Star Wars Roleplay: Chaos

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Approved NPC The Ironscales

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lizard_squad_by_mlappas-d6dqk33.png

OUT OF CHARACTER INFORMATION
Intent: Further flesh out Archangel's forces.
Image Credit: Here. 'Lizard Squad' by mlappas.
Role: Elite assault troops, cybernetic lizard warriors.
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: The Ironscales.
Affiliation: Enyo Typhos, Kraal, Archangel Research and Design, Iron Fist Consortium, Typhos Clone Family.
Classification: Infantry.
Equipment:
Armour:

Melee Weapons:
Rifles:
Sidearms:
Wrist and Underbarrel Weapons:
Support:
Vehicles and Transport Ships:
Misc:
Cybernetics:
Description: The Kraal are a race of war-like, sentient lizards. Hailing from the remote desert world of Karakorum, they are a tough, hardy people. Their way of life bears a strong resemblance to that of the Mandalorian Crusaders of yore. This is no coincidence, for the ancient Mandalorians invaded Karakorum a long time ago, raining destruction upon the planet. This has left a lasting impression on the Kraal, though they are unimpressed by present-day Mandalorians.

The Ironscales are a force of elite Kraal warriors who have been enhanced through the use of cybernetic implants. They are warriors who have proven themselves in Enyo's service and been rewarded accordingly. Every Ironscale is a veteran of several campaigns. Female Kraal are physically weaker and frailer than smaller, which is why they traditionally serve as homemakers or perform administrative tasks, though they are trained in use the use of weapons for self-defence. However, the main focus of the Kraal is strength. There is nothing stopping a female Kraal from becoming Proven warriors, except that they are usually not strong enough. Enyo proved her strength by defeating a massive Karakorum sand wurm and delivering its head to the Imperator. Thus the Ironscales do not consider it odd to take orders from her, despite her obviously not being male. Gender is not something the lizards fuss about much.

Having fought alongside Enyo in various battles, they regard her as their Warlord. This position imposes certain privileges, but also obligations on her, as they expect their leader to act honourably. Fortunately, the Kraal's understanding of honour has little to do with chivalry from fairy tales. Rather they expect a leader to be impartial in judgement, reward brave warriors, acknowledge guestright, honour agreements and display courage in battle. A Warlord is also expected to defend his claim if he is challenged for his position. Someone who backs down or tries to avoid a fight has already forfeited.
To lose one’s honour is seen as far worse than losing one’s life. The ethos of the Kraal dictates that a warrior should die in battle or hopeless combat rather than submit or dishonour their clan. Their emphasis on honour, clan loyalty and martial strength are things that appeal to Enyo.

The Ironscales still worship the old gods of the Kraal. Like many Kraal, they believe that one day they will face these sky gods in an apocalyptic battle. They see this as judgement day, for only the strongest will prevail. Having their crippled bodies rebuilt with cybernetic implants is likened to a spiritual rebirth. They also practice ancestor worship, believing that those who have passed on can provide guidance to those who still live. Enyo is not spiritual, but tolerates such beliefs. After all, she occasionally has bizarre dreams about alternate Siobhan Kerrigans. She tends to find them irritating though.

The Ironscales are commanded by Godan of Clan Yogir. When three clans competed for Enyo's, Godan fought as the champion of his clan. He was the victor in the duel to the death, besting his competitors. And so Clan Yogir provided warriors for the Cyborg. Godan served her in many battles, from the siege of Juranno to the final showdown with Archangel, where Enyo assumed direct control of the corporation after a long, brutal fight with its legions. For him it is the honour and glory in battle that rules him. It is through combat that he proves his worth, gains renown and makes his fortunes. The wounds have added up and today he is quite reliant on his cybernetics. He wields a beskad and wears a helmet that is designed to resemble those of Mandalorian crusaders of yore. Ironically, he has a low opinion of contemporary Mandalorians. Godan is somewhat critical of the Kraal Imperator, believing he is not aggressive enough. However, he is in the dark about the warlord's true plans.

