Star Wars Roleplay: Chaos

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Fragor 406mm L/50 Mobile Howitzer

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OUT-OF-CHARACTER INFORMATION
  • Intent: Create a Heavy Artillery Howitzer for the Chaos Pact
  • Image Source: Jordi van hees
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: The Chaos Pact
  • Affiliation: The Chaos Pact, The Sith Empire
  • Market Status: Open-Market (To purchase and capture)
  • Model: Fragor 406mm L/50 Mobile Howitzer
  • Modularity: No
  • Production: Mass-Produced
  • Material: Durasteel, Impervium, Tantalum Hafnium Carbide Alloy
TECHNICAL SPECIFICATIONS
  • Classification: Projectile Artillery
  • Size: Very Large
    • Length: 25 meters
    • Width: 3 Meters
  • Weight: Very Heavy
    • 70 tons
  • Ammunition Type:
    • High-Explosive Shells - a four-ton shell packed with a baradium-impregnated detonite filling capable of demolishing an entire city block made from reinforced duracrete or creating a crater 75 meters wide and 30 deep. Its casing is lined with hundreds of thousands of durasteel-balls that explode outwards on detonation at hypersonic speeds, turning organic targets not engulfed by the fire into piles of liquid flesh and capable of penetrating the armor of lightly armored vehicles. Even if they survive the blast, unless they are extremely heavy, many armored vehicles are often flipped over by the shockwave, and their crews are severely concussed. It is often used to help clear treelines for transport ships, clearing a landing zone 500 meters by ripping trees from their roots and defoliating them for over a kilometer beyond that.

    • Siege Shells - coming just under at about a whooping fifty tons and striking their targets at near hypersonic speeds, the Fragor Siege Shells are fortress killers. There is very little in the Galaxy that can withstand its sheer mass and momentum. The outer shell is forged with multiple layers of a hyperdense Neuranium shell that sheds as it drives deeper into a fortification to allow for greater penetration depth before trigging its plasma core micro-seconds after impact, blowing gaping holes in bastions for troops to charge. During the Siege of Mount Arat, a Fragor managed to penetrate the fortress' ammunition storage located half a kilometer under a lake and protected by four hundred meters of solid ferrocrete.

      The Fragor's autoloader system is not capable of lifting shells of such weight so they must be loaded manually, severely reducing the fire rate. To fire a shell of this density at great speeds a fission propellant charge is used. Difficulty in constructing and transporting Neuranium shells limits the numbers that can be used in theaters so they are used sparingly where possible.

      In emergencies, Siege Shell can be used against vehicles. Even if by some miracle a shell of this mass and velocity does not penetrate, the sheer kinetic energy delivered is enough to pulp the entire crew.

    • Purifcation shell - every time before this shell has fired a procession of priest-clerics must first bless them to ensure proper effectiveness. But this is considered a worthwhile trade-off as the shell airbursts hundreds of meters above the battlefield to douse the entire area in a highly corrosive acid deluge that sears through personal protection and reduces enemy personnel into organic sludge.

    • Ion Shells - an airburst munition that produces a massive EMP wave that knocks out or severely disrupts all electronic technology within a radius in a several dozen meter radius. The pulse is strong enough to fry the nerve systems of nearby organics. On direct strike with a shield, it will overload the generator. It is rated to be effective against shields weaker than a 49-v99 Deflector. Against shielded cities and bastions, a constant barrage over a prolonged period is needed.

    • Thermite Shell - contains a compound derived from the 53-R high-yield thermite explosive that will burn at an extreme temperature for up to thirty minutes after it has buried itself on the surface. This temperature is high enough to melt steel within a twenty-meter radius, set anything flammable and dry within fifty meters, and give unprotected organics within three hundred third-degree burns. Due to its duration, it is often used as an area denial tool or to set entire cities ablaze. For a less concentrated and shorter duration burn it can be set to airburst over a wide area.

    • Illumination Shells - can light up an entire kilometer-wide theater for several hours as if it were midday.

    • Smoke Shells - Used for laying down smokescreens

    • Rad-Shells: Once it is over a target the lead shielding is blown away to release a deluge of highly radiological waste over enemy troops. It can be programmed to detonate in rain clouds to seed them, slowly poisoning entire regions. A favored tactic of users is to deliberately target crop fields, reservoirs, and groundwater to make an enemy area uninhabitable for entire generations.

    • Flak Shells - contain a radar fuse that triggers when detected near aircraft or can be set with a timed fuse. It releases submunitions the size of a fist meant to batter aircraft out of the sky. It also puts up a massive curtain wall of flame through which any aircraft that flies through will come out the other side a molten wreck.

    • Gravity Shells - contain an extremely powerful gravity generator that once it lands generates constant pulses of gravity that suck in anything not bolted down, including people. All these objects and beings are combined into a ball around the generator that is slowly crushed to a pulp. It can be programed to give less powerful pulses over a long period, causing constant seismic events in the nearby area that slowly collapses all structures above and under the surface unless it is stopped.

