|
Stuff for Vavatchi Kerubielites
| |
| Viscount_Kerubiel | Date: Friday, 24 January 14, 1:53 PM | Message # 1 |
 Lieutenant
Group: Users
Messages: 51
Status: Offline
| The Kerubielites special attributes, unique weaponary and ships.
On Vavatch, within the Cygnus Star Empire. The Vavatchi have been ruled for the same family for 15,000 years. Unfortunately, the blood line has inherited madness which causes extreme lack of empathy and pleasure in sadism and displays of horrific cruelty. Even upon themselves. The First Kerubael Viscount has his heir eat him starting from the feet up over several weeks, its reported thanks to medical treatment he stayed alive until half way through his thorax. The Kerubiels are descended from an original founder of the Malkite Poisoners and have been steeped in evil knowledge for centuries, being a faction in the Malkite poisoners and siring several great Sith.
The Kerubaels are a huge family, around 20,000 adults at any one time alive. The degree of madness and sadism tends to get greater the closer in relation you go to the main bloodline. They take from the mining and refining settlements in the system who resist them little and simply flee and pray they are not taken alive. The Palace of Bones is a spire which is the only major construction on the moon of Vavatch II which overlooks the world's other moon on which 6 million people toil in third world conditions (farmers and miners) while they luxuriate in glory, of a dark austere sort. It is named the palace of bones because for a hundred kilometers around it, the soil is littered with bones and sculptures made from them.
The Kerubiel family have over the generations reduced the System population from 1 billion (when they arrived from the core tens of millenia ago and found a primitive society in the stone age, humans of unknown origin, who they preyed on like creatures in the night thanks to their technology.
Thus they have developed weapons becoming of such an evil situation. The weapons are not sold, they do not bother paying bounty hunters to track down those lost in battle when it (rarely) happens, instead any man carrying one is carrying his death warrant. One day he will disappear and will wake up feeling normal. And for three days he will feel normal.
Then the poison in his system will activate, decomposing his bones from the inside. A slow end.
Kerubiel Spire, a black spiked tower rising 20 kilometers into the air in black durasteel, it sits on a wide bowl which houses a city which never sees sunlight and has no municipal lighting. The majority of the Kerubiel family live there, plus three times their number in slaves, prisoners and victims. The bowl is under the surface of the moon.
The rest of the planet has around 100,000 people living in shanties, escaped prisoners too mutilated or desensitized to be of amusement, those whom it was felt would go yet more mad in the wilderness, or crashed spacers. These all fear the night and most bar themselves in their basements with metal doors when the nights come.
Defenses: Thick armour Theatre shield Sith cloaking device (cant be used alongside the shield at the same time) salvaged from an ancient ship There are a scattering of ruined houses and villages, some still inhabited, five of these contain a "Turbolaser System 1" in a house's basement with doors that can swing open and demolish the house as it rises from concealment, slaved to city defenses.
Equipment of Kerubielites
Kerubiels are split into several cadres and kabals with the patriarch exerting only nominal authority except over his own closest and dearest. Their armour markings often vary. This picture would not be an atypical representation of a junior member of the family, likely in his late teens. Their armour makes no noise and their footpads are padded to make no sound.
Their armour is forged from a blend of an unknown crystal weave and a mesh of carbon fibres encased in duraplas, it is similar to armourweave in its protection. All suits are sealed and contain comms and rebreathers using CO2 scrubbers to keep them alive even if blown out of an airlock. On the belt there is always carried emergency rations and a self euthanasia device.
Unique Weapons
Their own poison tolerance
The air breathed by Kerubielites is laced with a distressingly nightmarish hallucinogen, however, after 3 days of nightmares and living nightmares you'll be able to tell people you're immune to it now, unless you bit your tongue off during those days. Equally they are exposed to trace amounts of toxins all the time to the degree most Kerubielites who didnt die in their childhood have grown an immunity to most poison.
