Ardgal Raxis
More than a Man
- Intent: To sub something unique for the board
- Image Credit: Here
- Links: Gammorreans, RMIA
- Unit Name: Gamorrean Berserkers
- Affiliation: RMIA, select buyers (those with contracts)
- Classification: Berserker (heavy infantry)
- Equipment:
Gamorrean Battle ax - M'uhk'gfa
- Hardback class troop transport
- AR-37 Particle rifle
- K-40 Underbarrel attachment
- Brimstone Round
- Smoke Em round
Source
COMBAT INFORMATION- Availability: Common
- Deployment: Mass
- Strengths & Weaknesses:
Totally loyal: the Berserkers have all been chipped with vong obedience coral, Yorik-Kul. They will do what they are told by their masters unquestioningly, even to certain death. All free will had been removed from them, they do what they are told with no thought of themselves--as long as that person is their chainholder. To other people they are pretty non-caring. The only exception is anything done to harm Ardgal, they answer to him first and foremost. - Slowly a little dumber every day: Gamorreans aren't known for their brilliance as it is, but due to the coral lodged in their temporal lobes, they slowly get a little stupider (it's totally a word) every day. This takes time, and by the time they reach this point each individual Berserker at the dumbest stage is just good for brute labor and soaking up enemy fire.
- Hearty: Gamorreans are totally strong and able to tough it through a lot. These stocky guys can knock someone over larger than themselves with a ledgary charge. This makes them perfect berserkers.
- Training: all the Berserkers are good at is melee and shooting. Honestly, some would even debate if they are good at shooting. They are no good at stealth, recon, intel gathering, or any of those finer points of combat.
- Numbers: It goes without saying that these guys are deployed en mass, numbers tend to be on their side. It's a game of attrition, and its a brutal game, but they are good at it. Especially for all-out land battles. They are the ideal cannon fodder.
Source
- Description:
When Ardgal set up base on Pzob, the man faced what every human who has set up anything on Pzob has faced--the headstrong, local Gamorreans. They attacked the man and basically a land war ensued. It became apparent that either RMIA would survive or the locals would. A war of epic proportions began. On the side of the Gamorreans were numbers and the knowledge of the local land, on the side of RMIA were tactics, training, and technology.
Ardgal realized that he could either continue to fight the Gamorreans in a firce fight that zapped his focus and man-power, or he could utilize the Vong technology he had from the shapers in his midst. The man ordered a series surgical strikes that would turn the tide greatly. By capturing the Gamorreans, he was able to chip them for obedience with Yorik-Kul. The general filled his ranks out with these new Berserkers and began to see the benefits of his plan and carried it out on a greater level. Soon Gamorreans were also being bred and chipped for this purposed.
- [media]https://youtu.be/lqXgR3SKagk[/media]
Source
Now, with all good things, he soon turned the Berserkers out and began selling them for a profit as well to fund his expeditions. These Berserkers, however, are only available to those with contracts with RMIA.
In combat they serve the role of heavy infantry. Their use of melee weapons comes naturally due to their massive strength. They are powerful line breakers and when things are close combat, they excel. It's their game. With ranged combat, they are more "spray and pray" or storm trooper style. Honestly, a lot of the Gamorreans lack the fine motor skills to be marksmen. Beyond the personal weaponry range (about 30 meters) there's a slim chance they could hit anything smaller than a barn. Because of that, a fair portion of these Beserkers choose to forgo ranged weapons and instead stick to melee weapons that maximize their abilities in combat.