Character creation:Starcraft:Tremors of War
| Jan 17th 2010, 19:08 : 0/0 | ||
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(Update:9/24/2010):Added spoilers to hide the giant walls of text along with making this post more readable.Removed the Loose Cannon character type,Allowed Dual race for Independent commanders.Most of the Credit goes to Wind for the idea of fixing this post.Also added a list of minor to somewhat major NPC's
(Update:9/26/2010):Added a current summary of ongoing major events within the RP which will be updated periodically depending on how fast the storyline progresses. (Update:10/2/2010):Added Zel'Dar's stats,Finsalisk and the Aggralisk's stats (Update:10/22/2010):Fixed broken codes,Updated Planet List and Marked each of the Major factions throne world. (Update:10/30/2010):Addressed some issues raised,Concluded the Alpha prime campaign. Welcome to the Character Creation thread for the RPG Tremors of War.In here you can create a RPG character, look up information on the quadrant and major factions as well as post questions about the RPG. Notice:The Main RP thread and this thread will now be updated every Saturday (GMT +8:00) The Story So Far: Characters: In order to join the RPG, you must create at least 1 character. You are allowed to create as many characters as you think you can keep track off- but you may only create one character per faction. Any more characters in the same faction MUST appear as support characters (meaning that they should be less powerful and will have less 'character armor'). There are 3 types of characters you may create: Force Leaders Faction Leaders/Minor Faction Independent Commanders Stats Template (for characters and non-canon units) The Delta Quadrant: The Delta Quadrant is where the RPG takes place. It is made up of 5 different Sectors each of which is made up of 4 or more (solar) systems. Systems are made up of multiple planets. The dots on the starmap are systems, not planets. For a list of planets and their respective systems and allegiance, consult the Sector specific spoilers. Starmap: Note that:GG means Gas Giant. SR means strategic resource Skagrrak Sector [Systems:Delphius,Pavo,Gemini,Lepus] Icarus Sector [Virgo Delta,Centuri,Muari'hari,Bravo Dega,Alpha Prime,Cepheus] Gilbrithar Sector [Ara,Borealis,Pyxis,Omega Sulphis,Delta Sulphis] Janus Sector [Darius,Omthis,Crysis,Zeus,Odin,Wolf Alpha,Wolf Beta] Bosporus Sector [Jabba,Zerthis Prime,Theta,Lambda,Upsilon,Zeaturis] Major Factions: Major Factions are the dominant politcial/economical/military powers in the Delta Quadrant. Major Factions control the majority of the Quadrant's systems and planets and as a result are a lot more powerful than minor factions (whi they could easily wipe out if they weren't fighting each other). Major Factions have their own non-canon units and each major faction also has a 'Defining Characteristic' (a unit bonus that only applies to that faction's army). Major Factions are far more powerful than player controlled characters/groups and t units number in the million/billions? There are 6 existant Major Factions, 2 for each race. Major Factions are controlled by Game Master and Game Wardens The Empire of Thunder The United Human Alliance Charybdis Brood Scylla brood Moirae Tribe Talos Tribe Other: Strategic Resources 'Promotion' Planet Capacity and Unit production Important NPC's (besides the Major Faction leaders) Campaigns Post and character balance Tremor's of War committee (the people you should harrass when you have complaints about the RP.) SPAMER101:Creator,Game Master Job:Controls every major aspect of the RP such as plot progression of Major factions,Alliances and standings of Major factions,character approval,etc. Destroyer:Game Warden Job:Moderates and makes decisions in SPAMER101's place,Has control of all Major factions,Can approve or reject characters silent_templar:Game Warden Job:Moderates and makes decisions in SPAMER101's place,Has control of all Major factions,Can approve or reject characters Answered Issues Yes but then players can just move their fleets closer or initiate a search pattern. -Force commander ranks. If a force commander can be promoted, then there should be a rank structure for each race. Also, force commanders shouldn't start out powerful unless SPAMER thinks differently (i.e. A player cannot start out with the rank of executor right away). People can start at any rank when choosing the force commander as long as it's not something like "Secretary of Defense" in which you control almost the entire UHA army. We'll follow this list for Terran ranks The Navy ranks would be for those who serve aboard vessels such as Battlecruisers which is similar to a battleship. The coast guard ranks are not used. For the protoss we're going to follow this with a few modifications... Grand Executor:The Grand Executor holds command over the entire protoss faction's forces in a given system. Hirarch:Controls a protoss faction's forces in a given sector (Aplicable to moirae tribe and similar protoss factions) Hirarch Council:Controls the entire