Star Wars Roleplay: Chaos

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Approved NPC Grrowh's Marauders

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Wookiee_Warrior_TNsR_by_Chamberlain.JPG

OUT OF CHARACTER INFORMATION
Intent
: Expand on Enyo's power base and sub some evil Wookiees. This is a resubmission of this unit.
Image Credit: Here.
Role: Raiders.
Permissions: Permission for all ArmaTech gear and all other subs made by Laira Darkhold's writer here and here.
Links: Wookiee.

GENERAL INFORMATION
Unit Name
: Grrowh's Marauders.
Affiliation: Archangel Research and Design, Iron Fist Consortium, Typhos Clone Family, Enyo, Ser Grrowh, Black Horn Buccaneers.
Classification: Infantry.
Equipment:
Armour:

  • Reinforced Duraplast helmet, greaves and cuirass. Traditional Wookiee bracers and pauldrons. Helmet protects against chemicals, has an HUD and integrated translation device.
Melee Weapons:
Rifles:
Sidearms and SMGs:
Support:
Misc
Description: Wookiees are commonly stereotyped as being martial, tribalistic and honourbound. Strong enough to rip a grown man's arm off, they can easily succumb to a berserk fury if provoked, but outside of hostilities they are often gentle giants. Despite living in trees, they are surprisingly tech-savvy. Moreover, they value honour highly, to the point where they consider a life debt to be among their most sacred institutions. They are also the implacable enemies of slavers, as they have often been among their victims.

Of course, stereotypes are just that - stereotypes. No matter how monolithic a species or group may seem, there are always individuals who buck the trend, for good or ill. In the case of Grrowh's Marauders, it is definitely the latter. They have defied the traditions of their people and decided to become a force of marauders, raiders and slavers. If one were to ask them, many would probably respond by saying that their people's fixation with honour has brought them nothing but ruin, for they live in a harsh, unkind Galaxy filled with predators.

Time and again, the Wookiees have been exploited by outsiders who openly enslave them or shackle them with the invisible chain called a life debt. They are merely balancing the scales by giving them a taste of their own medicine. Indeed, they do derive some enjoyment from putting human or near-human beings in chains and forcing them into chattel slavery, After all, that is what humans, Trandoshans and so on have done to them. The offworlders have a blood debt to repay and the Marauders are here to collect. Some Marauders have reached the point where they do not even bother come up with these rationalisations.

Ironically, their mind set and methods are quite similar to those of the Trandoshan slavers and hunters they claim to hate and often treat with great sadism if they get their hands on them. Indeed, more than a few Marauders refer to their activities as hunts, even when they are pursuing sentient 'game'. They specialise in raiding, rapid strikes and ambushes. They have taken to raiding to get what they want and can provide muscle when their boss' 'business ventures' are in danger. They are robust, strong and utterly ruthless. They are good at tracking their prey, striking fast and without mercy.

In contrast to more traditional Wookiee warriors, the Marauders have started using outsider tech, though many still utilise bowcasters due to their superior stopping power and accuracy when compared to blasters. They are rather fond of Disruptors. Not only are these weapons precise and deadly, they hurt a lot. They also like Ion Paddle Beamers, as they allow them to paralyse opponents and thus keep the merchandise intact. Some Marauders make use of Trandoshan weapons such as Stouker Concussion Rifles. More than a few Marauders have acquired the habit of taking trophies from foes. This is also supposed to be a form of psychological warfare meant to scare their victims. Necklaces made of Trandoshan teeth are quite popular. Grrowh is a capable sapper and engineer, and so they make liberal use of demolitions, tunnelling and explosives.

The Marauders are part of the Black Horn Buccaneers, a criminal organisation led by Ser Grrowh. Grrowh insists that his subordinates address him as Ser. He is a capable tactician and sapper, but also arrogant, vain and greedy. Frustrated by the fact that his species is physiologically incapable of speaking Basic, he uses a translation device. Ser Grrwoh is a very prideful gentlebeing. He generally takes a calm, methodical approach to problem-solving, which also tends to be free of moral considerations. Rather than march around covered only in his fur, he has elected to wear clothes and is fond of wearing a monocle. His 'business ventures' have made him quite rich. However, Grrowh is pretty self-centred, so his wealth sometimes comes at the expense of his minions. His home is big, luxurious and a bit tacky, resembling the residence of a stereotypical nouveau riche who thinks cramming the place with expensive stuff makes it look classy. Growing up with no money on Kashyyyk has made him a bit of a hoard.

