The Mother of All Psy-Pires
Intent: To create a personal combat Unit of Psy-Pires to both guard Nine's vessel, assist when possible in faction roleplays and guard or fight for others under Nine's protection.
Image Credit: RedusTheRiotAct.Deviantart
(https://mgs-fans.deviantart.com/art/Spirits-of-Arsenal-Gear-708017906)
si3art.Deviantart
(https://si3art.deviantart.com/art/Haven-Trooper-03-331145577)
Role: The Unit will serve as a Protective detail and, where necessary, strike team.
Links:
(http://starwarsrp.net/topic/129671-castle-morpheus-the-leviathan-tantive/#entry1788101)
(http://starwars.wikia.com/wiki/Magna-glove)
(http://starwars.wikia.com/wiki/Magno-grip_boot)
(http://starwars.wikia.com/wiki/Powered_light_battle_armor)
(http://starwars.wikia.com/wiki/Sound_dampening_belt)
(http://starwarsrp.net/topic/126341-psy-pire/)
GENERAL INFORMATION
Unit Name: Castle Morpheus Knights.
Affiliation: @Nine Lives. (http://starwarsrp.net/topic/128818-nine-lives/?p=1778126)
CIS
(http://starwarsrp.net/forum/4042-confederacy-of-independent-systems/)
Atrisian Commonwealth
(http://starwarsrp.net/forum/4433-the-atrisian-commonwealth/)
Classification: Infantry/Recon Hybrid
Equipment: The Knights are equipped with light weight powered combat suits that function exactly like the ones of old, though their suits come equipped with mag gloves and boots Their helmets are equipped with both night and thermal vision. They are equipped with Vibroswords, SMG's, assault rifles, pistols, and sniper rifles of their own make. Same as standard equipment with no fancy features Their model of powered armor, since it functions exactly like the models of old, also give them resistance to sonics. The only real difference is appearance. They are also equipped with old school Aratech SD belts.
COMBAT INFORMATION
Availability: Minor
Deployment: Limited
Strengths
I'd pay it gladly: The Knights are fanatical about defending their "Mother" and any she deems in need of protection. They will fight until they drop. Or their enemy does.
Children of the Night: The Knights are masters at night operations and inflicting maximum damage and terror in the dark. In special cases, they will take advantage of the darkness that Castle Morpheus projectors induce over a wide area.
Freak Agility: The knights are highly mobile, fluid, and dangerous fighters at melee combat.
Home Field Advantage. When the Knights work in conjunction with Castle Morpheus, only the greatest, cleverest, or most determined of threats have the best chance of seizing the castle from them.
Silent: They are equipped with belts similar in model and power limits to the old Aratech SD belt.
Melee: The Knights shine in sword combat, particularly with Katana-type swords, as they were trained by Nine.
Psy-Pire: Among the first ever created by Nine, they bare all the advantages of a typical Psy-Pire.
(http://starwarsrp.net/topic/126341-psy-pire/)
Weaknesses:
Small ops only: Don't expect them to fight and win a war, there are for protecting the castle, protecting Nine herself while aboard or abroad if she asks, and executing relatively small operations in the field, such as evacuations, security detail for VIP's and shipboard search and destroy. Though they are five hundred strong, ship resources and hanger size, means Nine can only afford to to send out a platoon or two at most. The rest must stay in Castle Morpheus.
Psy-Pire: They are Psy-Pires, and have all the weaknesses associated with that strain.
(http://starwarsrp.net/topic/126341-psy-pire/)
On the clock: Not truly equipped for extended operations in the field. More a 'React, then retreat' mindset. They are there to get in and out.
Confused by the new tech: The knights are from a different era, and while not stupid, have difficulty learning new technology. Subsequently, they have great difficulty picking up and using all but the most basic weapons to scavenge on the battle, as well lacking an understanding of more modern computer software, which can be exploited heavily against them. So many Special Forces groups have an edge over them in this regard, that it would be hard to find one who could not intercept or jam their transmissions, or exploit their lack of understanding modern software.