    • Guided Shell - a package that installs an internal targeting computer and fins to any of the above shells to allow it to strike targets with pin-point accuracy.
  • Ammunition Capacity: Small
    • 6 Rounds
  • Effective Range: Extreme
    • Maximum firing range: 300 Kilometers
    • Effective firing range: 240 Kilometers
  • Rate of Fire: Average
    • 12 Rounds per minute
  • Damage Output: Extreme
  • Recoil: High
SPECIAL FEATURES
  • XM777 Autoloader
  • Tracked Chasis
  • Shield Generator
  • Gyro-Realignment system that returns barrel to the original position after every shot
  • Integrated targeting system containing an enslaved Master-Com droid
STRENGTHS
  • Range: The Fragor is capable of raining death across entire war theaters and regions. Cities that have believed themselves far outside the realm of combat have suddenly found themselves under withering shellfire. The Fragor boasts a drastically longer range than most traditional slugthrower artillery and turbo lasers, meaning that any forces that wish to engage in counter-battery fires must advance well into its devastating range. By which time they have either been annihilated by the Fragor or the artillery Pact will be deployed elsewhere.

  • Destruction: As demonstrated with its ammunition types, the Fragor artillery crews have a buffet of choices when it comes to selecting the best shell to spread the Prophet's word.

  • Protection: While the Fragor's superstructure is exposed to reduce weight and allow for greater mobility, it possesses a shield to fend off counter-battery and protect the crew. When it fires automatic systems will lower the shields momentarily to allow for the shells to pass through the gasses to safely vent before activating again between salvos, reducing the amount of time that the Fargo remains vulnerable.

  • Sustained Fire: The Fragor is the perfect siege weapon. Its autoloading design prevents exhaustion from crews reducing the manpower drain that manual loading would necessitate and also does not exhaust easily like an organic being would. This means that it can repeat the same rate of fire for days on end, its Impervium-reinforced barrel only showing wear and tear after a hundred thousand rounds. Its only limit is the ammunition corridors.
WEAKNESSES
  • Size and weight: The Fragor's bulk, heavier than main battle tanks, often means it struggles to move through dense terrain and swamps, sinking into the mud. Its volume takes up large spaces on landing ships. Though it can be dissembled for landing and assembled in the field this can take a long time and require pioneer specialists to supervise.

  • Noise: When the Fragor fires, every combatant in the area can locate it as the sound wave alone shatters windows dozens of kilometers away. Though getting close enough to destroy it is another story.

  • Slow: the chassis that the Fragor is built on can only go 30km/h to compensate for its massive weight. This leaves it vulnerable in the case of desperate retreats and shifting firing positions to avoid counter-battery.

  • Logistics: shells the size of speeders weighing multiple tons are not easy to transport. The Fragor itself can only carry 12 total rounds and requires a separate tracked ammo-carrier vehicle to accompany it. Often railways have to be built from landing zones to the front to transport the numbers of munitions that the Fragor gluttonously consumes.
DESCRIPTION

Forged in the hellfire of Herodor's monstrous industry, the Fragor speaks the only language that the Chaos Pact is capable of speaking: brute force and insanity. It spits flames like the giant creatures of old myth so bright it is like grounded stars being switched on and off in the night. It was built as a siege weapon during Herodor's seven-hundred-year civil war to shatter the massive mountain fortifications that the Warmaster's foes cowered under in the final years of the conflict. Now its devastation is no longer bound to Herodor.

Mounted on a tracked chassis and protected at all times by a shield bubble the Fragor follows the Pact on its conquest of the Galaxy in the name of the Warmaster and the Sith Order. It is assembled in great batteries with thousands of barrels pointing in the sky all aimed at a single enemy. It is a city-killer, ravager of armies, and the very embodiment of the Father Khaos himself.

All shall feel its wrath, soldier and civilian alike.
 
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OUT-OF-CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Crawler
  • Role: Tank Destroyer
  • Size: Average
    • Length: 7 Meters
    • Width: 3 Meters
    • Height: 1.5 Meters
  • Weight: Heavy
  • Armaments: Extreme
  • Defenses: Average
  • Maneuverability Rating: High
  • Speed Rating: High
    • 100 Km/h
  • Propulsion: Tracks
  • Suspension System: Gas-hydraulic hydropneumatic suspension
  • Minimum Crew: 2
    • Driver
    • Gunner
  • Optimal Crew: 4
    • Driver
    • Gunner
    • Systems Control Operator
    • Commander
  • Passenger Capacity: can carry a squad of infantry desant
  • Cargo Capacity: None
SPECIAL FEATURES
STRENGTHS
  • Killing potential: its main armament is considered a walker-killer. If able to fire a fully-charged shot can obliterate an AT-ST and most medium-shielded vehicles in a single blast. A kill team of these Tank Destroyers is even capable of destroying enemy superheavy walkers if given enough time and targeting the weak areas. It also serves as a secondary role as direct fire support for infantry, blowing away entire fortified buildings in a cloud of superheated plasma.

  • Accuracy: Though much is owed to the skill of the tank crews, much of its famed pin-point accuracy is thanks to the enslaved 88-series mathematical droid installed into the targeting system that calculates millions of variables for the gunner.

  • Crew Survival: standing in contrast with other Chaos Pact tanks, in the event of a penetration or emergency the crew can quickly bail out of the tank. Even a direct hit to the reactor does not cause a detonation but rather a slow-burning yet still lethal radioactive meltdown that gives the crew long enough to escape. This is because Sagittarius crews are considered a worthy investment of resources for such a Galactic-standard measure.

  • Stealth: while in no way invisible the Sagittarius' many camo systems and low profile help to conceal it unless one is actively searching for it with powerful sensors at medium range. Of course, this isn't true stealth but rather a combination of technologies put together to reduce the chance of detection as low as possible, relying heavily on the cunning of crews and the capability of commanders
WEAKNESSES
  • Casemate: the cannon is fixed to the front, requiring the whole tank to reorient if a target appears on its flank or rear.

  • Slow rate of fire: due to the power draw of firing the main cannon at full blast it takes some time for the cannon to charge up again. Though with medium blasts it can fire at a higher rate at a cost of less damage.

  • Cancer: due to the poor shielding between the crew compartment and reactor, the long-term lifespan of users is cut short. Most do not live past 60 which is no problem since the expected life expectancy of crews in combat is far below that. This can serve as a boon if the Sagittarius is surrounded by enemy troops since it can trigger a deliberate critical meltdown that irradiates all attackers.
DESCRIPTION

During the Herodor's Unification Wars, the infant Chaos Pact was forced to deal with the superheavy tanks that the Warlord Guar mobilized to prevent the spread of Father Khaos' words. The Warmaster countered by forming a new and elite unit of his best tankers, christening them as the "Steel Reapers" and blessing the war-forges with his schematics for the Sagittarius Tank Hunter. Kill teams of these Steel Reapers relied on their stealth skills and mobility to set up deadly ambushes to destroy these superheavies, targeting the weak points with volleys of superheated plasma until their interior was filled with molten metal.
 
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OUT OF CHARACTER INFORMATION
  • Intent: (Example: 'A fancy unicycle for the people of Naboo')
  • Image Source: KevKoe
  • Canon Link: (Please link the canon link if applicable canon item.)
  • Permissions: (Please link any Marketplace purchase approvals or other permissions to use other Writer's submissions as part of the submission)
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
PRODUCTION INFORMATION
  • Manufacturer: (Kuat Drive Yards, BlasTech Industries, [Character Name], etc. Please ensure you link these accordingly.)
  • Affiliation: (Individual Character Name (an individual PC/NPC who is permitted to use this item), Company Name(s) (Companies authorised to use this submission), Faction Name(s) (Factions authorised to use this submission), other potential options include a submitted NPC unit, or another general organisation/group.)
  • Market Status: Open-Market
  • Model:
  • Modularity:
  • Production: Minor
  • Material:
TECHNICAL SPECIFICATIONS
  • Classification: Aircraft
  • Role: Gunship
  • Size: Large
  • Weight: Very Heavy
  • Armaments: Extreme
  • Defenses: Very High
  • Maneuverability Rating: Average
  • Speed Rating: Very High
  • Propulsion: Repulsorlift
  • Minimum Crew: 1
  • Optimal Crew: 3
  • Passenger Capacity: (How many non-crew individuals can the vehicle hold, if any?)
  • Cargo Capacity: (Please choose a size between None, Very Small, Small, Average, Large, Very Large and Extreme.)
SPECIAL FEATURES
  • (Detail briefly in a list format actual contents of the known abilities, special features, qualities of note. [Links: Vehicle Sensors, Approved Technology] If these are notable enough to be strengths, please add them to strengths)
STRENGTHS
  • (Provide, in list format, a minimum of 1 strength of this submission.)
WEAKNESSES
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)
DESCRIPTION
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)
 
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OUT-OF-CHARACTER INFORMATION
  • Intent: create a heavy anti-tank laser cannon
  • Image Source: Trumpeter
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: The Pact of Apophis The Sith Order
  • Affiliation: The Pact of Apophis, The Sith Order
  • Market Status: Open-Market
  • Model: Jericho Anti-Walker Proton Cannon
  • Modularity: No
  • Production: Mass-Produced
  • Material:
    • Durasteel
    • Impervium
    • Proton Cannon components
TECHNICAL SPECIFICATIONS
  • Classification: Proton Cannon
  • Size: Very Large
    • Barrel length: 10 meters
  • Weight: Very Heavy
  • Ammunition Type:
  • Ammunition Capacity: Extremely Small
    • 1 rounds per AH-50 Power Cell
  • Effective Range: Extreme
    • 400 km
  • Rate of Fire: Average
    • 6 Rounds per minute
  • Damage Output: Extreme
  • Recoil: Average

SPECIAL FEATURES
  • Replaceable Barrel: This can be done quickly since the barrel has to be swapped out every dozen or so shots due to heavy wear and tear.

  • Boiling: the sheer firepower of the Jericho is so great that when fired in the atmosphere it will boil away the water in the air. In the wake of the laser itself, extremely strong winds are generated as air rushes to fill the void it once occupied.

  • Targeting Systems: capable of hitting targets up to 50 Kilometers away with high accuracy thanks to its integrated targeting system that includes an enslaved Master-Com droid which constantly calculates millions of potential variables.
STRENGTHS
  • Anti-Armor: built to kill superheavy vehicles with multiple hits, the Jericho is capable of inflicting horrific damage on all types of targets. A mere handful of these cannons can be capable of destroying an Acclamator-class assault ship. What kills ships now kills walkers.