Recently, the Marauders and their parent organisation have been integrated into Enyo's power base. Grrowh technically owes Enyo a life debt. She is smart enough not to use the word, but he still chafes under her control. It also rankles with a number of the Marauders, since it means that they are taking orders from a human, albeit one who is more machine than organic at this point. Others have ironically come to see Enyo as more worthy of respect than their boss, since she is a far more martial figure. Some very ambitious individuals see this as a chance to take power for themselves.

Enyo has assigned an HRD to monitor the activities of the unit and provide 'advice'. More often not, said advice is an order instead of a polite suggestion. She views slavery as inefficient, but regards the Marauders as useful. For his part, Grrowh hopes to emancipate his syndicate some day and regain full control over his reavers. For her part, Enyo finds his greed and materialism distasteful.

The Marauders are commanded by Zhaoakk. He is a member of what could be considered old guard and has been there since the beginning. Grrowh and Zhaoakk are friends. He helped Grrowh plan their first raid, which was a retaliatory strike against Trandoshans who had preyed on their tribe. He stuck with his friend throughout, participating and leading several raids. Unlike Grrowh, Zhaoakk does not wear a suit or other human clothes. He dislikes the way his friend has adapted to human culture, though he agrees with him on how backward certain Wookiee traditions are.

They share a Darwinian outlook on the universe: the strong do what they will, and the weak suffer what they must. However, his outcast status has also embittered him. Despite his misgivings, Zhaoakk sticks with his chief out of loyalty. He is a solid officer who has made himself a name as a reaver. Some would prefer him as a leader. Zhaoakk lacks Grrowh's business acumen and negotiating skills, but is a better warrior and accomplished pilot.

His position, and by extension that of Grrowh, has been challenged by a Wookiee berserker called Chrawrrhew. He is a relative newcomer to the group, having joined after the One Sith conquered Kashyyyk. He was one of the two hundred thousand Wookiees who fought the Sith. Unlike many, he survived. However, his clan was butchered. His primal rage triggered his Force potential and drove him more than a little mad. For a while he continued fighting as a partisan. It is rumoured that he used his claws to gouge out the eyes of a Sith patrol, then left them to fend for themselves in the jungle.

His brutality caused him to be labelled a madclaw. The Marauders headhunted him after learning of his deeds. His knowledge of the Force is limited and haphazard. He is able to channel his blood rage into greater strength, durability, endurance and willpower. The dark side also allows him to heal himself and regenerate from injuries at a far quicker pace than normal. However, the dark side marauder lacks any significant skill in telekinesis or formal training. Chrawrrhew views the leadership of the group with disgust, regarding them as decadent and effete. He wields a war axe and a bowcaster. Enyo has taken notice of him.

COMBAT INFORMATION:
Unit Size: Large
Unit Availability: Unique
Unit Experience: Veteran
Combat Function
: As the name implies, their primary combat function is as a raiding force and they are good at surprise attacks. They are Wookiees, and thus extremely strong, tough and fierce. The Marauders are armed with some potent weapons. They can strike fast and hit hard. They are an ideal smash and grab force. Access to stun weapons and Harvester droids makes them good at capturing subjects for whichever purpose their bosses have in mind. The unit also has a contingent of sappers and miners, which is helpful for overcoming or bypassing enemy fortifications and fixed defences. They can use explosives to blow them away, create tunnels and so on. A small number of the Marauders are Force-Sensitive, but they have received little formal training. This is partly by design because Grrowh is concerned that trained Force-Users could become a threat to his position. Thus their Force-Sensitivity tends to manifest in improved physical attributes, enhanced senses, low-grad precognition and the ability to tap into their rage to empower themselves. The vast majority of the Marauders are Non-Force-Users.

On the negative side the Marauders have certain disciplinary issues, which can have a negative impact on performance. They also do not wear fully encasing armour. This is problematic against enemies with heavy firepower. It also makes protracted engagements problematic for them. Enyo has given them access to some Archangel tech, but not a lot. Indeed, she has been quite restrained when it comes to giving them access to her arsenal. This is because she likes having full control. The Stecher wasp droids are also there to keep an eye on them.

