Star Wars Roleplay: Chaos

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Approved NPC Sandstriders

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OUT OF CHARACTER INFORMATION
Intent: Codify a unit Enyo acquired after making a deal with the Kraal Imperator.
Image Credit: The origins of this image are obscure. Google image search just takes me to Pinterest. Tineye links me to this site, but I get an error report if I try to access it.
Role: Heavy infantry composed of Kraal, a race of sentient, bipedal lizards inspired by Mongols and Huns.
Permission: Permission for all ArmaTech gear and all other subs made by Laira Darkhold's writer here and here.
Links: Karakorum, Red Arrow, Red Moon Raid.

GENERAL INFORMATION
Unit Name: Sandstriders.
Affiliation: Enyo Typhos, Kraal, Archangel Research and Design, Iron Fist Consortium, Typhos Clone Family.
Classification: Assault troops.
Equipment:
Armour:

Melee Weapons:
Rifles:
Support Weapons:
Wrist and Underbarrel Weapons:
Sidearms:
Vehicles:
Misc:
Description: The Sandstriders are a unit composed of Kraal warriors who have sworn allegiance to Enyo. Big, strong and ferocious, the Sandstriders are perfect for breaking through enemy lines, throwing enemy formations into disarray and cracking enemy strongholds. They can be sent into the hottest fights to make a big impact. The Sandstriders have an affinity for close-quarters in combat. In melee combat, they favour reach or anti-armour weapons. Unlike the stereotypical space orc, the Kraal are not simple-minded brutes who death charge without thought. Nor are they rabid berserkers who succumb to violent frenzies and attack friend and foe alike. They are a hammer, but it is a hammer that is applied intelligently.

They are also free of moral scruples. This makes them a good fit for Enyo Typhos since she views morality as a chain. Of course, they expect an 'appropriate share of the loot'. Unsurprisingly, they are prone to looting. As mentioned above, slavery is seen as normal among the Kraal and Enyo has neither the ability nor the desire to change that. Personally, she views the practice as inefficient and self-defeating. But she lacks the compassion to care about the plight of those she has deemed weak, though she would prefer processing them into droids because those are more reliable.

Cowards and deserters are punished extremely harshly, for they have brought shame upon them and the unit as a whole. This is in line with Enyo's own draconian ideas on discipline, though she prefers to process them into droids or brainwashed cyborgs. All Sandstriders are male because Kraal females are physically weaker and expected to stay at home, act as homemakers and, in the case of the breeding partners of chiefs and warlords, perform administrative duties. Their support staff includes Kraal females though, as they tend to be more educated than the males. It should be noted that Kraal derive almost no pleasure from coitus and thus only really see it as a way to continue the clan, family and extend their prestige. This is another reason why the puritanical, rather prudish Enyo likes them because in her opinion this means they are a lot less likely to get...distracted on the job, so to speak.

None of the Sandstriders have received cybernetic augmentation at this stage, which sets them apart from Enyo's usual posse. Many would probably take offence at the idea that their bodies require machinery to improve their warrior prowess. However, the hybrid does intend to 'upgrade' a select number of them in the future. Unsurprisingly, few Kraal speak Basic, so their earpieces are equipped with in-built translators to make it easier to cooperate with Enyo's other troops.

The Sandstriders regard Enyo as the functional equivalent of a Warlord and address her as one. Thus they owe her fealty, but it is a reciprocal relationship that requires her to act in a manner they consider impartial and honourable. Fortunately, Kraal honour has nothing in common with fairy tales about chivalrous knights. It also helps that Enyo is the type to lead from the front instead of directing her minions from a far away command post. Still, interacting with them requires some tactical finesse especially since their chiefs also have the honour and interests of their tribe to think of.

COMBAT INFORMATION:
Unit Size: Large
Unit Availability: Rare
Unit Experience: Veteran
Combat Function
: Kraal are tall, strong and tough. Their claws and teeth make savage natural weapons, but when equipped with modern weapons they are even more dangerous. A Kraal warrior is a lot stronger and tougher than a human. The Kraal are formidable, loyal, organised warriors. Their physical attributes certainly assist, but mentally they are well prepared for battle. They can fight through injuries and are generally fearless no matter the odds. Clad in tough armour and equipped with potent weapons, they are a dangerous fighting force. Cunning and ruthless, they are not mere death charging savages. They use ambushes, feints and amoral or unexpected tactics to gain victory. Any method used to obtain victory is fair game for the Sandstriders.