Moirae tribe.Some council members may have control of more than one sector (Only applicable to moirae tribe and similar protoss factions) Supreme Executor:Controls a protoss faction's forces in a given sector Grandmaster Executor:Holds the leadership of the entire faction. Examples:Gal'rossh of the Talos tribe. I may be able to come up with a list of ranks sometime soon... For the Zerg -Character/hero strength All heroes should be equally powerful due to the promotion system. If an independent commander can become a minor faction, then the hero unit should equally powerful and balanced towards other characters. Each promotion would mean a complete redesign of character stats. -Ability limitations What limits/types of limits are allowed and not allowed. I only know that mass healing and AoE perma mind control isn't allowed. Mass healing and CROSS RACE Permanent and mass mind control is not allowed.However if it's something like multiple healing similar to that of the medevac then it is allowed. -Dual Race I'm pretty sure it's only allowed for Independent Commanders. But what if an independent commander is promoted to a minor faction? Can a dual race-faction be promoted? The player would have to choose between what race he wishes for the faction to be,Usually it would be the race whose units who made up the larger percent in his army. -Independent Commanders Seems to be a lot of confusion surrounding this character type. Can they use workers? Can they build defenses? I know they cannot make production buildings since they receive units via jobs and credits (I think) They can only build defenses with workers.They upgrade their forces via the same way in the Wings of liberty campaign.That is within their flagship or base of operations. Is a 200/200 supply limit for both ground and air appropriate? I think raising the bar for at least ground units to say, 300-400 supply seeing as minor factions can throw tons of supply at you. If independent commanders are intended to be a less time consuming faction, then this buff can be ignored. Independent commanders can still gain/hire units even if they're supply maxed as long as they have a method of paying for them. I'll be introducing a Mercenary base of operations soon where you can hire Mercenaries for Forum Minerals/Gas and also sell hardware which i would buy in minerals/gas -IC and cooldown. I noticed that a lot of abilities include a cooldown in terms of seconds. Since the RP is not real time and runs on ICs, is this really appropriate? I think a cooldown in terms of ICs would be better and easier to manage. Say: 1 IC cooldown (once an IC), 5 IC cooldown (once every 5 ICs), 0.5 IC cooldown (2 times per IC) 0.25 IC cooldown (4 times per IC)and so on... Put it to a vote,Otherwise this would be just similar to having action points again. If a unit is cloaked, does it regenerate all its energy next IC and remain cloaked or does it uncloak and wait for another IC to cloak? Yes that's the idea.However people can turn cloaking devices on and off in mid IC in any number of times.But they can not stay cloaked for a long time. -Alpha Prime Campaign I take it that it will be concluded in 1-4 campaign related ICs. Am I right? Yes. That's it for now. I don't want to sound like I run the RPG so I'll throw in this smiley here ![]() On a side-note, I will be away from today after 18:00 CET to Monday... Might get limited internet access but I doubt it. Am gonna be bored to tears. [/spoiler] |
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| Jan 17th 2010, 19:30 : 0/0 | ||
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Force Leaders
Character Name: Captain Xolisk Faction: The Harbinger Faction (Custom Zerg Faction) Description: Overlord, Commands the Slithz of the zerg, Histaricly accurate at many things, Making jokes... But not to be fooled with as he knows much. Abilities: Can pick up units, Move's units , Drop units. (Abilites subject to change.) Force Name: Slithz Side Force Composition: 100 hydralisks, 200 zerglings, 10 ultralisks, 20 lower ranked overlords, 5 defillers, 30 mutalisks. Force Leaders Character Name: Captain Trilisk Faction: The Harbinger Faction (Custom Zerg Faction) Description: Overlord, Commands the Hurburd of the zerg, Very serious, bi-polar to his counter part, Xolisk. Abilities: Can pick up units, Move's units , Drop units. (Abilites subject to change.) Force Name: Hurburd Side Force Composition: 200 zerglings, 5 ultralisks, 20 hydralisks, 10 overlords, 100 mutalisks, 5 defillers. Faction Leader Character Name: Cerberate Xo'cal Description: In the middle of the zerg allmagenden, Controls the middle of the zerg force (Umbra) and assits the captain's. Cereberate unit. Abilities: Move Swarm. (subject to change) Faction Name: The Harbinger Faction Race: Zerg Homeworld: Youkul Sector, Planet Zerox. Unique Units: None as of now, subject to change. |
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| Jan 18th 2010, 01:41 : 0/0 | ||
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Updated the first post with the First major Terran faction.
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| Jan 18th 2010, 05:31 : 0/0 | ||
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Could you please list the remaining factions? I would like to get an idea of what whether I would like to have a custom faction or not, based on the existing factions.
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| Jan 18th 2010, 15:17 : 0/0 | ||
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I'm working on it as best as i can.
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| Jan 18th 2010, 15:20 : 0/0 | ||
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I have a question for a faction. May I pm you the question? I would like to use the idea, but would like to have your approval before I go forward with the idea.
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| Jan 18th 2010, 17:38 : 0/0 | ||
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"The Obsidian Rangers Guild"
The Obsidian Ranger Guild was founded by Altair, former commander of the Confederacy's Delta Squadron. Altair and his alma mater, the 42nd Ranger Battalion of Delta Squadron, were stationed alongside Alpha Squadron forces on Mar Sara to defend against alien invasion. When orders came to evacuate the planet, Alpha Squadron, under Edmund Duke, used Altair's forces as bait to keep the Zerg occupied. The 42nd was left surrounded by the Zerg on all sides. Enraged at this betrayal, Altair led his men in a desperate charge. They broke through the Zerg lines and managed to escape via ships at the abandoned Alpha Squadron installation. At this point Altair reformed Delta Squadron into the Obsidian Rangers Guild and swore revenge against the Confederacy. After Mengsk came to power, Altair realized that Mengsk was as bad as the Confederacy and a bloody civil war was the only option if the Rangers were to stay in the Koprulu Sector. Many dissidents wary of joining the bountied Raynor's Raiders found refuge with the Rangers Guild, swelling its numbers. Altair led the Guild to the Delta Quadrant to set up a nation for his people. The Obsidian Rangers rely on their elite infantry units, strengthened by stolen experimental Confederacy technology, to lead them to victory. Mobile troop transportation is also very important to the Obsidian Rangers. Units: Rangers, Marauders, Helions, Legionnaires, Mongooses, Arclite Siege Tanks, Thors, Ravens, Wraiths, Battlecruisers, Goliaths, Banshees, Medics, Dropships Faction Leader: High Commander Altair. Former commander the Confederacy's Delta Squadron. Before being given total command, Altair was Captain of the 42nd Ranger Battalion . He is a brilliant tactician with a knack for improvisation. Altair reorganized Delta Squadron into the Obsidian Rangers Guild to combat the Terran Confederacy after he was betrayed by Alpha Squadron on Mar Sara. He is sophisticated for a military man but tough as nails. He is very confident in his abilities (perhaps too confident?) and his forces are dedicated to him. He is a more powerful "Ranger" class warrior in combat. HP: 150 Engergy: 200 Attack: 30 Armor: 2 Speed: Little faster than Marine Attack Rate: Marine Range: 6 Abilitity:Orbital Strike- Calls down an Orbital strike from a Battlecruiser-group. Deals 500 damage over an AOE the size of four command centers arranged in a square. Costs 200 energy. Thermal Optics- Altair can detect cloaked units. Passive Call in Reinforcements- A drop pod of Rangers/Legionnaires is sent to Altair's location Custom Units Ranger- Elite support infantry unit. Delta Squadron veterans. Equipped with modified C-14 Impaler Gauss rifle. Wear CMC-400 Powered Combat Suit which offers substantially better protection than the standard CMC-300. ![]() Ability: Cover fire: Rangers spray a wall of covering fire in order to either retreat or move into a more strategic location. Stuns enemy units for one post. Rangers lose ability to attack (reloading) for one post. Passive ability: Incendiary Rounds. Gives the Ranger a 4 damage bonus against armored unit types. HP: 90 Armor: 1 Energy: 100 Range: 6 Speed: A little faster than a Marine Rate of Fire: Marine rate of fire Attack: 12 (+4 armored researchable) GTG and GTA Legionnaire- Anti-personnel specialist- Equipped with short-range Torrent SR-8 Shotgun. Designed to replace the less efficient Firebats. Deals damage over small