Star Wars Roleplay: Chaos

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Work In Progress Kytrand

OUT OF CHARACTER INFORMATION
  • Intent: To make a new gemstone
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PRODUCTION INFORMATION
  • Name: Kytrand Diamonds
  • Manufacturer: Kytrand
  • Affiliation: Kytrand, The Galactic Alliance
  • Market Status: Open-Market
  • Homeworld: Kytrand
  • Production: Mass Produced
  • Modularity: Can be used in jewelry, special tools, circuits, data storage
  • Material: Diamonds
PHYSICAL SPECIFICATIONS
  • Classification: Gemstone
  • Weight: Very Light
  • Color: Yellow, brown, black, clear, pink
  • Resistances:
    • Energy: Extreme
    • Kinetic: Extreme
    • Acid: None
    • Sonic: None
    • Temperature Extremes: High
    • Pressure: High
    • Radiation: None
    • Ion/EMP: None
SPECIAL FEATURES
  • Highly valuable gems that have a variety of aesthetic and industrial uses
  • Can be cut, polished and shaped in a variety of ways
STRENGTHS
  • Value: Diamonds retain their value through economic downturns and provide a nearly untraceable way of funding who and what you want funded without a paper trail.
  • Modularity: The diamonds can be cut polished and shaped for jewelry, or can be utilized in special tools like grinding saws and drills, or even special circuits or data crystals, increasing their utility. Properly polished and shaped, they made for ideal weapon lenses for special blasters or cannons
WEAKNESSES
  • Target: Diamonds are always a severe target for theft in transit or in storage, expect the most ruthless response imaginable by pirates to try and steal them
  • Varying qualities: Kytrand's diamonds are mostly a yellow color, and only the clear ones are internally flawless, and thus make the best weapon lenses, while pinks are extremely rare and reserved for only the most expensive jewelry. All others are still quite valuable, but the difference between a brown diamond and a yellow diamond is often 20 to 30 thousand credits
DESCRIPTION

One of Kytrand's single most valuable trade commodities, the profits from these stones often go into the pockets of Kytrand's inhabitants working for Nathan's many businesses. It says a lot that even a small fraction of the profits are enough to financially secure workers for up to a potential decade ahead, caches of these going raw and uncut to Alliance coffers to find their war machine
 
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OUT OF CHARACTER INFORMATION
  • Intent: To make a new gemstone
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PRODUCTION INFORMATION
  • Name: Kytrand Tourmaline
  • Manufacturer: Kytrand
  • Affiliation: Kytrand
  • Market Status: Open-Market
  • Homeworld Kytrand
  • Production: Mass Produced
  • Modularity: Can be fashioned into jewelry
  • Material: Gemstone
PHYSICAL SPECIFICATIONS
  • Classification: Gemstone
  • Weight: Very Light
  • Color: Caries
  • Resistances: None
SPECIAL FEATURES
  • Gemstones of relatively low value for the middle market coming in many vibrant colors, retaining their value through periods of economic instability
  • Can be cut and polished in many ways
STRENGTHS
  • Value: With individual samples often valued for their vibrant color and almost always internally flawless state, these command a five hundred to one thousand credit price range, a value that rarely drops even during periods of instability. Indeed, they can actually be used as a standard form of currency given their abundance
WEAKNESSES
  • Brittle: Relatively Brittle compared to other gems. A good whack of the hammer could crack one
  • Theft target: A massive theft target if large boxes of them are in transit
DESCRIPTION

Kytrand Tourmalines are among the most common and abundant gemstones on Kytrand after it's diamonds. Sold all over the Galaxy, these ornament gems are almost always flawless internally and possess a staggering variety of colors. In some worlds, they can serve as official currency.
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
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  • Image Credit: https://arkhamcity.fandom.com/wiki/Harley_Quinn
  • Role: Headmaster of a heretical sect of Light Side Users allied with Nathan in future RP
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers' content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
PHYSICAL INFORMATION
  • Age: 400
  • Force Sensitivity: Master
  • Species: Living Clay Golem (Alkahest)
  • Appearance: A bizarre looking but beautiful woman in a red an black catsuit
SOCIAL INFORMATION
  • Name: The Mistress of Forging
  • Loyalties:
  • Wealth:
  • Notable Possessions: Double Bladed Lightsaber (Aqua)
  • Skills: A master Force User with skill in Alkahest, able to imbue weapons, and create creatures similar to herself
  • Languages: Basic
  • Personality: A strict, almost school-marm type academic, she is utterly dedicated to the cause of the Flesh Academics, given that she is its founder. A bit of an opportunist, She takes any chance she can to thwart the plans of Dark Side Users, and inflict casualties in their ranks, uninterested in gaining political power or public adoration or influence, just like the rest of her cult
COMBAT INFORMATION
  • Weapon of Choice: Double Bladed Lightsaber
  • Combat Function: The Master of Forging Is a Master of Force Healing, Telekinesis, Alkahest, and Double bladed Form One, with skill at Force Jump and Force Speed. Her spirit is able to control the shape and color of her living Clay body, able to reshape it to squeeze through tight spaces, and is highly resistant to kinetic impact, her body deforming at the impact point only to reform slowly. As she has no internal organs, it takes immense energy and kinetic damage to overwhelm her natural resistances
  • Force Abilities (Force Users Only):
Force Sense (Master)
Telekinesis (Master)
Force Healing (Master)
Force Jump (Master)
Force Speed (Master)
Alkahest (Master)




Strengths:
  • Malleability: Her body lacks internal organs, and is formed and held together by her bound spirit, making her highly resistant to fall damage (Her body would simply deform on impact and slowly reform itself. Kinetic projectiles, even if they overwhelmed her body's natural resistances to that, would often simply go through her, and her body would slowly repair itself over 24 hours, sealing up the wound. She can also squeeze through tight spaces
  • Spin Cycle: Is a Master of double bladed lightsaber combat and Form One, allowing her to possibly decimate a packed crowd, or potentially eviscerate lone Force Users
  • Master Wizard: A highly skilled Light Side user and long time instructor. She can serve as an excellent mentor if you want to learn the Light Side...or the devil on your shoulder if you're thinking of going behind the Jedi's back
  • Spymaster: Her creations occasionally infiltrate Jedi Enclaves, allowing her to learn vital info that she passes to Nathan
Weaknesses:
  • Null: Null Fields or Ysalamiri bubbles Force her spirit out of her clay body, rendering her unable to use the Force
  • Power Duelists: Power Duelists executing constant overhead strikes have a high chance of destroying her weapon and possibly damaging her
  • Fragile: Past the resistances of her clay body she is actually quite fragile, and takes a long period of days to repair if significantly damaged. She also possesses only human level strength
  • Spirit: Much of her strength is spent staying anchored to her clay body...if it were destroyed, she could only remain on this plain of existence for two hours unless her spirit can inhabit some object and wait for her followers to reforge her body, a process that can take weeks. As a result, she can only call on a few basic powers after Alkahest and Healing
  • Sonic: Sonic completely stuns her and breaks down her ability to maintain shape, leaving her easily destroyed
  • Cryo: Cryo freezes her solid, rendering her helpless
  • Flame: Flame vitrifies her body, leaving her trapped in what's essentially glass
  • No true shapeshifting: She can only reform her own appearance, not take that of others
HISTORICAL INFORMATION


Once a respected Jedi Knight whose name is long forgotten, she lost her son to a bunch of Sith Cultists, with him brutally murdered in front of her. Suffering a breakdown, she used her knowledge to craft deadly creatures to hunt and slay Dark Side users, and was imprisoned by the Jedi as a result. Somehow escaping their custody, the disillusioned Jedi felt she had been treated worse than her own son's killers, and founded an organization that thumbed it's nose at Jedi restrictions on manipulating life with the Force, dedicated to waging war on Dark Side users. Binding her spirit to a clay body fairly recently, The Master of Forging is very familiar to Nathan, as they had to work together in the past during the Gulag Era. Seeking her out, Nathan offered to let her ply her talents in secret on Kytrand, to which she readily agreed. Though fanatical in her focus, she remains just as dedicated to protecting the innocent as she was when she first rebelled.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a Force User unit for lore building and story purposes
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GENERAL INFORMATION
  • Unit Name: BWE Clone Force Marshall
  • Affiliation: Bloodscrawl Medical Corporation (Formerly), Bacta-Works of Epica
  • Classification: Force Sensitive Clone Trooper
  • Description: Clad in custom armor reminiscent of ARC Troopers these mysterious Force Users are trained in the Jedi Arts combined with classic Fett Clone Discipline, and tend to show up out of nowhere to reinforce allies and lead frontal attacks on the enemy, or to engage enemy Force users with overwhelming command of the Force
COMBAT INFORMATION: The combination of Unit Size and Availability below is the indicator of how numerous your unit is. Stormtroopers for instance would be considered Large/Common, while Rogue Squadron would be a Small/Unique unit. Majority Force User Units are prohibited from being Common or Large. The stronger and more specialized your unit is (FU or NFU), the smaller and less common it should be.
  • Unit Size: Medium
  • Unit Availability: Rare
  • Unit Experience: Veteran
  • Equipment: Range Finder, Med Kit
Ranged:

DC-15A OR Gun-Works Sniper Rifle OR CQB Gun (Primary Ranged Weapon)

Imperial Sonic Blaster (Secondary Ranged Weapon)

Melee

Bloodscrawl Lightsaber

Ordinance:

Sonic Detonator

Armor

Fenelar Armor (Reproduction, Custom Appearance)

Equipment:

Gungan Energy Shield

Vehicles:

BARC Speeder

Deployed from:

Emperor's Shuttle Replica

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  • Combat Function: Functioning as a sort of Clone equivalent of a Jedi Commander, These Clones supplement allied Forces in emergencies where Jedi cannot be present, they are well trained, deadly, and much more ruthless than any Jedi would be
  • Force Abilities (Force User Units Only):
Force Sense (Master)
Telekinesis (Master)
Force Healing (Master)
Pyrokinesis (Master)
Electric Judgement (Master)
Force Valor (Master)
Tutaminus (Master)
Plant Surge (Master)
Force Jump (Master)
Force Speed (Master)
Force Push/Pull (Master)
Force Barrier (Master)






Strengths:
  • Use the Force: Engineered for Force Sensitivity, These warriors were tentative efforts at creating a soldier with the powers of Jedi and combining them with the deadly efficiency of a Fett Clone. Skilled in certain light side powers they prowl the battlefield, leading from the front, and are more than willing to engage Sith and other Dark Side users
  • Fearless: So fearless that they are highly resistant to mental Force Attacks and will never reveal who actually created them more than willing to Lie or refuse to answer a Jedi to their face if directly questioned
  • Ace Marksman: Superb Marksman and can function as snipers when using their DC-15A, no matter it's configuration. For Force Users, they resort to Sonic Weapons
  • Ace Melee: Superb sword and staff duelists, more than enough to take on skilled Force Users armed with Lightsabers and have a solid chance of winning
  • Perfected Clone: Due to brilliant tweaking of their genetics, they grow slightly faster than normal Fett Clones of Kaminoan technology, and do not suffer from Clone Degeneration or Madness, learning slightly faster through flash training
Weaknesses:
  • Null: Can be cut off temporarily from the Force if in Force Voids or bubbles made by Ysalamiri, or covered in voidstone
  • Training Times: It takes a LONG time to properly train them, a combination of both flash training and the study of ancient texts
  • Bioweapons: More vulnerable to bioweapons Due to tweaked genetics
  • Organic Soldier, Organic Problems: They still have to eat, sleep, drink, and tend to basic hygiene, plus, they may need psychological counseling if sufficient trauma somehow managed to override their normal fearlessness
  • Outnumbered: They are valuable enough only a few may be deployed at a time
  • Not true masters: More than a few may be needed to fight a true master
  • Ruthless: Their refusal to answer questions about their origins may already cause certain Jedi to not trust them, and their viewpoint that the Force is Just a tool, combined with their ruthlessness, may cause some Jedi to refuse to work with one
HISTORICAL INFORMATION

Clone Troopers trained in defiance of certain Jedi Doctrines, they were part of a tentative program to create a "Clone Jedi Order", to function in the name of the Light while not being necessarily hampered by all parts of Jedi Doctrine. The Bloodscrawl Medical Corporation created and stowed them away before the Gulag Era, aboard Space Stations orbiting Kytrand's Sun, resting in stasis chambers. Upon revival they all swore loyalty to the Last Bloodscrawl.

Not at all behaving like traditional light side users, they treat the Light as a tool, as the Bloodscrawls decided having the light side equivalent of elite Dark Jedi might be a better bet, when decisions must be made that are unpalatable to Jedi. They are soldiers first, and Force Adherents second, and will follow orders to the letter.

