to self.
Mobility 8 (limited to water, obviously)
HP 10
Special: can selectively act as a army or single unit to get bonuses.

>Bloody Bastard Rowboat:
Movelist:
-Crossbows, range 3
-Tender, range 1, can take 1 BB land unit aboard at a time.
Mobility 6 (limited to within 5 tiles of coast or BB warship)

>Bloody Bastard Gang:
Movelist:
-Ragtag Charge, range 3, move to attacked tile
-Archery Teams, range 6
-Hold the Line, unable to move this turn, deals 1d20 damage to enemy on successful defense.
Mobility 6
HP 7

>The Bastards
Movelist:
-Equal Opportunity, all BB units roll 1d6 higher next turn.
-Father to His Men, all BB units take 1d6 less damage next turn.
-Brotherly Charge, range 4, move to attacked tile.
-Longbow Teams, range 7
-Stand Our Ground, adds 1d6 to this units rolls for every turn spent stationary.
Mobility 6
HP 8
Special: can only be killed by attacker rolling doubles.
>>
File: jumba01.png (26KB, 204x346px) Image search: [Google]
jumba01.png
26KB, 204x346px
The Ooga Booga and their mecha

>JUMBA-01:
Movelist:
-Rocket Punch, range 15, cannot be used twice in a row
-Flaming Sword, range 2, reduces enemies HP pool by lower roll.
-Deadly Pun, no range, deals 2x 2d20 damage to targeted allied unit.
Mobility 20
HP 20, 5 locations:
-Leg 1, HP 4
-Leg 2, HP 4
-Arm 1, HP 4
-Arm 2, HP 4
-Chest, HP 4
Special: If a body part is destroyed, it is repaired by the Ooga-Booga in 1d6 turns. JUMBA-01's head (HP 4) can only be damaged when all other parts are inactive.

>Ooga-Booga Tribe:
Movelist:
-Curare Dart, range 2
-Forest Spirits, heal 1 HP and become untargetable next turn (except on d6 nat1)
Mobility 2 (4 in forest or on island)
Special: deals x2 damage when both units are on Ooga-Booga Island.
>>
Lily company

>Lily Company Clipper:
Movelist:
-Speedy Delivery, increase move by 1d6 next turn.
-Safe Passage, range 2, can hold 3 army units.
Mobility 8
HP 3

>Lily Company Galleon:
Movelist:
-Speedy Delivery, increase move by 1d6 next turn.
-Safe Passage, range 3, can hold 5 units.
-Trusted Courier, cannot be sunk by anything <20 next turn, loses 1d6 move this turn.
Mobility 9
HP 5
Special: Cannot go within 2 tiles of land due to size.

> Lily Company Convoy:
Movelist:
-Donner, heal 1d6 -2 HP on mountain tile
-Ford, move across 1 water tile but nothing else
-Hunt, heal 1 HP
Mobility 5
HP 4
Special: can carry 1 army unit
>>
Urpeans and Snowapeans

>Snowpean Tribe:
Movelist:
-Spearthrowers, range 2
-Smoked Knogg, range 2, heal self and 1 Snowpean, Horka, or Gneep unit for 1d6 health.
Mobility 2 (4 on ice)
HP 4

>Snowpean Dreamon Cultists:
Movelist:
-Spearthrowers, range 2
-Sacrifice, reduce HP to 1 and summon Tamed Dreamon. HP must be greater than 1.
Mobility 2 (4 on ice)
HP 4

>Tamed Dreamon:
Movelist:
-Shadow Jump, add 1d6 to move this turn, lose turn on nat1.
-Natural weapons, range 3, 1d6 damage.
Mobility 6
HP 25
Special: All attacks do 1/2 damage, lose 1 HP per turn, cannot be healed.

>Urpean tribe:
Movelist:
-Spearfishers, range 2
-Smoked Fish, range 2, heal unit for 1d6.
-Cordyspark Trance, do nothing this turn but get x2 roll next turn.
Mobility 4
HP 4

>Urpean Standing Stones:
Movelist:
-Cosmic Alignment, range 15, add 1d6 to chosen units next roll.
-Solar Flare, add 3 to all Psumerians next rolls.
-Lunar Eclipse, add 1d6 to all GDB units next roll.
-Blood Moon, increase damage of allied units by 1 on successful attacks next turn.
-Proscience, on a nat20, select any unit; allies will deal double damage to it by exploiting a hidden weakness.
Mobility 0
HP 10
>>
Pakkadian and Pabyssinian troops:

>soldiers
Weaponry
-coordinated attack w/ crossbows, range 6, can target location, has a minimum range of 2
-swords, range 1
-hold the line, unable to move this turn, deals 1d20 damage to enemy on successful defense
Mobility 2
HP 4

>horse cavalry:
Weaponry
-stampede, range 3, moves to attacked tile and deals 1d6 damage to all army units between the attacked tile and original position
-crossbows, range 6, minimum range 2
-swords, range 1
-dismount, unit separates into "soldiers" unit and "horses" unit
Mobility 7
HP 5

>horses
Weaponry
-back kick, 1 range
Mobility 6
HP 1

>Senkidu's rest:
Movelist:
-Solaris: every 24 turns, roll 1d6:
1: Heal units within 5x5 for 1d20.
2: Attack nearest enemy unit for 2d20 damage.
3: Increase every allies move by 1d6 next turn.
4: Nearest allied unit gets a 2d20 barrier.
5: Roll again at dawn, in 12 turns, as well as tomorrow morning.
6: Summon avatar of Senkidu.
Mobility 2
HP 10

>Avatar of Senkidu:
Movelist:
-Flare, range 10, reduce enemy HP pool by 1d6.
-Sunbeam, range 5, heal allies in range by 1d6.
-Corona, range 14
-Light Shield, add d20-d6 to barrier.
-Sunrise, Increase move by 1d20 this turn, heal self by 1d6.
Mobility 20
HP 5+10 Barrier
Special: no matter what, this unit will disappear at sunset, 12 turns after being summoned.
>>
H'amu units:

>H’ui Warrior
Movelist:
-Javelin, range 3
-Weighted Net, range 2, -2 target move next turn, no damage.
-Brutal Charge, range 3, moves to attacked tile, deals 1d6 damage to all units between attacked tile and original position (including allies).
Mobility 8
HP 4
Special: deals x2 damage to units slowed by H’amu units

>H'amu Gai a H'amu
Movelist:
-Bloody Lance, range 3, always deals 1d6 damage
-Spiked Chain Net, range 3, -2 target move next turn, deals damage.
-Bloodthirsty Stampede, range 5, moves to attacked tile, deals 2d6 damage to all units between attacked tile and original position (including allies).
-Sacrificial Dagger, range 1, deals x2 damage, full heal on successful kill.
Mobility 9
HP 6
Special: -2 damage to Jam units when stampeding.
>>
Order of Knowledge units:

>Research Group:
Movelist:
-Research, range 2, 1d6 roll is allied bonus damage against targeted unit, can only be rolled once for each unit.
-Explosive Bolts, range 3, +2 against army units.
-Advanced Medicine, range 1, always heal unit for 3 HP.
Mobility 3
HP 2
>Rocket Probe Launcher:
Movelist:
-Arrow Barrage, range 5, damages 3x3 area, cannot move this turn.
-Anti-Titan Ammo, range 6, damages all locations, x2 damage, lose next turn.
Mobility 2
HP 3
>Exploratory Steamboat:
Movelist:
-Overclock, lose 1 HP, add 1d6 to move this turn. If used at 1 HP, does no damage but adds 1/2 move.
-Reconnaissance, range 4, add 1d6 to Scientarium damage against targeted unit. Cannot be rerolled.
-Greek Fire Jars, set fire to 3x3 area for 1d6 turns, dealing full damage to units except steamboats. Only works on water tiles.
-Fire Dragon Rocket, range 5, deals damage to 9 tiles in a X pattern.
-Repair, range 1, always heals water unit for 2 HP.
Mobility 5
HP 7
>Aerothermal Survey Craft:
Movelist:
-Stoke Engine, +1 move and ignore ground attacks this turn.
-Incendiary Bombardment, range 2, sets forest or grass tiles on fire for 1d6 turns, dealing full damage to any units that pass through.
-Full Aerial Survey, range 3, add 1d6 damage to Scientarium units on enemies in a fixed 5x5 area. Can be rerolled.
Mobility 2
HP 2
>Palanquin:
Movelist:
-Inspiration, add 1 to the HP pool of a selected OoK unit class.
-Deep Thought, OoK units get a 1d6 bonus against selected faction for 1d20 turns. Cannot be rerolled until expired.
-Musket Team, range 2, attacks all enemies in range, cannot be used twice in a row.
Mobility 1
HP 2
Special: cannot move through mountain tiles.
>>
File: harvey the harvester.png (29KB, 439x278px) Image search: [Google]
harvey the harvester.png
29KB, 439x278px
Harvesters