  • Accuracy: thanks to its advanced automated targeting systems a nerf-herder-brained gunner could take the wings off a fly a mile away.
WEAKNESSES
  • Anti-Infantry: its slow rate of fire and minimal blast radius makes it a poor killer of infantry. Though if by some miracle it does hit someone directly there won't even be ash to bury.

  • Size and weight: A capital-ship-grade weapon can only be miniaturized so much. The Jericho as a result is extremely heavy, requiring it to be towed by a heavy vehicle to shift positions which can make it difficult to dodge return fire. Its massive size also makes it difficult to camouflage in the field and prevents it from being used indoors.

  • Line of Sight: despite its long range the Jericho must have a direct line of sight to its target. This means if Jericho can target you, you can return the favor if you have the reach.

  • Reload: though the breech block and ejection systems allow for rapid reload, constraints on size and cost mean that replacing the power cell requires sweat and muscle. A skilled crew can slam in a new power cell once every ten seconds but will rapidly succumb to exhaustion requiring a separate crew to tag-team.
DESCRIPTION

The Jericho Anti-Walker Turbolaser was developed in response to the devastating losses the Pact of Apophis encountered at the hands of the Hellstompers GADF battalion in the Battle of Jonnagrad during the Mirial Campaign where the vast majority of their weapons were unable to penetrate the shielding and armor of the alliance super-heavy walkers. The Jericho was derived from captured schematics of shipboard Proton Cannons and miniaturized into a platform usable for mobile ground warfare.

The Jericho is fed with a single AH-50 disposable high-intensity power cell that it completely drains after a single shot. The force generated by by firing is so great that when fired in the atmosphere it will boil away the water in the air. In the wake of the laser itself, extremely strong winds are generated as air rushes to fill the void it once occupied. The Proton Beam that it generates is continuous, first stripping away the shielding of the target before burning a hole through its armor.
 
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OUT-OF-CHARACTER INFORMATION
  • Intent: Create a gunship for the Chaos Pact
  • Image Source: Srdjan Pavlovic
  • Canon Link: N/A
  • Permissions: (Please link any Marketplace purchase approvals or other permissions to use other Writer's submissions as part of the submission)
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
SPECIAL FEATURES
  • (Detail briefly in a list format actual contents of the known abilities, special features, qualities of note. [Links: Vehicle Sensors, Approved Technology] If these are notable enough to be strengths, please add them to strengths)
STRENGTHS
  • (Provide, in list format, a minimum of 1 strength of this submission.)
WEAKNESSES
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)
DESCRIPTION
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)
 
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OUT-OF-CHARACTER INFORMATION
  • Intent: create a superheavy siege shell for the Chaos Pact
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: The Chaos Pact, The Sith Order
  • Affiliation: The Chaos Pact, The Sith Order
  • Market Status: Closed-Market
  • Model: Alumni-class Krak Shell
  • Modularity: No
  • Production: Mass-Produced.
  • Material: (What is it made out of? Certain materials are more resistant, or vulnerable to certain weapons. Example: 'Durasteel, blaster components.' If this submission uses materials not found on wookieepedia, please link. You may also be asked to link materials that are obscure or difficult to find, e.g. exist as a byline in wikia entry. )
TECHNICAL SPECIFICATIONS
  • Classification: Armour penetration shell
  • Size: Very Large
  • Weight: Extremely Heavy
    • 100 Metric Tons
  • Explosive Type: Plasma core
  • Delivery Method: Nuclear propellant, Rocket booster
  • Effective Range: Battlefield
    • 200 Kilometers
  • Area Of Effect: Personal
  • Damage Output: Extreme
SPECIAL FEATURES
  • Guidance System via GPS/Satnav or Laser
STRENGTHS
  • (Provide, in list format, a minimum of 1 strength of this submission.)
WEAKNESSES
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)
DESCRIPTION

Coming just under at about a whooping fifty tons and striking their targets at near hypersonic speeds, the Fragor Siege Shells are fortress killers. There is very little in the Galaxy that can withstand its sheer mass and momentum. The outer shell is forged with multiple layers of a hyperdense Neuranium shell that sheds as it drives deeper into a fortification to allow for greater penetration depth before trigging its plasma core micro-seconds after impact, blowing gaping holes in bastions for troops to charge. During the Siege of Mount Arat, a Fragor managed to penetrate the fortress' ammunition storage located half a kilometer under a lake and protected by four hundred meters of solid ferrocrete.

The Fragor's autoloader system is not capable of lifting shells of such weight so they must be loaded manually, severely reducing the fire rate. To fire a shell of this density at great speeds a fission propellant charge is used. Difficulty in constructing and transporting Neuranium shells limits the numbers that can be used in theaters so they are used sparingly where possible.

In emergencies, Siege Shell can be used against vehicles. Even if by some miracle a shell of this mass and velocity does not penetrate, the sheer kinetic energy delivered is enough to pulp the entire crew.
 
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TECHNICAL SPECIFICATIONS
STRENGTHS
  • Terror: When the Parvus-Class Walker advances it creates a terrible screeching sound with every step. The sound is loud enough that it can be heard over a dozen kilometers away on a good day. Research into this sound has found that it makes a specific infrasound frequency that somehow stimulates the flight response in most sentient species. This manifests in feelings of discontent, uncertainty, and heightened irritability that negatively affect long-term morale. Combined with the sight of this unrelenting walker, those of weak will feel a compelling urge to flee before the Pravus-Class has fired its first shot.