They are accorded full medical and psychological care, housing and food and drink, and after a service of five years they can retire and Bacta-Works will go out of their way to help them find gainful employment and housing.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To make a Army for RP and story building
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GENERAL INFORMATION
  • Unit Name: Navy Stealth Clones
  • Affiliation: Bloodscrawl Medical Corporation (Formerly), Bacta-Works of Epica (Currently)
  • Classification: Clone Trooper (Fett Clone Template)
  • Description: Specially trained pilots operating stealth vehicles, these rare pilots are called for only the most critical operations
COMBAT INFORMATION:
  • Unit Size: Small
  • Unit Availability: Rare
  • Unit Experience: Elite
  • Equipment: Med Kit (Medics only) Antidote Kit (Medics Only), Rangefinder, Survival Kit. Repair Kit
Ranged:

X-8 Night Sniper OR DC-12U (Spec Ops only) OR DC-19 Stealth Carbine (Spec Ops Only)

Armor:

Sealed Clone Pilot Armor (Stealth Pilot Version) OR SCUBA Trooper Armor (Spec Ops Only) OR Shadowtrooper Armor (Spec Ops Only)

Ordinance

Det Packs (Spec Ops Only)

Vehicles

NOTE, For Each starfighter Category (Multi Role, Heavy, Bomber, Interceptor) there are two squadrons apiece. For each Support Vessel Category classed as stealth tech, assume four ships


Starfighters (Multirole)

Royal Guard Light Interceptor (Aces) OR TIE/PH (Squadron Leaders)

Starfighters (Heavy)

Scimitar Replicas (Aces, Also used as transports to deposit ) OR Fondor Replicas (Squadron Leaders)

Starfighters (Bombers)

Slave 1 Replica (Boba Type Armament for Grunts, Jango Type Armament for Squadron Leaders)

Starfighters (Interceptors)

TIE Stealth (Aces) Or Xanadu Blood Replica (Squadron Leaders)

Barons (Heavy Interceptors)

TIE/VN (Baron Aces) OR Royal Guard TIE (Baron Leaders)

Scout Vessels

Wilde Karrde Replica

OMS Devilfish (Underwater Spec Ops)

Transports

IPV-2C Stealth Corvette (Elite Troop Transport) OR Emperor's Shuttle Replica (Used to transport Elite Troops/Assassin Droids/Top Secret Information)

Support:

DRK-1 Probe Droids (Commonly Carried on shuttle replicas by half a dozen, one) carried on heavy starfighters

IG-100 Magnagaurds (Deployed from Shuttles, or are guards on scout ships)

Purge Trooper (Droid Model, Deployed from Heavy Starfighters)

Equipment:

Defel Mimicker OR Sound Dampening Stealth Unit





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  • Combat Function: Navy Stealth Clones operate stealth vehicles for important spec ops depositing important troops or taking out mission critical targets
  • Force Abilities (Force User Units Only): None
Strengths:
  • Ace: These Pilots are trained at a level that makes their prowess exceed of a Droid Tri-Fighter from the CIS, able to pose an extreme danger even to Force Sensitive Pilots due to having been flash trained in Naval Warfare and Single Seat fighter combat literally everyday from birth. They also naturally pick up faster on the controls of newer models of starfighter, should they encounter them. They learned how to fly before they learned how to even freaking crawl. Each pilot is the epitome of discipline in combat, whether lone or in squadrons, and in this case, are specially trained to pilot stealth vehicles for only the most critical of operations or the most dangerous of targets
  • Dead Eye: They have exceptional aim with their Pistols, able to hit fast moving targets at long distances with only minimal sight profile. Some are even skilled enough to bank shots off of certain energy shields or other charged/reflective surfaces to try and hit targets behind cover
  • Silent: By default they wield weapons that are incredibly quiet, used to help them survive if forced to land behind enemy lines or in extreme survival scenarios, though some use carbines and rifles for special operations, like Work aboard Stealth Support Craft
  • Resistant: Their extreme focus and discipline allow them major resistance to mind tricks and weak Force Illusions (And also prevents each and every last one of them from mentioning what corpo made them. They will happily lie right to your face.)
  • Fearless: Normally, these Clone troopers will defend or assault a position to the death or otherwise fight without any regard for their own demise unless specifically ordered to withdraw or retreat
  • Perfected Clone: Brilliant tweaking of their genetics long ago by BMC means these clones do not suffer from Clone Degeneration once fully grown. They also do not suffer from Clone Madness. Their particular template has been modified to grow slightly faster, and accept flash training more easily. This leads to reduced weight for replacements. These particular clones are engineered to withstand greater G-forces and pressure on their body, allowing them to execute far more extreme and sudden maneuvers (As in, pushing the agility of a craft temporarily beyond it's normal limits as though it's just a Droid Starfighter) that would normally risk killing or blacking out standard pilots for brief periods before their bodies need time to recover. This genetic modification allows them to also survive higher gravity worlds up to three or even four times the standard for humans for brief periods of up to an hour, resist weapons like advanced gravity generators, and even possessing heavily increased, Wookiee like physical strength as a natural side effect. This also makes them adept at carrying out and surviving underwater operations, and they occasionally use submarines
  • Jedi Friendly: No hidden murderous compulsions or behavior chips, so no need to worry about getting sixty-sixed by a large group of them
  • Variety: These Clones are trained in a variety of vehicles and starfighters to support ground and space Operations, acting as everything from fighter pilots, to transport, to simple couriers, and they are all highly skilled at fixing and maintaining them. In addition these vehicles tend to be stealth vehicles
  • CQC: These Clones were given more comprehensive training in martial arts, enabling them to hold their own even against veterans of hand to hand combat
Weaknesses:
  • Organic troops, Organic Problems: They have all the weaknessess of a typical organic...need for food, waste disposal, counseling if suffering extreme trauma that overrides their otherwise fearless nature
  • Outdated Equipment: Much of their equipment is still very powerful, and still very useful but may struggle against jamming attempts and modern ion weapons especially, and are potentially very slightly more easily detected by modern anti stealth systems. In addition to this much of their stealth vehicles are aged and scavenged, and often need more maintenance, their computers targeting and scans glitching occasionally. Sometimes even their stealth systems may cut off unexpectedly. Worst of all maintaining a small stealth attack force can be expensive when it comes to the systems of the aged examples they pilot.
  • Force Users: Despite mental resistance, they are still vulnerable to every other Force Power, including Lightsabers
  • Bioweapons: Due to their tweaked genes, they are slightly more vulnerable to bio attacks then other Clone Weapons
  • Slower Heal: Due to tweaked genetics, the heal slightly slower than a regular human, even when fully immersed in Bacta, their recovery rate is still slightly slower than that of a normal human immersed in the stuff
  • Risk of breakage: The Clone may be able to withstand more intense turns, but not necessarily the fighter they are piloting. Pulling more extreme turns risk damage to the space frame, which may in turn compromise certain systems of the fighter
  • Separation Anxiety: These Clones do not like leaving their vehicle behind. Due to being trained from birth to pilot they are essentially addicted to piloting, and become extremely agitated and paranoid if they haven't flown in a while. To the point they may attempt to steal a Starfighter from their own base in their temporary mania
  • Judicious Use: It takes a long amount of time to make one. A VERY long time . Stealth Clone Pilots are deployed sparingly for only the most critical, life or death operations
  • Substandard risk: If you must repair it with substandard parts, expect substandard performance.
  • Low numbers" Excellent for focused uses in limited contexts. Do not deploy in larger scale battles
HISTORICAL INFORMATION

These Pilots are Hand selected Squadron Leaders trained to pilot, maintain, and repair stealth vehicles of varying areas depending on mission needs. Taken from all Branches of the Navy Pilot Clone Branch and trained even further, few can match the skill of these warriors when they are in starfighters, however due to the age of the fighters despite their high quality, they can occasionally glitch, having certain systems fail, and thus requiring extensive maintenance before and after every flight which is only growing more difficult over time as already aged, or outdated systems get pushed to their limit. It is gradually expected that as time marches on, these aging fighters will be phased out in favor of newer models once the company can afford them. Until then these Clones proudly fly ancient but still deadly relics and can pose a threat to even modern high tech interceptors. Their equipment has simply aged that well.

Provided excellent contracts and constant medical and psychological aid and maintenance, the Stealth Pilots are proud warriors of a fleet of aging relics. Once their contract expires, they are aided in finding employment, resettlement, and societal integration


RANKS

ACES

Aces were once The finest of Squadron Leaders from all Branches of the Clone Pilot Service of Kytrand. Given further Training in how to pilot and maintain stealth craft, These are utterly fearless, extremely disciplined pilots, capable of posing a danger to even veteran Jedi Pilots

Multirole Aces pilot the the Royal Guard Light Interceptor, and are adept at Dogfights, capital ship assault, ground assault and escort

Heavy Aces pilot Scimitar Replicas, and can deposit troops as well as engage in dog fights and capital ship assault to extreme levels of competency and can assist all squadrons

Bomber Aces Pilot Slave One Replicas with the type of armament Boba Fett is believed to have employed when he piloted the real thing, and are extreme experts at capital ships Assaults and ground target bombardment, and can engage Starfighters better than Multirole Aces can but not quite how Interceptor Aces can

Interceptor Aces are nightmarish hunters of other Aces, and considered by every other branch as more suicidal than Imperial TIE despite their stealth advantage, as they more often push their starfighters pass the performance their hulls can safely endure to splash an enemy ace, to the point of getting Droid Starfighter like performance at the risk of their own life. They pilot a super old school Stealth TIE/LN as a pure flex.

BARONS

Barons would be considered to be Flight Barons in other militaries, and are considered to have skills equivalent to Force Sensitive Pilots, able to take on at least three real deal Force Pilots at the same time and have a solid shot at survival, if not victory. They pilot TIE Silencers, and Engage in Heavy Dogfights and Capital Ship Assaults against Battle Cruiser Sized vessels, infamous for being able to engage and slaughter potentially multiple squadrons and even occasionally bring down small capital ships all on their own Barons are selected from either the Multirole or Interceptor Branch, no other and then only the Squadron Leaders, making it an even more limited pool than usual.

LEADERS

Leaders are those who have survived so much that their skills may occasionally possibly exceed even those of a Jedi Pilot. There is rarely a situation so hopeless that they cannot figure a way to survive, even if that way does not necessarily succeed, their skills are so immense their at times seemingly illogical leaps of faith in combat tend to succeed more often than not

Multirole Leaders pilot scavenged TIE Phantom Relics from the once massive Imdarrr Alpha Fleet. They are regarded as almost sacred relics and nearly impossible to repair or recreate if they have suffered sufficient damage, so surviving examples are passed down with great ceremony. They Excell in all categories

Heavy Leaders Excell at assisting all squadrons. They Pilot Fondor Replicas, and surviving examples are passed down with great ceremony

Bomber Leaders Excell at Capital Ship Assaults and are fairly good in dog fights, but can still destroy ground targets with a skill only secondary to destroying starships. Their armament is believed to be the type Jango Fett employed when they piloted the real thing

Interceptor Leaders Pilot Xanadu Blood Replicas and Excell at surviving Force User Pilots. They are a potential threat to multiple squadrons even solo.

BARON LEADERS

Baron Leaders are the Ace of Aces of Aces, potential threats to even well armed modern squadrons due to sheer skill, and have been able to down even veteran Force User Pilots, destroy capital ship weapons and defenses, and are competent at destroying ground Targets. They are given the singular honor of piloting successfully recovered Royal Guard TIE Interceptors


SUPPORT.

This small unit still requires support in the field like when hiding on a planet. Squadron Leaders promoted to the unit start out in Support Once More demoted to grunt. They learn the ins and outs of maintaining stealth systems in their respective field

SCOUT

Scouts operate Wild Karrde Replicas, picking up potentially vast amounts of info from even modern systems and act as combat support during missions, scouting aged and helping detect weaknesses in enemy formations and ship targets. They also participate in underwater operations in subs. This path leads to Multirole or Interceptor Branch


TRANSPORTS


Piloting Emperor Shuttle Replicas, these Pilots ferry vital supplies and sensitive equipment and Information to the Unit . This Path Leads to Bomber Branch


COMBAT TRANSPORTS

Piloting old school Republic Stealth Corvettes, they ferry important troops or Droids, engage enemy targets and act as long range scouts. This path leads to Heavy Branch
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
Havoc-CTRaF.png


GENERAL INFORMATION
COMBAT INFORMATION:
  • Unit Size: Large
  • Unit Availability: Uncommon
  • Unit Experience: Veteran
  • Equipment: Range Finder, Med Kit, Antidote Kit
DC-15A (Commanders/Snipers Only)

OR

DC-15S

Undermounts

Under Barrel Grenade Launcher (40 MM)

Rounds Available 20

Round Types

Acid

Cryo

Plasma

Adhesive

High Explosive

40 MM Buckshot

40 MM Incendiary Buckshot

40 MM High Explosive Buckshot

40 MM Adhesive Buckshot

OR

Semi-Auto Shotgun Undermount

Rounds Available: 40

Round Types

Armor Piercing

Slug

Rubber Slugs


Armor



Personal Combat Shield OR Gungan Energy Shield

Ordinance: Smoke Grenades

Vehicles:

BARC Speeder OR Sentinel Craft

Support: (Note: Droids only accompany Knights when in Squads)

Phase 1 Dark Trooper (Upgraded) (4 Per Squad)



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  • Combat Function:
  • Force Abilities (Force User Units Only): N/A
Strengths:

  • Perfected Clone: Engineered to lack the accelerated aging and clone degeneracy after reaching fighting age, these Clones won't die early or go insane like normal clones might



  • Costner Mode: Excellent as Bodyguards for high ranking figures
Weaknesses:
  • Organic Soldiers, Organic Problems: They need to eat, drink, sleep, and dispose of waste like any other Organic, and if something sufficiently traumatic occurs, that overrides even their normal fearlessness, Therapy
  • Close the Distance:
  • Hard to Replace: It takes hard work (And Flash training) to produce a proper Knight, let alone grow him
  • Bioweapons: the particulars of their genetics are such that while they won't suffer early age and death or other forms degeneration, they are still more vulnerable to bio weapons

  • Friction:
HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: To make a Shock Unit for My NPC Faction
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GENERAL INFORMATION
  • Unit Name: Clan Li-Ves Stormtroopers
  • Affiliation: Clan Li-Ves
  • Classification: Assassination Stormtroopers
  • Description: Vampire Stormtroopers Trained to the standards and quality of Darth Vader's infamous 501'st Legion, these ruthless warriors are equipped with modern weapons and equipment, and act as the fist of Clan Li-Ves to make war on enemy assets, as well as Bodyguard Vera Mina herself or Nathan without his knowledge
COMBAT INFORMATION: The combination of Unit Size and Availability below is the indicator of how numerous your unit is. Stormtroopers for instance would be considered Large/Common, while Rogue Squadron would be a Small/Unique unit. Majority Force User Units are prohibited from being Common or Large. The stronger and more specialized your unit is (FU or NFU), the smaller and less common it should be.
  • Unit Size: Large
  • Unit Availability: Rare
  • Unit Experience: Veteran
  • Equipment: Rangefinder, Medkit (Medic Only), Antidote Kit (Medic Only)

Ranged:

Rifle

Viper Series Blaster Rifle OR Banshee Carbine OR Stormneedler

Heavy Weapons

Thunder Lance Gun OR Hellpyre OR Khan Rotary Cannon

Side Arm:

Stormclaw Pistol OR Witchtaker

Ordinance:

Outdated Plasma Grenade OR Obsolete Grenade Launcher

Melee:

MK-1 Psychic Katana

Armor:

Radiation Zone Assault Trooper Armor (Custom Appearance) OR Environmental Bastion Armor (Custom Appearance)

Vehicles

Albatross Gunship

Starfighters:

TIE/HU

Support:

Sky Hornets (2 Per Squad)

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  • Combat Function: The Stormtroopers function as Commandos and Field Assassination Units, targeting key structures and personnel in overwhelming Blitz attacks that come at night, sowing terror into enemy tanks. They also serve as pilots for special operations, and are devastating at hand to hand
  • Force Abilities (Force User Units Only): No
Strengths:
  • A Modern Army: Fully Equipped with modern Firearms and trained to the fanatical standards of Clan Li-Ves Warriors. They can easily hold their own, if not necessarily defeat, even the most well equipped Armies
  • Vampire: Possesses all the strengths of the Psy-Pire Species
  • Blitz: This army specializes in Shock and Awe and Blitz Tactics, as well as targeted assassination and building seizure
  • Fly by night: They strike at night against enemies or in moments of immense darkness as a psychological tactic
Weaknesses:
  • Aggression: Their fanatical, murderous aggression in personal combat can be used against them, especially if caught alone
  • Honor Code: If lone opponents are encountered without a weapon, these soldiers may offer them one or discard their own to make a fight even. This can and does backfire
  • Vampire: All the weaknesses of the Psy-Pire Species
  • Heavy Gear: Their heavy gear can slow them slightly
  • Expenses: Training a soldier to this level of skill takes time, patience, and money, to the point they are often only deployed in a single company at a time. If deployed in large numbers, the reason had better be very good
HISTORICAL INFORMATION

Warriors serving as the personal Army of Vera Mina, these units often guard installations on the world of Kytrand , basically serving as muscle of Clan Li-Ves, who occasionally lone them out as vicious shock units to their allied factions, or as bodyguard/assassin units to her husband, willing to do the jobs even the most dark hearted of his own clone troopers won't touch. Striking at night, they sow terror in their personal and rapid viciousness to enemy combatants
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
Knights_of_Zakuul_on_Voss.jpg

KnightsofZakuul.png

Kal_Petrin.png

GENERAL INFORMATION
  • Unit Name: Bladed Mysteries
  • Affiliation: Nathan Bloodscrawl Nathan Bloodscrawl (Secret Affiliation)
  • Classification: Light Side Adept
  • Description: Light Side Apprentices to Nathan, they are his eyes and ears, often his hands in the protection of civilian populations and often speak with his authority to selected outsiders to his operation, aiding actual Jedi if possible, all while obscuring their loyalties and morivations
COMBAT INFORMATION:
  • Unit Size: Small
  • Unit Availability: Rare
  • Unit Experience: Recruit
  • Equipment: Rangefinder, Med Kit

Ranged:

Kalranoos Carbine

Melee:


Single Bladed Lightsaber OR Lightsaber Pike (Both Variants are blue bladed) OR Vibro Double Blade

Armor:

Fenelar Armor (Recreation, Custom Appearance)
  • Combat Function: Effectively the Light Side equivalent of Dark Jedi, These warriors practice the Light Side and Lightsaber Technique independent of oversight by the Jedi Council, having been illegally trained by Nathan in certain abilities. They act as mystery interlopers in conflicts against the enemies of the light, refusing to identify themselves to Jedi (Often refusing to even speak when one is present to give Jedi they encounter as little to work with as possible). They occasionally act as a rescue group for Jedi behind enemy lines, and when not in combat act as humanitarian relief in Crisis scenarios for a given populace, humbling themselves by providing food, water, and medical aid, all anonymously. They prefer ambush, and dislike wading into open combat on the battlefield, preferring to fight smaller groups such as a platoon or two, or just lone units.
  • Force Abilities (Force User Units Only):
Force Sense (Padawan)
Electric Judgement (Padawan)
Force Valor (Padawan)
Force Light (Padawan)
Force Heal (Padawan)
Force Stealth (Padawan)
Force Camouflage (Padawan)
Force Resistance (Master)
Force Camouflage (Padawan)
Force Suppression (Padawan)




Strengths:
  • Tough Armor: Their tough Phrik Alloy Armor can protect them from a wide variety of damage, including Lightsabers
  • Light Connection: Taught very basic light side abilities, they can pose a significant challenge for ordinary soldiers and bounty hunters and at least possibly fend off a trained Dark Side user
  • Tough Spirit: Training from Nathan has focused on refining their ability to resist Force Attacks to that of a master. They may not be better at using the Force, but they can often survive it's most dangerous attacks. If they can't beat you, they certainly have a great chance of outlasting you and escaping to fight another day.
  • Defensive: They are trained in a smattering of Form One, but focus on Soresu almost exclusively, enabling them to survive and deflect a lot of attacks that might destroy the defenses of normal apprentices
  • Jack of all trades: A decent array of Force Powers to use in battle, and they get slightly smarter about employing them every time they are used.
  • Force Range: Though their offensive skills are weak, their electric judgement has unusually long range, and the range increases if channeling it through their lightsaber blade
Weaknesses:
  • Null: They temporarily lose their powers if entering Force Voids, Ysalamiri bubbles, or clods of Voidstone particles
  • Much to learn, you still have: Their ability to resist Force Powers is about the only thing going for them. In all other respects they are still very much Padawans, and they can't enhance their bodily performance without the Light Side Currently, and lack even basic skill at telekinesis
  • Inevitable: Such a heavy focus on surviving attacks means they have trouble going on offense without the Force
HISTORICAL INFORMATION

Trained in secret on the planet Kytrand by Nathan, these apprentices are selected from the refugee population based on empathy capacity and sense of civic duty, and given basic instruction depending on their aptitude. Fully aware that training them while still a Padawan is a major violation of NJO rules, he makes sure strictly to deploy them in Trade League Space, where the NJO has less presence and they have a shot of at least momentarily passing themselves off as simple Jedi Wayseekers, or in such packed, chaotic battles, that the side he is fighting for simply won't have time to pay attention to a few extra blue blades on the field. This puts them at risk but separates the skilled from the unskilled.

Despite being Light Side Users, they break from Jedi Doctrine in a major way by treating the Light Side as a tool to be used, refusing to view it on a spiritual level. This is so they will strictly be loyal to their master rather than the Jedi Code, despite wanting many of the same things the Jedi do, and often behaving no different than an actual, properly trained Jedi Padawan would
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
BarrissDisguised-TCWs5BR2.png

PHYSICAL INFORMATION
  • Age: 19
  • Force Sensitivity: Padawan
  • Species: Human
  • Appearance: Wears black clothing and a full face mask to hide the severe mutilation she suffered at the hands of the Cult of The Brain Demon
SOCIAL INFORMATION
  • Name: Vel Turus
  • Loyalties: Nathan Bloodscrawl Nathan Bloodscrawl
  • Wealth: As a hidden apprentice to one of the wealthiest people in the Galaxy, She is technically very wealthy, as she wants for nothing
  • Notable Possessions: Single Bladed Lightsaber (Blue)
  • Skills: Vel appears to be knowledgeable of the Medium Style developed by Luke Skywalker's Jedi Praxeum
  • Languages: Basic, Huttese
  • Personality: Withdrawn and quiet, consistently traumatized by her memories of being tortured by the Cult
COMBAT INFORMATION
  • Weapon of Choice: [ Military blaster rifle? Toy lightsaber? Bioweapons? Wits? Charm? The Force? Please provide links to any relevant factory submissions or uncommon canon links. ]
  • Combat Function: [ Combat is difficult to avoid -- after all, this is Chaos. Should your NPC wind up in combat, what would they be good at? How would they work alongside you, or would they be a liability? Remember: An NPC is weaker than a PC of an equivalent level, and will not match them in power, skills, or abilities. ]
  • Force Abilities (Force Users Only): [If your NPC is a Force User, please list their Force abilities, especially unusual or rare ones.]
Strengths:
  • [ Provide, in list format, some strengths of this submission. 2 recommended. ]
Weaknesses:
  • [ Provide, in list format, some weaknesses of this submission. 2 recommended. ]
HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
Clone_Captain_RotS.png

  • Image Credit: https://starwars.fandom.com/wiki/Red_(Clone_Captain)
  • Role: [ Is she your character's daughter? Is he your squad's sniper, the man you trust on overwatch? Is she your longtime pilot and occasional lover? Are they the Force ghost who appears to give you cryptic guidance? Is he your mortal enemy? Did she put a bounty on your head? Explain the role this NPC will play. ]
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers' content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
PHYSICAL INFORMATION
  • Age: [ Please keep it sensible. ]
  • Force Sensitivity: [ Choose from: Force Dead, Non-Force User, Untrained Force Sensitive, Apprentice/Padawan, Knight, Master. ]
  • Species: [ If the species is uncommon or custom it should be linked to the correct Wookie Article or the Codex Species Sub. Droid or Artificial Intelligence NPC's should use this template. ]
  • Appearance: [ Describe the NPC. Height and build? Any distinguishing marks? Do they show their age? What do they usually wear? ]
SOCIAL INFORMATION
  • Name: [ Also worth including: aliases, nicknames, ranks, titles, etc. ]
  • Loyalties: [ Faction affiliation? Is he an NPC companion for a certain character? Is she part of a specific military unit? Only themselves? Link any relevant characters, faction pages, or groups. ]
  • Wealth: [ How wealthy are they? Where does that wealth come from? Are they stakeholders in existing corporations? If so, link to them. ]
  • Notable Possessions: [ Describe or link any notable possessions they might own. Please link any relevant factory submissions or uncommon canon links. ]
  • Skills: [ What skills does this NPC have? Are they a pilot, a farmer, a mechanic? Do they paint or knit in their free time? For Force users if they have any special abilities that are rare list them here. Be reasonable. ]
  • Languages: [ What languages do they know? For example, it's very common to know Basic and Huttese, and many droids know binary droidspeak. Please provide links for any unusual languages. ]
  • Personality: [ Describe the NPC's personality. Acerbic? Friendly? Ditzy? Annoyingly calm and superior? What about mannerisms or habits? ]
COMBAT INFORMATION
  • Weapon of Choice: [ Military blaster rifle? Toy lightsaber? Bioweapons? Wits? Charm? The Force? Please provide links to any relevant factory submissions or uncommon canon links. ]
  • Combat Function: [ Combat is difficult to avoid -- after all, this is Chaos. Should your NPC wind up in combat, what would they be good at? How would they work alongside you, or would they be a liability? Remember: An NPC is weaker than a PC of an equivalent level, and will not match them in power, skills, or abilities. ]
  • Force Abilities (Force Users Only): [If your NPC is a Force User, please list their Force abilities, especially unusual or rare ones.]
Strengths:
  • [ Provide, in list format, some strengths of this submission. 2 recommended. ]
Weaknesses:
  • [ Provide, in list format, some weaknesses of this submission. 2 recommended. ]
HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: To make a Species of Sorceresses
  • Image Credit: N/A
  • Canon: N/A
  • Permissions: N/A
  • Links:
GENERAL INFORMATION
  • Name: Force Spawn
  • Designation: Sentient (Human level intelligence)
  • Origins:
  • Average Lifespan:
  • Estimated Population: Scattered
  • Description: Force Altered Shi'ido bodies inhabited by the spirits of powerful Sorceresses
PHYSICAL INFORMATION
  • Breathes:
  • Average Height of Adults: N/A
  • Average Length of Adults: N/A
  • Skin color: Varies
  • Hair color: Varies
  • Distinctions: Composed of Shi'ido Bodies altered by Either the light or dark sides of the Force in special rituals where the spirit of a Powerful Force User resides, they typically resemble any humanoid species the designer or even the Force Spawn themselves want to
  • Races: Shi'ido bodies specifically altered with the Force, can look like many types of humanoids
  • Force Sensitivity: All (Master Level due to the spirits inhabiting the bodies)
Strengths:
  • Channeler: The elemental ability they are honed to is often highly advanced in how it is applied, often overwhelming other elemental Force Power users even if highly skilled themselves, or even if they are masters at channeling the very same element. Their bodies further mutate to accommodate this power as their life span advances. Force Spawn are also capable of absorbing the remnants of other Force Users through objects they left behind, gaining their skill, form, and personality while channeling them. Or violently absorbing their minds and digesting them for the same purpose. The former is more associated with Light Side Force Spawn, while the latter is more associated with Dark Side Force Spawn
  • Mage: Often Masters of using magic and their respective sides of the Force particularly when it comes to preserving themselves
  • Hard to Kill: Their Regenerative ability is the single biggest hurdle to overcome when trying to kill one, often necessitating destruction of the whole brain to permanently kill a good many. If the remains are left in a Force Nexus of matching alignment, they could resurrect very slowly over the course of years or over the course of months if assisted by ritual. (Remains of extremely ancient and powerful Force Spawn can regenerate over the course of weeks) If they leave specially altered pieces of themselves behind, their death could cause preserved samples to slowly grow into a new copy of them, with all memories prior to death over the course of 24 hours. Regenerative attributes during the course of combat are often tied to the element they are made to channel in their primary form, or they must use the Light Side, while Dark Side Force Spawn share the first attributes, the latter, rather than using the Light Side, will often regenerate by stealing life force, with the greater the suffering during the draining, and more innocent the victims providing the most nourishment. In either case, they can heal themselves from extremely severe injuries, such as organ damage in the Torso, or even fully regrow lost limbs albeit very slowly. One must often resort to highly powerful and damaging weapons, such as Disruptors, or must have materials that drive it back momentarily to fend off one to hopefully kill it later or to simply escape it.
  • Hard to Kill, Pt 2: Extremely ancient or unusually powerful ones are able to use the Light or Dark Side of the Force to survive and continue to function through devastating, catastrophic head and chest injuries, either needing to use the Light Side to heal the horrible injury, or draw from the element they are innately tied to. Often overwhelming force, such as total destruction of the brain or heart is necessary to put such ancient witches/occasionally warlocks down for good, and even then the remains will likely have to be completely destroyed to assure it is incapable of resurrecting.
  • Malleability: These Sorceresses, Light, Dark , or Gray, tend to be extremely dangerous. They tend to be highly intelligent and able figure out the weaknessess of their enemies quickly and mercilessly exploit their knowledge of the Force to overwhelm or evade their opponent. They are not afraid to use the innate beauty of certain guises to win others over
  • Blends in: Able to use the various guises their personalities provide to make people think multiple people are operating (Which technically, isn't incorrect) in a single area
  • Absorption: Force Spawn primarily grow more powerful through absorbing the personalities, appearance and skills of other Sorceresses who may or may not be fellow Force Spawn, passively in the case of Light Spawn, through contact with objects that are imbued with a strong essence of the person they are absorbing, or violently eating the mind in the case of Dark Force Spawn. Each personality absorbed raises the power of their primary persona/host by a small percentage
Weaknesses:
  • Force Voids: Force Spawn are severely weakened by Null Fields, either artificial or organic in nature, their skin starting to almost melt and sag off the bone, making them slower thinkers and struggling to even speak. Some may even be reduced to feral, almost zombie like behavior, especially if relatively young if starved of Force Energy
  • Resin: Nullification Resin is extremely poisonous to their physiology, causing immediate necrotizing of tissue the longer it remains unpurged from the system, potentially causing death within minutes without drastic measures, such as immediate energy absorption.
  • Elementary: No matter the personality or guise, if the form is dedicated to channeling an element with the force, like fire, cold, electricity, then they are vulnerable at the moment to the exact opposite of whatever they are channeling
  • Limits: Due to their focus on channeling elemental based Force Powers, or Alkahest, they suffer in applying Force Attacks that don't use the elements or whatever side of the Force they align with. In many cases they are unable to enhance their bodies without magic or alignment based powers like Rage or Valor
  • Dark Side/Light Side: Dark Side Force Spawn are SEVERELY vulnerable to Force Light and Electric Judgement, exposure in the first causing them to possibly catch fire or melt into rotting sludge on the spot without sufficient protection, while the latter can violently explode impact points, and cause them to rapidly rot without sufficient magic defenses. In Light Spawn's case, Waves of Darkness can cause them to catch fire, and bolt of Hatred can cause slow necrotizing
  • Energy: if heavily injured, absorbing vast amounts of energy, either peacefully from machines, or violently from innocent people. Twice as much is needed to heal if heavily weakened from Dark Side attacks
  • Roleplay Limits: They may be capable of absorbing dozens of personas, but realistically, most Force Spawn do not use more then seven, keeping the rest for the power increase or certain unusual emergencies their go to personas can't handle, and it is not a instant action. Force Spawn need a relatively safe space to transform into an alternative guise and it may take a few minutes to fully transform in and out, especially if the personality is not fully integrated. If remaining in an alternate persona for a long period, they can become trapped, and it could take years to escape it
  • Absorption Limits: Alternative personas are never more powerful than the primary guise, and in many cases are a good deal weaker, making manifesting them against certain opponents an extreme risk, as if they die in their alternate guise they die, and seven times out of ten they try and deal with matters in their primary guise. Also, being in an alternate persona too long may cause them to become trapped in that persona. If trapped long enough, that persona may become the new primary persona. Most are highly schizophrenic in certain ways, memories occasionally jumbling together of old lives, loves, and deaths
  • Telekinesis: Only the most ancient, powerful Force Spawn can use telekinesis.
  • Feeding: Feeding on energy, using the Force, or healing causes their flesh to warp and bubble horribly on their skeleton, giving away their inhuman nature
CULTURE
  • Diet: Doesn't need to eat or drink due to being sustained by the Light Side or Dark Side, unless it's to blend in
  • Communication: They speak whatever language the spirit inhabiting them speaks. If they knew telepathy they would use it
  • Technology level: Galactic Standard, but also enploys Alkahest or Dark Side/Sith Alchemy, depending on moral alignment
  • Religion/Beliefs: Light Dark, Or Gray Force Philosophy
  • General behavior: Light Force Spawn creep people out by often being unsettlingly pleasant or friendly most times, especially if relatively young or having few personas. Older ones are more no nonsense or more laid back. Dark Force Spawn are openly homicidal, sadistic and hammy at all ages most times
HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
TedrynHolocroncrop-EGTF.jpg