Howevever, being lizards, the Kraal do not cope well with extreme temperatures, especially cold. They would be rather sluggish on a world like Hoth or Belsavis. This makes them more vulnerable to cryoban weapons and cryomancy. Furthermore, electrical discharges from lightning, ion or other weapons can stun or incapacitate them depending on the power of the attack. Moreover, they disdain heavy armoured vehicles, long-ranged artillery and snipers. The Sandstriders have access to Fenris Cyber Mastiffs. These mechanical hounds are extremely fast, ferocious and terrifying at close range. Their agility, strength and ferocity makes them fearsome melee combatants. Moreover, they make good scouts. However, they lack ranged weapons and thus need to get into melee range to hurt an enemy.
With a limited brain, the Fenris carries out orders it is given, but shows little adaptability or initiative. It will charge an enemy by the most direct way. Being a droid, the Fenris is vulnerable to ion, lightning and other droid killers.

The Sandstriders' primary combat function is as assault infantry. The warriors can punch through enemy defences, seize and hold strategic locations and stage raids. They prefer to fight in close quarters and have a preference for melee. Depending on the terrain and type of battle, this can put them at a disadvantage, especially in open areas against opponents who can call on artillery, airpower and the like. They are also very stubborn. They will often refuse to retreat or underestimate an enemy, especially one defeated previously. In this case their pride becomes hubris and they are likely to stand and fight when they should retreat or re-examine the situation. The Kraal are not very civilised and thus prone to looting and abusive treatment of prisoners.

Strengths:

  • Kraal are big, strong and tough. They are characterised by bravery, tenacity, loyalty, cunning and martial skill. They are ferocious warriors and their word is their bond.
  • Crack assault infantry. Formidable, organised and fearless.
Weaknesses:
  • Preference for close quarter fighting. They are an assault force, not partisans or assassins. Lack subtlety. They are a broadsword, not a scalpel.
  • Being infantry, they are vulnerable to long range bombardment such as air and artillery strikes. Lack support forces of their own. The weapons of their APCs are mostly short-ranged.
Historical Information:

Kraal culture is defined by struggle. Struggle for a young Kraal to prove his valour as a warrior and thereby obtain honour within his clan. Struggle between the clans for influence, booty and slaves. Struggle against external foes, against whom the Kraal test themselves and whom they assault to acquire plunder. They are a tough, harsh warrior society with no room for those considered weak. Slavery is regarded as a natural aspect of life, for it is the lot of those who are weak. The Kraal are a paradox; a species of rigid honour and loyalty, yet full of petty rivalries and infighting. They are split into dozens of clans, each based on kin groupings, geographic locations and affiliation.These clans are fiercely independent and competitive and each Warlord is determined not to be pushed around.

To prevent endless struggle over scarce resources, the Warlords chosen one of their own to lead his people as Imperator. Upon ascending to this position, he is expected to forsake clan ties and lead by example. Divorced from his own clan, he must inspire the Kraal on his own merit, acting as war chieftain, arbiter and symbol of authority. The present Imperator is a ruthless Force-user who vanished into the Netherworld during Akala's rampage. He returned changed, with greater powers and cunning. Using his new-found eldritch powers, he defeated his predecessor and purged dissenters, taking control.

Honour is the glue which binds the Kraal together and keeps their squabbles from dooming their race. Honour compels the clans to follow the Imperator, which makes them follow complex codes out of respect and scrupulusly protect messengers and guests, even those of hated enemies. Woe to those who break an oath or promise without due cause, for to lose one's honour is seen as far worse than losing one's life. To maintain his honour, it is better for a warrior to perish in battle, even in futile combat, than to submit and sully his clan.

This honour however only applies to other Kraal. Non-Kraal are not granted any of the respect or protection of the law and are there to basically be killed, enslaved or robbed. However, particularly valiant or noble enemies are given a measure of respect and are granted clean deaths and burial without mutilation. Slavery is a fact of life and the Kraal have launched many raids to enslave offworlders.