>Scout Harvester:
Flight mode:
weaponry
-mode change
-lasers, range 30, can fire 2 times per turn
Mobility 50
HP 300, 4 locations
-wing L, 75 HP
-wing R, 75 HP
-body, 80 HP
-head, 70 HP
Mining mode:
Weaponry
-lasers, range 30, can fire twice per turn
-mode change
-mining beam, deals 250 damage to everything underneath the harvester
Mobility 5
HP 300+100, 4 locations:
-wing L, 75 HP + 25 HP shield
-wing R, 75 HP + 25 HP shield
-body, 80 HP + 25 HP shield
-head, 70 HP + 25 HP shield

>Mini-worker units:
Weaponry:
-repair protocols, range 1, heals 2 HP
-welder, range 1, deals 1 damage, sets target on fire,only works on burnable things
Mobility 3
HP 3

>Mini-warrior units:
Weaponry
-lasers, 8 range, burns target
-self-destruct, deals 1d6 damage and burns everyone in 3x3 radius around the unit, destroys the unit
Mobility 4
HP 4

>scientist units:
Weaponry
-scanners, roll 1d6 against the target, result is bonus damage you get against that unit, can only be used once on any given unit
-chemical warfare, 5x5 range, roll 1d4 for results
1-fail
2-all burnable units in range start burning
3-poison gases, all living units in range have their mobility and HP halved.
4-spores, all living units in range lose 1 HP and join the side of harvesters
Mobility 2
HP 4

>Messenger Unit:
Weaponry
-factory, create any of the three units described above, can be used twice per turn
-wormhole, summons a harvester, can only be used once per 24 turns
-point defense cannons, 14 range, can fire 4 times per turn
Mobility 1
HP 300, 4 locations
-head, 70 HP
-body, 140 HP
-main core, can only be destroyed after the body, 85 HP
-secondary core, can only be destroyed after the head, responsible for point defense cannons, 5 HP
>>
Other stuff:
>Ygari support squads:
Weaponry:
-forcefield, range 2, does not deal damage, creates a magical shield that can absorb 1d20 of damage
-healing magic, restores 1 HP to an army-type unit.
Mobility 3
HP 4, one location(people)

>Amalgam:
Weaponry:
-Shadow Step: Roll 1d6, if 4 or higher teleport anywhere on map, if nat1 get stuck in-between worlds and lose a turn.
-Beak: range 2, steals life on nat 20.
-Feet: range 1, attacks twice on nat 20.
-Wings: Can be used to add result of roll (high-low) to mobility instead of doing damage.
Mobility 10
HP 40 (+15 per turn), 4 locations which are tied to each ability:
-True Head: HP 5
-Beak: HP 10
-Feet: HP 15
-Wings: HP 10
Special: if either d20 is a nat1, the Amalgam is overcome with hunger and will attack the closest allied unit with the higher result of this turn's roll.

>Gneep Tribe:
Movelist:
-Millipede Armor, reduces damage this turn by 1.
-Pressure Wave, deals damage to all units in 3x3 area.
-Push, range 2, deal damage and move enemy unit 2 tiles.
Mobility 2
HP 2
Special: All Gneep armies can move over any terrain.

>A Magical Wizard!:
Movelist:
-1d6 roll:
1: The nearest units next roll is changed to -1. Can apply to more than one unit, ignores any modifiers.
2: Flip 5x5 tile area, both horizontally and vertically.
3: Teleport closest army unit to Fireball Island.
4: Fully heal self, gain +1 possible HP.
5: Deal 1d20 damage in 3x3 area, including to self.
6: No matter what, this unit will have exactly 1 HP at the end of next turn.
-Too Many, on d6 roll of 5+, create another wizard unit at Fireball Island.
Mobility 2
HP 2
Special: Takes 1/2 damage from army units.

>A Murderhobo Party!:
Movelist:
-1d6 roll:
1: Swap rolls of 2 closest units, after applying all modifiers. If this applies to more than 2 units, rotate their rolls clockwise.
2: Teleport this unit to Fireball island, losing 1 HP and leaving the “A Magical Wizard” unit in its place.
3: All units on the same continent lose 1 move next turn, minimum 1.
4: if d20 roll is even, fully heal and teleport to another continent; if odd, this unit dies and all units in 5x5 area lose next turn.
5: Deal 2d20 damage to unit with highest possible HP on map; damage closest if more than 1 exist.
6: If this unit rolls another six on its next turn, the dragon and ogre are released from their terrible, very shitty island.
Mobility 3 (1 over water)
HP 6
Special: If an attacking unit rolls a 1 on either roll, they do no damage to anyone this turn.
>>
RIP AND TEAR CHARGE!!!!!
>>
my threads dead
Thread posts: 19
Thread images: 3


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