Strengths:

  • Being Wookiees, they are incredibly strong, tough and fierce. Bowcasters pack a mean punch and are more accurate than the average blaster. Moreover, the Marauders have access to other potent weaponry. They are particularly dangerous at close and medium range.
  • Strong raiding force.
  • Have a contingent of sappers.
Weaknesses:
  • Unlike most of their counterparts, the Marauders do not wear fully encasing armour. They are more protected than is typical for Wookiees since they wear a cuirass, greaves and a helmet, but beyond that they only have traditional Wookiee bracers, pauldrons and the like. Thus they have better protection than say Chewbacca, but a lot of their body is exposed and thus more vulnerable to attack. Wookiees are very tough, but even their tenacity has its limitations.
  • Certain disciplinary issues exist. Wookiees are known for losing their temper, and this blood rage can cause issues. Apart from that, the Marauders have a penchant for looting.
  • Lack heavy combat vehicles and integrated heavy support. As their name implies, they are a force of raiders. Their doctrine revolves around striking fast and hard, then retreating. Despite their individual strength, they would suffer in pitched frontline combat.
HISTORICAL INFORMATION

The history of the Marauders is closely tied to that of Ser Grrowh. Thus it shall be recapitulated in abbreviated form. The Wookiee tribe he was born in happened to be rather conservative. While not averse to trade with foreigners and resolute in their determination to honour the old tradition of Wookiee hospitality, they stressed the primacy of the old values. Too many times had offworlders descended upon Kashyyyk with malicious intent - especially to force Wookiees e them into chattel slavery. They were equally averse to campaigns of conquest. They valued honour and loyalty. Grrowh's parents were respected amongst his tribe, but he soon concluded that he was different from his peers. He came to chafe under how 'backwards' their culture was. Especially their insistence on honour, when the world around them evidently was not honourable.

His perception was shaped by the slave raids that plagued his world. Indeed, some dishonourable Wookiees made common cause with the hereditary enemy. His people were great at tech, but did less with it than they could! Grrowh did not show much desire to become a hunter. Instead, he took a keen interest in foreign technology and could often be found among the few foreign merchants allowed in the midst of his tribe's village. He displayed skills as a businessman and a negotiator, refusing to be awed by the trinkets they offered in the belief that a 'walking carpet' could be easily deceived. He also began studying military tactics, becoming a voracious reader.

When raiders assailed the settlement, he introduced 'innovations' such as the use of land mines and barbed wire. During an assault on a slaver outpost, he put his cunning to good use by leading a commando that removed enemy fortifications through the use of bulldozers, bangalores and baradium charges. In doing so he was able to clear a path for his fellows by demolishing fortifications that had been pinning them down. This helped his tribe achieve victory, though the arrogant Grrowh felt that his deeds were not being honoured sufficiently. Some of the warriors accused him of acting dishonourably, as he had shirked physical combat during the melee, for he preferred to pick off his enemies at range.

Using his connections, Grrowh was able to bribe a gang of human smugglers to loan him their ships and piloting abilities. Then he assembled a crew for a retaliatory raid on Trandosha. His goal was simple: The Trandoshans made a sport out of hunting and enslaving Wookiees, so he would do the same to them. To fund his enterprise, he made a deal with foreign slavers who had use for Trandoshan labour. It was time for the lizardmen to experience the consequences of their actions and suffer the same fate as their victims. A group of like-minded Wookiee warriors joined him. They would become the nucleus of Grrowh's Marauders. At first everything went well. The commando landed undetected and infiltrated a Trandoshan village, ambushing the seemingly surprised lizardmen. All that pent-up anger and rage was unleashed in a shower of violence. Lizardmen were slain or bound and collared. Only a few managed to escape into the jungle. Loaded with booty, Grrowh returned to his ship.

However, upon his return to Kashyyyk, he found that most of his tribe were horrified by his actions, for he had sunk to the level of the Trandoshans by taking slaves and making deals with slavers. One of the most accusatory was his own father, who was ashamed by his son's lack of honour. Enraged, Grrowh defend himself with an impassioned speech. However, worse was yet to come, for the Trandoshans had tracked his movements and soon descended upon the Wookiee settlement in great force. As it turned out, the same slaver he'd made deals with had been playing both sides. The trial was interrupted and the Wookiees had to defend themselves.

Grrowh threw himself into battle and fought ferociously, but ended up being beaten by Trandoshan warriors in a vicious melee. He was saved from death or enslavement by the intervention of one of the smugglers he'd worked with. Eventually, the Trandoshans withdrew, after setting fire to a good portion of the village. In the aftermath of the battle, Grrowh learned that his father had perished. Needless to say his tribe was most unhappy with him. Moreover, the Chieftain declared that Grrowh owed the offworlder who'd saved him a life debt.

Grrowh had tried to repay the debt by simply paying the smuggler. This behaviour was considered most inappropriate. A furious Grrowh refused to honour his obligations, declaring it to be archaic and close to slavery. Declaring that the elders lacked vision, he said that he would rather go into exile and be considered honourless. So he was banished and left Kashyyyk, using his foreign connections to secure transport. A small number of his followers decided to join him. While deeply embittered by his exile, he eventually came to consider it a liberation. He created his own gang, the Black Horn Buccaneers. The Wookiees who had participated in the retaliatory strike became Grrowh's Marauders. Hidebound notions of honour would no longer control them. Their path led to the underworld. Grrowh became a private contractor, working for a variety of bosses. Over time he also became a slaver, realising how lucrative the business was.