GENERAL INFORMATION
  • Holocron Name: The Kara-Shehr Holocron
  • Alignment: Light Side
  • Origin: Created by Nathan Bloodscrawl when he still went by the alias Morris Crownwraithe, this was crafted during his original life, quite some years before he would lose everyone he cared about, hidden away on Kara-Shehr .
  • Affiliation: Recently discovered and kept in the vaults of the Jakku Jedi Temple
  • Gatekeeper: The Gatekeeper appears as nothing more than a floating version of the Jedi Order's classic Symbol, with a harsh, electronic voice that gives no hints about the person who made it. Even back then, Nathan was exceptionally cautious, to the point the Gatekeeper outright refuses to identify it's creator, or give any personal recollections of its creator's experiences except in the most basic, vague descriptions of certain incidences. It is also an unusually harsh and unfriendly Gatekeeper for a Jedi Holocron, and while it doubtless knows it's subject, it has no tolerance for whatever shortcomings it's user possesses, harshly rebuking them for any perceived cockiness, stupidity (It responds to perceived stupid questions with truly vicious sarcasm), or unjustified self righteousness in their responses to it. Because of this, it is considered one of the most frustrating Gatekeepers of a Holocron that any Jedi Archivist or Council Member could interact with. It demands nothing less than the most serious dedication to the subject matter, and it will lock out the user for any perceived lapse in morals or judgement, remaining locked until a Jedi of sufficient purity touches and "resets" it's security parameters
  • Description: Contains a vast, encyclopedic knowledge of particular offensive and defensive Light Side Force Powers as well as the secrets of Imbuement of Items with the Light Side. Morris was seemingly uninterested in communicating the secrets of combat by Lightsaber
CONTENT INFORMATION


GATEKEEPER UPON BEING ACCESSED BY A YOUNGLING:

"Pay attention, young one. The Knowledge within contains the essential tools you will need for the Light to guide you properly." (The only time it's voice is less harsh is when a Youngling accesses it.)

GATEKEEPER UPON BEING ACCESSED BY A NOVICE: (Statement alters if accessed by a Novice that has built up their discipline by accessing it's contents previously. Statements continue to alter if accessed from youngling to master with a single user)

"Another of the unsculpted. Pay attention. My patience for your sort is NOT infinite."

OR

"Speak. Perhaps you are closer to answers than you realize."


GATEKEEPER UPON BEING ACCESSED BY A KNIGHT:

"Access my secrets if you must but know this: You will never master them if you remain on the grounds of a temple and nowhere else."

OR:

"Yet again, you return. Yet again, I am at your access."


GATEKEEPER UPON BEING ACCESSED BY A MASTER:

"Ask away, Master. Your questions will quickly give away whether you ARE a Master or just a Politician with a Lightsaber that survived long enough to be declared one."

OR:

"For your eyes only. Only for you. You see what no one else can see."




Note: The following are excerpts and description of its contents.

SECTION ONE: THE LIGHT SIDE

Security Level: Youngling to Padawan


GATEKEEPER'S INTRODUCTION:

"The full power of the Light Side is only for those who place their unwavering faith in it. Only in this can one achieve true enlightenment and their full potential. Steel yourself and sneer at any notion of 'Potentium'. The path is harsh. Brutal. It judges. It will leave you bitter and empty and full of questions along the way. No journey is perfect. But you must adhere to it. Only a true Jedi is fit to combat the Darkness of the Sith properly."


OR:

"When you were young, and your heart was an open book..." (Very rarely plays for repeat users, and never more than once)


Collected Works:

Complete Transcript of the Syclos Grimoire (Master Only. Gatekeeper will stress the danger of trying to use anything from it, saying it's creator only successfully copied the text in a trance)

Complete Transcript of the Rammahgon (All)

Complete Transcript of the Aionomica (Masters Only)

Complete Transcript of The Journal of Master Gnost-Dural (Masters Only)

Complete Transcript of Ben Kenobi's Book (Knights and Masters Only)

Secrets on creating Chu-Gon Dar Cubes

Complete Transcript of the Qel-Droma Epics (All)

Manuscript detailing the secrets of crafting Quantum-Crystalline Armor (Masters Only)

Manuscript detailing proper construction of Force Masks and Force Shields (Masters Only)

Instructions to create Jedi Star Compasses (Masters Only)

Secrets regarding the Force Forms.

Instructions to create Holocrons (Masters Only)

Transcript of The Poem of Ages (All)

Transcript of The Story of Count Dooku (All)

Transcript of the Jedi Code, as well as various historical variations and predecessors (All)

Transcript of Mandalorians: Identity and Language (All)

Transcript of Imperial Atrocities and other noble pursuits (All)

Collected editions of the Armed Forces Medical Science Journal (All)

Collected editions of the Coruscant Medical Review (All)

Collected editions of the Surgica Galactica Journal (All)

(This section details basic philosophies of Light Side practitioners, why the Light is better than the Dark, and how to achieve clarity with it. Unsurprisingly, for such a harsh gatekeeper, it does not resort to the sentimental, feel good language used by other Gatekeepers in other Jedi Holocrons that talk about the Light Side. Here it is discussed in terms of harsh, cold assessments of its benefits and costs, and the risks someone has to take in order to achieve enlightenment, and seems to subtly espouse the belief that the Light can and does go out of its way to punish the particularly recalcitrant, treacherous, and exploitive with ironic punishments. Secondary interests seem to include ancient history and poems, along with journals)



SECTION TWO: LIGHT SIDE POWERS

INTRODUCTION:

"As your faith grows, the Light permits you it's secrets.

OR:

"It's eyes may be on you OR me..."



FORCE HEALING:

INTRODUCTION:

"To truly mend a body without resorting to blasphemous sorceries that corrupt the Spirit, is within only the Light's sphere of influence...or some good surgery and Bacta."

Subjects Covered:

Basic-to-Master level Force Healing

Control Disease (Apprentice to Padawan Only)
Control Another's Disease (Knight to Master Only)
Cure Disease (Apprentice to Padawan Only)
Control Pain (Apprentice to Padawan Only)
Control Another's Pain (Knight to Master Only)
Cure Poison (Apprentice to Padawan Only)
Detoxify Poison (Apprentice to Padawan Only)
Detoxify Poison in Another (Knight to Master Only)
Remove Fatigue (Apprentice to Padawan Only)
Remove Another's Fatigue (Knight to Master Only)
Cleanse Mind (All)
Revitalize (Knight to Master Only)
Hibernation Trance (Master Only)
Place in Hibernation Trance (Master Only)
Voss Healing Ritual (Master Only)


(Details the nature of healing with the force, along with subcategories include hard battlefield medicine and Triage Surgery, and the chemical components of Bacta, how to synthesize it, and how to acquire and cultivate it's components.)

FORCE RESISTANCE

INTRODUCTION:

"The Light is All. Your faith in it shall give you the miracle of resisting the powers of others."

Subjects Covered:

Resisting Dark Side Influence (All)

Resisting Offensive Force Powers (Knights To Masters only)

Resisting Magic (Masters Only)


(Details the basic techniques for shielding oneself against the Dark Side in Nexuses, Objects, and the more advanced offensive powers employed by enemy Force Users, whether Light, Dark, or Neutral. Sub Categories include the acquisition, creation, or employment of materials that resist Force Abilities)

FORCE STUN

INTRODUCTION

"The Light can freeze, for a moment, even the strongest with enough experience..."

Subjects Covered:

Force Stun (All)

Force Stasis (Knights to Masters Only)

Stasis Field (Masters Only)

(Exhaustive coverage of the subject and intricacies of using the Light Side to momentarily freeze opponents in place, stressing the need for utilizing non lethal outcomes in the use of the Force for offense, lest one be driven to the Dark Side)

SERENITY (Master's Only)

INTRODUCTION:

"Never pass up the chance to regain one's edge."

(Details the requirements to go into a trance to gegain one's stamina and Force Reserves)

FORCE VALOR (All)

"Call upon the Force's wisdom to enhance... everything. Whether on yourself or others."

(Details how to use the Light to increase stamina, speed, strength, resolve, and accuracy, all at once)

ELECTRIC JUDGEMENT (Masters Only)

INTRODUCTION:

"Borderline blasphemous. To be used only if faced with no other viable non violent alternative. Or if target is an abomination."

Subjects Covered:

Bolt accuracy and range

Sustained streams

Energy Condensation

Channeling energy across body.

Damage Levels


(Details how to generate Electric Judgement, condense it into spheres, and create destructive, Force Repulse like effects. Damage can be controlled to only painlessly stun and knock out non Force Users and Light Side Users, and severely injure or kill Dark Side Users)


SECTION 3: FORCE IMBUEMENT (Masters Only)

INTRODUCTION:


"The Light's Secrets will even allow you to eventually alter physical matter."

Subjects Covered:

Creation of Force Imbued Armor

Creation of Force-Imbued Blades

Study and creation of Force Crystals

Creation of Light Side Artifacts

Study of Alchemy of Flesh

Study of how to increase Personal Force Reservoirs

DEFENSES
  • Accessibility: You need only touch it to access it
  • Security: The Gatekeeper does not suffer fools gladly. It will lock a user out if it's asked what is interpreted as a foolish question. It senses greed, and lust for power, and refuses to show such users anything, unless it judges them as a candidate to be turned. Active Dark Side Users who it seems a sufficient threat, it emits a highly destructive blast of Electric Judgement that's capable of possibly destroying Extremely Powerful Dark Side Users. It's aura is so powerful it could disrupt the connection to the dark side of any user who holds it. Long term proximity, could result in a form of "Reverse Corruption" for such users. It even affects Light Side Users in a similar manner, it's aura powerful enough to potentially influence how a Jedi thinks and behaves for hours after access, influencing them more and more the more they Access it. To top it off, the Holocron has been so heavily imbued it is nearly indestructible, even to the most extensive attacks from the Dark Side.
CLOSING STATEMENT FROM GATEKEEPER UPON CEASING TO USE HOLOCRON:

"If there is nothing else you have learned then remember at least this much: The Fatal Flaw of any belief structure is The Believer."

