First Warlock
OOC INFO
Intent: Sub the NPC's of the Warlock Caste
Image Credit: N/A
Role: Rapid war-beast coordination and AoE boosts to troop physiological and cognitive performance
Permissions: N/A
Links:
GENERAL INFO
Unit Name: Shaman Warlocks
Affiliation: The Bryn'adul, First Warlock
Classification: FU Support
Description:
COMBAT INFO
Unit Size: Small
Unit Availability: Rare
Unit Experience: Elite
Equipment: Battlestaff, Verikast/Er'gerak Armored Shaman's Robes
Combat Function:
Strengths:
Combat Prowess: Standing at between 2.4 to 2.7m, Warlocks are powerful combatants that combine a myriad of force-abilities with their great strength and agility to annihilate opposition
Demoralizing: While boosting the morale and combat effectiveness of their own troops, Warlocks seed fear and doubt into the minds of the enemy
Tough Flesh: Draelvasier have a tough carapace that provides rudimentary protection from hard impacts, lacerations and small-arms blaster fire
Weaknesses:
Heat: The Aeravalin species are extremely susceptible to heat whether concentrated or environmental. Combat on hot worlds is a daunting task as their bodies are far weaker and slower. Blaster fire to soft-spots and incendiary weaponry can dispatch a Warlock rapidly.
No Telekinesis: Try as they might, force-telekinesis eludes the Shamans. This can be particularly disadvantageous when having something thrown or dropped on them.
Cognitive Bandwidth: Warlocks have a lot on their mind, literally. There's only so much concentration a brain can dish out. If caught up in an intense fight for prolonged periods, Warlocks can begin to lose their grip on the war-beasts under their command. Further still and their effect on nearby troops can diminish to non-existence.
HISTORICAL INFO
The Warlock Caste was devised to keep up with the rapidly growing size and demands of the Bryn'adul's crusading armies. By training violent warrior-shamans for deployment to the front-lines, it was the opinion of Beast-Master Hrajlmak'Natok that army coordination and effectiveness could be increased. These neo-shamans are picked out during the Kad'maera when Aeravalins display violent tendencies and a preference for personal combat.
Intent: Sub the NPC's of the Warlock Caste
Image Credit: N/A
Role: Rapid war-beast coordination and AoE boosts to troop physiological and cognitive performance
Permissions: N/A
Links:
GENERAL INFO
Unit Name: Shaman Warlocks
Affiliation: The Bryn'adul, First Warlock
Classification: FU Support
Description:
- Warlocks are front-line warriors of the Aeravalin species. Taller, lankier, more agile and clothed in armored cloaks. Warlocks are often decorated in trophies such as bones and skulls.
COMBAT INFO
Unit Size: Small
Unit Availability: Rare
Unit Experience: Elite
Equipment: Battlestaff, Verikast/Er'gerak Armored Shaman's Robes
Combat Function:
- Warlocks are deployed to a battlefield in unit numbers that vary depending on the size of the army they are supporting. Unlike traditional Shamans they do not deploy with a Zealot protection detail. Passively, they provide AoE that boosts the cognitive and physiological performance of surrounding troops. Actively, they coordinate combined forces of war-beasts telepathically. They also serve to counter any FU-threat present such as Jedi or Sith through direct engagement.
Strengths:
Combat Prowess: Standing at between 2.4 to 2.7m, Warlocks are powerful combatants that combine a myriad of force-abilities with their great strength and agility to annihilate opposition
Demoralizing: While boosting the morale and combat effectiveness of their own troops, Warlocks seed fear and doubt into the minds of the enemy
Tough Flesh: Draelvasier have a tough carapace that provides rudimentary protection from hard impacts, lacerations and small-arms blaster fire
Weaknesses:
Heat: The Aeravalin species are extremely susceptible to heat whether concentrated or environmental. Combat on hot worlds is a daunting task as their bodies are far weaker and slower. Blaster fire to soft-spots and incendiary weaponry can dispatch a Warlock rapidly.
No Telekinesis: Try as they might, force-telekinesis eludes the Shamans. This can be particularly disadvantageous when having something thrown or dropped on them.
Cognitive Bandwidth: Warlocks have a lot on their mind, literally. There's only so much concentration a brain can dish out. If caught up in an intense fight for prolonged periods, Warlocks can begin to lose their grip on the war-beasts under their command. Further still and their effect on nearby troops can diminish to non-existence.
HISTORICAL INFO
The Warlock Caste was devised to keep up with the rapidly growing size and demands of the Bryn'adul's crusading armies. By training violent warrior-shamans for deployment to the front-lines, it was the opinion of Beast-Master Hrajlmak'Natok that army coordination and effectiveness could be increased. These neo-shamans are picked out during the Kad'maera when Aeravalins display violent tendencies and a preference for personal combat.
Last edited: