Star Wars Roleplay: Chaos

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Approved NPC The Oversector Coalition Tunroth Militia Unit

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Name: The O.C. Tunroth Militia Unit of Jircho-Reslia
Intent: To make up fluff soldiers for the O.C. Rebellion of Belsavis vs. the Galactic Alliance
Affiliation: The Oversector Coalition to some extent, but as the name implies mostly to their own homeworld Jircho-Reslia.
Availability: Unique
Quality: A
Type: Infantry
Strength: 300
Description: Composed entirely of Tunroth, the species likely outnumbers all other forces in the Oversector, however, due to their aversion to the Lortans and overall fear and/or slow building trust of outside powers, they support their militias in only a limited capacity. Only due to the careful and considerate negotiations with Governer Ryker Kel of Javin, did the Assemblage of Three even consider cooperating in a Coalition that hosted Lorta as an ally. Eventually, like the Lortans, they were able to see past their history for a greater good, rather than to attempt to retaliate against them for past crimes, so long as the Lortans could keep them in peace.

They were superb hunters in their old days, capable of taking down their foes with such archaic but sacred weapons as the Kilter and Klirun with Caros arrows sometimes tipped with Talar, capable of piercing stormtrooper armor thanks to Tunroth strength. However, after the Reslian Purge, the species began taking up standard Blasters as supplement to prevent such a horrendous massacre from happening again. In the modern age, the restored population of Jircho-Reslia use a combination of these weapons in the service of the Oversector in their limited capacity of a more battle capable force than the typical militia with their more specialized weapons. Just as Tunroth culture demanded, each militia is actually a commune between 50 and 300 lead by one or more Hunters of high rank. So while they do not often appear in battle for the Oversector, they come in large numbers with a greater amount of physical ability and skill than any other single militia within the Coalition.

They are equipped, as mentioned, with Kilters, Klirun bows and Caros arrows sometimes tipped with Talar, and occasionally possess blasters or slugthrowers as primitive as a black powder pistol.

Strengths:
  • Strength in numbers - Both as a civilian population, and as individual military units, the Tunroth benefit from being able to cooperate in large numbers to overwhelm a battlefield, or being protected by a statistical numerical improbability of being totally annihilated in the case of retreat. Additionally, if an entire unit is destroyed, it would not technically be very difficult to replace them, though whether or not the Assemblage of Three would agree to send more of their people to die is another matter. It might simply depend on a high classed Tunroth Hunter to gather a commune and support the Coalition on his or her own, though that too is unlikely.
  • Skilled and Experienced - Tunroth society is stratified by how skilled an individual is at hunting, and using their sacred weapons. Although a comparatively primitive species, by tradition nearly every Tunroth is breed to hunt, whether it be an animal or another individual. Facing off with a common Tunroth within a commune is no laughing matter, and facing a Hunter that leads a commune would be a difficult challenge considering their elite status within Tunroth society.
  • Strong - Tunroth, are simply stronger than humans. Some even go as far as saying, "Wookies let Tunroths win, too.", though this may simply be boasting. In any effect, their strength is at least comparable to a wookie.
Weaknesses:
  • Uncommitted - Their loyalties are not intrinsically tied to the Oversector Coalition, and are known to sometimes operate outside of the chain of command. They are a rarity within the general scope of the Coalition's military force by choice, due to their slow building trust of government bodies with authority, and especially of the Lortans within the Coalition. Although they would likely never desert as individuals, it would not be unlikely to see a commune as a group decide dying for the Coalition in a particular battle isn't worth their victory, and may retreat if things look dire for them as a unit.
  • Archaic - Although they do possess blasters, they overwhelmingly prefer the use of their sacred weapons. Additionally, they virtually have no support or defense against a motorized force, and would require Lortan assistance in order to turn the tide, though the Tunroth would probably sooner retreat in defeat, than to ask the Lortans for assistance. This is a significant, even crippling weakness.
Links: Shall be used for the Rebellion of Belsavis

Development -
  1. http://starwarsrp.net/topic/82113-the-galactic-alliance-dominion-of-belsavis/?p=1226532
  2. http://starwarsrp.net/topic/82113-the-galactic-alliance-dominion-of-belsavis/?p=1226654
  3. http://starwarsrp.net/topic/82113-the-galactic-alliance-dominion-of-belsavis/?p=1227828
  4. http://starwarsrp.net/topic/82113-the-galactic-alliance-dominion-of-belsavis/?p=1230571
  5. http://starwarsrp.net/topic/82113-the-galactic-alliance-dominion-of-belsavis/?p=1232614
  6. http://starwarsrp.net/topic/82113-the-galactic-alliance-dominion-of-belsavis/?p=1235836
  7. http://starwarsrp.net/topic/82113-the-galactic-alliance-dominion-of-belsavis/?p=1236154
  8. http://starwarsrp.net/topic/82113-the-galactic-alliance-dominion-of-belsavis/?p=1236155
  9. http://starwarsrp.net/topic/82113-the-galactic-alliance-dominion-of-belsavis/?p=1236686
  10. http://starwarsrp.net/topic/82113-the-galactic-alliance-dominion-of-belsavis/?p=1242077
 
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[member="Taeli Raaf"]

I've got nine of the ten posts down so far. It should be done imminently, but in case it doesn't get done tonight for some reason, I'm gone for the weekend, so the next time I would be posting is monday.
 
Well-Known Member
[member="Taeli Raaf"] Yep, I linked them all. Sorry about the delay, I unexpectedly got a job interview on Tuesday, and spent all of Monday preparing. I got a second one on Saturday! :)
 
[member="Fatty"]
Apologies for the delay, I never got the tag here.

I am concerned by the variability in quality and numbers here.

I am especially concerned with a militia with primitive weapons having such a high quality.

So here’s what we’ll do. Choose one of the below.
  • Drop quality to C and leave as is.
  • Drop quality to B and put numbers at 50-150.
  • Keep quality at A but make them unique.

Please let me know your thoughts.
 
Well-Known Member
[member="Valiens Nantaris"] A Quality, unique army of 300 please!

The reason behind the quality of their primitive weapons, is that canonically they had the strength to send an arrow through Stormtrooper quality armor, as they were specially designed with their own strength in mind. Some of them do have possession of blasters, though their overall preference is for their sacred weapons.

The original reason why their numbers were so varied, is because I based this militia off of Tunroth "Communes", which were said to number between 50 and 300. The reason why their quality was varied, is because the communes were lead by Hunters, who were the elite of their race, and the rest were essentially the common Tunroth, who still typically possessed the skills of powerful warriors within the Commune.

Thanks for judging!
 
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