Star Wars Roleplay: Chaos

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NPCs by Sio

[member="Siobhan Kerrigan"]
  1. Didn't we use or plan to use this one for an Enyo minion? I think we had one called Cross.
  2. Hmm, not too useful.
  3. I like.
  4. Good, maybe for the exile who joins Kaida?
  5. Very nice.
  6. Could be useful for a special droid, perhaps with Laminium skin?
  7. Very nice.
  8. A rare breed, one of us should use it, either for Xalda or an NPC.
  9. Good for Enyo.
  10. Very nice.
  11. Can be in our posse of deceptively smart goons who rather than beating people up are actually smart.
  12. Looks savage.
  13. Sure, can be part of the literati goons.
 
  1. Didn't we use or plan to use this one for an Enyo minion? I think we had one called Cross. Yes, for Enyo or Sio. Cross will be the name she goes by.
  2. Hmm, not too useful. Maybe the feathers are tribal decorations...rather than literally growing out of her hair. Could be a mystic type.
  3. I like. Trandoshans are cool. Maybe this one contrasts with the Qyzen like dude (no. 13).
  4. Good, maybe for the exile who joins Kaida? Sounds good.
  5. Very nice. Need to find a use for her.
  6. Could be useful for a special droid, perhaps with Laminium skin? Could work. Or a stealth droid.
  7. Very nice. Enyo's goon squad?
  8. A rare breed, one of us should use it, either for Xalda or an NPC. Need more Drows. This one seems like a lightsider.
  9. Good for Enyo. Yes. Maybe a former Sith or Dark Jedi? I guess something happened that made her lost most of her limbs. Or she's really into cybernetics.
  10. Very nice. Evil Twi'lek!
  11. Can be in our posse of deceptively smart goons who rather than beating people up are actually smart. Yes. [member="Nima Tann"] had the idea that he has a Phd and works for Enyo.
  12. Looks savage. Yep. Debating use for him.
  13. Sure, can be part of the literati goons. May start with him. Suggestions?
[member="Valiens Nantaris"]
 
[member="Siobhan Kerrigan"]
  1. Good
  2. I don't like the pic much, sorry. By all means use it if you like though.
  3. Yeah, straight goon.
  4. Good
  5. Maybe Enyo can get a Dahomian, possibly an exile who originally sided with the 'imperialists'?
  6. Yeah, either or.
  7. Looks like an ally she could hire, but not one to rely on.
  8. Hmm, I could update my Lia pic.
  9. Probably got 'Enyo'd' in a battle and lost some limbs.
  10. Yes!
  11. Works
  12. Mercenary for hire, a Madclaw.
  13. Never judge a lizard by his scales. Though he looks like a fierce Trandoshan, he's actually a smart warrior and designer, into the more brutal arts of military design.
 
Qyzen_Fess.png


OUT OF CHARACTER INFORMATION
  • Intent: To further flesh out the ranks of Firemane.
  • ​Image Credit: Here. Picture of Qyzen Fess, a character in 'The Old Republic'. Found on Wookieepedia.
  • Role: Mercenary, hunter, designer.
  • Links: Trandoshan, Dahomey.
PHYSICAL INFORMATION
  • Age: 31
  • Force Sensitivity: Non-Force User
  • Species: Trandoshan
Appearance: Big, tall lizardman with green skin and a mouth full of sharp, pointed teeth. Each of his four limbs end in three razor sharp claws. These are very useful in combat, but make his finger movements somewhat awkward and a bit clumsy. He is strongly-built and tough in combat. He lost his right eye during one of his fights and had it replaced with a cybernetic prothesis. There is still some scarring around the eye socket from the surgery. Tribal markings display his tribal heritage.