  • Main Battery: The Pravus-Class Walker can equip either a Fusion Accelerator Cannon or a Fragor 406mm Howitzer for its main armament. The former is a capital-grade class turbo laser taken from a former warship and designed for knocking out superheavy walkers. The Fragor Howitzer is a horrifically large artillery cannon configured to infantry support with its massive explosive shells capable of knocking down curtain walls and atomizing fortified building blocks.

  • Armor: The Pravus-Class is heavily armored and shielded against almost every single ground threat it can come across. Like the Fusion Accelerator Cannon, its shield module was taken from a derelict Imperial I-class Star Destroyer capable of shrugging off hits from capital-grade turbolasers. Its composite armor was designed specifically to combat turbolasers with sections of armor designed to eject outwards when no longer capable of absorbing heat, preventing the spread of damage.

  • Ease of Manufacturing: The introduction of the Pravus Class has been a blessing to the great forges of Pandemonium. No other walker in the Sith Order can be assembled at the rate and low cost that the Pravus allows. On a fully functioning War Forge fully equipped with parts and skilled laborers, a Pravus can be churned out in less than an hour.

  • Ease of use: The operating controls are so simple and intuitive that it would take barely a week to train an uneducated nerf herder to become adept at operating the walker. Its Fusion Core is designed to run off practically anything flammable. The crew has been observed placing literal woodchips into the fuel tanks when on long-distance missions and yet being able to run the Walker just as well as if they had used high-quality fuel. Mechanics practically get on their knees and worship the Pravus when it enters the motor pool since its parts are commonality and simplicity allows for breezy fix-ups. When a Pravus is knocked out, bringing it back into combat is as easy as hosing off the remains of the crew, wielding up the holes with a durasteel plate, and maybe replacing the reactor. Many a Pravus on the battlefield have been resurrected dozens of times, bearing the same names and a greater hunger for vengeance.

    This means that the Pravus is almost unmatched in its ability to endure in the field during long-term operations.

  • Command and Control: The size of the walker and its power unit allows for advanced communication systems to be mounted. Often Pravus-Class Walkers serve as the headquarters for entire regiments.
WEAKNESSES
  • Frontal Firepower Only: Most of the Pravus-Class anti-vehicle weapons are mounted on its front, and its main gun turret possesses a sluggish traverse speed. This leaves it vulnerable to a swarm of armored vehicles resistant to medium laser cannons charging forward and flanking to reach its main cannons' blind spots. Even though the Pravus is heavily armored, without infantry support it will die a death of a thousand cuts.

  • Weakspots: As with every walker, the Pravus' legs are a major vulnerability. If one is taken off the walker will not fall but will be unable to move. Another major vulnerability is the bottom of its "belly" which is weak to heavy explosives and turbo laser fire directly from below. Since that belly houses the reactor, breaching it will cause a massive detonation.

  • Anti-Air: For a vehicle of its size, the Pravus surprisingly does not mount any anti-air weapons. It's a CC-l44 Laser cannon and Verpine Shatter Guns can fire at air targets but their limited traverse and sensor optics mean that they must rely on sheer weight of fire to bring down an incoming starfighter. This is a deliberate design choice as the Pravus is doctrinally supposed to be accompanied by separate anti-air units. However, take those supporting elements out and you the Pravus is the literal definition of a sitting duck.

  • Infantry Support: Unlike other heavy walkers the Pravus Class cannot carry or deploy riflemen. This deprives the Pravus of the organic infantry coverage that other galactic powers might have their walkers enjoy. Instead, the walker must rely on the close support of infantry from other units which has often led to major co-ordination difficulties.

  • Stealth: If you can find a way to conceal Pravus-Class, the Warmaster himself will bow down to you. The Pravus practically paints a big red target on itself for every enemy unit in the combat sector.
DESCRIPTION

Designed in the aftermath of the disastrous defeat of the Pact of Apophis to the elite Hellstompers of the Galactic Alliance on the world of Mirlal, a desperate search began to find a response against the increasing threat of enemy superheavy walkers. Outreach to the Sith order's Triumvirate failed to procure superheavy walkers at a reasonable price forcing the Warmaster to turn to his artisans to create a domestic homegrown variant.

They did not disappoint.

The Pravus-Class Heavy Assault Walker is the Pact's retort to the Alliance's GAAT-5 Sphinx. Recognizing that they could match the Alliance in quality, designers sought quantity. The Alliance's superiority in walkers would not matter if the Pact could deploy the Pravus at a 10 to 1 advantage while being able to keep them in the fight longer due to ease of maintenance. Sheer grinding attrition and non-stop assaults would surely even the playing field in the Pact's favor.

So far field tests have gone exceedingly well with combat deployment expected to be imminent. The Warmaster is so reportedly impressed that he is considering exporting the Pravus.
 