Chemical weapons
All Kerubielite vehicles can launch clouds of thick choking black smoke which induces delerium, vomiting and fear for several hours if inhaled. This is significant as it demonstrates how the Kerubielites use chemicals to poison literally everything they take to battle, even their finger and toe nails will be laced with it.. Thus it is to them "normal" and not some how an "atrocity" to use them in battle. Before attacking they always launch gas attacks, not of toxic gas but hallucinogens an deliriants, so even those with gas masks will have their courage shaken by the fearful whimpers of those who didnt. Attacks are usually conducted at night or during a sustained bombardment of black smoke cannisters so they can fight in the blinding conditions most humans struggle to operate in.
Shard Based Weapons (Magnetic accelerating railguns firing poisonous shards of acidic crystal)
Shard Weapons are unique to the Kerubielites. They work by shaving thousands of razor edged needle sized shards off a dense and acidic crystal inside the rifle each time the trigger is pulled. These are then accelerated down the barrel which is filled with a neurotoxin of the operator's choice mixed with a special adherant (which is stopped leaving the rifle's barrel or dripping by a small hydrostatic field). Thus a cloud of pin sized acidic poisoned needles hit their enemy and can be made to form a wide cloud like a shotgun blast or a thin beam. They are smokeless and only make the noise of the shards shattering on impact. Against armour theyre only effective at short range, however, the acid crystal will burn through armour if they are not completely dusted off and start to react. Much of the time a poison which inflicts pain is used not a lethal one, and they are popular among those who hunt slaves.
Shard Cannons fire instead of needle sized, shards the size of pens and are mostly found on vehicles. Theyre effective against light vehicles and armoured infantry but they arent able to pierce armoured vehicles.
Emulsifier Guns
Emulsifier guns are Kerubielite weapons which spray a huge amount of potent acid that melt through body and armour alike. Even in the best power armour there are cracks and this weapon is known to be excellent at burning through them. Their range is that of a flamethrower and they are named after the bubbling pools of fat left after they are fired against humans.
Shredder Gun This small, lightweight gun has a chamber within which is kept a metallic monomolecular polymer. When the gun is fired at its target, a pair of magnetic web generators housed at the front of the gun quickly weave a net of sharp, barbed wire which is then launched at the victims at high speed, digging into their flesh more and more with each movement as it tightens.
Nightsmoke
Kerubielite Starships can carry nightsmoke projectors, dispersed in the upper atmosphere it allows light to pass up through it but impedes sunlight, thus making it eerily twilit in the darkest day for several hundred kms from where it was deployed for 2 days. It is otherwise harmless. Capital ships are able to deploy satellites to constantly deploy it and this has the effect of darkening the world to almost midnight blackness.
Vehicles
All vehicles are painted with light and radar absorbing paint making them "slippery" both to see during dark conditions at night or targeting visually in space, but also for sensors to lock onto.
Jetbikes are the common weapon of the Kerubielites except when on larger raids where they use open decked skiffs carrying weapons so they are able to carry more prisoners home in underslung nets. Kerubielites combat doctrine does not allow for use of heavily armoured vehicles, rather on speed and reflexiveness.
Hellwing Interceptors - Counts as A-6 Interceptor
The Nightmare Strikefighter - Counts as the Sienar Variant of the Toscan 8-Q Starfighter found here
The Eviscerator-class Frigate - The staple of the Kerubiels for centuries, only 4 are in existence, 2 of which are stored at an undisclosed location in the event the others are destroyed. Same stats as MC-40 light cruiser but only 550m long and with a full human crew of 500. Prominent turret is main warhead launcher, giving them a mass driven launch. The frigates are rarely used as they are actually relatively unknown in their abilities, weapons etc thanks to few escaping an encounter with them. Thus they aren't used in big set piece engagements or battles in well populated systems, they stick to the shadows.