SOCIAL INFORMATION
Notable Possessions:
Skills:
  • Proficient tracker and trapper
  • Gifted in designing personal weapons
  • Proficient soldier
  • Good at skinning and dressing game animals and making stuff out of them.
Personality: Defying the usual Trandoshan stereotype, Drassk is a fairly pleasant fellow. But then one should never judge a book by its covers - or a lizard by its scales. While slow to trust, he is extremely loyal to his friends and can be downright congenial to be around. Drassk is strictly devoted to the Trandoshan goddess, the Scorekeeper. Being a religious traditionalist, he believes that she watches Trandoshan hunters and awards them points for each kill. The more prestigious and dangerous the prey, the higher the value of the points awarded for slaying it. Defeats and injuries are seen as lessons from the goddess, which are supposed to teach humility and punish arrogance. He's very fond of telling stories about his past hunts. This can get mildly awkward when he's having a chat with animal rights activists, pacifists or Wookiees.


Drassk looks down on killing weak prey because it does not represent a test of your skill to kill those weaker than yourself. His dislike of the practice of slavery is motivated by a similar line of reasoning. Equally, he disapproves of strong enemies being left alive. His religion postulates that worthy opponents are reincarnated as Trandoshans and have a shot at a score. From his point of view, the weak should not be coddled, but encouraged to learn how to defend themselves. As a consequence, he has little respect for those who, from his point of view, refuse to stand up for themselves or display cowardice in the face of adversity. Significantly, his idea of strength does not end at physical prowess, but also takes mental fortitude into account.


Throughout his travels, Drassk often had to deal with anti-Trandoshan racism. But he freely admits that while his people are often treated badly, they are not entirely blameless, since certain members of his species have perpetuated the negative stereotypes that the rest of the Trandoshans suffer from. This also made it difficult for him to hitch a ride on starships or find fulfilling work after leaving his tribe. Sadly, one of these unenlightened Trandoshans is one of his own brothers, who decided to pursue a lucrative career as a slaver, pirate and general criminal miscreant. Ironically, he works for Enyo Typhos, the clone of Firemane's CEO, these days. He's even disavowed the Scorekeeper. Understandably, Drassk is quite vexed about all this. Not the least because his brother is responsible for the loss of his eye. Thus any mention of his brother is bound to rouse him to anger.


Drassk has acquired a reputation as a big game hunter, tracker, trapper and sellsword. However, he's also a smart designer, into the brutal arts of military display. This is an activity he pursues when he is not hunting or otherwise busy with a mission. He's particularly crafty when it comes to personal energy weapons. He keeps up-to-date on trends on the arms market and reads technonogical journals regularly. As a result, he gets on quite well with Varosh, a Hutt of refined tastes who's a gifted engineer and weapons' designer. Both can often be found talking shop. He's also quite good at making things out of animals furs and leather.


COMBAT INFORMATION
  • Weapon of Choice: His cunning, guns and brute strength. Proficient in the use of most ranged firearms, melee weapons and grenades.
Combat Function: Drassk is adept with most ranged and melee weapons. Being a Trandoshan, he is able to regenerate lost limbs and skin. His claws are also useful against unarmoured or lightly armoured opponents. Trandoshan racial strengths make him physically strong and tenacious in combat. He also has very good eyesight, for Trandoshans can see far into infrared range. His right eye is a cybernetic implant. While well-designed, it is vulnerable to ionic attacks, electrical discharges and EMP blasts.


Being a lizard, he has trouble when exposed to extreme temperatures, especially cold. Cold-blooded creatures take on the temperature of their surroundings, so he is much more active in warm environments and very sluggish in cold ones. Wearing environmentally sealed armour helps him, but on average cryomantic and cryoban attacks are more effective against him. Furthermore, electrical discharges from lightning, ion or similar weapons can stun or incapacitate him depending on the power of the attack. He's a very poor pilot and thus reliant on others to get from planet A to planet B - and avoid being shot down during transit. Drassk is a non-Force-user and thus he must rely on his wits and prowess as a soldier if he ends up in combat with space wizards.


While an experienced fighter, Drassk eschews command roles. When he operates as part of a unit, he prefers to insert himself into the existing organisation and lend his expertise, but not take command himself. If need be he can take charge, but is a tactical rather than a strategic thinker. This makes him ill-suited for command roles that go beyond leading small teams. Being a devout follower of the Scorekeeper, he takes matters of honour rather seriously and will not back down from a fight, as this would bring shame upon him. This can be disadvantageous for him, cause him to misjudge potential dangers or be too stubborn to perform a tactical retreat.