OR:

"Remember this if you forget every other lesson: Light without compassion and mercy is nothing but Glare. Glare only blinds; It never Illuminates." (Very Rare)



HISTORICAL INFORMATION

This Holocron was discovered in the mountain ranges of Kara-Shehr, hidden in a cave. It is the Holocron Nathan created in his old Jedi Identity, not that he would willingly admit it in his current state of mind. A powerful Light Side Relic, It's Gatekeeper is infamously strict as it is enigmatic. The knowledge within is described in coldly rational formal language, stripped of sentimental musing. Donated by Mirialan Natives, The Holocron's power quickly drew enough attention to put it into the highest security possible within the Enclave, all but ensuring Nathan will never see it without strict supervision...or unless he throws caution to the wind and just takes it.
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
GeonosisHolocron-BF2.jpg

  • Image Credit: https://starwars.fandom.com/wiki/Unidentified_holocron
  • Canon: [ Is this a canon holocron? If yes, link to the original holocron wiki here, if no simply put N/A. ]
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers' content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
GENERAL INFORMATION
  • Holocron Name: The Plague Codex
  • Alignment: The Holocron bears a heavy, almost overwhelming light side aura,
  • Origin: A lost creation of Morris Crownwraithe, the identity Nathan used during The Gulag Era, this was created anonymously by him a few years before the end of his life
  • Affiliation: Vonnuvi Jedi Enclave
  • Gatekeeper: The Gate Keeper of this Holocron appears as a hologram depicting Tornado of green flames at the top of the device. An extremely cautious man, Nathan made it so that the Gatekeeper will openly refuse to disclose who created the device, and the Gatekeeper has a terse, cold manner of answering questions, and Historians have reported feeling uncomfortable talking to it too long
  • Description: This Holocron contains an extensive history of the Galaxy during the Gulag Era, it's effect on society across the Galaxy, and accounts of the horrors and nearly unrestrained lawlessness prevalent across the Galaxy as travel broke down and fuel prices skyrocketed. It also covers the effects of societal breakdown on the Jedi Order, including the exploits of Jedi that the Holocron's creator knew personally. It also contains the coordinates to Jedi Safe houses across the Galaxy, as well as personal essays on disease treatment. Other subjects cover the construction of Molecular Furnaces, Microfusion Piles, and Survival Methods Jedi can use in extreme situations
DEFENSES
  • Accessibility:
  • Security:

CONTENT INFORMATION

OPENING STATEMENT UPON GAINING ACCESS:

*"The biggest concern in documenting history is making sure one learns the Correct Lessons

HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
CordovaHolocron.png

GENERAL INFORMATION
  • Holocron Name: Holocron of Lysandra Crownwraithe
  • Alignment: Light Side
  • Origin: Created by Lysandra Crownwraithe, wife of Morris Crownwraithe, and biological mother of Laertia Io Laertia Io ,
  • Affiliation: Dagobah Jedi Temple
  • Gatekeeper: The Gatekeeper is a woman in frayed black biker leathers who looks similar enough to Laertia to be her twin, who displays, a friendly, humble, yet at times stern personality. It is fastidious in how much it let's someone learn and when and how they learn it. It is unusually coy and cagey for a Jedi Holocron's gatekeeper, bordering on evasive in it's responses to even learned masters.
  • Description: A Holocron detailing Lightsaber Techniques and other methods of combat, including weapon Diagrams
DEFENSES
  • Accessibility: [ Are there special rituals necessary to access the secrets of this artifact? A blood sacrifice? Some archaic phrase from the past? Or does it simply open to the touch of a force sensitive being? ]
  • Security: [ Does it have any abilities to defend itself or assault its user? Perhaps poison around its casing, force insanity raging through the holder's brain if the gatekeeper considers them unworthy. ]

CONTENT INFORMATION
[ Describe the knowledge this artifact contains. From force powers to ancient history no longer accessible to the common masses.The more powerful the artifact is, the more in-depth the Historical Information below should be. ]

HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
Dramaths_holocron.png

  • Image Credit: https://starwars.fandom.com/wiki/Dramath's_holocron
  • Canon: [ Is this a canon holocron? If yes, link to the original holocron wiki here, if no simply put N/A. ]
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers' content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
GENERAL INFORMATION
  • Holocron Name: Holocron of The Bloodscrawls
  • Alignment: Light Side
  • Origin:
  • Affiliation:
  • Gatekeeper: [ Describe the gatekeeper guarding this artifact. From their species to appearance, to their personality. Is the gatekeeper a portly Dark Lord of the Sith with insidious designs to steal the holder's body? A wise Neti carefully guiding a young spirit on the path of the Light? Anything goes here. ]
  • Description: [ Give a brief, general description and its purpose. ]
DEFENSES
  • Accessibility: [ Are there special rituals necessary to access the secrets of this artifact? A blood sacrifice? Some archaic phrase from the past? Or does it simply open to the touch of a force sensitive being? ]
  • Security: [ Does it have any abilities to defend itself or assault its user? Perhaps poison around its casing, force insanity raging through the holder's brain if the gatekeeper considers them unworthy. ]

CONTENT INFORMATION
[ Describe the knowledge this artifact contains. From force powers to ancient history no longer accessible to the common masses.The more powerful the artifact is, the more in-depth the Historical Information below should be. ]

HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
Holocron40ABY_EGTF.jpg

  • Image Credit: https://starwars.fandom.com/wiki/Tionne's_Holocron
  • Canon: [ Is this a canon holocron? If yes, link to the original holocron wiki here, if no simply put N/A. ]
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers' content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
GENERAL INFORMATION
  • Holocron Name: [ What the artifact is called or referred to. ]
  • Alignment: [ Is this an artifact of the dark or the lightside, is it neutral, or something more nuanced? ]
  • Origin: [ Who created it? Was it made by the Sith? The Jedi? Maybe some other sort of force discipline like the Matukai or the Wardens of the Sky? Link to any relevant characters, faction pages, canon wikia or codex submission if applicable. ]
  • Affiliation: [ Who currently owns the holocron. Link any relevant characters, faction pages or groups. ]
  • Gatekeeper: [ Describe the gatekeeper guarding this artifact. From their species to appearance, to their personality. Is the gatekeeper a portly Dark Lord of the Sith with insidious designs to steal the holder's body? A wise Neti carefully guiding a young spirit on the path of the Light? Anything goes here. ]
  • Description: [ Give a brief, general description and its purpose. ]
DEFENSES
  • Accessibility: [ Are there special rituals necessary to access the secrets of this artifact? A blood sacrifice? Some archaic phrase from the past? Or does it simply open to the touch of a force sensitive being? ]
  • Security: [ Does it have any abilities to defend itself or assault its user? Perhaps poison around its casing, force insanity raging through the holder's brain if the gatekeeper considers them unworthy. ]

CONTENT INFORMATION
[ Describe the knowledge this artifact contains. From force powers to ancient history no longer accessible to the common masses.The more powerful the artifact is, the more in-depth the Historical Information below should be. ]

HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: To make a private Cadre of Assassins
CloneTrooperOfficer.jpg

  • Image Credit: https://starwars.fandom.com/wiki/Clone_trooper_officer?file=CloneTrooperOfficer.jpg#Republic_Navy
  • Role: To serve as Assassin's and Saboteurs working on behalf of Kytrand's Clone Army
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers' content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
GENERAL INFORMATION
  • Unit Name: Clone Saboteur
  • Affiliation:
  • Classification: Elite Sabotage Specialist
  • Description: Clone Saboteurs are modeled on the Imperial Saboteur, skilled in infiltration behind enemy lines and Assassinating key personnel, or sabotaging vital equipment without leaving a trace of their presence. They prefer Quiet methods of killing if tasked with disposal of individual enemies, making kills look like an accident
COMBAT INFORMATION: The combination of Unit Size and Availability below is the indicator of how numerous your unit is. Stormtroopers for instance would be considered Large/Common, while Rogue Squadron would be a Small/Unique unit. Majority Force User Units are prohibited from being Common or Large. The stronger and more specialized your unit is (FU or NFU), the smaller and less common it should be.
  • Unit Size: Small
  • Unit Availability: Rare
  • Unit Experience: Elite
  • Equipment:
Ranged:

Rifles:


F-11D Stealth OR DLT-19X Targeting Blaster OR DEMP 2 Carbine

Pistols

X-8 Night Sniper Pistol OR Nightsister Energy Bow Pistol

Melee:

Talon Vibrodagger.

Garrote

Hypodermic Needle (May Be filled with Various Poisons, Drugs, or Tranquilizers)

Handkerchief (May be doused with poisons, paralytics, or Tranquilizers)

Armor:

Baragwin Shadow Armor (Custom Appearance) Or Shadowsuit (Customized to look like a all black Tuxedo with mask.)

Equipment:

Belts:

Baragwin Stealth Unit OR Sound Dampening Stealth Unit OR Explosives Belt

Tool Kits: (Note: Not all kits can be carried at once, so The Clone must pick and choose which is best suited to the operation at hand

Infiltration Loadout:

Malkite Poisoner Gear
Disguise Kit
Electronic Lock Picking Kit
Computer Slicing Kit

Active Sabotage Loadout:

X5R Heavy Demolitions Kit
Computer Slicing Kit
Electronic Lock Picking Kit
Medkit

Demolitions Kit Contents:

Mini Drone Explosives OR Thermal Detonators
Smart Fuses
Solid State Detonators OR Suicide Timers
Standard Detonators OR Shaped Charges
Multi-Detonators OR Baradium Bombs


Special:

Mk-127 Disc Launcher (Customized to look like a Wrist Chrono)

Stealth Field Reinforcement Visor

  • m9iV36K.png
  • Combat Function: These Units are sent to infiltrate highly secure locations, destroy something vital, or kill someone valuable to the enemy, via using stealth tactics. They are not suited to the open battlefield.
  • Force Abilities (Force User Units Only): Force Dead
Strengths:
  • Saboteur: These clones are highly skilled at making death look like a freak accident, as massive amounts of training in engineering and physics along with explosives and poisoning have left them adept at literally using the whole of a surrounding environment to set up a kill. If their Life was a Final Destination film, they would be Tony Todd watching the hapless teenagers/hip young adults get butchered by the Domino Effect while acting all creepy like he knows exactly what is going on. In this case, they are both Tony Todd and the Domino Effect at the same time. Even when stripped of their tools, they are just that good at setting up environment kills using whatever is on hand. Even if they have relatively simple items to work with, they can often be turned to horribly lethal purposes.
  • Sensor Masked: Engineered to be Force Dead, Force Users do not normally detect them with the Force, allowing them to possibly get nightmarishly close for a kill. They also wear special armor that enhances the quality of the Stealth Field Generators they use, and are skilled at using the environment to blend in, and hide in plain sight using more conventional methods of obfuscation. They are very good at getting into even areas with extreme security, and they have been genetically modified to be able to mimic virtually any voice they hear, as well as being able to "throw" their voice so it sounds like it's coming from somewhere other than where they are.
  • Deadeye: These clones are engineered to be frightfully accurate with ranged weapons, able to hit targets moving at extremely high speeds even while considerable distance away.
  • Elite: Highly skilled at melee combat an extensively trained in hand to hand martial arts, and are great at using silent forms of melee kills and take downs. The will go full Adam Jensen on someone in a heartbeat, and are genetically engineered for greater speed, reflexes, and strength by double that of an ordinary human. They are also quite fearless, and extremely difficult to break with Torture or interrogation.
  • Refuge in Audacity: Particularly skilled Clones may choose to occasionally wear a Custom Shadowsuit styled like an actual all black Tuxedo, and infiltrate or assassinate while wearing it, and using more "Spy Movie" type methods of dispatching foes, like drugged handkerchiefs, Needles, Judo Chops, and employment of "Wink while making Gun-Finger gesture and tongue clicking" levels of Charisma to penetrate facilities, while as themselves or in disguises. Watch out if you encounter that type of Saboteur: they have survived long enough they can afford to be that eccentric in the field and still be extremely deadly.
  • Perfected Clone: In addition to other genetic alterations, they age naturally after reaching combat age, and suffer no risk of Clone Degeneration
Weaknesses:
  • Organic Soldiers, Organic Problems: They still need to eat, drink, sleep, and dispose of waste. Plus if something sufficiently traumatic occurs that overrides even their normal fearlessness, Therapy may be required
  • Bioweapons: As a result of genetic tweaking, they are slightly more vulnerable to bio weapons than other soldiers
  • Light Armor: Their armor is great at hiding them, but can only take two or three direct hits, and his no good against Lightsabers
  • Hard to replace: It takes long arduous amounts of time to grow and replace one killed.
  • Small Numbers: In addition to long replacement times, they are very small in number
HISTORICAL INFORMATION

Created by the Bloodscrawl Medical Corporation, Clone Saboteurs are masters of making it all look like a horrible accident, or at the very least making sure you often never see and never hear it coming. A tight knit organization, they are deployed during flashpoints where a critical asset must be destroyed or key enemy personnel removed without alerting others. Equal parts suave and professional, they are in effect meant to be a Bloodscrawl's personal hitman, and Nathan intends to make full use of their capabilities...while remaining wary of certain eccentricities on their part.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a general infantry unit


house_of_cobra__foot_soldier_mk01_by_wolfkroger74_dcy7q64-pre.jpg

GENERAL INFORMATION
  • Unit Name: Defector Citizens
  • Affiliation:
  • Classification: General Infantry
  • Description: Dangerous Soldiers who have split from House Io and are now set to see House Bloodscrawl ascend to power.
COMBAT INFORMATION:
  • Unit Size: Large
  • Unit Availability: Common
  • Unit Experience: Trained
  • Equipment: Range Finder. Med Kit. Burn kit.
Ranged:

Rifles
Elemental Assault Carbine Type 1

Under Mounts:

Underslung Grenade Launcher (40 mm)

Grenade Rounds per soldier: 5 (Can be mixed and matched)

Grenade Ammo Types:

Buckshot

Incendiary buckshot

Plasma

Plank Gas

High Explosive

Cryo

Sonic

OR

Undermount Shotgun (Semi Auto, four rounds per clip)

Shotgun Types

Incendiary slug

Explosive buckshot

Standard 12 gauge

Plasma Buckshot

OR

Rocket Launcher Undermount (40 mm, can only load 1 at a time. Three rockets per soldier)

Rocket Types

Napalm

Heat Seeking

Cryonic


OR Automatic Civil Defense Laser Disruptor

Pistols

Obsolete Blaster SMG OR STA Peacebreaker

OR

Heavy Weapons

Disposable Rocket Launcher (SPECIAL: May carry up to two per soldier in addition to standard weapons) OR FAE-W-14 LMG

Thrown:

Ordinance

Type-007 Thermal Detonator (2)

Melee

Type 2 Energy Sword OR Type 3 Energy Sword

Support


Droids:

Medical Nuetralizer Model 1 (1 Per Squad)
Medical Nuetralizer Equipment:
Regenerative Enzyme Treatment A (Ten Vials)
Healing Blaster Type A OR Io-Series Laser Carbine


Support Nuetralizer Model 1
Support Neutralizer Equipment:
Automatic Civil Defense Laser Disruptor
Type 2 Energy Sword
Witchtaker Pistol


Chaplain Nuetralizer Model 1
Chaplain Nuetralizer Equipment:
Type 2 Energy Sword OR Type 3 Energy Sword
Enclave's Herald


Vehicles:

House Io Military Transport
Aerial Neutralizer Model 1
Lancelot-Series LBT

Starships:
House Io Corvette


Armor:

Rebecca-Series Light Battle Suit OR Obsolete Power Armor

Equipment

Sith Energy Shield
Concealed Escape Kit
2A Enviro Tent
Universal Recharger
Portable Heater
Saltwater Converter

Med Kit Contents:

Regenerative Enzyme Treatment A (Three Injections)
Military Aid Kit

Cybernetics

Comprehensive Cybernetic Enhancement Level 1
Sword-Herald Nerve Enhancement System
Bio Organic Sonic Organ (Throat)
Hi-Sense Enhanced Eyes (Both Eyes)
Drug Processing Implant

Genetic Enhancements:

Biorestoration Glands

  • m9iV36K.png
  • Combat Function: These soldiers specialize in general boots on the ground warfare and can operate in nearly any hazardous environment, with experience at taking on the occasional Force User
  • Force Abilities (Force User Units Only): None
Strengths:
  • Droid Support: Defector Citizens usually have support from extremely dangerous Nuetralizer Units, each specialized to assist them in combat, medicine, or Engineering and repairs, or even disposing of enemy Force Users
  • Psycho: These are the typical Citzen-Soldiers of House Io, once among the craziest, most unpredictable, and most vicious of The Minor Factions. Every last one of them is capable of slipping into fits of blackout psychotic rage when cornered or outnumbered that was trained into and encouraged by Laertia's Droid Children through the use of excessively lethal weapons and honed aggression training, maximizing the application of violence to take on many kinds of enemy at the same level of skill. During these blackout states, they are capable of potentially killing or at least severely wounding up to four non force using people if outnumbered, and can even potentially fight a single Jedi/Sith Apprentice to a stand still in this state even if unarmed. An individual is often dangerous enough that enemies may be hesitant to directly engage (Though they will certainly do it if the odds are felt to be in their favor) They display a great level of tenacity in the most severe hazardous environments imaginable, able. There is nowhere they are not willing to fight or pursue an opponent
  • Panic Inducing: Over the decades, House Io survivors gained a reputation for cruelty and ruthlessness, that, combined with focused explosions of direct violence, have made even relatively small squads a potential source of concern for even other units of a similar skill level (To the point even more experienced enemy units prefer to resort to overwhelming force and numbers to firmly put a squad down just to be sure) as it is well known that even their lowest ranking members are tough, tenacious, and creative at coming up with impressive improvisation in the heat of battle to potentially catch even a Veteran unit by surprise, often relying on some of their more specialized droids to assist. Lesser skilled squads may potentially simply retreat rather than pick a fight with even a lone example, and even units of similar size, experience and skill may potentially think twice before attempting to engage even a depleted squad.
  • Tight Knit: Alone, a single, fully trained Citizen-Soldier is a threat that shouldn't be underestimated even by Padawans. It's generally difficult to break squad cohesion when engaged, each trained to support their fellows fanatically due to being trained to view their fellow droids and soldiers like family
  • Fearless: Citizen-Soldiers are notorious for being willing to fight anyone and anything that picks a fight with them, no matter how powerful or how much larger the threat is. They will fight it solo or in groups, with no weapon or armed to the teeth. They are somewhat difficult to affect with Force Illusions and other telepathic attacks, Torture in general, and can even resist low strength applications of Drain Life due to having such strong wills for a very brief period, and have been known to keep fighting at a psychotic level even if fatally wounded. In short, if you get into a fight with one, only one of you is potentially leaving.
  • Mage Killer: House Io Citizen Soldiers were trained to fight and resist Force Users every day of their existence. Their leadership was dominated by those who actively encouraged them to research the subject on their own, and all of their training was led by droids specifically built to kill Force Users in particular. A Jedi Hunter curriculum was worked into the public education system from Kindergarten to College. Even low ranking Citizens such as these know things about killing Jedi and Sith that would occasionally surprise not just Mandalorians, but Veteran Sith Assassins as well as Jedi Shadows at them having such above average academic and practical knowledge. Alone They are fairly decent at engaging combat oriented Force Users such as Jedi Guardians and Sith Warriors or their lesser equivalents when operating solo, and have a fair chance of at least wounding a knight level combatant while solo (with a very slight chance to actually kill one though this is very rare, but the fact it's even possible for a Citizen-Soldier to pull such a feat off at even their low rank in one on one combat suggests their state mandated integrated Jedi Hunter curriculum really is the real deal), and a much greater chance of being able to wound or kill Force Sensitive Apprentices to such warriors. In numbers their chances increase against both by a significant amount. They display unusual competency if operating strictly in melee units against singular lightsaber users of high skill. Operating in teams of five they can expertly coordinate an assault or defense against their opponent, frustrating their typical strategies, with a much higher than normal chance of killing or at least heavily wounding them. They possess an above average knowledge of Lightsaber Fighting Styles, the general variations of Lightsabers like the standard hilt, shoto-saber, long handle or staff versions, as well as a general awareness of each of the previously mentioned variant's weaknesses, along with being able to somewhat evaluate the strengths and weaknesses of each variant paired with a comparable style on a basic level, and are good at catching onto the principals of a custom lightsaber fighting style after a relatively exposure (provided they survive that long). Even if armed with an ordinary rifle, they are good enough at shooting through lightsaber defenses that even trained Soresu Users wielding a double bladed lightsaber may potentially be unsafe if fired on by a given Citizen-Soldier. That's not even getting into their droid support, each armed with deadly anti Force User weapons, with each squad having their own Chaplain Neutralizer to help engage particularly powerful Jedi and Sith Opponents. They are each trained in Teras Kasi.
  • Enhanced: Each soldier received mild cybernetic and genetic enhancements over the years, and are able to see in very low or infrared light
  • Versatile: Makes full use of The House Io Corvette. They also have a shielded hazmat suit as their default gear, and their anti force user weapons are just as good for killing regular troops. They also have access to powerful but outdated heavy power armor systems
  • General Purpose: An unusually vicious yet competent jack of all trades army, equally good for going up against tank formations, massed infantry, the occasional assault on Force Users, defending a position (They do slightly better if raiding or defending ships) or assaulting a city, without truly excelling in any one area
  • Indoors: Due to many spending their formative years aboard House Io starships they have better situational awareness if fighting indoors, detect footsteps easier and are slightly better at holding checkpoints
  • Reserves: House Io had built up quite the population, composed of disillusioned refugees from all over the Galaxy, and not just humans. Their ships were wide spread and they fought as both paid mercs and pirates. Even after the split, you would be hard pressed to drain the reserves completely and new ones are always being taught...
Weaknesses:
  • Range: Most are infantrymen equipped with carbines, which require them to get closer. This is a holdover of House Io combat doctrine for general infantry which pushes the soldier to be more mobile and aggressive towards opponents
  • Feared: Their horrific reputation follows them, to the point certain enemies and even potential new allies fire on them upon sighting
  • Cyborg weaknesses: All their cybernetics are vulnerable to Ion damage, and may require specialized medical care not easily obtained in the field without one of their own Medical Nuetralizers. While all soldiers can conduct basic repairs to their cybernetics, their Droid Squad Mates may be needed for more complex repairs
  • Organic Soldiers Organic Problems: They still need to eat drink, sleep and dispose of waste
  • Chaplain Focused: The Chaplain in their squad not only helps keep morale, but is their best option for engaging Force Users. If they go down unexpectedly, it can damage morale and render them highly disorganized for a short time after
  • Aggro: Their aggressiveness can be used against them, luring them into potential ambushes
  • Weak: Their shielded Hazmat Suits can only protect them so much from standard forms of damage, barely better than standard stormtrooper Armor
  • Snipers: Particularly vulnerable to snipers, and often rely on their Neutralizer units to hunt them down
HISTORICAL INFORMATION.

Io Defectors are House Io members who split off from the faction as the horrific consequences of the Cult of the Brain Demon influencing Laertia came to a head. Possibly among the most skilled and experienced Force Hunters of any faction in the modern era, Citizen-Soldiers gradually earned the fearsome reputation they gained through repeated skirmishes and full on bloodbaths with an often uncanny skill at fighting or surviving opponent who could and often did kill their fellows. Though split by civil war, the common Defector has not released their beliefs in the original intent of House Io before it was totally corrupted, and has refocused on applying their skills as mercenaries secretly in service to House Bloodscrawl as a deniable operations force in enemy territory, with a focus on attacking Sith Lords...

Sworn to serve Arianna Belasko Arianna Belasko , The general defector finds themselves struggling to integrate into a Galaxy that moved on from the madness of their founder. But hope that someday what they viewed as the good parts of House Io will go on to survive somehow in House Bloodscrawl...

Squad Layout

Rifle Squads:

Standard:
Riflemen (8)
SAW Support (1)
Medical Nuetralizer Model 1 (1)
Chaplain Neutralizer Model 1 (1)
Support Nuetralizer Model 1 (1)

Anti-Force User:

Riflemen (4)
SAW Support (4)
Melee Unit (4)
Chaplain Nuetralizer (2)
Medical Nuetralizer (1)
Support Nuetralizer (1)

Counter Special-Forces

Rifleman (5)
Support Nuetralizer (2)
SAW Support (3)
Medical Nuetralizer Model 1 (2)

Grenadier Squad (Light)

Riflemen (4)
Grenadiers (2)
Medical Nuetralizer Model 1 (1)
Support Nuetralizer Model 1 (1)
Designated Marksmen (1)

Grenadier Squad (Heavy)

Riflemen (1)
Grenadiers (4)
SAW Support (2)
Support Nuetralizer Model 1 (2)
Medical Nuetralizer Model 1 (1)

SAW Squad

Riflemen (1)
SAW Support (5)
Designated Marksmen (1)
Medical Nuetralizer Model 1 (1)
Support Nuetralizer Model 1 (1)

Vehicle Support (Light)

Vehicle Crew (4)
Riflemen (8)
Support Nuetralizer Model 1 (1)
Medical Nuetralizer Model 1 (1)

Vehicle Support (Heavy)

Vehicle Crew (4-8)
Riflemen (7)
SAW Support (2)
Support Nuetralizer Model 1 (2)
Medical Nuetralizer Model 1 (2)

Marksmen Squad (Light)

Designated Marksmen (4)
Riflemen (2)
Support Nuetralizer Model 1 (1)
Medical Nuetralizer Model 1 (1)

Marksmen Squad (Heavy)

Designated Marksmen (8)
Riflemen (3)
SAW Support (2)
Support Nuetralizer Model 1 (4)
Medical Nuetralizer Model 1 (2)


Sniper Unit:

Sniper (1)
Medical Neutralizer Model 1 (1)
Support Nuetralizer Model 1 (1)

Spec Ops

Riflemen (2)
Designated Marksmen (3)
Grenadier (3)
SAW Support (1)
Vehicle Crew (4-8)
Chaplain Nuetralizer (2)
Support Nuetralizer (2)
Medical Nuetralizer (1)
 
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OUT OF CHARACTER INFORMATION
  • Intent: To make a New Clone Trooper
PhaseOneCloneTrooper.png

GENERAL INFORMATION
  • Unit Name: 1st Special Precision Group ("The Ghost Snipers")
  • Affiliation: Bacta-Works of Epica (Currently), Bloodscrawl Medical Corporation (Formerly)
  • Classification: Elite Clone Snipers
  • Description: Elite members of the Kytrand Army hand selected for their exceptional Marksmanship even among already remarkably accurate clones and given further genetic modification.
COMBAT INFORMATION: The combination of Unit Size and Availability below is the indicator of how numerous your unit is. Stormtroopers for instance would be considered Large/Common, while Rogue Squadron would be a Small/Unique unit. Majority Force User Units are prohibited from being Common or Large. The stronger and more specialized your unit is (FU or NFU), the smaller and less common it should be.
  • Unit Size: Medium
  • Unit Availability: Rare
  • Unit Experience: Elite
  • Equipment: Rangefinder, Med Kit. Antidote Kit
NOTE: WEAPONS LISTED AS 'VARIABLE' MEANS THEY CAN BE MOUNTED ON A REMOTE OPERATED TURRET OR AUTO TURRET