The Nightship - A GS-100 Salvage Ship outfitted with a giant wafer thin reflective solar sail. Placed correctly using a pair of tractor beams it can deploy the thin light screen across enough space to block light to an average continent, often used on worlds which cant defend themselves before attacking.
Robot Ramships are used before most attacks, often deploying nightsmoke against planets then self destructing, or ramming valuable stations. Often just captured ships filled with duracrete but sometimes custom made.
Total ships requested Note, none of these ships use any standard operating systems for their computers and are bafflingly confusing for even cultural experts. If captured one would have to learn to use them from first principles. The ships computers are unable to converse in any language spoken or known to all outside the family. Repairing the ships is likewise difficult once stolen even if you can operate them, as they have many unmarked high radiation areas and without controlling the computer its impossible to get a diagnostic without scanning every inch of the ship by hand.
4 Eviscerator-class Frigates, 2 active, 2 more can be brought from storage in a week. - Each carries 12 Interceptors 12 Strike Fighters - One active one must remain in the Vavatch system. 18 Strike Fighters 36 Interceptors 5 captured transports (A Galorfree GR-75, a BFF-1, and three old Action Is) these are used to make ambushes, the fighters are hidden inside unpowered and so are indetectable on sensors, when they approach they turn the fighter on and blast their way out of its hull to attack. 1 Nightship 8 Robot Ramships
Lord Temeluchus Kerubiel __________________ Viscount of the Vavatch System Mecrosa Order
Message edited by Viscount_Kerubiel - Friday, 24 January 14, 2:04 PM |
| |
|
|
| Mike | Date: Sunday, 16 February 14, 4:09 AM | Message # 2 |
 Major general
Group: Moderators
Messages: 342
Status: Offline
| This is a long request, and, for the sake of posterity, I'll overlook the fact that their armor and equipment looks rather suspiciously as if drawn from Warhammer 40K's Dark Eldar. Which of course, it is, but since you seem to like the images, I'll let it stand (I jest).
I approve of:
Kerubiel Spire with thick armor.
I am voting to deny:
Theater shield Sith cloaking device
We haven't really approved of cloaking devices in the past and I don't think we want to see a trend of it in the future. As well, theater shields are iffy. I might be persuaded otherwise, but for the moment, I am keeping my position.
I am waiting to consider the chemical weapons they utilize. In the past, chemical weapons, especially widespread use, have been frowned upon. So that is pending.
Shard based weaponry and the shredder guns are a direct, more or less, construction of the weapons here, which are clearly Dark Eldar weaponry. I don't find any mention of equal technology in the Star Wars universe, save for perhaps the ammunition fired by the Dissuader KD-30. At this time, my vote is to deny:
Shard Based Weapons Emulsifier Guns Shredder Guns
The nightsmoke I approve of, pending a limit of how long it takes to successfully deploy said smoke and the realization that being so close to the planet would bring the deploying vessel well within range of any ground batteries on a world.
What is a jetbike? Is it the same as a speeder?
I approve of the Hellwing interceptor.
I approve of the Nightmare strikefighter.
I also approve of the Nightship and the Eviscerator-class design.
In terms of ships granted, I'm not quite comfortable with the numbers. The Eviscerator packs a large punch, especially when coupled with the rest. So, I approve of the following:
1x Nightship 18x Strike fighters 36x Interceptors 3x Eviscerator-class frigates (one constantly within the Vavatch System 4x Robot ramships 5x Captured freighters
Moderator Extraordinaire Also good at baking
|
| |
|
|
| Jamie_the_Hutt | Date: Sunday, 16 February 14, 1:53 PM | Message # 3 |
 Major general
Group: Users
Messages: 295
Status: Offline
| I think the weapons deserve another review.. I am quite happy to change the names if that is an issue. With chemical weapons assume it's identical to the Black Smoke in War of the Worlds - a black, heavy, choking toxin.
The Shard weaponary is essentially a Flechette launcher a technology abundant in star wars.