aoe. Wear armor similar to that of a marauder. ![]() Ability: Overcharge. Doubles Legionnaire rate of fire for 1 turn. Afterwards the Legionnaire loses the ability to attack for 1 post. HP: 125 Armor 1 Range: 3 Speed: similar to marauder rate of fire: similar to firebat attack: 14+6 to light GTG only Mongoose Class Combat Skiff- Hovering vehicle armed with a quad-gauss cannon. First improvised versions used on Mara Sara to escape from the Zerg. They soon became a staple of the Obsidian Rangers. Can garrison up to 8 infantry units. Up to 4 units may fire from inside the vehicle. If the vehicle is destroyed, so are the units inside. Can switch between air and ground modes. Legionnaires cannot fire while Mongoose is in air mode. ![]() Concussion Missile: Deals 60 aoe (idk, size of a command center?) damage. 30 second cooldown. Ability: Afterburners- Mongoose moves at the speed of an upgraded Vulture for 1 post. 2 turn cooldown. Ability- Adapt and Overcome: Switches between air and ground modes. Takes 1 post. HP: 215 Armor: 2 Range: 6 Rate of fire: similar to Marine Attack: 7x4 GTG and GTA Speed: un-upgraded vulture |
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| Jan 21st 2010, 01:42 : 0/0 | ||
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I will like to point out once again that a race is different from a faction.
Example:The Zerg is a race. While the Charybdis brood is a faction. |
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| Jan 21st 2010, 07:38 : 0/0 | ||
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Mycenean Trade Federation:
Referred to as the Mycenean Empire Lore: Deep within the Magdathorp Sector, the Myceneans, a race of humaniod serpents, originated. Once a powerful group of soldiers and merchants, controlling over 300 planets and dominating trading markets for over 10,000 years, the Myceneans became greedy. The Myceneans orginally traded to spread their wealth upon other races and groups, but taken by greed the Empire soon went on murderous spree to conquer and control all races within the several surrounding sectors. ![]() Soon, encountering a race more powerful than themselves, the Myceneans retracted their control and nearly died off completely. The predecessors of the Xel'Naga freed all of the races made slaves to the Myceneans, causing revolts to further diminish the once powerful race of merchants and soldiers. The Mycenean numbers dipped into the tens of thousands, causing them to rely heavily upon ships controlled mostly by AI programs to limit the risks of losing more Myceneans to warfare. But, to the Myceneans surprise, the death was far from over. A plague struck their homeplanet and brought their numbers only in the thousands. Almost completely eradicated, the Myceneans began Project Revival. They constructed machines intigrated with biological components to prolong their survival and possibly soon see an increase in their population over the course of several hundred years. The Mycenean programs under Project Revival did produce the results that they had been looking for so many thousand years ago, but the Project is still underway. Organic cloning programs are still in operation, both naturally producing Myceneans and growing cybernetic Myceneans are taking place. The cybernetic Myceneans outnumber the original members of their race and rule them with an iron fist, only because they are much stronger and faster. Being cybernetic has its advantage, the Myceneans have all biological information on files meaning that any cybernetic Mycenean killed in battle can be cloned and be remade in a span of ten weeks. The Myceneans, with their near immortality, have become greedy once again and seek to monopolize trade and take back the planets that they felt they have the right to control. Now without the Xel'Naga's predecessors to stop them, they just might be able to succeed. But, the Myceneans lack the unit diversity to start their crusade to recapture all planets in the surrounding sectors. As such, they had to think radically to redesign their units to use the more modern forms of combat that their new enemies have adopted; the Protoss, Terrans, and Zerg must be eliminated for the Myceneans to achieve their goals. As such, the Myceneans have sought to steal any and all technology to become even more powerful than they had been at the peak thousands of years ago. Units Savage: The standard infantry of the Myceneans. This agile warrior once was a terrifying sight to behold in their battle gear, but their once melee combat style was replaced with a replication of Terran combat. Equiped with dense armor and a dual attack system, the Savage has become a ferocious sight once again. The Savage is an extremely fast unit moving at Zergling speeds and attacking on near Zealot proportions, based on attack strength. The Savage rely on their mobility and strength to attack hard and fast, then to escape. Their mobility enables them with a high evasion rate, in which they can dodge some projectiles. HP: 80 Armor: 5 (+3 per upgrade) Supply: 1 Energy: 250 Range: 7 Speed: Very Fast Rate of Fire: Fast (GTA Attack) - Polarity Cannon (shoulder mounted weapon): 12 (+1 per upgrade) (GTG Attack) - G-16 Photon Rifle: 18 (+2 per upgrade) Ability: Electromagnetic Overload - 75 energy - Equiped with powerful electromagnetic concussion grenades, the Savage is capable of using these to disable Protoss shields and temporarily weaken Terran armor and Zerg carapace. Eradicator: The Myceneans equivalent to the Terran Ghost, the Eradicator is a newly designed unit to combat all other races. The Eradicator is the perfect spy, thief, and long range attacker. The Mycenean's have much in store for this simple, yet effective, unit. The Eradicator carries a powerful sniper rifle and utilizes its siege range to hold down enemy units. This quality paired with its mobility and passive stealth upgrade makes the Eradicator irreplacable on the battlefield. Their deception and mastery of the art of thievery increases their value to the Mycenean Empire. Their unique abilities exhibit their use of deception and thievery. HP: 60 Armor: 4 (+2 per upgrade) Supply: 1 Energy: 250 Range: 12 Speed: Very Fast Attack: -- Hyper-Magnetic Propulsion Rifle - 45 (+3 per upgrade) ---- Rate of Fire: Slow -- Impaler Wrist Blades - 65 (+5 per upgrade) ---- Range: Melee ---- Rate of Fire: Normal Abilities: Infiltrate - 250 energy - The Eradicator attempts to penetrate deep within the ranks of an enemy's forces and reports on their activity for 5 turns. Has a small chance of failing; method of determining a failure is to be discussed. If the attempt fails, then the Eradicator is found and killed. Thievery - 250 energy - The Eradicator sneaks away for 3 turns, when the unit returns it will be carrying a randomized blueprint for a building or unit construction. Has a chance of failing; method of determining a failure is to be discussed. If attempt fails, the Eradicator returns empty-handed. V-X Salvo - 250 energy - The Eradicator sneaks into an enemy force and summons a V-X missile strike upon the enemies, sacrificing himself for the noble cause. The V-X compound attacks all forces caught within the massive radius for 1000 damage. Afterwards, the area is poisoned for 5 turns. Any unit or building in the affected area that is in the region before and after, that isn't killed, will be poisoned, having 100 damage dealt per turn. The poison's area of effect is much larger than the missile strikes' area of effect. Being that there are four missiles, the missiles' area of effect is slightly larger than a Terran nuclear missile's area of affect. Upgrade: Passive Cloaking - Enables the Eradicator to become permanently invisible, may be seen by use of detection units or micros. Backstabber: In surprise of the sheer strength and numbers of their enemies, the Myceneans used Project Revival programs to create a perfect espionage unit. As a result of the developments made, the Backstabber was created as another infiltration unit, but with another goal in mind that its cousin, the Eradicator. The Backstabber's goal is to take on the form of an enemy infantry unit and hide amongst the enemy to await further commands. Units that can be mimicked are Zerglings, Hydralisks, Marines, Marauders, Zealots, and Dark Templar. The Backstabber sneaks into an enemy force and lies in wait for the enemy to enter into its next engagement before striking from the inside to disrupt their forces, creating confusion and havoc. HP: 300 Armor: 3 (+3 per upgrade) Supply: 2 Range: Depends on Mimicry Speed: Depends on Mimicry Rate of Fire: Depends on Mimicry Attack: Depends on Mimicry - 25 (+3 per upgrade) Ability: Mimicry - The Backstabber, usually alone or in small groups, use this ability to infiltrate into a predetermined enemy land task force and hides within them. While hidden, the Backstabber acts like any other unit in the enemy's army. They will interact with Terran soldiers, Protoss warriors, or the Zerg hierarchy. When the force that the Backstabber is attached to has their next engagement, the Backstabbers will attack from the inside. The attack from within could be interpretted by the force commander as sabotage from the Zerg or a deadly friendly fire incident, but it is also possible that the commander will figure out that Backstabbers have infiltrated his, or her, ranks. |
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| Jan 21st 2010, 20:34 : 0/0 | ||
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=D Spore ftw! I'm going to join but I need to come up with something first. Reserve a spot for me. (Custom Race/Faction)
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| Jan 21st 2010, 22:15 : 0/0 | ||
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a few questions:
- is our faction supposed to be of the 3 Starcraft races, or a made up one. - do you ant us to complete all 3 options? or 1 of them. (Leader, Faction, Force) Force Leader Character Name: Templar Avarii (Support Character) Faction: Protoss Description of Leader: Avarii is a female Dark Templar, and a long descendant of matriarch Razzagal. She has pledged to Zeratul to do whatever necessary to ensure that their species survives. Nearing the age of 307 she has not nearly acquired enough experience for her age. It was not until recent events that she truly dedicated her life to the Templar. However, due to the only recent joint of the light and Dark Khalas, Avarii was able to learn both ways of the Templar. Her skill is increasing at a fast rate, but she is far away from mastering her abilities. Zeratul still feels guilt for his decision to eliminate Razzagal and hopes to gain forgiveness, by helping a long descendant of hers. Avarii is not the strong or the wise leader that this group may need, but she is more than ready to give her life for Shakuras. Her will may be her undoing. Abilities of Avarii: Cloak: The required skill for every Dark Templar Psi Storm: Since her dedication to the arts was not until recent, her psi storm power is not as great as it should be. She is able to create small funnels of energy and shower it upon a very small group. (comparred to a real psi-storm which will cover an entire army) Fading: by Taking her skills in stealth and using it upon her enemy, she can fade out enemies by removing them from the Space dimension for a few seconds. Hallucination: She has the ability to make her enemies see illusions, impairing their perception for the moments she needs. Description of Force: After the loss of the Dark Templar Matriarch Razzagal, the Protoss refugees and dwellers realized that they were no longer secret on the world of Shakuras. In order to ensure security and safety, the Dark Templar Zeratul created a special force of elite veteran Protoss. The group is fundamentally a mixture of High and Dark Templar, but includes a few Zealot, Disruptor, and Immortal Specialists. The mission of this small elite force is to seek out and eliminate any threats to the Protoss. Specializing in Stealth and Assassination, this Protoss force raids enemy bases and removes enemy commanders before they can get out of hand. This team would be sent into Pre-battle scenarios to take out as many special targets as they can before the Main Protoss fleet arrives to easily finish the job. Force Name: the Shruyder Force Composition: 27 Protoss specialists total: (this number is subject to change) -Avarii -7 Dark Templar -5 High Templar -7 Zealot -4 Disruptor -3 Immortal EDIT: due to the superiority in air forces, I found it wise to add a few Protoss Aircraft. - 1 Arbiter - 3 Shuttle - 5 Scout - 4 Phoenix |
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| Jan 22nd 2010, 03:35 : 0/0 | ||
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There are 2 custom races allowed to be made. Both slots are on a first come first serve basis and each custom race tech tree are subjected to balance. If your not a custom race faction you must pick between,Zerg,terran or protoss and no dual or triad race minor custom factions.
Completing 1 option is enough. Independent commanders are...well independent from there parent major faction and as such they're not under them. You must be in a major faction to be a Force commander. Faction leaders command there own Terran,Zerg or protoss faction with there respective 3 custom non cannon units ONLY. No custom and or defining characteristics like the major factions. |
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| Jan 22nd 2010, 04:32 : 0/0 | ||
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I'm still waiting to know if my race is a custom race or only a custom faction. Yes, there are only three units but the power of the race is to steal units and buildings and modify them.
For example, the Myceneans can aquire Zerg units and buildings, but they will be cybernetically constructed rather than completely biological. Terran units would more than likely be AI units, as with Protoss units. Any unit aquired by the Myceneans would be slightly modified to have more mobility and stronger attacks. So does this follow the guidelines of a custom race? |
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| Jan 22nd 2010, 04:35 : 0/0 | ||
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No because it's just like having a race with units that have permanent mind control.
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| Jan 22nd 2010, 10:35 : 0/0 | ||
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Mycenean Empire
Faction Leaders Character Name: Emperor Myrasjok (pronounced My-ra-shok); figurehead and support unit Description: One of the original cybernetic Myceneans, Emperor Myrasjok was the leader of the Mycenean Empire during its peak of existence, before and after the murderous raids on several hundred worlds. Emperor Myrasjok was a powerful warrior once, but now his frail metallic body is all that is left of the once powerful leader. In his frailty, Emperor Myrasjok has given full powers to his commander, who remains a mystery to the Mycenean race. Emperor Myrasjok's biological samples have degraded to the point that the emperor's organs can no longer be replicated, therefore he is dying. Emperor Myrasjok is of no unit specification, though during his time as a warrior he was a Savage. HP: 250 Armor: 3 (+1 per upgrade) Energy: 250 Abilities: --Rally - 75 energy - Increases armor and weapon proficiency of attack force for 2 turns. --Emperor's Fury - 75 energy - Enables a temporal rift and pulls army units not in combat to the conflict at hand. Faction Name: Mycenean Empire Faction Race: Myceneans Force Composition: No units are attached to this character. This character must be attached to a force manually to utilize his abilities. Character Name: Brutarus Description: A hybridized cybernetic Mycenean, produced secretly by Emperor Myrasjok to take his place using Project Revival programs and a classified hybridization process. Brutarus' DNA is composed of Mycenean and Zerg genes, spliced together by the advanced DNA manipulation technology possessed by the Mycenean Empire. The genes of the Zerg were harvested illegally by a covert group of Infiltrators, in which three were killed by ordering a V-X salvo upon the Scylla Hive Cluster to hide the evidence of the Myceneans existence. Now fully operational, Brutarus is out for blood. Combat simulations have strengthened his mind and body to fight the most lethal of Protoss, Terran, and Zerg units. Possessing Zerg DNA has made this monster more lethal than any Mycenean could ever dream to be. Wielding a modified tri attack system, Brutarus carries a stronger shoulder Polarity Cannon, a G-24 Phalanx Rifle, and a blade, attached below the barrel of his rifle, for melee combat. Brutarus is ready for combat, waiting to be unleashed upon his enemies. HP: 275 Armor: 4 (+1 per upgrade) Energy: 250 Range: 8 Speed: Extremely Fast Attack: -- Polarity Cannon - 30 Bonus: Decreases target's mobility. ---- Attack Speed: Slow -- G-24 Phalanx Rifle - 24 ---- Attack Speed: Fast -- Cleaver Sword - 35 ---- Attack Speed: Normal ---- Additional notes: Target must be within melee attack range for Brutarus to use his melee weapon. Abilities: --Rain - 75 energy - Overcharging his G-24 Phalanx Rifle and aiming it into the air, Brutarus unleashes energy bolts upon a small radius of enemies. --Jolt - 75 energy - Using his blade, Brutarus jabs a target, charges his Phalanx Rifle and blasts the target into a group of enemies, causing the energy to shock all enemies within the small radius. --Lust - 75 energy - Buffs himself to increase mobility and attack strength, lasts for 2 turns. Faction Name: Mycenean Empire Faction Race: Myceneans Force Composition: Brutarus is attached to no specific force of the Mycenean Army, he must be placed with a force to be used. Unit is unable to be used for the first 25 turns. |
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