The Marauders justified this with the argument that they were forcing the offworlders to repay the blood debt they owed Kashyyyk. Besides, they would not enslave Wookiees. They continued carrying out raids against Trandosha and would often clash with Trandoshan. Some of them, however, thought they had become the very thing they claimed to hate and opposed this. One of Grrowh's Wookiee lieutenants protested a bit too loudly and was executed after setting a group of captives free. Where possible, the Marauders helped enslaved Wookiees break their chains and free themselves. Some of the liberated Wookiees joined them, but many others left in disgust after the nature of the people who had rescued them. At first the activities of the Marauders focused on simply smash and raids, but they soon branched out. They became war dogs, letting various warring parties hire them. Like their patron, they were unscrupulous war dogs.

The Marauders let themselves be hired by the Republic to fight the One Sith invasion of their homeworld. This put them on the same side as the Wookiees who exiled them. Their patriotism was sincere, but word of their reprehensible actions had reached their tribe. This made it a poor reunion. Still, the Marauders fought bravely, facing Sith troops and Yuuzhan Vong hordes. But in the end, the Republic was defeated and Kashyyyk fell under the control of the One Sith Empire. The Marauders helped some of their people escape into space and returned to their usual work.

Things took a dramatic turn for them when their chief decided to visit a remote world called Tygara and a raid the Vashyada, a race of wood elves. He considered them to be primitive, ignoring the fact that many offworlders thought the same of his people. The raid went poorly for the reavers, for they were routed. The wood elves knew the lay of the land, had highly skilled snipers, archers, traps and illusionists. Vashyada rangers shadowed the intruders the moment they entered the forest. Rather than engage the raiders head-on, the wood elves resorted to guerrilla tactics. They turned out to be rather ingenious when it came to laying traps. Striking from the shadows, they fired volleys at the raiders, then retreated.

Adapting their tactics, their mages resorted to illusions to distract, confuse or frighten the raiders. Some raiders wandered off, distracted by promises of nearby booty and the call of sirens. Others, believing themselves to be under attack, opened fire wildly, shooting at phantoms. Grrowh had to resort to harsh measures to keep his men in line. When they finally reached the settlement, they found it deserted. In this moment the Vashyada sprang their trap. Giant arachnids tore apart raiders who did not succumb to traps, get taken out by Force use or succumb to the rifles the Vashyada had acquired from Firemane. Badly injured by an arachnid's pincers, Grrowh was forced to call a tactical retreat.

But where could they go? The entire forest was their enemy. The slavers' heavier firepower kept the Vashyada's at a distance, extracting a toll of blood from them when the wood elves made the mistake of attempting a frontal assault. But the raid had been turned into a debacle, for the raiders had been routed. Furthermore, Eldorai reinforcements were on the way. Unlike their Vashyada cousins, they had starships. When Grrowh reached the landing zone, he discovered that one of the ships had been disabled. This meant he could not evacuate all his men. He sent a reassuring message to his rear guard, promising to pick them up. Then proceeded to abandon them to their fate. However, his remaining ships were hounded by Eldorai starfighters, which fell upon them like a horde of locusts. Feeling desperate, he sent a distress signal. To his own surprise, someone actually heeded it. His saviour turned out to be a nihilistic, amoral Cyborg. She brought a Phrik Corvette. The Wookiee lived to raid and pillage another day - and got an offer he could not refuse.

Thus Enyo Typhos became the patron of the Marauders. This was very ironic since they were now beholden to a non-Wookiee. The Cyborg assigned an HRD to serve as the aide-de-camp of the Marauders' commander - and to keep an eye on them. Enyo made use of the Marauders as a raiding force to acquire resources she needed and war against hostile syndicates. Now that she has taken control of Archangel, she finds the Marauders useful for missions that require plausible deniability. However, they are also not as obedient as droids. Now that Enyo has the resources of a galactic corporation at her disposal, she has less need of criminal elements. Those who do not get with the programme will be judged as having outlived their usefulness. Alexia Zarides, one of Enyo's clone siblings, has advocated purging the Buccaneers and putting their businesses under the control of someone more reliable - herself. She is partly motivated by xenophobia. Enyo has not indulged her thus far, but has started to cultivate some of Grrowh's lieutenants.
 
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