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THE SUN GUARDS
Praetor_OrielDate: Wednesday, 30 October 13, 9:31 PM | Message # 1
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Since the Sun Guards are stated to go off on mercenary activity on a unit by unit basis to keep up their training, I'd like Oriel's unit to be have released from Thyrsus with the Thyrsus's blessing to go and hone their skills yet further. They'd thus not be able to speak for Thyrsus, The Sun Guard of Thyrsus as a whole or The Supreme Commander of the Sun Guard; they'd effectively have been given ten years to go work together as a unit and seek their fortunes.

Total number of Sun Guards usable on deployment will be 121 including Oriel. They will be based out of his Family Fortress on Vjun but rarely leave more than a garrison there as they go out to seek more work.

Organization

The Fifth Cohort is made up of Eight Legions. However, three are currently engaged in mercenary activities and cannot for the purposes of the game be recalled. So in practical terms Oriel has 4 Legions of his cohort to go viking with, since the final cohort, composed only of the very elderly or too wounded to fight in open combat within the Botor-Dwarferim War.

All Oriels remaining Legions are under strength at around 30 men a piece, this is due to constant attrition and lack of dedicated recruits to fill their places in recent years.

Oriel's Cohort
Legion II
Legion III
Legion V
Legion VII

Breakdown of a Fighting Legion (not the garrison of the castle)
Stellar Tribune (1)
Stellar Legionnaire (25) Each expected to be an expert in a trade of his choice, medic, armourer, comms etc as well as being expected to be an elite soldier first. Armed with heavy vibroblades, high powered weapons of various sorts and some kinetics.
Stellar Marksman (2) Long Range Marksmen and Specialists at concealment
Stellar Champion (1) The assigned bladesman to fight with Jedi or other Force users, trained to resist their tricks and always armed with a Phrik weapon.
Stellar Explorator (1) Switches Sun Guard armour for Camo scout armour lighter than that the rest of the Legions. His weapons are his personal choice.

Cohort Equipment

Weapons
Close Range: Vibroblades of all varieties, shock maul and staffs also, including pikes made from Phrik etc.
Longer Range: Heavy powered but short ranged weapons or highly destructive and long range light post-smallarms. (Disintegrators, Flamethrowers, Destructive EMP guns, Acid and Flame Throwers, Laser Beam Carbines, VES-700 Pulse Rifles, Concussion Rifles, Rail Detonator Guns, Thermal Detonators, Mini Rail Cannons - especially for snipers etc).

Armour
Yellow Sun Guard Armour, made of Phrik - Like Mandalorian armour not total protection against anything bigger than small-arms fire, but is arguably better than Mandalorian armour at this role due to it's sheer thickness (even as a lighter material, the thickness worn by the sun guard makes it as heavy as the best quality beskar iron).

Vehicles

Space Transport
Action III-class Upgraded to being an Interceptor-class - Carrying One legion and the vehicle store.
Kappa Class Shuttle (3) - Carrying a Legion each.
Jumpmaster 5000 Scout Ship (1) To scout ahead or for incision strikes.

Ground Based
Hailfire Droid (1) - Dropped off at random near opposing forces cities or in areas lightly guarded to wreak havoc.
DSD1 Dwarf Spider Droid (8) Dropped from orbit in disposable landing pods, once landed they keep a low profile and prey on locals to increase terror in a warzone.
N99 Persuader-class Droid Tank - To mount distraction attacks when landed behind enemy lines by the Interceptor-class

Oriel's Castle Garrison

Servants, Medics, Techs, Catering etc (150)

FIII Footman Droids (40)

Invalid, Aged or Wounded Sun Guards remain at the Castle and form the Garrison along with a number of FIII Footman Droids.

Legion VIII (44 Sun Guards not 29 due to being where the wounded go)

Oriel's Delightful Castle

Regular durasteel alloy coated reinforced duracrete, clad in stone for style's sake, naturally magnetically sealed blast doors on all exterior access.

Defenses
Concealed sniping bunkers overlooking the road in (12)
"Invisible" pop-up Quadlaser turrets (4) automated) in the hills around overlooking the castle
Repeating Blaster Cannons overlooking the gate (2)
Auto-turrets (40) behind shutters on outer walls and towers, able to rain down light blaster fire and re-shutter behind blast shields to harass enemies. Also half of these are within the house itself.
The gate to the inner sanctum (keep) would be ray shielded when needed (mostly turned off)
Randomly placed Ray Shield Traps (6) (since the planet is one known for its Sith this is an anti-jedi countermeasure)

The Fauna of Vjun
Those prowling around this area will find not just the hourly acid rain a problem, but also the constantly malevolent and hostile fauna.
Many sith-influenced beasts with lots of spikes, claws tentacles etc. (I advise bringing a blaster on your walk)

The Oriel's Cohort underway!