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OUT-OF-CHARACTER INFORMATION
  • Intent: To create a military unit for the Pact of Apophis
  • Image Credit: Perfected Commando
  • Role:
    • Heavy-Duty Division-Strength unit designed to excel in battles of heavy attrition in difficult terrain or environments.
  • Permissions:
  • Links:
GENERAL INFORMATION
  • Unit Name: 89th "Taskforce Mirial" Mechanized Division
  • Affiliation: The Pact of Apophis, Warmaster Sachiel, and the Sith Order
  • Classification: Combat Engineers.
  • Description:

    A roving warband of moronic madmen wandering the wastes in decrepit vehicles belching smoke and constantly on the verge of falling apart. That is what many of their enemies laughed at when they saw it. And they all perished the same: crushed under the threads and wheels of Taskforce Mirial.

    Where other Pact formations have failed in the face of supply issues and impossible terrain, the scavengers of the Taskforce have flourished. The division boasts the highest concentration of Combat Pioneers in the Sith Order who are skilled in every aspect of their job. These Pioneers are proficient in constructing vast fortifications, blasting apart obstacles, and repairing captured vehicles in a fraction of the time other units might take. City districts can be turned into unassailable bastions, kilometers of highway demolished, and vast minefields lain in only a few hours.

    However, what they are truly masters in is improvised warfare. The pioneers of Taskforce Mirial are capable of conjuring up improvised weapons of all kinds such as bombs and artillery from junk. While many of these weapons appear ramshackle and slapped together they are no less lethal than their counterparts fresh off the factory presses. Their repairmen can salvage almost any burnt-out wreck, friend or foe, from the battlefield and return it to its former glory. Many vehicles of the Taskforce have been reported destroyed only for them time and time to return with a fresh coat of paint and with an appetite for vengeance.

    The average Pioneer is no slouch in combat as well. They are entombed in their heavy environmentally-sealed armor often augmented by a heavy blaster cannon strapped to their shoulders.
COMBAT INFORMATION:
  • Unit Size: Medium
  • Unit Availability: Uncommon
  • Unit Experience: Trained
  • Equipment:
    m9iV36K.png
  • Combat Function: [ Describe this unit's general function in combat. Put things like tactics, habits, goals, how they interact with other parts of a larger army, do they need support or are they the support, etc. ]
  • Force Abilities (Force User Units Only): [If your NPC unit has Force Users, please list their Force abilities, especially unusual or rare ones.]
Strengths:
  • [ Provide, in list format, some strengths of this submission. 2 recommended. ]
Weaknesses:
  • [ Provide, in list format, some weaknesses of this submission. 2 recommended. ]
HISTORICAL INFORMATION
[ Include a description of the unit's history here. How they were formed and by whom, past noteworthy battles, moral affecting defeats, where they are stationed if applicable, etc. ]
 
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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Name: The Pestilent Ones
  • Designation: Semi-sentient
  • Origins: The Pact of Apophis
  • Average Lifespan: 6-months to 1 year
  • Estimated Population: Inter-Planetary
  • Description:

    When the Warmaster attempted to improve the biological endurance of his troops through Sith Alchemy, he did not get what he wished. Instead, he was gifted by the horrific Sithspawn known as the Pestilent Ones. These creatures resemble mutated, oversized flies, their barely human bodies dripping with putrid ichor. Their six-legged frames brim with bloated growths, festering sores, and parasitic boils, constantly oozing diseased filth. They emit a stench of rot so potent it makes the air itself a weapon.

    Many of them have their vestigial limbs replaced with new cancerous growths that can serve as weapons. One such weapon is the Larval Spitter, taking the form of a bone tube erupting from their flesh. It fires clusters of wriggling, parasitic larvae with sharpened boneheads capable of penetrating all but the heaviest infantry armor. These larvae burrow into the flesh of their victims, eating through muscle and bone until reaching the warm and wet stomach of their host, where they will lay eggs in the still-living host. Should these hosts find themselves unable to be put out of their misery, they will soon witness the miracle of parenthood as thousands of Pestilent Young erupt from their flesh to consume them alive.

    Other Pestilent Ones will be gifted instead with their limbs swelling to massive bloated fists. These grotesque appendages are capable of delivering crushing blows that can even damage vehicles. On impact, they release bursts of highly acidic virulent slime and festering pus that can eat through heavy armor and flesh.
PHYSICAL INFORMATION
  • Breathes: All Types. This creature does not seem to require air to survive.
  • Average Height of Adults: N/A
  • Average Length of Adults: 3 meters
  • Skin color: Pale White or Putrid Yellow
  • Hair color: Disgustingly hairless. All is laid bare.
  • Distinctions: Every single Pestilent One is unique in appearance and mutation though they all tend to take on the same general shape.
  • Races: N/A
  • Force Sensitivity: Non-Sensitive
Strengths:
  • Disgustingly Resilient: Pestilent Ones are known to endure enormous amounts of damage and yet continue to wreck their carnage. Entire fatty limbs and chunks could be blown from their bloated bodies, but it wouldn't slow them down from their singular mission to destroy their enemy. Heavy weaponry and concentrated fire are required to bring down these creatures

  • Miasma: if there is a group of Pestilent Ones have gathered in enough critical mass a miasma will begin to surround them for dozens of meters. This miasma becomes filled with whirling clouds of flies so thick that it obscures them from the enemy's sight and can even foul sensor suites, making it harder than usual to directly hit them. Enemy troops wearing even the strongest respirators will find themselves forced to tear it off to retch from the terrible smell this miasma creates, leaving them vulnerable to far more dangerous airborne pathogens.