HISTORICAL INFORMATION


Like most of his kind, Drassk was born on Trandosha, also known as Dosha. He hatched at a time when the Four Hundred Year Darkness was finally coming to a close and the Galaxy was getting a chance to breathe again - before it was hit by a somewhat redundant, repetitive series of more or less 'Great Galactic Wars'. Regardless, he was born into a clan of Trandoshan hunters. As a young hatchling, he proved himself several times as a capable hunter and warrior, participating in several hunts. He earned himself renown during a raid on a Wookiee settlement, where he slew a powerful Wookiee warrior.


In addition to his martial prowess, he proved himself to be a particularly ingenious Trandoshan, as he showed notable talent when it came to reverse-engineering and designing personal weapons, especially energy weapons. He might have been made clan chieftain in time. However, his younger brother Grashk was envious of his older sibling's 'score'. While Drassk was a capable warrior and promising designer, he was blind to his younger sibling's jealousy and too trusting of him.


In secret, Grashk plotted to undermine his elder sibling. So he spread rumours saying that Drassk had been inflating his scores and utilised dishonourable methods such as traps and foreign mercenaries to slay beasts. The tribe they both belonged to was more than a little old-fashioned in its views and believed that a fight should be a test of skill. Grashk took great care to make sure that he was not associated with the slander and bribed some of his fellow tribespeople with tokens. It helped that young Drassk was more than a little boastful of his successes.


Finding his honour besmirched, Drassk decided to counter the vicious slander by hunting a particularly dangerous beast, a Rancor that had been sighted in the jungle. With minimal gear, he set out on this dangerous quest. Braving wild beasts and the elements, he finally confronted the huge beast. It was a vicious fight in which he was almost slain, but after sustaining grievous injuries, he managed to climb on top of the beast's back using a vine and plung his sword into its neck.


However, his brother had arranged a surprise for him. While licking his wounds, Drassk was assaulted by a unit of hunter droids. In his weakened state, he was at a disadvantage, though he still fought bravely. In the struggle he lost his eye to shrapnel from a grenade explosion. Fighting his way out, Drassk was forced to flee. He managed to evade his pursuers and eventually return to his tribe.


Coming back, he found that Grashk had declared him dead. Realising who was behind the setup, he confronted his brother before the tribal council. Grashk was banished for his crimes and declared honourless. However, though his good name had been redeemed, these events brought great dishonour upon his family. It was also a source of shame for Drassk. Not only had he been gullible, he had also failed in his duty to teach his younger sibling the right path.


So he decided to go into voluntary exile. By seeking a better score, he would regain the favour of the Scorekeeper. So he bid his tribe farewell, promising to retun at regular intervals and help whenever they had need of his skills. He wound up travelling the Galaxy, selling his skills as a hunter and weapons' designer. Aside from hunting non-sentient prey, he also found employment as a bounty-hunter, accepting contracts from various private and public parties. He replaced his lost eye with a cybernetic prothesis, foregoing a cloned replacement since the implant would always remind him of what had happened on that fateful day. Taking things philosophically, he interpreted it as a lesson from the Scorekeeper. Carrying only a few personal possessions during his travels, he bartered his trophies and designs in return for passage to hunting grounds. For a while, he hooked up with a group of Mandalorian bounty-hunters who'd left Mandalore after its cataclysmic destruction. Aside from offering his martial prowess, he also earned his keep by upgrading and repairing their weapons in a small workshop.


What Drassk soon realised was that Trandoshans had a pretty poor reputation in the Galaxy. By and large, they were stereotyped as slavers, gangsters oppressors of the weak. Strictly speaking, Drassk did not have a moral problem with slavery per se. After all, he'd participated in the ongoing feud between his people and the Wookiees. However, prolonged exposure to the plight of slaves and their treatment challenged his views somewhat. He found that many lizardmen did not share his beliefs, as those he encountered often believed that they could gain the favour of the Scorekeeper simply by going after the weak, rather than going up against challenging prey. Indeed, many had forsaken their goddess altogether, claiming that she did not offer them anything and thus was not deserving of worship.