COMBAT INFORMATION
Unit
Size: Small
Unit Availability: Rare
Unit Experience: Elite.
Combat Function: The Ironscales are a crack unit of cybernetically enhanced Kraal warriors. 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. In the case of the Ironscales, their natural durability, endurance and strength are further enhanced by their cybernetic augmentations. Brain implants enable them to communicate nonverbally. They also receive high-tech equipment, especially Titan Power Armour. Overall, they are a ferocious fighting force. They excel at urban warfare and close quarters combat. Honour is the glue that holds the Kraal's militaristic society together. To show cowardice in battle is seen as shameful. This makes them very zealous. The lizards are not merely death charging savages. They use ambushes, feints and unexpected tactics to gain victory. Any method used to obtain victory is fair game for them.

The Ironscales can break through entrenched fronts that often develop in urban or trench warfare, tear through enemy lines and disrupt defensive formations. Their determination, strength and incredible ability to persevere through pain makes them ideally suited for such roles. It also helps that they pack a lot of firepower. However, they lack subtlety. Light infantry would probably fare poorly if they attacked the Ironscales head-on, but could gain an advantage by wearing them down with hit and fade attacks, snipers, traps and so on.

They wear insulated armour and their implants are hardened to a degree against the standard weaknesses of a cyborg: Ion, EMP and electricity. However, while this makes it more difficult to destroy or render them nonfunctional through such attacks, they can still be damaged, with the effect depending on the strength of the blast and the proximity. Particularly powerful blasts can render their implants inoperable, temporarily disable or destroy them. Being lizards from a desert planet, the Kraal do not cope well in very cold environments. This makes cold attacks useful against them.

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 where they would be vulnerable to artillery or air strikes. The Ironscales have no defence against air strikes beyond portable missile launchers, which is rather variable. 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. Their heavy armour also makes them far less agile than light infantry. While their cybernetics offer a boost to their speed, the bulky armour still restricts them and makes them slower, more plodding than running when they move.

More lightly armoured opponents may not be able to match them in raw firepower, but can employ hit-and-run tactics, lay traps, use snipers and so on. Anti-armour weapons are obviously also useful against their suits. They are also a fairly small unit, which means they can be overwhelmed by force of numbers. The weight of their armour can also be disadvantageous in certain types of terrain, such as swamps. The Ironscales are big and fairly distinctive, thus enemies will hear and probably see them coming. They are a blunt instrument, not a subtle weapon. The lightsabre protection of their armour is minor - about the difficulty of cutting firewood with an axe.

Strengths:

  • Heavy assault troops. Kraal are extremely strong and resilient. The Ironscales are elite infantry.
  • Cybernetics enhancements.
  • Hellmaw transports are tough, well-armed and can move underground, enabling them to appear in the midst of the enemy and carry out surprise attacks.
Weaknesses:
  • Lack subtlety. They are a battle axe or a broadsword, not a scalpel and thus not suited for stealthy operations.
  • Cybernetic vulnerabilities. Their implants are hardened to provide greater resistance against ion, EMP and electricity and they wear armour that reinforces this protection. Nonetheless, vulnerabilities still exist. Effect of EMP can range from causing their implants to respond several fractions of a second slower, hampering reflexes and response time, to knocking out their cybernetics for a couple minutesg. This depends on the strength of the blast, proximity and so on. Damage to their cranial implants is particularly dangerous. Tying in with this, as partly mechanical beings they are vulnerable to technopathic Force powers.
  • Range. Aside from the concussion missile launchers (which are primarily for air defence) the Hellmaw is short ranged. The blasters and plasma drill have a relatively short range. The Drill is ineffective over 100m, the blaster cannon accurate to only 500m. Moreover, the Hellmaw is slow above and even below ground.
Historical Information:

In the distant past, two reptilian species inhabited Karakorum, the Korhilii and the Kraal. The former were a communal race that built cities, the latter a race of nomads. The Korhilii seemed destined to rule the planet. Instead, during one particularly strong season of the Great Heat the Mandalorians came from the sky in fire, and everything changed. With the Korhilli settlements as stationary targets, the Mandalorians concentrated on them. The ‘war’ was an exercise in blitzkrieg destruction. The Kraal hid in the hills and caves, too hard to catch by the Mandalorians. Many died regardless, but their guerrilla attacks became annoying enough that the Mandalorians abandoned the world. Unknown to the Kraal a certain young Jedi had joined the fight and every warrior was needed to battle the Republic,