Added things I'd like pour favor.

To add another random vessel with lots of character to the Sun Guard 1x Etti-class Light Corvette with one HX.6 Turbolaser Battery with supporting generator etc packed aboard. The idea being the Sun Guard rent their services to a world which includes deploying and manning this Surface-Space Defense weapon.

For the Vjunite Castle

12x K-222 Aero Interceptors - with modifications allowing them to go up into high orbit.


Praetor Tyrion Oriel

_______________
Praetor of the Cohort VII, Third Regiment of Sun Guards
Count of Le Vallée de la Terreur, Vjun Highlands


Message edited by Praetor_Oriel - Tuesday, 12 November 13, 10:33 AM
 
Jace_VaritekDate: Sunday, 03 November 13, 10:17 PM | Message # 2
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This is one instance in which I think a profile is needed before I can come to any conclusions about the request. I need to know more about Oriel. The request refers to his "family fortress on Vjun," and I find this gives me the (perhaps mistaken) impression that he is from Vjun and that this Sun Guard business is simply a diversion for him. Before proceeding with the request, it's important to know, I think, whether Oriel is or isn't a son of Thyrsusian society. (That's a neat demonym if I do say so myself). I'm probably laboring under a misapprehension. If so, kindly do correct me.

Jace Varitek
 
Praetor_OrielDate: Monday, 04 November 13, 2:30 PM | Message # 3
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"As they spread into the galaxy from Thyrsus, the unit used its near-unmatched skills in combat to its advantage, reorganizing itself into a mercenary group along the lines of the Mandalorians and forgoing religion as its primary motivation. The influence of religion returned to the forefront when the Sun Guard became a Sith cult, though this new allegiance did not prevent them from continuing their mercenary ways and demanding payment for their services.[2] Fierce warriors, the Sun Guard were a devoted and fanatical group,[1] with a reputation for ferocity that made even the appearance of their uniforms an object of fear.[5] They charged high prices for their services, which included sabotage, kidnapping, rescue, warfare, and many other kinds of jobs; the one thing Sun Guard missions had in common was that others had tried to accomplish them and failed."

By this time the Sun Guard have expanded past their roots based on Thyrsus. Oriel would have been a rich young noble joining over a decade ago when he was a dispossessed bored noble on Vjun. Just like many join the French Foreign Legion.

" The lowest rank, taken by initiates into the group, was Stellar Legionnaire. They served a provisional term of one year, during which time they could be expelled at any point for breaches of Sun Guard etiquette, such as cowardice or undisciplined drunkenness... Promotion was obtained through military heroism, while cowardice was cause for expulsion at any rank."

Oriel would have climbed his way up through countless battles and acts of bravery. As he grew more senior and had to find lodging &c for his own Cohort of the IIIrd Sun Guard Regiment he would have begun to draw on his inherited resources, basing himself off Vjun. He wouldn't really be a hugely major figure in Vjun society, being friendly with the other houses but not involved with their politics, like many nobles there he has a background knowledge going back to their allegiance to the Sith in times passed, so his membership of a group that has shown a distinct interest in the sith religion since at least circa 119 BBY, despite not being fully enthralled cultists as yet.

 So Oriel is of mixed Vjun-Tapani-Core Stock, Vjunite patrilineally. He felt bored of schooling at military academy and university and so joined the Sun Guard as youthful rebellion, now after 15-20 years in their ranks he has risen high, and while dabbling outside of direct Sun Guard affairs is a Sun Guard first and an urbane core-looking noble second.


Praetor Tyrion Oriel

_______________
Praetor of the Cohort VII, Third Regiment of Sun Guards
Count of Le Vallée de la Terreur, Vjun Highlands
 
Jace_VaritekDate: Saturday, 23 November 13, 4:34 PM | Message # 4
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Enthusiastically APPROVED.

(Except for the following which are DENIED):

- "Disintegrators"
- 4 DSD1 Dwarf Spider Droids (Bringing your total to 4).
- 1 Etti-class Light Corvette (for now).