Eventually, his travels took him to Dahomey, a wild, dangerous world that had technologically regressed during the Gulag Virus. He'd been informed that its natives, though lacking in tech, were a hardy people who for many decades had fought against foreign exploitaton and oppression. Moreover, the planet was populated by dangerous wild life.


Little did he know that the political situation was a bit volatile. His quarry were Kardoks, fierce crocodilian creatures that possessed long fangs and could even stand on their hind legs briefly so they can crush and maul their prey. Dahomian hunters had informed him that these creatures could be found in a nearby swamp. However, when he arrived on the spot, he found that someone had beaten him to the punch. Indeed, his marks had been butchered with cannons and explosive weapons.


Knowing that the Dahomians had a code of hunters and would not use a Gunship to conduct such slaughter, he headed back to the nearest settlement to make enquiries - and inform them in case there was a threat. However, when he arrived on the scene, he found a burning village. Most of the homesteads had been put to the torch, bodies lay everywhere. Heavily armed slavers were in the process of looting and absconding with their human chattle. Enraged by what he saw, Drassk attacked the slavers, using his guns, Trandoshan sword and claws.


He fought bravely, but the sheer weight of numbers proved to be too much for him. In the end he was beaten after being shot in the back...by a Trandoshan who turned out to be his brother. Grashk gloated about his triumph and mocked his brother for his archaic beliefs, but ere he could finish him off, his scouts informed him that reinforcements were arriving. So Grashk quickly departed, though not before stabbing his brother with a Dahomian spear to make it look like he'd been one of the raiders. The slavers retreated under heavy fire from rapidly approaching Firemane forces. Drassk was left for dead and fell into the hands of Firemane mercenaries. Since he lay close to a bunch of dead Dahomians and had been left with Trandoshan weapons, it looked pretty compromising.


Many of the soldiers were Dahomians themselves and so his captors/rescuers took their anger out on him, believing him to have been one of the slavers. However, village people who had been able to hide due to his intervention came forward to vouch for his innocence. So he was brought before the Firemane commander, Major Tempest. The rather...tempestuous Force Master was understandably a bit sceptical, but after hearing the testimonies, he was given medical care and then questioned about the raid.


Perhaps to the Firemane soldiers' surprise, he offered to help them track the raiders so that they could be ambushed before they had the chance to leave the planet with their human chattle. Perhaps it worked in his favour that Tempest had a background as a warrior, huntress and tracker, as both managed to find some common ground. Through their combined skills, they were able to track the slavers to their hideout and launch an assault. Several raiders were slaughtered by Firemane troops and native militia, others smote by Tempest's lightning. Fighting his way through the ranks of raiders, Drassk eventually came across his brother.


At first, Graskh sicced beasts on him, then the two engaged in a brutal, savage duel. The fight ended with Drassk wounded but the victor. However, amidst the carnage, Graskh managed to escape by using explosives to cause part of the corridor to cave in. Badly injured himself, Drassk fled the wrecked base. Angered by his brother's escape, Drassk linked up with Tempest again. Though some raiders had been able to flee, the assault was a success, as they'd been deprived of their booty. After he'd recovered from his injuries, Drassk decided to stay in contact with Firemane. He spent some time on Dahomey, learning about the local culture and hunting wild beasts. Tempest even accompanied him in one. During this time, he also became acquainted with the Major's spiritual, somewhat eccentric partner Elpsis.


After participating in a number of Firemane missions, he was put on retainer and later taken aboard as a contractor. Drassk remains very independent and still engages in his own pursuits, but has found a place in the company. He's also contributed to the megacorporation's R&D department and acted as a trainer for Firemane special forces, teaching them tracking and survival in the jungle.
 
[member="Valiens Nantaris"]


Have a look at the Trandoshan sub above please when you have the time. Could use some feedback and suggestions.


