Mawite Legend
Razorghast
OUT OF CHARACTER INFORMATION
- Intent: To build on Mawite lore and provide a support "vehicle"
- Image Source:
- Top Image: Wasteland 2 Concept Art by Nils Hamm
- Second Image: Wasteland 2 Concept Art, via No Mutants Allowed
- Canon Link: N/A
- Permissions: N/A
- Primary Source: N/A
- Manufacturer: Brotherhood of the Maw
- Affiliation: Brotherhood of the Maw
- Market Status: Closed-Market
- Model: Razorghast Cybernetic Walker
- Modularity: Weapon arm attachments can be modified and swapped out.
- Production: Limited
- Material: Durasteel, Cortosis Weave, Vehicle Components, Cybernetic Uplinks
TECHNICAL SPECIFICATIONS
- Classification: Personal Walker
- Role: Infantry Fighting Vehicle
- Size: Very Small
- Weight:Very Light
- Armaments: High (Vibrosaw, Electroshock Probe, Flamethrower, Sonic Cannon, Sharp Legs)
- Defenses: High (Vehicle-Grade Deflector Shield, Thick Durasteel Armor, Cortosis-Weave Coating)
- Maneuverability Rating: Very High
- Speed Rating: High
- Propulsion: Quadrupedal
- Minimum Crew: One
- Optimal Crew: One
- Passenger Capacity: None
- Cargo Capacity: None
SPECIAL FEATURES
- Controlled by the cybernetically-linked brain of a Brotherhood marauder, contained inside the chassis
- Two meters tall at full height, with a four-meter maximum legspan
- Can bend to crawl, climb, and fit into tight spaces
- Swift Scuttler: The talon-like legs of Razorghasts allow them to quickly scuttle over virtually any terrain, even climbing sheer surfaces.
- Anywhere its "head" can fit, the entire walker can fit, bending its legs to get inside
- Anti-Infantry: Razorghasts are extremely deadly against infantry thanks to their speed, small profile, and brutal weaponry.
- Anti-Jedi: A thin film of cortosis over each Razorghast's chassis and limbs makes it lightsaber-resistant, though not lightsaber-proof.
- Short-Range: Razorghasts are armed with melee and short-range weapons such as blades and flamethrowers. They must close in to attack.
- Ground-Bound: Razorghasts cannot hover or jump, limiting their speed and mobility in rough terrain. They also cannot function underwater.
- Countered by Vehicles: Razorghasts have anti-infantry weaponry, and most of it is totally ineffective against heavy vehicle armor.
The marauder hordes of the Brotherhood follow the Gospel of the Hidden Maw, which describes how the Three Avatars (War, Death, and Rebirth) are bringing an end to the current, stagnant galaxy and replacing it with a paradise known as the Galaxy To Come. The only way to earn rebirth into that paradise, the Gospel teaches, is to die a worthy death in service to the Dark Three. This explains the fanatical fearlessness of the Brotherhood's raiders; to them, death in battle is not merely acceptable, but a goal. However, sometimes marauders are badly wounded on the battlefield without actually being killed. Most are patched up with cybernetics and sent back into the fray, but sometimes the damage is too severe for new limbs and organs to fix. These warriors will never fight again, and thus cannot earn paradise.
Enter the Razorghast. Each of these cybernetic "vehicles" can contain the brain of a ravaged Brotherhood marauder, giving him or her another chance to die gloriously for the Avatars. Designed by the mechanically-minded Scar Hounds tribe, Razorghasts were inspired by the fierce predators of Lao-mon, and boast a wide range of unconventional and brutal weapons. They were designed with the ability to kill Jedi in mind, as Jedi have proven to be one of the rare hard counters to a massed Brotherhood infantry charge. The others, of course, are armored vehicles and artillery, which the Razorghasts cannot do much about. Their focus is strictly on close combat. Very small even for personal walkers, as they stand at only two meters tall, they can even chase enemy infantry and Jedi into buildings and trenches.
Within the domed chassis of the Razorghast are a variety of life support systems, for though the craft may resemble a droid, it is useless without its organic pilot. The pilot's brain is immersed in a nutrient vat, the implants installed on it hooked up by a maze of cables to the Razorghast's systems. This allows the pilot to wield the Razorghast's limbs and weapons as if they were his or her own. Experienced Razorghast pilots can make their craft move like living things, scuttling along walls, ducking under enemy laserfire, and wielding their vibrosaws with grim accuracy and frenzied glee. Small arms fire will not easily bring them down, thanks to their shields and thick armor, and even lightsabers cannot easily penetrate the cortosis weave coating over their outer shells. This allows them to take on any enemy infantry.
Against vehicles, however, they are far less effective. Their weapons are not designed to pierce vehicle armor.
Not every maimed marauder is offered the chance to pilot a Razorghast, of course; that would be prohibitively expensive, for the craft are not easy to mass produce due to their cost and complexity. Only those who have been badly injured and fitted with cybernetic replacements before are allowed the opportunity to become pilots, since they already have familiarity with adjusting to cybernetic systems. It is an all but irreversible process, too, for only the pilot's brain will fit inside the chassis; all other flesh must be discarded. The result is that Razorghast pilots tend to be the most fanatical and hardened marauders in the Brotherhood, having already sustained horrific injuries for the cause and continued to fight across many battles. They are deployed sparingly, so as not to waste their experience and ferocity.
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