The Emulsifier is an acid spray - a technology seen multiple times (in this case it's directly mentioned as being used alongside flamethrowers) in star wars.
The Shredder weapon is a Razor Net Gun - an existing star wars technology.
While bearing similar names there's no actual replication of any extra-universe technology, I'm simply borrowing an aestheric from there - one which is very similar to that appearing in universe within Dathomiri Nightsister, Sith and Mandalorian technology from older eras. Essentially allowing a culturally unique look within the Star Wars universe that corresponds to canonical cultures weapons without being identical.
Jet bike - speeder bike (it's the commonly used scifi term for them in the uk)
Can I hear your reservations on theatre shield? It's essentially just to stop cheap shot "driveby" attacks coming and shelling them from orbit. Alternatively it could just be located under the sea or something, as it equally stops effective bombardment.
Jamulon Desilijic Tiure
known as "Jamie the Hutt"
_____________________ Bey of the Cygnus Star Empire Nephew to Jabba the Hutt Associate Member of the Hutt Cartel
|
| |
|
|
| Mike | Date: Sunday, 16 February 14, 3:46 PM | Message # 4 |
 Major general
Group: Moderators
Messages: 342
Status: Offline
| Perhaps different imaging would be better? We've come across usage of 'popular culture' images before that have created issues, so that was the primary reason I mention it.
I'm willing to come around on the Shredder Gun, provided we get information regarding maximum range and 'clip size' for such weapon. In fact, it may be best to list that for any and all weapons requested in the future. Allows for a better take (in my opinion).
Having looked it over, I'll bend a bit on the shard and acid weapons as well, but I still believe the chemical smoke is too widespread for use in the roleplay, which, I might add, I would like an answer on the nightsmoke question, just for clarification purposes.
In regards to the theater shield, due to talks I've had in the past with Jace, Jaron and a few other folks (as well as my own understanding on requests I've made), static fortresses and the like ought to either have attack OR defense. I approved the turbolaser systems, so I nixed the theater shield. Not to mention that with the current political state between Cygnus and the Republic, I don't see it being likely that anyone will execute a 'drive by' anytime soon.
That being said, if you'd prefer the shield, you'll have to give up the turbolasers.
Moderator Extraordinaire Also good at baking
|
| |
|
|
| Crown_Prince_Ordan | Date: Thursday, 27 February 14, 1:41 PM | Message # 5 |
 Colonel
Group: Users
Messages: 182
Status: Offline
| Happy to drop the turbolasers for a Theater Shield.
New Shard Gun Picture
New Emulsifier and Shredder Pictures
Shredder: New web cannister per 50 webs. Shard Weapons: Rifles or larger: 500 trigger pulls. Pistols: 250 Trigger pulls. Changing crystals is delicate and difficult under fire. Emulsifier: Pistol (1/2 range of full size) or Full Size without backpack acid cannister: 20 Gouts or 5 Seconds of Sheet Spray Full Size Emulsifier with Backpack Acid Reserve: 100 Gouts or 30 second sheet spray.
Re-Proposal on Black Smoke
Would the Black Smoke (comes in several varieties with the formula being changed annually) usage by the Kerubielites be reviewed if the it is toned down. So it is a non-lethal weapon with simple steps to remedy it's deployment.
Deployment & Dispersal
It is deployed over the area in which an attack is being launched. It is disgorged by all Kerubielite craft and speeders. It manifests as a black cloud between 30-50m above ground and ground level. Visibility within the cloud visually is around 10-20m. It has the effect of dampening sounds too making it eerily quiet. The common attack deploys a cloud 5x5km (usually a small town is completely covered) but up to 10x10km is possible if a raiding party were to use their whole supply.
The Smoke disperses and breaks down into harmless elements within 8 hours and will clear completely by the passing of 16 hours from deployment.