  • Plague-spreader: Those who escape a Pestilent One assault do not escape unharmed. For, unless they have the protective gear of the Beast Masters or a sacred seal of protection from the Warmaster Himself, they will find themselves infected by nearly every sickness known to the Galaxy from the ravages of flesh-rotting bacteria to pus-leaking diseases. Those who have been in the proximity of the Pestilent One must quickly go through the strongest decontamination protocols to avoid spreading plagues within their own lines.
Weaknesses:
  • Slow: Their obese forms cause Pestilent Ones to languish and drag themselves across a battlefield. It is even a wonder how their tiny wings allow their bloated bodies to remain airborne since according to all known laws of aviation, there is no way a Pestilent One should be able to fly. Many an Pact advance has been slowed to a crawl due to the sluggishness of these creatures. So they are forced to be deployed as batter rams to force a breakthrough rather than exploit it and if unsupported an quickly be surrounded.

  • Difficult to control: Only the Beast Masters of the 28th Ravager Legion can hope to maintain any semblance of domination over these creatures. If during battle their Beast Master is slain and their chains broken, Pestilent Ones will attack any creature nearby to them until they or everything around them is dead. It doesn't matter if its friend or foe.

    Pestilent Ones that have escaped on allied worlds must be hunted down immediately or else they will rapidly breed an entirely feral population that if allowed to reach a critical mass, could become a pest that will never be exterminated.
CULTURE
  • Diet: Pestilent Ones mostly consume anything organic, though they have a preference for consuming rotting flesh which they can lay young in.
  • Communication: Despite decades of study it is not quite known how they communicate. Chittering noises created by their mandibles and buzzing noises seem to indicate some sort of ability to transmit basic information but this could all be coincidence.
  • Technology level: None.
  • Religion/Beliefs: Surely even in this mutated state, what little remains of Pact Soldiers amalgamated into this mass still worship the Goddess Apophis and her prophet, the Warmaster Sachiel.
  • General behavior: Pestilent Ones display no sentience. All aspects of their behaviour are based on filth and sloth. They incessantly buzz and gather around stagnant pools of heavily polluted water and the waste of living creatures. They reproduce through the bodies of those they have slain meaning that they must constantly be feed corpses to maintain their populations. There is no higher thought in the putrid minds of these creatures above mere existence.
HISTORICAL INFORMATION

Pestilent Ones were created in the fleshwarping pits of the Pact of Apophis entirely by accident. When the Warmaster and prophet Sachiel first delved into the forbidden arts of Sithspawn he had hoped to improve the strength and endurance of his men to win the civil war for his home planet Pandemonium. Instead what he received were the disgusting creatures known as the Pestilent Ones that were horrific amalgamations of dozens of soldiers combined into a single fleshmeld. The Warmaster was forced to expend hundreds of thousands of soldiers to stop his failed experiments from spreading across the planet.

The few Pestilent Ones that survived were brought back under control. The few surviving soldiers that had tamed these creatures would become the core on which the 28th Ravager Legion was formed around. Now under controlled breeding programs and with careful watchers, Pestilent Ones were thrown into campaigns of attrition. Their presence brought plague and sickness to the foe wherever they went while all but the heaviest weaponry could even hope to slow them down.

Though learned painful, this incident had taught a valuable lesson to the Warmaster. It would serve as the stepping stone towards greater and more horrific Sithspawn creations which would become known as the Fleshwarped.
 
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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Name: Dread Wolf
  • Designation: Non-sentient
  • Origins: Pandemonium
  • Average Lifespan: 5-10 years
  • Estimated Population: Planetary
  • Description:

    The Dread Wolf is a Sithspawn creation of Warmaster Sachiel. They are created from the fleshwarping womb-pits of the Pact of Apophis homeworld of Pandemonium, kept fertile by constant sacrifices from prisoners of wars captured in the Sith Order's many bloody campaigns. Dread Wolves emerge as heavily mutated amalgamations of individuals that have been twisted into a low-hunched form. Elongated claws burst from their hands and hooves, sharp enough to rip apart reinforced ferrocrete and tear open armored vehicles.

    Plates of armor are crudely wielded onto their flesh, and their head is forever entombed inside a metal prow designed to shear apart barbed wire. Driven completely insane by their experience in the womb pits, these creatures are pumped full of combat stims before being sent howling and screaming against their former comrades. A combination of their armor plates and rabid madness makes them incredibly difficult to bring down before they can close the range. Only anti-vehicle laser cannons or the coordinated fire of several repeating blasters have been known to even make them stumble in their hundred-kilometer-per-hour charge.

    And if they do manage to reach the enemy lines, the carnage they are capable of inflicting is horrific. Entire buildings and trench lines that have been assigned to the storm have been turned into bloody abattoirs with viscera coating every single surface. Their unnatural strength allows them to peel open bunker doors and vehicle plating like they were cans of food.