The aftermath of the war was apocalyptic. The Korhilli were broken, their cities destroyed and their people scattered. The Kraal, long resenting their overbearing oppressors, closed in for the kill. All across Karakorum the remaining Korhilli settlements were looted and abandoned, and that species dwindled, and eventually withered away. To the Mandalorians, the invasion was just an episode. But it changed everything for the Kraal, triggering an apocalyptic, millennial reaction them. Believing that one day the 'sky gods' would return to deliver judgement, they prepared themselves for the final battle. This turned them into a martial race that worshipped strength and honour. Eventually they managed to move into the stars and began to conduct raids on other worlds.

Kraal society is characterised by warfare, honour and struggle. A young Unproven warrior gains honour by showing his mettle on the battlefield. In doing so he not only increases his own status, but that of his clan. Clans struggle against one another for influence, booty and slaves. Chieftains and Warlords rally their kin for campaigns against external foes to acquire glory and plunder. They are a harsh warrior society. Slavery is seen as a natural part of life. For the strong do as they will and the weak suffer what they must. Honour is what gives Kraal society its cohesion and keeps it from becoming a vortex of apocalyptic nihilism. Oathbreakers and traitors are viewed as the lowest of scum.

When Enyo came across the Kraal, she found that she had an affinity for their society. Its vulgar Social Darwinism matched her own bleak, cynical outlook on the Galaxy. The same applied to its emphasis on honour. So she turned to the Kraal Imperator when she needed warriors to help her overthrow Archangel. To prove herself, she was taked with delivering him the head of a massive sand wurm. After she had accomplished this task, three clans competed for the chance to fight at her side. One warrior was selected by each as a champion and they faced each other in a duel to the death. The champion of Clan Yogir emerged as the victor of this barbaric ritual and she accepted his pledge of fealty. A task force of warriors from his tribe flocked towards her banner. She called these mercenaries the Sandstriders.

They proved their skill, brutality and loyalty in several battles. The Sandstriders fought on Alderaan during the Sith Empire's attack, participating in the siege of Juranno. They provided much of the muscle when the Cyborg toppled Archangel's leadership and assumed direct control over the machine cult. The Sandstriders delivered a decisive blow at the pivotal moment of the battle, tearing through Archangel's droid legions. Afterwards, they helped Enyo purge her syndicate of those who had outlived their usefulness. However, these battles did not leave the lizardmen unscathed. There were casualties, and many wounded.

Retirement does not come easy for Kraal. Enyo is also a strong supporter of recycling. She cannot abide the thought of talent going to waste. This particularly applies to talent she can still utilise. So she decided to rebuild crippled Kraal warriors whose skills and loyalty were beyond doubt. With Archangel under her control, she did not have to worry about lack of resources, as the entire corporation was at her disposal. Enyo might have rebelled against the destiny that Moira Skaldi and Maelion Liates had forced upon her. But she shared their belief that machines are superior to flesh and blood beings.

Cybernetics were used to augment the bodies of a select cadre of Kraal warriors, the Ironscales. Giving them the means to fight once more. The cybernetic lizardmen gained immense strength, endurance, durability and reaction time. They were also more disciplined than their unaugmented comrades. They still retained a penchant for brutality, but Enyo did not consider this a bad thing as long as it was directed against the right targets. They were less prone to unauthorised lootings and killings. This made them better-suited for occupation duties...as long as one did not consider sentient rights to be a priority.
 
Last edited:
[member="Enyo Typhos"]

Apologies for the delay here, there were some technical difficulties my last free night to review.

And people told me I was crazy when I warned about the cyborg lizard people. These guys have a lot of toys + dat Kraal strength, but I'm pretty satisfied with the spread of the unit's strengths and weaknesses. They've got nice hard counters, excellent detail as always.

Pending Secondary Review

[member="Allyson Locke"] | [member="Zeradias Mant"] | [member="Irajah Ven"] | [member="Samka Derith"]
 
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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