Also I had ideas for Eldorai units:

  • Heavy infantry in power armour (bought an appropriate suit from Laira). Compensates for Eldorai physical weakness, dishes out damage. Lack mobility compared to light infantry.
  • Eldorai warrior-priestesses. Similar to the warrior-priests of Sigmar. Probably dedicated to Ashira or Valora. Power-wise they could specialise in Force Valour, Cleanse Mind (negates mind-affecting Force powers), fire and lightning. Use maces rather than blades because clerics may not shed blood. I guess this also prohibits slugthrowers...but not blasters and disruptors.
  • Shadow Knight commandos. Maybe cryomancy-focused. To annoy Kaida, they'll be Illyrians.
 
[member="Valiens Nantaris"]

lolol I might.


1. Do you name suggestions for the other two Eldorai units? The Power Armour heavy infantry one and the Eldorai warrior-priestesses.


2. Ideas for Trandoshan's backstory? He obviously has a rivalry with his evil brother.


3.



Valiens Nantaris said:
Call the shadow knight cryromancers 'Ice Queens' to annoy Kaida even more!

Ice Queens could be a nickname. lol
 
Made a thing. Space Elves in Power Armour.

[member="Valiens Nantaris"], [member="Laira Darkhold"]


OUT OF CHARACTER INFORMATION

GENERAL INFORMATION

Equipment: Permission to use ArmaTech gear obtained in the storefront. Purchase request for the Dual Weapon System and the Titan Assault Armour was made here and approved here. Purchase request for the Cyro-Ban Gun, Under Barrel Miniature Flame Projector and Under Barrel Disruptor made here, approved here.

Armour:

Ranged Weapons:

Melee Weapons:

Secondary/optional Weapons:

Misc. Gear:

COMBAT INFORMATION
  • Availability: Rare
  • Deployment: Minor

Strengths & Weaknesses:
  • Heavy infantry. Equipped with strength-enhancing Power Armour and various potent weapons, the Valora's Fists are a strong unit. They are ideal for cracking enemy strongpoints, breaching fortifications and so on.
  • Crack unit. Courage, skill and tenacity are traits highly represented among the Fists. These characteristics are further amplified by rigorous training and indoctrination. The Fists only accept soldiers who have shown their mettle in combat.
  • Bulky. The armour is highly protective, but also bulky and heavy. As a result the Fists are noticeably less mobile than light infantry, even with all the doodads. More lightly equipped, quicker enemies could conceivably evade, outmanoeuvre and ambush them.
  • Heavy armour makes them terrible at stealth and obvious targets. Particularly vulnerable to sharpshooters. They are also obvious targets for heavy artillery, starfighters and airspeeders overhead, particularly in open spaces.
  • Small fighting force. Even with their firepower and armour, superior enemy numbers can whittle them down and overwhelm them. They also only have a limited number of anti-tank weapons.
  • Lightsabre resistance of the armour is minor. About the difficulty of cutting firewood with an axe. Better than stormtrooper armour, but inferior to Phrik or Beskar suits.
  • Weight of their suits make certain types of terrain very difficult to traverse. Such as swamps and muddy areas.

Description:

Eldorai military doctrine, tactics and equipment have remained unchanged for centuries. This is the result of Kaeshana's long isolation from the outside world. With the Kar'zun defeated, the Eldorai had no rivals on their homeworld. The only threat came from...themselves. The Byzantine intrigues that permeated the Eldorai royal court kept their nobles busy. The first foreign incursions, carried out by slavers and pirates, came as a shock for the Eldorai. Their Stasers were hopelessly outdated compared to modern blasters and could do little against modern personal armour except mess up the paint. The only effective weapons they had were Sarixi blades and Sarzmigar polearms, but these were limited to elite units and required their warriors to get close enough for melee combat. This was difficult since blaster weapons cut through Cuaeris armour like paper. They had an elite corps of Force-using warriors, the Angelii, whose elemental powers were useful to level the playing field. But even the Angelii could not be everywhere at once, since their primary duty was to protect the Star Queen - often from coups.