It was probably only natural that Enyo would take an interest in the Kraal. Their warrior ethos appealed to her, their honour code was something she could use to her advantage. She heard about the race during her time as a slave-soldier of Archangel. For the HRDs intended to use the barbarians for their own purposes. A chance encounter with Kraal on Gromas gave her an opening. Originally, Enyo had travelled to Gromas with her gang to raid a Phrik mine. However, as it turned out a war band of Kraal from Clan Yogir had the same idea. The Cyborg decided to kill two birds with one stones by ambushing the lizards and 'saving the miners'. Stealthily, Amara and one of Enyo's Geister snuck towards the Kraal ships, laid explosive charges and blew them up. Then Enyo and her minions engaged the lizards. They were able to defeat them. The two parties started to negotiate after the Kraal's ship found itself in a standoff with Enyo's Phrik Corvette.

Enyo, Amara and Ylva Wolfsbane slew the Kraal Warlord's three champions. The Warlord agreed to depart Gromas and cease further attacks against the mine. He also agreed to arrange an audience between Enyo and the Imperator. On Karakorum, the lizardmen's desolate homeworld, the Cyborg was received by the Kraal's overlord. The Imperator saw through her lie about being Siobhan Kerrigan's twin sister and even realised her true nature as an organic-droid hybride. However, he saw use in her.

When she asked for a pact and the services of some of the Kraal's warriors, he demanded that she perform one more challenge: bring him the head of a massive desert wurm to prove her worth. Through cunning, preparation, a complete lack of morals and a ton of guns, Enyo, Alexia, Ylva and a bunch of Cyborgs were able to kill the thresher maw on foot. A bunch of slaves were sacrificed, for they were loaded with explosives and used to bait the giant wurm, which swallowed the poor souls. However, though injured, the great beast still put up good fight, devouring a number of Enyo's minions. Enyo herself vanished into the wurm's maw, but was able to survive and use her lightsabre to cut her way out due to being absurdly tanky. She and her associates returned to the Kraal with the wurm's head. It probably helped their bargaining position that Alexia and Tyrone had done some digging on the Imperator's dealings.

A deal was made and Enyo was granted the right to recruit Kraal warriors. Afterwards, three clans competed for her favour. Matters were resolved in grisly fashion by having each clan select a champion who would fight to the death. The champion of Clan Yogir prevailed and so Enyo made a pact with the Warlord. Thus the Sandstriders came into being. These ruthless warriors were trained and equipped as heavy assault infantry. Their arsenal was augmented by weapons Enyo had purchased on the market or acquired through raids. Enyo lacks the vices of a typical dictator or mafia boss, and so she invests her fortunes back into her syndicate, enabling her to equip her minions well. For the same reason, they get paid on time and aren't cheated out of booty.

Enyo first deployed the Sandstriders during the Sith Empire's campaign against the Free Worlds Coalition. There they fought on Alderaan, participating in the assault on Juran. Later they saw action on Commenor. The Sandstriders proved their mettle during the final battle with Archangel. At the decisive moment the lizardmen were deployed to tear through the enemy's droid legions. The battle ended with the downfall of Enyo's creators and her ascent to leader of the corporation. They also remained true to their oath when Enyo subsequently purged her syndicate of 'unreliable elements'.

Original Approved 05.17.2018
New Approved 02.24.2019
 
Last edited:
[member="Enyo Typhos"]

Apologies for the wait, finals week and all that. So nicely detailed sub as always, and I'm glad to see permission for the Armatech stuff. My one issue with the submission is they have an availability of Rare and a Deployment of Mass. Looking all their equipment and their role, I'm not comfortable with allowing them to be deployed in mass numbers. Lower this to minor, and I'll be more comfortable with it.
 
[member="Taeli Raaf"]


Regarding the gear, it is all Minor or Mass production. So I'm a bit dubious about it necessitating a lower deployment rating.


However, I've edited Deployment to Minor since it probably reflects their training and role better.
 
Submission moved to pre-codex as per writer request.

Please remember to include a list of changes when you tag a member of codex staff to move the submission back to live judgement.
 
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