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Approved Tech Sith-Imperial "Scourge" Mk. II War Droid

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OUT OF CHARACTER INFORMATION
  • Intent: To purge the unclean provide the Sith Empire with another shiny new murderbot.
  • Image Source: Droid DD_23-5 by Diorama Digital
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: "Scourge" Mk. I
PRODUCTION INFORMATION
TECHNICAL INFORMATION
  • Classification: Class Four
  • Weight: Very Heavy
  • Height: Large (3-metre diameter)
  • Movement: Quadrupedal (Primary) | Microrepulsors (Secondary)
  • Armaments:
  • Misc. Equipment:
    • Heavy Deflector Shield Generator
    • [2] Advanced Monoeyes (Incl. e.g., thermal, motion, weapon, and life-form sensors.)
    • 360-degree Auxilliary Sensors (Incl. audio, motion, & seismic sensors.)
    • Advanced Ionisation Buffer
    • Anti-Ion/EMP Duraplast Chassis
    • Magnetisable All-Terrain Legs
  • Resistances:
    • Plasmatic and Energy Weapons: Very High
    • Lightsabers: Very High | Average (Monoeye)
    • Electromagnetic and Ionic Weapons: High
    • Sonic Weapons: Average
    • Kinetic Weapons: High
    • Disruptors: Low
SPECIAL FEATURES
  • In place of a more conventional droid brain, the Scourge is controlled by a Tsudakyr Drone, a brain-creature encased in a protective shell and linked directly to the droid's functions; possessing lightning-quick reflexes and vast stores of tactical data, the beings are nonetheless logical to a fault, struggling to understand or anticipate strategically unsound decision making favoured by many organics.
  • A vast number of tiny microrepulsors are studded across the Scourge's gleaming chassis; when properly micromanaged by the Tsudakyr they allow the Scourge to rapidly slow its fall during an orbital drop, accelerate its ball form to surprising velocities, or even "jump", i.e., propel itself over obstacles by briefly diverting large amounts of power to the microrepulsor grid.
  • Similar to that of the Scourge Mk. I and the Droideka of old, but far more advanced than either, the Scourge Mk. II's shield is said to be able to repel anything short of heavy artillery strikes or targetted orbital bombardment, including lightsabers and other melee weapons, though it should be noted that sustained assaults can still overwhelm it.
  • While the base principles remain the same, the Scourge's EWR-52 "Purge" Flamethrower is modified for use as an inbuilt weapon, possessing no external triggers or the like, and has an extended fuel tank for five minutes of continuous fire, as opposed to the usual two. For additional security, the tank is inside the droid's chassis, though this would make it all the more devastating should its safety measures be bypassed.
STRENGTHS
  • Jedi-Hunter: While the amount of cortosis in its chassis is insufficient to deactivate lightsabers, it is still more than sufficient to protect everything but its monoeyes from all but the most dedicated assaults, even should they get through its shields. Combined with its terrifyingly destructive main weapons, neither of which can be properly blocked by a mere lightsaber, the Scourge is a ferocious Jedi hunter indeed.
  • "Indestructible": While hardly as indestructible as the Sith-Imperial Corps of Engineers sets them out to be, these droids are still incredibly resilient, even against ionic weapons and EMPs.
  • Rapid Deployment: While nothing special in terms of conventional movement, its capacity for orbital drops and the extreme speeds it can reach in its ball form allows the Scourge to redeploy surprisingly quickly, though it is incapable of using its shield in either situation.
  • Malevolent Precision: Making full use of its advanced sensors and the processing power of its Tsudakyr controller, the Scourge is able to detect, target, and eliminate targets with unerring precision - it is even able to independently fire its weapons in different directions.
WEAKNESSES
  • Indiscriminate: The Scourge is a weapon of war, suited only for the wholesale slaughter of its enemies - only its monoeye-mounted blaster possesses a stun setting and the sheer power of its main weapons makes collateral damage probable in close quarters.
  • Shield Exploits: Despite the significant expenses and advanced technologies involved in its construction, the Sith Empire's engineers were unable to make the shield function properly when the Scourge is in its ball form, forcing it to rely on its armour plating when rapid repositioning is required. Unlike that of the Scourge Mk. I, its finely tuned shield is able to block slow-moving grenades, though it is still vulnerable to stationary weapons, such as land mines - one of the primary reasons behind the inclusion of weapons scanners in its monoeyes.
  • Blinded and Disarmed: While its main chassis is extraordinarily well-armoured, its monoeyes and weapons are more readily destrucible. While technically able to function with only its auxiliary sensors and without any external sensors or weapons, it would be unable to do much more than roll over foes... and there is always the risk that its volatile flamethrower will explode. Violently.
  • Unlimited Power: To cover the vast power requirements of its starfighter-grade shield and laser cannon, among other systems, the Scourge is built around a coaxium reactor of immense output and somewhat dubious stability. A direct hit, or a bit of creative Mechu Deru, is likely to result in one hell of an explosion - which coincidentally also doubles as its self-destruct protocol.
  • Mind in the Machine: The Tsudakyr Drone, while certainly superior to a mere droid in many ways, is nonetheless susceptible to the weaknesses of the flesh. A highly competent mentalist would likely be able to breach its innate resistance to mind tricks, and a strong burst of Force Light or a Wall of Light would make the Sithspawn shrivel and die, even inside its metal shell, incapacitating the droid and likely triggering its automated self-destruct protocol.
DESCRIPTION
Emboldened by the success of the "Scourge" Mk. I, the Sith-Imperial Corps of Engineers set out to create a worthy successor, to toy with new technologies and make use of recently acquired resources. After nearly a standard year of development, a Banking Clan representative visited the facility in which the droid was being developed - and immediately suffered a stroke upon seeing the price tag.

Following a stern reprimand from the office of the Grand Treasurer, the engineers redesignated the project a supplement rather than a replacement and cut down on the amount of rare materials used, notably costing the droid its ability to deactivate lightsabers but retaining its unusual resistance to blasters and lightsabers both. Even so, each of these represents a significant expense, preventing them from being deployed in large numbers.

Compared to its lesser cousin the Mk. I, the Mk. II is superior in every way, except for the price tag - its weapons are able to tear through entire infantry formations with impunity, its shields to shrug off all but the most intense assaults, and its Tsudakyr controller possesses tactical acumen far superior to all but the most bleeding-edge droid brains. Furthermore, its array of microrepulsors and ball configuration allows it to redeploy orders of magnitude faster than the sluggish Mk. I, though it is only able to keep its shield active during its fully deployed configuration - partially due to disruption from the microrepulsors and partially due to concerns of overheating.
 
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