Full text below.
Quote Praetor_Oriel ()
Organization

The Fifth Cohort is made up of Eight Legions. However, three are currently engaged in mercenary activities and cannot for the purposes of the game be recalled. So in practical terms Oriel has 4 Legions of his cohort to go viking with, since the final cohort, composed only of the very elderly or too wounded to fight in open combat within the Botor-Dwarferim War.

All Oriels remaining Legions are under strength at around 30 men a piece, this is due to constant attrition and lack of dedicated recruits to fill their places in recent years.

Oriel's Cohort
Legion II
Legion III
Legion V
Legion VII

Breakdown of a Fighting Legion (not the garrison of the castle)
Stellar Tribune (1)
Stellar Legionnaire (25) Each expected to be an expert in a trade of his choice, medic, armourer, comms etc as well as being expected to be an elite soldier first. Armed with heavy vibroblades, high powered weapons of various sorts and some kinetics.
Stellar Marksman (2) Long Range Marksmen and Specialists at concealment
Stellar Champion (1) The assigned bladesman to fight with Jedi or other Force users, trained to resist their tricks and always armed with a Phrik weapon.
Stellar Explorator (1) Switches Sun Guard armour for Camo scout armour lighter than that the rest of the Legions. His weapons are his personal choice.

Cohort Equipment

Weapons
Close Range: Vibroblades of all varieties, shock maul and staffs also, including pikes made from Phrik etc.
Longer Range: Heavy powered but short ranged weapons or highly destructive and long range light post-smallarms. (Disintegrators, Flamethrowers, Destructive EMP guns, Acid and Flame Throwers, Laser Beam Carbines, VES-700 Pulse Rifles, Concussion Rifles, Rail Detonator Guns, Thermal Detonators, Mini Rail Cannons - especially for snipers etc).

Armour
Yellow Sun Guard Armour, made of Phrik - Like Mandalorian armour not total protection against anything bigger than small-arms fire, but is arguably better than Mandalorian armour at this role due to it's sheer thickness (even as a lighter material, the thickness worn by the sun guard makes it as heavy as the best quality beskar iron).

Vehicles

Space Transport
Action III-class Upgraded to being an Interceptor-class - Carrying One legion and the vehicle store.
Kappa Class Shuttle (3) - Carrying a Legion each.
Jumpmaster 5000 Scout Ship (1) To scout ahead or for incision strikes.

Ground Based
Hailfire Droid (1) - Dropped off at random near opposing forces cities or in areas lightly guarded to wreak havoc.
DSD1 Dwarf Spider Droid (8 4) Dropped from orbit in disposable landing pods, once landed they keep a low profile and prey on locals to increase terror in a warzone.
N99 Persuader-class Droid Tank (1) - To mount distraction attacks when landed behind enemy lines by the Interceptor-class

Oriel's Castle Garrison

Servants, Medics, Techs, Catering etc (150)

FIII Footman Droids (40)

Invalid, Aged or Wounded Sun Guards remain at the Castle and form the Garrison along with a number of FIII Footman Droids.

Legion VIII (44 Sun Guards not 29 due to being where the wounded go)

Oriel's Delightful Castle

Regular durasteel alloy coated reinforced duracrete, clad in stone for style's sake, naturally magnetically sealed blast doors on all exterior access.

Defenses
Concealed sniping bunkers overlooking the road in (12)
"Invisible" pop-up Quadlaser turrets (4) automated) in the hills around overlooking the castle
Repeating Blaster Cannons overlooking the gate (2)
Auto-turrets (40) behind shutters on outer walls and towers, able to rain down light blaster fire and re-shutter behind blast shields to harass enemies. Also half of these are within the house itself.
The gate to the inner sanctum (keep) would be ray shielded when needed (mostly turned off)
Randomly placed Ray Shield Traps (6) (since the planet is one known for its Sith this is an anti-jedi countermeasure)

The Fauna of Vjun
Those prowling around this area will find not just the hourly acid rain a problem, but also the constantly malevolent and hostile fauna.
Many sith-influenced beasts with lots of spikes, claws tentacles etc. (I advise bringing a blaster on your walk)

The Oriel's Cohort underway!

Added things I'd like pour favor.

To add another random vessel with lots of character to the Sun Guard 1x Etti-class Light Corvette with one HX.6 Turbolaser Battery with supporting generator etc packed aboard. The idea being the Sun Guard rent their services to a world which includes deploying and manning this Surface-Space Defense weapon.

For the Vjunite Castle

12x K-222 Aero Interceptors - with modifications allowing them to go up into high orbit.


Jace Varitek
 
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