Conventional threats only: In addition to their tech weakness, the Knights came from an era where they simply didn't have to face down some of the more bizarre threats infesting the galaxy today, and when encountering something like, say, a Consumer, simply will not have a frame of reference with which to deal with. As they were never to be more than a highly trained, specialized security detail, even a singular, if exotic threat has a great chance of overwhelming and decimating their ranks, on or off the ship. They are best used at at fighting conventional threats, like infantry or well armed mercenaries, rather than threats like Force Users.
Over-Protective: Their fanaticism can be exploited if they think anyone they are guarding is about to come to harm. Their first, last, and only real priority is making sure Nine or their VIP stays alive, and when set solely on guarding someone, will ignore situations that would give them a tactical advantage over the enemy in favor of protecting Nine or a VIP as long as possible and escorting them to safety. They could presumably be tricked into giving up a defensive position or making some other tactical mistake to protect Nine or a VIP. Since losing Nine or a VIP would be a great dishonor for them (Losing Nine would be the greatest) they are so paranoid that might abandon an extremely advantageous tactical position over a foe just to make sure their ward is kept safe a moment longer. In addition, while they are genuinely serious about defending whoever Nine asks them to defend, if they have to choose between Nine or the VIP, they will pick Nine every time, even abandoning their other ward in the field if they are aware of imminent danger to Nine. This fact can be brutally exploited by an enemy.
Lacks vehicles: The knights, beyond the ship they come to a planet on, have no other vehicle support whatsoever if its destroyed.
Lack of sustainance: It is important to remember that these are Vampires.
You don't belong in this world!: In addition to supply issues, anyone who figures out that you have an entire cadre of vampires protecting you will likely try to summon the authorities. This would make their job (security) difficult, especially if they are operating in unfriendly territory. Even in friendly territory, ordinary people would run from them. Even the VIP if they were ignorant beforehand might not want their help. Even friendly authorities would take all measures to keep a band of vampires under tabs. Unfriendly might have them executed on sight.
How much is too much sword?: Though they are able to use military ranged weapons, they prefer to protect and engage in melee combat, even if shooting would be more practical. This is a weakness that can be exploited heavily.
How much is not enough sword?: Their Vibroswords work like any other, but lack reach, only eighty percent the length of a standard vibrosword, and has only a straight, single edge. In addition their fighting style is very aggressive, almost Ataru like in application, but leaves very little room for mistakes.
Double vulnerability to Ion. The Psy-Pires, due to effective, but base equipment, their armor systems are vulnerable to ion damage, the powered servos shutting down and also causing the Psy-Pire inside the armor intense pain due to their special vulnerability to ion damage.
Overspecialized defense: The knights possess a curious deficiency in their tactics. Due to their focus on guarding the inside of a specific vessel they are much worse at defending territory that isn't Castle Morpheus. They can defend an enclosure certainly, but they will never defend any area as well as they can defend the castle. Thus they restrict their operations there unless ordered to by Nine. If they must guard someone else, they prefer to do it on castle grounds.
Description: The Knights of Castle Morpheus are a five hundred strong, well equipped, well trained security detail meant to guard Nine's mobile Castle Morpheus. Among the first Psy-Pire's ever turned into such by Nine during her fugue state, she applied heavy cult leader tactics to indoctrinate them into a ferocious, fanatically loyal group that will lay down their lives for their "mother" or any she deems in need of protection. This was not especially difficult: Many of this group were once the foot warriors of the first iteration of House Li-Ves.
The knights were trained in sword fighting by Nine personally after turning them, and their training was supplemented by surreptiously training alongside special forces units in other militaries. They are quick, agile, and devastating in a short enough time frame but any longer and they could be overwhelmed. As they are best left as Castle defense, they tend to stay there, never deploying unless ordered. But when out in the field they can be dangerous if used correctly. But their lack of technological prowess, inability to deal with more exotic threats, and the dangerous risks of a Psy-Pire possibly needing to feed on active protection detail limit their ultimate utility. These were the men and women who overwhelmed Sawa Ike's men and stole Castle Morpheus to look for their creator.