Snipers

Snipers focus on shots at extreme ranges with Large Blasters. They are accompanied by one to two two spotters (Who may be a fellow clone or a soldier biot, Support Nuetralizer if operating a particularly complicated weapon though all clones are expected to know how to operate and repair their weapons with scrap if necessary, a Medical Neutralizer if operating behind enemy lines, an Advanced Model 1 for all purpose infiltration, spying, and assassination of enemy Force Users, a D-13 Droid for A heavy weapons platform for killing enemy Force Users and emergency infiltration, or a pair of Battle Droid Assassins or Flame Battle Droids if seeking to control a single position) and learn to use either Anti Material, Anti-Personnel, or Multipurpose Sniper Platforms if required to destroy both valuable equipment and kill multiple targets

ANTI-PERSONNEL: GENERAL PURPOSE

This Sniper focuses on killing singular targets with precision fire from a fixed position, often using one of their spotters to harass and draw targets out into the open, while the other helps identify targets and various other tasks. This Type of Sniper occasionally makes use of a Sniper Rifle or special smaller weapon fixed to a remote control turret often operated by their back up spotter. They generally prefer to snipe from as far and as high away as possible. They are trained to operate in almost any environment imaginable, even in deep space, but specialize in locking down and controlling large areas PlanetSide, such as jungles, roof tops. They will generally kill an enemy officer should the opportunity present itself but focus on killing common infantry, operating on an attrition warfare mindset. They are trained to defend against counter sniper tactics and sniper-hunting squads Wields blaster or slugthrower as appropriate, but often only carries a single side arm. Snipers like these however, can wield their main weapons like personal cannons when on the move, firing from the hip due to their enhanced strength...and having an extremely high chance of hitting any target at point blank ranges that is directly in the open and not behind cover, and have the dangerous possibility of being able to ricochet their shots off certain surfaces like energy fields

Ordinance: Detonation Pack

Sniper (Anti Personnel)

Spotter X2

Remote Control turret fitted with DLT-19X Targeting Blaster X1

Blasters
Hydro-Electric Sniping Blaster OR Lance Sniper Rifle
Slugthrowers
FHR-01

ANTI-PERSONNELL: HVT

These Snipers are trained to both passively and actively hunt a target with silenced blaster weapon or slugthrower platforms, or, in the case of of Force Users, Special Sonic Weapons. They specialize in operating in urban environments, and are accompanied by a single spotter of their choice and their assigned equipment. More likely to operate behind enemy lines than other long range snipers, and specialize in disguising themselves and smuggling themselves, their spotters, and their equipment, along with forging all relevant identification necessary for the task. Some in this class specialize exclusively in killing Force Users

Spotter X1 (Often but not always a D-13 Assassin Droid)

Remote Control turret fitted with DLT-19X Targeting Blaster

Blasters:
VT-LRS Rifle OR ER-7 Elemental Rifle OR DLT-19X Targeting Blaster
Slugthrowers:
Jaing Rifle

ANTI-MATERIAL: GENERAL PURPOSE

This sniper focuses on destroying valuable materials like supplies, communication, fuel, and armor from a fixed position that is easily abandoned due to the weight of the weapon. They will kill a soldier should the opportunity present itself but they focus on destroying vital equipment. Great at sniping through even the harshest environments. Accompanied by a fellow clone, biot, or Advanced Model 1 as spotter and occasionally make use of turrets mounted with silenced sniper rifles and a Battle Droid Assassin or Flame Battle Droids to deny area traversal, constantly firing from a fixed position

Spotter X1 (Often an Advanced Model 1 )

Remote Control turret fitted with DLT-19X Targeting Blaster X2

Blasters
VT-722 OR Caluula Anti-Material Rifle
Slugthrower
CC-S99 Survival Rifle OR Type-63

ANTI-MATERIAL: HVT

For destroying targets or killing those otherwise so well protected No other weapons platform could hope to do the job, these Anti-Material Snipers are trained to operate behind enemy lines with a single spotter classed no less than an Assassin Droid. Some specialize in eliminating enemy Force Users under heavy protection from extreme ranges.

Spotter X1 (Must be an Assassin Droid, Often an Advanced Model 1)

Blasters
DC-47A OR EZ-35
Slugthrowers
RAMR-1 OR GWE-003 OR House Io Sniping Launcher

MULTIPURPOSE:

Snipers Mastered in all forms of warfare are assigned multipurpose Blasters, and are able to successfully snipe at the most extreme ranges possible, (Including the ability to snipe accurately from fast moving vehicles or vehicles hovering and battling turbulence, boats floating in the ocean, urban, jungle, snow, or desert environments and are experts at shooting through lightsaber defenses, and are able to operate either by themselves or with a single spotter of Either Biot or Assassin Droid Quality to hunt specific targets even behind enemy lines

Spotter X1 Biot Or Assassin Droid, or no spotters, (Often a D-13 Assassin Droid)

Ordinance: Detonation Pack

Remote Control turret fitted with DLT-19X Targeting Blaster

Blasters
DC-15A (Full Sniper Modifications, Primary Multipurpose Sniper Blaster) OR DLT-19X Targeting Blaster (Secondary Multipurpose Sniper Blaster, Variable)
OR DC-17M Interchangeable Weapon System (All Attachments) (Tertiary Multipurpose Sniper Blaster, Variable. If mounted on turrets it's usually the anti armor or Sniper attachment as part of a lure to misdirect fire)
Slugthrowers: Lightbow (Variable, Primarily used in turrets or booby traps) OR Battle Scout Rifle

Multipurpose (HVT)

Spotter X1

Remote Control turret fitted with DLT-19X Targeting Blaster

DC-15N (Full Auto Sniping Modifications, Special Operations Anti Force User. Variable) OR Battle Scout Rifle


Designated Marksman:

Designated Marksmen operate either solo or in small teams or working with spotters, and are more apt to deploy drones and Battle Droid Assassins, Flame Battle Droids or other Sniping Droideka than other members of this group. Masters of sniping in both urban, jungle, and close quarters in an emergency, and have a higher than average chance over snipers of successful ricochet shots

DM: DRONE SPECIALIST:

This Marksmen Operates solo, using Drones to flush out targets in their immediate area. Are more aggressive and constantly moving. These prefer attrition combat and scouting duty, relaying Intel to larger groups while being mobile at all times. Often uses a Speeder Bike and Myrmidon Armor if operating in non settled environments. Prefers to target commanding officers.

No Spotter - Substituted for Drones

Remote Control turret fitted with DLT-19X Targeting Blaster

Ordinance: Detonation Pack

Blasters:
Civil Defense Laser Disruptor OR Scout Carbine
Slugthrowers:
Gun-Works DMR OR Bowcaster

DM: TRAPPER

This Marksmen is much more patient and devious, booby trapping a single location with one or two silenced weapons mounted on remote operated turrets and a loud weapon on a similar kind of turret, all custom built for the mission, and makes Liberal use of Battle Droid Assassins and Flame Battle Droids to draw out enemy fire. May be accompanied by a clone Spotter or operating solo. These snipers will typically pick an already dangerous location that they know an enemy must pass through and rig it with explosives and remote sniping turrets, sometimes using a loud rifle to try and trick an enemy into thinking the Marksman has given away their position

One or No Spotters

Remote Control turret fitted with DLT-19X Targeting Blaster OR DC-17M X5

Blasters:
Civil Defense Laser Disruptor
Slugthrowers:
Gun-Works DMR

DM: HVT

Aggressively hunts high value targets both close to and behind enemy lines with the aid of both a deadly spy unit and a biot of their choice to act as spotters.

Spotter 1: Assassin Unit (Often a D-13 Assassin Droid)
Spotter 2: Biot of Choice

Remote Control turret fitted with DLT-19X Targeting Blaster

Blasters:
Civil Defense Laser Disruptor
Slugthrowers:
Thunderlance Harpoon Gun OR Bowcaster (Multi-Shot, Ricochet, Scoped, Variable)

DM: FORCE HUNTERS

Operates in teams of 7 (Four DM's, three Spotters, who may also be clones, biots or androids depending on choice) to hunt one to two Force Users, coordinating attacks, utilizing drones and Assassin Droids rigged with explosives to defeat a single Force User. This class has the most experience with their spotters at a close second at defeating lightsaber and Force Defenses.

Spotters X3 (Often a combination of D-13 Assassin Droids and Support Nuetralizers )
Support Marksmen X3

Remote Control turret fitted with DLT-19X Targeting Blaster

Blasters
BR-212 Jackal ACR (Support Marksmen) OR Scout Carbine (Support Marksmen)
Civil Defense Laser Disruptor (Leader Marksmen)
Slugthrowers:
ELAAR (Leader Marksman OR Bowcaster (Multi-Shot, Ricochet, Scoped, Variable (Support Marksmen)




Spotters:

Spotters Support Snipers, Designated Marksmen, and Pistoleers using primarily carbines or assault rifles, and spot targets. Spotters are trained to wield sniper or marksmen weapons themselves in emergencies and may be a fellow clone, biot, or specialized android and make use of explosive traps more than other classes, and focus on helping the sniper or marksmen spot targets, to keeping them alive while on the move. They have a high chance of successful ricochet shots, especially burst fire shots

SPOTTER: GENERAL PURPOSE

This Spotter is trained to operate in chaotic battlefields, flushing out targets for their partner far off by harassing targets personally or operating alongside their partner to identify targets. May make use of one or a pair of Assault Battle Droids

General Purpose Sub Group: GRENADIER

These Spotters specialize in using grenade or rocket undermounts on their carbine to flush out targets from behind heavy cover, and are especially aggressive

Spotter (General Purpose)

Blasters
E-17 Blaster Carbine (Undermount if Grenadier) OR Fuel Gun Plasma Carbine
Slugthrowers
KTEC 20GX Carbine
OR Magna-Caster 100
OR Executive Protection Carbine

SPOTTER: HVT

Working with like minded spotters or Marksmen, these spotters focus exclusively on identifying targets, laying down suppressing fire while escorting their partner, taking over sniping or DM duties and operating behind enemy lines, in primarily urban or jungle environments. Certain spotters specialize in killing Force Users.

Remote Control turret fitted with DLT-19X Targeting Blaster

Blasters:
Fuel Gun Plasma Carbine
OR Banshee Sonic Carbine
OR Razor Assault Rifle
Slugthrowers:
Executive Protection Carbine


Pistoleers:

These Clones focus on close quarters battle techniques involving pistols and martial arts, are highly aggressive, and masters of hit and run attacks. Though all clones in the unit are equipped with side arms, Pistoleers are the only ones equipped with Two pistols and using them as a primary weapons. Devastating trick shots and masters of using their throwing weapons and bouncing grenades around corners, they have the highest chance of successful ricochet attacks over any other class in the unit. Will use an Assault Battle Droid on occasion.

PISTOLEER: GENERAL PURPOSE

This clone dual wields his way through crowds of common infantry, and is adept at shooting through gaps in armor at close range with hip fire or ricochet shots, more than any other variety of clone in the unit. Prefers powerful, robust pistols that do high damage. The most fast and mobile of clones in the unit, using either an Assault Battle Droid or Battle Droid Assassin

Blasters:
HB-42 Blaster Pistol X2 OR EP-7 Elemental Pistol X2 OR Mobius Pistol X2
Slugthrowers:
Model 9 Type 11 Pistol X2 OR LCR Revolvers X2 (357 Magnum, Tactical- Matte black, rounded barrel, synthetic wood grips. Ghost ring sights.)

PISTOLEER: TARGET SHOOTERS

These clones almost exclusively prefer to hunt with a Nightsister energy bow pistol fitted with a night or thermal scope or a special Scoped Revolver Carbine. Much more patient than other Pistoleers. They hunt at night, at prefer to kill officers, and employ a spotter or Battle Droid Assassin to draw fire

Blasters:
Nightsister Energy Bow Pistol (Scope and Stock) OR ZV2 Compact Heavy Blaster Pistol (Scope and Stock)
OR Bacta-Works Capture Pistol
Slugthrowers:
CRC-01 OR Magnetic Revolver OR Epican Semi-Auto Pistol

PISTOLEER: DUELISTS

These clones make use of revolvers or special blaster pistols to kill particularly dangerous targets, and are trained to use jet packs. Some specialize in killing Force Users, and may employ drones, spotters, sniper turrets fitted with silenced rifles, and Sniping Droids to kill single opponents or keep them off balance. Extreme Skill at hipfire, ricochet, and rapid fire barrages while moving extremely fast via jet pack and more than capable of operating behind enemy lines either alone or in special squads

Blasters:
HB-42 Blaster Pistol
OR EP-7 Elemental Pistol
OR Witchtaker Pistol
OR Mobius Pistol
Slugthrowers
Epican Semi-Auto Pistol
OR Model 9 Type 11 Pistol
OR CRP-01
OR Magnetic Revolver
OR LCR Revolver (45. Long Colt, Stainless steel with brass accents and inlays. Ivory or mother of pearl grips.)
OR CRC-01
OR Iridonian Revolver



Total Weapon List:

Snipers

Blasters
Multipurpose:
DC-15N (Full Auto Sniping Modifications, Special Operations Anti Force User. Variable)
OR DC-15A (Full Sniper Modifications, Primary Multipurpose Sniper Blaster, Variable)
OR DC-17M Interchangeable Weapon System (All Attachments) (Tertiary Multipurpose Sniper Blaster, Variable)
OR DLT-19X Targeting Blaster (Secondary Multipurpose Sniper Blaster, Variable)
OR DC-47B (Variable, Special Operations)
Slugthrowers
Lightbow (Variable, Primarily used in turrets or booby traps) OR Battle Scout Rifle

Blasters
VT-722 Anti-Material Rifle (Primary Anti Material Blaster)
OR DC-47A (Variable)
OR Caluula Anti Material Rifle (Secondary Anti Material Blaster)
OR EZ-35 Sonic Rifle (Anti Force User)
Slugthrowers:
CC-S99 Survival Rifle (Primary Slugthrower Anti Material Rifle)
OR House Io Sniping Launcher (Special Operations)
OR GWE-003 (Anti Force User)
OR Type-63 (Secondary Anti Material Slugthrower)
OR RAMR-1 (Special Operations)