Uses Fear - Darkness and minimal visibility is scary Damaging Morale - Aforementioned darkness, plus it does not help troops if a few are suffering from the effects of the gas. Spreading Terror in Civilians and disorientating them making them easier to grab in slave raids. Reducing effectiveness of poorly equipped or poorly NBC trained troops.
Effects: 3-4 days non-lethal nausea, disorientation, balance issues, slurred speech, oaranoia, fear, peripheral hallucinations, blurred vision and confusion. Immunity that lasts several weeks is acquired after one exposure. The smoke itself is not lethal.
Preventing Exposure: Rebreathers, Filters in Helmets and sealed vehicles/buildings etc prevent exposure. Using a urine soaked cloth over the mouth can help reduce the dose and act as a last resort protection.
Treatment & Antidotes: Standard sedatives and calming medications can help relieve symptoms if required. A type specific antidote will relieve symptoms within 6 hours of administration. All Modern Antidote Synthesizers and Antidote Kits can find an Antidote to Kerubielite Black Smoke in 1-3 hours after the sample is inserted. Kerubielites have grown up with these chemicals around them constantly and so are un-effected by cumulative immunity.
His Most Royal and Secular Majesty Henrik III By the Providence of the Universe, of the Sovereign World of Alderaan, of Avirandel, Delaya, Avishan and Raisa and of His other Realms and Territories, Prince-Regent. Head of the Alderaaan Sector Commonwealth, Defender of Secularism and Steward of the Commenor Run. &c Representative of Alderaan in the Galactic Senate. King of the Grizmallt System Chair of the Senate Judiciary Committee
Message edited by Crown_Prince_Ordan - Thursday, 27 February 14, 2:47 PM |
| |
|
|
| Viscount_Kerubiel | Date: Saturday, 01 March 14, 6:18 PM | Message # 6 |
 Lieutenant
Group: Users
Messages: 51
Status: Offline
| Also is a cloaking device on a palace strictly a problem? Not like it matters if it is unarmed. Its just hidden.
Lord Temeluchus Kerubiel __________________ Viscount of the Vavatch System Mecrosa Order
|
| |
|
|
| Mike | Date: Wednesday, 05 March 14, 10:43 PM | Message # 7 |
 Major general
Group: Moderators
Messages: 342
Status: Offline
| So, the list:
Kerubiel Spire with a theater shield - Approve
Shard guns/cannons, emulsifier sprayers and shredders - Approve, though I'd like to see a maximum range on these, please?
With your caveats on the black smoke, I tentatively approve, with the agreement that we can come back to the drawing board on it, if necessary, once we've seen it in action a few times.
Still a deny forever on any and all cloaking technology or close approximations thereof.
Moderator Extraordinaire Also good at baking
|
| |
|
|
| Crown_Prince_Ordan | Date: Monday, 10 March 14, 0:52 AM | Message # 8 |
 Colonel
Group: Users
Messages: 182
Status: Offline
| Sounds good
His Most Royal and Secular Majesty Henrik III By the Providence of the Universe, of the Sovereign World of Alderaan, of Avirandel, Delaya, Avishan and Raisa and of His other Realms and Territories, Prince-Regent. Head of the Alderaaan Sector Commonwealth, Defender of Secularism and Steward of the Commenor Run. &c Representative of Alderaan in the Galactic Senate. King of the Grizmallt System Chair of the Senate Judiciary Committee
|
| |
|
|
| Mike | Date: Saturday, 05 April 14, 3:24 PM | Message # 9 |
 Major general
Group: Moderators
Messages: 342
Status: Offline
| Jace, need you here.
Moderator Extraordinaire Also good at baking
|
| |
|
|
| Mike | Date: Thursday, 17 April 14, 2:59 AM | Message # 10 |
 Major general
Group: Moderators
Messages: 342
Status: Offline
| This has been in the air long enough.
Approved.
Moderator Extraordinaire Also good at baking
|
| |
|
|
|