Image Credit: RedusTheRiotAct.Deviantart
(https://mgs-fans.deviantart.com/art/Spirits-of-Arsenal-Gear-708017906)
si3art.Deviantart
(https://si3art.deviantart.com/art/Haven-Trooper-03-331145577)
Role: The Unit will serve as a Protective detail and, where necessary, strike team.
Links:
(http://starwarsrp.net/topic/129671-castle-morpheus-the-leviathan-tantive/#entry1788101)
(http://starwars.wikia.com/wiki/Magna-glove)
(http://starwars.wikia.com/wiki/Magno-grip_boot)
(http://starwars.wikia.com/wiki/Powered_light_battle_armor)
(http://starwars.wikia.com/wiki/Sound_dampening_belt)
(http://starwarsrp.net/topic/126341-psy-pire/)
GENERAL INFORMATION
Unit Name: Castle Morpheus Knights.
Affiliation: @Nine Lives. (http://starwarsrp.net/topic/128818-nine-lives/?p=1778126)
CIS
(http://starwarsrp.net/forum/4042-confederacy-of-independent-systems/)
Atrisian Commonwealth
(http://starwarsrp.net/forum/4433-the-atrisian-commonwealth/)
Classification: Infantry/Recon Hybrid
Equipment: The Knights are equipped with light weight powered combat suits that function exactly like the ones of old, though their suits come equipped with mag gloves and boots Their helmets are equipped with both night and thermal vision. They are equipped with Vibroswords, SMG's, assault rifles, pistols, and sniper rifles of their own make. Same as standard equipment with no fancy features Their model of powered armor, since it functions exactly like the models of old, also give them resistance to sonics. The only real difference is appearance. They are also equipped with old school Aratech SD belts.
COMBAT INFORMATION
Availability: Minor
Deployment: Limited
Strengths
I'd pay it gladly: The Knights are fanatical about defending their "Mother" and any she deems in need of protection. They will fight until they drop. Or their enemy does.
Children of the Night: The Knights are masters at night operations and inflicting maximum damage and terror in the dark. In special cases, they will take advantage of the darkness that Castle Morpheus projectors induce over a wide area.
Freak Agility: The knights are highly mobile, fluid, and dangerous fighters at melee combat.
Home Field Advantage. When the Knights work in conjunction with Castle Morpheus, only the greatest, cleverest, or most determined of threats have the best chance of seizing the castle from them.
Silent: They are equipped with belts similar in model and power limits to the old Aratech SD belt.
Melee: The Knights shine in sword combat, particularly with Katana-type swords, as they were trained by Nine.
Psy-Pire: Among the first ever created by Nine, they bare all the advantages of a typical Psy-Pire.
(http://starwarsrp.net/topic/126341-psy-pire/)
Weaknesses:
Small ops only: Don't expect them to fight and win a war, there are for protecting the castle, protecting Nine herself while aboard or abroad if she asks, and executing relatively small operations in the field, such as evacuations, security detail for VIP's and shipboard search and destroy. Though they are five hundred strong, ship resources and hanger size, means Nine can only afford to to send out a platoon or two at most. The rest must stay in Castle Morpheus.
Psy-Pire: They are Psy-Pires, and have all the weaknesses associated with that strain.
(http://starwarsrp.net/topic/126341-psy-pire/)
On the clock: Not truly equipped for extended operations in the field. More a 'React, then retreat' mindset. They are there to get in and out.
Confused by the new tech: The knights are from a different era, and while not stupid, have difficulty learning new technology. Subsequently, they have great difficulty picking up and using all but the most basic weapons to scavenge on the battle, as well lacking an understanding of more modern computer software, which can be exploited heavily against them. So many Special Forces groups have an edge over them in this regard, that it would be hard to find one who could not intercept or jam their transmissions, or exploit their lack of understanding modern software.