Thus the Eldorai were forced to adapt. Stasers were phased out in favour of modern guns, the old-fashioned armour was replaced with something that could actually keep its wearer alive against blasters, the Sarix and Sarzmigar were upgraded. The old conservatives quibbled, but incursions, a planetary cataclysm, an Exodus and a foreign invasion and occupation are wonderful ways to give all but the most ignorant a new perspective on things.


Vaena Cadalthor, known to her close friends as Vaena Askari, decided to help the modernisation process. She'd fought on many battlefields as an Angelii junior officer. After claiming her birthright as Duchess and head of House Cadalthor, she was in a position to put some of the lessons she'd learned into practice. Compared to humans, Eldorai are physically weaker and less durable, relying more on finesse than brute force. She decided it would be appropriate to give them a small force that could act as a crack heavy infantry force. She was probably influenced by her encounter with one of Alderaan's Power Armoured Force Dead Knights, Dame Dimeria Nykerian. Both had a jolly time slaughtering zombies that had overrun a luxury cruise liner. Of course, the Eldorai would not be deploying Force Dead. That would create...issues.


So the Duchess lobbied the Crown, after discussion with sensible Eldorai officers like Grand Seraph Aeda Shaytari. Conservative holdouts in the military quibbled, for they did not recognise the inherent awesomeness of Power Armoured soldiers marching across the battlefield and causing causing carnage. They probably also did not like buying 'crude' designs from 'human monkeighs'. Vaena proceeded to dismiss claims and offered to fund the whole thing herself. To be precise, she volunteered House Cadalthor in totality. This annoyed a good number of her relatives...but since it was being presented as a patriotic contribution for the greater good of the Eldorai Matriarchy, they could not refuse openly. If some minor aristo in her house had to reduce the number of servants waiting on her and, heaven forbid, wash herself instead of having servants do that for her, that was fine from Vaena's perspective. Besides, it was a good way to redeem House Cadalthor's name after the recent unpleasantness. Her predecessor, Tarissa Cadalthor, had launched a failed coup against the the Crown and been executed for her treason...so it was time to demonstrate loyalty.


Thus the Valora's Fists were born. Rather than start from the scratch by recruiting new blood, select soldiers from the Eldorai army were inducted into them. While it took a while to meet the quotas, it meant they did not have to teach greenhorns basic skills. The soldiers were put through a rigorous training programme, to familiarise themselves with their new armour and the new unit tactics. So far, this method of recruitment has remained in place. It keeps the numbers down, but ensures the Fists get to cherry-pick their soldiers. They are largely equipped with gear obtained from Firemane Industries and ArmaTech. The Eldorai have a long, though at times strained, relationship with the former and House Cadalthor has more recently made business deals with the latter.


The protective qualities of their suits and its strength-enhancing abilities made them a potent force. As a cog in the military machine, the Fists could operate alongside their more lightly equipped comrades, though they would also be able to operate independently, Equipped with advanced weapons, they can dish out damage and act as a heavy assault force, blazing a trail for their comrades. They are also strong in defence. While composed of Non-Force-Users, their gear and training enables them to stand up to Force-users. In short, they're a blunt instrument. While they are good at attacking what's in front of them and defending themselves, they suffer against more lightly equipped opponents that utilise unconventional warfare rather than engaging them head-on. Moreover, they are obvious targets to hit, making them good bait for sharpshooters, air and artillery strikes. Lacking in light infantry and recon elements, they are dependent on help in that regard. Hit-and-run tactics and sniping are useful against them. They must also be wary against anti-tank weapons and mine fields.


The Fists particularly excel at urban warfare, as their armour makes them very resistant to small arms fire, slugthrowers and heavy blasters. This makes them well-suited for fighting street-to-street or building-to-building. In such a situation they can bring their heavy firepower to bear, taking advantage of the short line of the sight and the fact that there would be few open areas to cross. The same applies to performing boarding actions and clearing out eneme fortifications, bunkers and trenches. By contrast, they are more vulnerable on an open battlefield, where they would be good targets for snipers with high-calibre weapons such as anti-materiel rifles, fixed gun emplacements, artillery, tanks, aircraft and so on. In short, having them death charge across a wide, open space would probably be a bad idea. All in all, the Fists are the opposite of regular Eldorai units. They are slow, but very tough and punchy.