Anti Personnel:
Blasters:
VT-LRS Rifle (Special Operations)
OR Hydro-Electric Sniping Blaster (Primary Antipersonnel Blaster)
OR Lance Sniper Rifle (Secondary Antipersonnel Blaster)
OR Stormneedler Rifle (Anti Force User, Variable)
OR ER-7 Elemental Rifle (Special Operations)
Slugthrowers
FHR-01 (Primary Anti personnel Slugthrower Rifle)
OR Jaing Rifle (Special Operations, Anti Force User)

Designated Marksmen:

Civil Defense Laser Disruptor (Solo or Leader only)
Scout Carbine (Primary Blaster DMR, Leader or Support Marksman)
OR BR-212 Jackal ACR (Anti Force User, Support Marksmen)
Slugthrowers:
ELAAR (Special Operations, Anti Force User, Solo or Leader Only)
OR Gun-Works DMR (Primary Slugthrower DMR, Leader, Support, or Solo)
OR Thunderlance Harpoon Gun (Special Operations)
OR Bowcaster (Multi-Shot, Ricochet, Scoped, Variable)

Spotters:

Blasters
E-17 Blaster Carbine (Primary Spotter Weapon, General Purpose)
OR Fuel Gun Plasma Carbine (Secondary Spotter Weapon, Special Operations)
OR Banshee Sonic Carbine (Anti Force User, Special Operations )
OR Razor Assault Rifle (Anti Force User)
Slugthrowers
Executive Protection Carbine (Special Operations)
OR KTEC 20GX Carbine (Primary Spotter Slugthower)
OR DAS-430 Neural Inhibitor (Variable)
OR Magna-Caster 100 (Second Primary Spotter Slugthrower, Variable)


Pistoleers:

HB-42 Blaster Pistol (General Purpose, Primary Pistoleer And Duelist Weapon, Carried by all clones as side arm that are not pistoleer class)
OR Nightsister Energy Bow Pistol (Scope + Stock Attachments, Variable) (Target Shooters Only)
OR EP-7 Elemental Pistol (Secondary Pistoleer Weapon, Pistoleer and Duelists Only)
OR Witchtaker Pistol (Duelists Only)
OR Mobius Pistol (General Purpose, Duelist, Anti Force User)
OR ZV2 Compact Heavy Blaster Pistol (Duelist, Target Shooters Only)
OR Bacta-Works Capture Pistol (Target Shooters and Duelists Only)
Slugthrowers
Epican Semi-Auto Pistol (Target Shooters And Duelists)
Model 9 Type 11 Pistol (Primary General Purpose Slugthrower)
CRP-01
Magnetic Revolver (Duelists Only)
LCR Revolvers (General Purpose and Duelists Only)
CRC-01 (Target Shooters And Duelists Only)
Iridonian Revolver (Duelists only)

Ordinance:

Mini-Drone Explosive (4)
Explosive Knives (5)
Outdated Plasma Grenade (Variable: Can be mounted in special turrets or grenade traps, if carried, usually three per trooper)
Detonation Pack (Varies)

Melee

Talon Vibrodagger
Repulsor Throwing Razors (2)
Zenji Needles (40)


Armor:

Myrmidon Recon Assault Armor (Custom Appearance)
OR Environmental Bastion Armor (Custom Appearance)
OR Obsolete Military Hazard Suit
OR Imperial Hazardous Environment Protective Armor (Custom Appearance)
OR Sith Trooper Armor (Custom Appearance)
OR Magma Trooper Armor (Custom Appearance)

Armor Attachments:

Clone Trooper Jet Pack



Vehicles

Flitknot Speeder Bike
LAAT

Support

R-1 Recon Droid

Defense Drone

C1 Security Drone

Assault Battle Droid (Bog Standard B1 Droid Equipped with Rocket Launcher, strictly support role)

Battle Droid Assassin (Variable)

Flame Battle Droid (Variable)

Sniper Droideka (Variable)

Soldier Biot (Multipurpose, Can Serve based on mission Parameters. If On team, is usually second in command)

Soldier Biot Weapons + Equipment

Nightsister Energy Bow Pistol

DEMP-2 Carbine OR DC-15A OR DC-15S

Support Nuetralizer Model 1 (Engineer in the Squad, may be multiple, depending on the task)

Medical Nuetralizer Model 1 (Team Medic)

Advanced Model 1 (Spy Unit/Anti Force User)

D-13 Assassin Droid (Anti Force User, Special Operations)


Deployed From:

Venture Class Star Galleon OR WKST Super Heavy Interceptor OR WKST Heavy Sniping Interceptor OR TIE/SRRET












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  • Combat Function: Functions as Elite Sniper Units able to operate alone or in small teams to kill high value targets or area denial, often using complex tactics to flush out targets. They are especially adept at killing Force Users
  • Force Abilities (Force User Units Only): None
Strengths:
  • Master Longshot: These Offense Troopers have been given further genetic modifications and can now possibly dead eye someone while standing still or moving fast at very extreme ranges of up to ten kilometers out with the right weapon. Their accuracy is almost second to none, trailed to wield many modern weapons including pieces stolen from House Io or given by House Io defectors. Their accuracy, Shooting Instinct and reflexes are so extreme that they exhibit abilities that outright border on the supernatural when it comes to hand held weapons, exhibiting an ability to deflect enemy blaster bolts by firing their own at them, and are able to pull off similar feats using slugthrowers. They even possess an amazing ability to bank shots off of various surfaces, their brains able to calculate the chances of hitting their target by unconsciously factoring things like wind, planetary gravity, position, posture, breathing, weight, nature of projectile, and the surface they are trying to bank a shot off from, having a 25% success rate with blasters (Note, this doubles if using bowcaster type weapons and triples if both using bowcaster type weapons and trying to bank shots off an energy field) or Slugthrowers (This doubles if banking shots off metal surfaces or energy fields.) They can even ricochet their thrown grenades and explosive knives off surfaces to try and get targets behind cover, and seem very deadly with any type of weapon meant to be thrown specifically, with some members of the group devoting themselves to this practice...in addition, they are very deadly trick shots in general and are potentially lethal at close quarters if only using a pistol
  • Adaptable: They always have an armor and weapons system for a specific mission. Their weapons are similarly adaptable, mastering many modern weapons that can help them deal with the most well equipped infantry when they coordinate their attacks. They are equally adept in conducting Assault on ground, sea, Air or in space in zero G or ship boarding. They are able to use the DC-15A in both Sniper Roles and as an adhoc Squad Automatic Weapon, by taking advantage of tripod, scope, and gyrogymbal systems, and if used on full auto, make shift slings to help them steady their aim and recoil when hip firing, and hip fire is a technique they are also masters of no matter the weapon they are assigned for a mission. Their tactics are supplemented by advanced, sentient biots or androids that typically have supermodel looks. Further, they have become adept at killing Force Users, with an uncanny ability to potentially shoot through even very sophisticated lightsaber defenses...even one of these soldiers could potentially make even a Soresu Master sweat...they are also devastating martial artists with heavy training in Teras Kasi as well as cross training in other forms of martial arts that incorporate guns into their styles.
  • Fearless: These Clones are engineered to have very little fear, and will fight to the death to achieve an objective. Battles and traumas of the modern era have also made them extremely resistant to telepathic attacks or illusions
  • Perfected Clone: Due to brilliant tweaking of their genetics by BMC, they do not suffer from rapid aging or any other form of Clone Degeneration once they reach fighting age, and even seem more resistant to biological weapons and radiation due to their further genetic modifications by BWE, and also possess three times the strength, reflexes and speed of a typical human, with enhanced hearing to the point of being able to "see" via echolocation, natural high quality night vision, and natural resistance to ballistic and vibro weapons, along with sonic attacks
  • Veteran: Master Snipers skilled in infiltrating behind enemy lines in small teams to assassinate HVT's no matter the environment, they are known to employ complex tactics involving Drone Warfare and Sniper Droids to create webs of sniper fire, booby traps involving sniper rifles or explosives in particular being a specialty of theirs. Some of these Clones focus on remote sniping, booby traps and drone warfare exclusively, while others are masters of sniping at extreme ranges with multi purpose or silenced equipment. Others focus exclusively on being spotters or designated marksmen, often assisted by House Io Biots that defected from Laertia Io as well as Biots created by Clan Li-Ves on orders from the Bloodscrawl Matriarch to lend their unique strengths to the team. Some of these Sniper teams are rumored to have been tutored in certain modern weapons, tactics, and equipment by the same droids they work with on these missions, with Some Clones forming teams that make heavy use of biots and androids like The Advanced Model 1 Spy Unit in particular or the D-13 (Acquired via seizure and reprogramming) or severe use of Battle Droid Assassins, Flame Battle Droids to flush targets out of cover. A single Clone from this unit in a high enough or well concealed enough place, with the right rifle, can make entire valleys, deserts, and even forests no man's lands to inflict the most casualties, or edge up on a single target to eliminate them, be they Force User or otherwise. A small team is a significant threat to nearly any Force User in the area if equipped with carbines and DMR's in particular, able to shoot a target and possibly hit it with a minimal sight profile. Their most fear some tactic is to send a squad out armed with nothing but Anti Material weapons or a combination of those and sniping weapons, rig them for hip firing, hunt a squad, displaying enough skill to execute this tactic with frightening ease.
  • Survivalist: These are better trained to survive in extreme environments, as well as Urban locations. In Urban locations that have developed an uncanny knack for detecting signs of an incoming ambush and are excellent at finding and killing enemy snipers and marksmen.
  • The Ghost: They will happily lie to a person's face about who they work for, and are infamous for hit and run tactics if outnumbered. Due to genetic enhancements They are able to wait for days in one spot without moving to shoot a target properly, slowing their metabolism to the point they can go without food or water a few days longer than a normal human could, without tiring, and can derive more nourishment from less nutrients.
  • Still got it: their equipment is just as good for surviving a modern battle as it was in the clone wars, and now that they have been trained in more modern weapons and equipment, they have become all the deadlier for it.
Weaknesses:
  • Outdated: As tough and useful as they admittedly are, and in spite of having more modern gear, some of their equipment is still heavily outdated by a matter of centuries in some cases, despite still being quite powerful if used correctly
  • Organic Soldiers Organic Problems: They still need to eat, drink, sleep, and dispose of waste.
  • Restrictive: Heavier amounts of ammo leads to them being slightly slower on foot
  • Ammo Chew: Some of their special weapons chew through ammo very quickly
  • Weapon Weight: Their largest weapons slow their on foot movements significantly
  • Attachments: They have access to all attachments for missions for their weapons, but due to restrictions on what they carry, a single Trooper can only carry two out of the known attachments for weapons that can accept them. They also build special turret mounts to attach their rifles of choice to, and operate these turrets remotely to snipe.
  • Understrength: Despite having a Force large enough and common enough to be trained and replaced, they are often deployed only in relatively few numbers, as their training is much more expensive, and requires more effort to reach, meaning the Clone Army is judicious in their appointments. Plus, it takes work to become a veteran in the first place...they oftenntend to be outnumbered as a result. It's essential to pick the correct equipment when operating behind enemy lines.
  • E-War: A sophisticated enough enemy can jam their drones or links to their sniper turrets (Though this is very difficult to do in both cases due to customizing encryption protocols and firewalls into the software they use personally
HISTORICAL INFORMATION

Taken from the experienced veterans of the Clone Rangers, the 1st Special Precision Group are the snipers among snipers. Frightening, genetically enhanced masters of stalking and all forms of precision shooting, it is also one of Nathan's first, truly combined services, incorporating Sentient Biots and androids who defected from House Io as well as Biots from the Loyal Clan Li-Ves along with Androids purchased and refurbished from seized criminal groups. The House Io biots and Androids have already had a major influence in both combat doctrine and ruthlessness, and the clones are said to be heavily swayed by some of the more idealistic notions of House Io philosophy in terms of independence, preparation to fight enemy force users, and a willingness to risk all for their fellow soldiers, who are sincerely regarded as family. Such Veterans are well paid to continue causing havoc, and receive excellent benefits
 
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OUT OF CHARACTER INFORMATION
  • Intent: To make a Stealth Assault Unit
UtapauShadowTrooperCardArt.jpg

GENERAL INFORMATION
  • Unit Name: Clone Force Shadow
  • Affiliation:
  • Classification:
  • Description:
COMBAT INFORMATION: The combination of Unit Size and Availability below is the indicator of how numerous your unit is. Stormtroopers for instance would be considered Large/Common, while Rogue Squadron would be a Small/Unique unit. Majority Force User Units are prohibited from being Common or Large. The stronger and more specialized your unit is (FU or NFU), the smaller and less common it should be.
  • Unit Size: Small
  • Unit Availability: Rare
  • Unit Experience: Elite
  • Equipment:
Rifles:

F-11D Stealth OR DC-19 Stealth Carbine OR DLT-19X OR DC-15A (Sniper Configuration Only) OR Laser Rifle

Pistols

CS14 OR X-8 Night Sniper

Ordinance:

Plasma Grenades (2)

Melee: Curved Hilt Lightsaber Or Double Bladed (Yellow)

Armor:

Mimetic Suit (Custom Appearance)

Ship:

X-70B OR StealthX OR Scimitar Replicas (Veterans Only)

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  • Combat Function:
  • Force Abilities (Force User Units Only):
Force Sense (Master)
Telepathy (Master)
Force Camouflage (Master)
Force Stealth (Master)
Force Light (Master)
Force Resistance (Master)
Force Breach (Master)
Force Doppelganger (Master)
Force Illusion (Master)


Strengths:
  • Master
  • Duelist
  • Stealthy
  • Marksman
  • Perfected Clone
  • Fearless
Weaknesses:
  • Bioweapons
  • Null
  • Organic Soldiers Organic Problems
  • Pierced
  • Range
  • No TK
  • Expensive
HISTORICAL INFORMATION
 
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