Conventional threats only: In addition to their tech weakness, the Knights came from an era where they simply didn't have to face down some of the more bizarre threats infesting the galaxy today, and when encountering something like, say, a Consumer, simply will not have a frame of reference with which to deal with. As they were never to be more than a highly trained, specialized security detail, even a singular, if exotic threat has a great chance of overwhelming and decimating their ranks, on or off the ship. They are best used at at fighting conventional threats, like infantry or well armed mercenaries, rather than threats like Force Users.
Over-Protective: Their fanaticism can be exploited if they think anyone they are guarding is about to come to harm. Their first, last, and only real priority is making sure Nine or their VIP stays alive, and when set solely on guarding someone, will ignore situations that would give them a tactical advantage over the enemy in favor of protecting Nine or a VIP as long as possible and escorting them to safety. They could presumably be tricked into giving up a defensive position or making some other tactical mistake to protect Nine or a VIP. Since losing Nine or a VIP would be a great dishonor for them (Losing Nine would be the greatest) they are so paranoid that might abandon an extremely advantageous tactical position over a foe just to make sure their ward is kept safe a moment longer. In addition, while they are genuinely serious about defending whoever Nine asks them to defend, if they have to choose between Nine or the VIP, they will pick Nine every time, even abandoning their other ward in the field if they are aware of imminent danger to Nine. This fact can be brutally exploited by an enemy.
Lacks vehicles: The knights, beyond the ship they come to a planet on, have no other vehicle support whatsoever if its destroyed.
Lack of sustainance: It is important to remember that these are Vampires.
You don't belong in this world!: In addition to supply issues, anyone who figures out that you have an entire cadre of vampires protecting you will likely try to summon the authorities. This would make their job (security) difficult, especially if they are operating in unfriendly territory. Even in friendly territory, ordinary people would run from them. Even the VIP if they were ignorant beforehand might not want their help. Even friendly authorities would take all measures to keep a band of vampires under tabs. Unfriendly might have them executed on sight.
How much is too much sword?: Though they are able to use military ranged weapons, they prefer to protect and engage in melee combat, even if shooting would be more practical. This is a weakness that can be exploited heavily.
How much is not enough sword?: Their Vibroswords work like any other, but lack reach, only eighty percent the length of a standard vibrosword, and has only a straight, single edge. In addition their fighting style is very aggressive, almost Ataru like in application, but leaves very little room for mistakes.
Double vulnerability to Ion. The Psy-Pires, due to effective, but base equipment, their armor systems are vulnerable to ion damage, the powered servos shutting down and also causing the Psy-Pire inside the armor intense pain due to their special vulnerability to ion damage.
Overspecialized defense: The knights possess a curious deficiency in their tactics. Due to their focus on guarding the inside of a specific vessel they are much worse at defending territory that isn't Castle Morpheus. They can defend an enclosure certainly, but they will never defend any area as well as they can defend the castle. Thus they restrict their operations there unless ordered to by Nine. If they must guard someone else, they prefer to do it on castle grounds.
Description: The Knights of Castle Morpheus are a five hundred strong, well equipped, well trained security detail meant to guard Nine's mobile Castle Morpheus. Among the first Psy-Pire's ever turned into such by Nine during her fugue state, she applied heavy cult leader tactics to indoctrinate them into a ferocious, fanatically loyal group that will lay down their lives for their "mother" or any she deems in need of protection. This was not especially difficult: Many of this group were once the foot warriors of the first iteration of House Li-Ves.
The knights were trained in sword fighting by Nine personally after turning them, and their training was supplemented by surreptiously training alongside special forces units in other militaries. They are quick, agile, and devastating in a short enough time frame but any longer and they could be overwhelmed. As they are best left as Castle defense, they tend to stay there, never deploying unless ordered. But when out in the field they can be dangerous if used correctly. But their lack of technological prowess, inability to deal with more exotic threats, and the dangerous risks of a Psy-Pire possibly needing to feed on active protection detail limit their ultimate utility. These were the men and women who overwhelmed Sawa Ike's men and stole Castle Morpheus to look for their creator.