    However, once unleashed from their cages, it is impossible to bring a Dread Wolf back under control. Often, entire Alliance positions have been decimated by Dread Wolf assaults, but Pact forces were unable to exploit the gap due to precious time being wasted by putting down the several mutts that still survived. Additionally, it's not uncommon for mistakes to be made during the unleashing process such as improper locks or an unexpected change in wind bringing the scent of a cooking station in the wrong direction. Such mistakes and breaches in protocols can result in entire Pact Battalions being wiped out by their biological weapons.
PHYSICAL INFORMATION
  • Breathes: Type I-II Atmosphere
  • Average Height of Adults: 3.1 M
  • Average Length of Adults: 2 M
  • Skin color: Sickly grey or putrid yellow
  • Hair color: Black matted fur.
  • Distinctions: Due to the nature of the Fleshwarping womb-pits every instance of Dread Wolf is more or less unique though their stature and size remain similar.
  • Force Sensitivity:Non-Sensitive
Strengths:
  • Close-quarter berserker: absolutely rabid and insane. That is what anyone who thinks about fighting a Dread Wolf in melee combat is. Its frantic and spasming movements are impossible to predict. A single glancing blow from its razor talons will still effortlessly slice through most infantry armor. All but the most crippling injuries are ignored. It will stop at nothing to kill the living thing before it all while howling in a voice that almost betrays its former sentience.

  • Endurance: a combination of crudely welded armor plates and combat stims coursing through its body makes any weapon but the heaviest seem like a futile waste of time.

  • Strength: the Dread Wolf possesses enough raw power to surpass wookies, can effortlessly tear apart a man, and if working in a team can pry open a main battle tank.
Weaknesses:
  • Absolutely mad: the Dread Wolf is incapable of any higher thought. Once it is released, it obeys only one command: kill. Regardless of the person before it being friend or foe, it will follow this command to the letter, and nothing will stop it. This makes it impossible to execute complex maneuvers, meaning that the only tactic possible with Dread Wolfs is to send them against an entrenched enemy and hope both sides kill each other. When the latter fails, it can often be harder to take the position now occupied by a very angry Dread Wolf.

  • Dumb as a sack of bricks: the Dread Wolf is incapable of using any ranged weaponry like blasters though some particularly bright instances have been observed to hurl multiple-ton boulders at their enemies during charges.
CULTURE
  • Diet: Carnivore
  • Communication: Dread Wolfs have displayed rudimentary forms of communication through guttural barks and body signs to form packs of kill teams.
  • Technology level: they are incapable of creating or using technology
  • Religion/Beliefs: N/A
  • General behavior: Dread Wolves are incredibly violent and will attack any living creature that isn't their kind if let loose. Often they are kept in cages with blindfolds until they are required for a battle.
HISTORICAL INFORMATION

Learning from the lessons of the initial disaster caused by the creation of the Pestilent Ones, Warmaster Sachiel was far more successful in his next creation. The fleshwarping birthing pits were first stabilized, and he was, this time, able to somewhat influence the creations that came out of them by using genetic material from species not native to Pandemonium. Despite being disappointed that the creations that came shivering out of the pools had been driven mad beyond sense, it was yet another vital step in his quest to create more Sithspawn to carry out the mission of his Goddess Apophis.

Rich genetic material provided by captured prisoners of war fed to the pits has resulted in the form of the Dread Wolf more or less becoming standardized enough to use as a common weapon of war. Though incredibly difficult to control, the carnage they can spread across the foe is incomparable.
 
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OUT OF CHARACTER INFORMATION
  • Intent: NPC unit to be there when my big boss can't be.
  • Image Credit: Arcane
  • Role: One of the Warmaster's many ground commanders and to serve as his voice when he is busy tending to Pandemonium's affairs.
  • Permissions: N/A
  • Links:
PHYSICAL INFORMATION
  • Age: 47
  • Force Sensitivity: Non-Force User
  • Species: Near-Human
  • Appearance: [ Describe the NPC. Height and build? Any distinguishing marks? Do they show their age? What do they usually wear? ]
SOCIAL INFORMATION
  • Name: Armaros Asenath
  • Rank: Chervertim-Colonel
  • Loyalties: The Pact of Apophis
  • Wealth: While possessing no wealth, Asenath wields the combined power and materials of a small army group
  • Notable Possessions:
  • Skills: [ What skills does this NPC have? Are they a pilot, a farmer, a mechanic? Do they paint or knit in their free time? For Force users if they have any special abilities that are rare list them here. Be reasonable. ]
  • Languages: [ What languages do they know? For example, it's very common to know Basic and Huttese, and many droids know binary droidspeak. Please provide links for any unusual languages. ]
  • Personality: Asenath is utterly ruthless
COMBAT INFORMATION
  • Weapon of Choice: [ Military blaster rifle? Toy lightsaber? Bioweapons? Wits? Charm? The Force? Please provide links to any relevant factory submissions or uncommon canon links. ]
  • Combat Function: [ Combat is difficult to avoid -- after all, this is Chaos. Should your NPC wind up in combat, what would they be good at? How would they work alongside you, or would they be a liability? Remember: An NPC is weaker than a PC of an equivalent level, and will not match them in power, skills, or abilities. ]
  • Force Abilities (Force Users Only): [If your NPC is a Force User, please list their Force abilities, especially unusual or rare ones.]
Strengths:
  • [ Provide, in list format, some strengths of this submission. 2 recommended. ]
Weaknesses:
  • [ Provide, in list format, some weaknesses of this submission. 2 recommended. ]
HISTORICAL INFORMATION
[ Include a description of the NPC's history here. ]
 

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