As a sign of the new, 'enlightened times' the Eldorai live in these days, the unit has been opened up for men to join. After all, they also have an inalienable right to fight for the Motherland and prove they can perform just as well as women etc. However, rightly or wrongly, it is believed that full integration would cause divisiveness. So individual units are gender segregated, but integrated at command levels. It is postulated that this reduces issues related to sexual tensions and the like, generally increasing overall military readiness by enhancing unit cohesion and teamwork. Women still dominate the upper ranks, though men have been able to puncture the glass ceiling a bit. However, the chaplains are all women because the Church does not allow male clerics. The Masculine Anti-Defamation League considers the separation of the sexes a step backward for sexual equality in the military, but progressiveness has its limitations in contemporary Eldorai society. Then again, a few years ago the idea of males serving in combat units would have been anathema to the Eldorai.


As the name implies, the Valora's Fists are particularly attached to the Eldorai Goddess of Battles Valora. This does not mean that every soldier is an exceptionally pious, zealous believer, though Vaena, the unit's patron, probably wishes it were so. However, Valoran Priestesses minister to the soldiers and often accompany them into battle, fighting alongside their charges and inspiring them to remain resilient in the face of adversity. They also stress that those who die in combat in the name of the motherland are martyrs who will go to heaven and be rewarded by the Great Goddess Ashira. Religious iconography is rather pervasive in their barracks. The more liberal-minded, atheistic or agnostic members of the Eldorai leadership would probably prefer less emphasis on religion, but they let 'choir girl' fund the enterprise. So it was to be expected.


Valora's Fist units were first deployed in response to Kraal raids, proving their mettle against the barbaric lizardmen who had been making a habit out of attacking communities on Tygara and Arkas. Going on the offensive, they acted in concert with the regular Eldorai army and naval forces to launch a counterattack, seizing an asteroid base the lizards had used as a stronghold. After a brutal fight, all the slavers had been slaughtered. During the fight the Eldorai also encountered a force of cyborgs and droids from the Iron Fist Consortium, but managed to prevail in combat. Closer to home, they also played a vital role in the suppression of the Shining Hand insurgency.
 
[member="Valiens Nantaris"]


The power armour they're using is made by a human company (ArmaTech), so I figure it would not have a particularly Eldorai look.


If you can find one that sorta looks Eldorai, that's good though. Eldar stuff doesn't really fit though. Too...gaudy and the helmets look silly.
 
[member="Valiens Nantaris"]

Ok. Gave them the Lance missile launcher.

May sub a Firemane artillery unit.

I do need to sub some Tygaran native units that aren't connected to Firemane. Hmm.

And maybe some Order of Fire minions.
 
Valiens Nantaris said:
What sort of artillery?

Self-propelled. Presumably Firemane artillery has some form of organisation.




Valiens Nantaris said:
What sort of units? Or I guess the better question is; for what purpose?

Have not decided. But presumably Firemane would not be the only one using Tygaran Sepoys.


I mean, the Shadow Knights, for instance, do have Tygaran natives.


[member="Valiens Nantaris"]
 
Valiens Nantaris said:
We have the Thunderer SPA already, plus your rocket artillery. What niche do we need?

I meant subbing artillery units for Codex.


Not making new tech. Though we might be advised to make a new rocket artillery sub...because the one I made is from late 2013.




Valiens Nantaris said:
True, could have Shadow Knight native recruits.

Aye. I am just wondering how they should differ from the ones we made for Firemane.


For the sake of comparison, Firemane has Qadiri shock troops (basic grunts), Xioquo dark witches (mentalists and force drain specialists) and Vashyada scouts.


[member="Valiens Nantaris"]
 
[member="Siobhan Kerrigan"]
I mean...you can make artillery units if you like. Doesn't serve much purpose I think though. We can already freely combine our tech together in battlefield situations to create units.
We could probably use a SPA using Lance missiles, type 3, for heavy bombardment though.
 

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