Post by Additional Pylons on Sept 17, 2011 17:41:00 GMT -5
Protoss Units:
General Overview:
The majority of the survivors of the Fall of Auir are compromised of the Khalai or laborer sect. Not possessed of any military training or equipment, whatever form of organization and command structure they have is only a rough copy at best. This deficiency notwithstanding, they are still Protoss, and have a modicum of psionic energy that would be amazing in a human without augmentation. This ability is manifested in their everyday use of heavy telepathy and empathy, and in their ability to support their own physical prowess with psionic boosts.
Whatever equipment the Khalai of Akalaris have is almost directly related to an economic pursuit. A few Shuttles compromise the entirety of their fleet, and a few Observers serve as the backbone of their intelligence gathering. A few Reavers are still in their possession, serving as their primary armor, not having possession of the classic Dragoon battle-mechs or the newer Immortals.
Another peculiarity is their lack of the common Probe hostile environment warp unit. The Khalai are used to constructing a variety of objects themselves, which are then warped in by Probes into the battlefield. Losing the majority of their warp matrices, Akalaris and his tribe must now fend for themselves, and cannot afford the luxury of the Templar’s warp-in tactics.
All in all, the numerous advantages that gave the Protoss a unique edge over their opponents has now been sapped. The raw power that made Zealots the most powerful available infantry and rendered the Carriers the largest single assets in existence is no longer there. Still, they are the sons of Auir; they will adapt.
Infantry Units:
The majority of Protoss units are lightly armed and trained ex-Khalai caste laborers. A few have gone over fully to the Dark Templar side of their psionic power, but have passed over the cloaking abilities in favor of energy shields.
Khalai Hoplite:
Required Rank: Drone
The backbone of the tribe’s infantry, the Hoplites are an attempt by the Judicator Akalaris to reproduce the classic Templar Zealot. Like the Zealot, the Hoplites are equipped with twin wrist-blades and a modicum of energy shielding. However, their wrist-blades are merely made of metal, albeit a strong one. The individual Hoplites lack the raw psionic power to charge their blades with pure Templar energy for every strike.
However, most Hoplites can temporarily focus their minds, and when in the company of others also exercising their psionic prowess, individual bands of Hoplites can engage a burst of psionic power, allowing them to charge their blades with the full range of Zealot capabilities. When in this state, the Hoplites almost form a hive mind, and often act as one. However, they are incapable of hearing or comprehending outside orders, meaning that despite their prowess and organization, they are often uncontrolled.
Hoplite Unit Creation Form:
Khalai Novitiate:
Required Rank: Hydralisk
The Novitiates are closer to the true Templar of the protoss legions, but they, contradictorily, actually have less available psionic power. Halfway between the transformation from high to dark protoss, their inner psi is conflicted and cancels itself out. As an interesting side effect, this lack of psi has reduced their dependency upon it, and they can tolerate less amounts of light (the Protoss are in some way photosynthetic, or at least draw high energy from their sun and dark energy from their many moons), longer travel, and more bodily damage.
Armed with spears and javelins, and armored with battery-powered shields, the Novitiates are the scouts and rangers of the Khalai. Fast and hardy, they are closer to Templar than most. And although they cannot access their power, they do have a substantial amount of it. In the worst situations, the Novitiates can tap into their inner well of power and unleash a devastating blast of twinned light and dark energy. This blast often rips the Novitiate apart, and so only at the throes of death do they take advantage of it.
Shadow Adept
Required Rank: Mutalisk
Novitiates that have fully undergone the transformation into Dark Templar, the Adepts nevertheless hold onto pure high Templar ideals. They have spurned the relatively easy to empower warp blades for the more traditional raw psionic power that is intrinsic to high Templar.
They have abandoned the traditional cloaking tactics and feedback assaults that are instinctive to Dark Templar in favor of the more difficult to use Dark Psionic Storm. An attempt to reproduce the lighting-strike effects of the Psionic Storm, the Dark version instead replicates the original, uncontrolled storms that the first Dark Templar unleashed, not knowing their power. Fierce and undirected, Adepts use these storms upon clusters of their enemy, as they are fierce and unfocused, meaning inefficiency at singular opponents.
At singular opponents, the Adepts have mastered "psi bolt" attacks that are taken from the fighting style of the late Executor Tassadar. Focused blasts though they are, they lack the immediate destructive power that true High Templar would use.
Far closer now to Templar then Khalai, the Adepts, so far, represent the pinnacle of the tribe's psionic strength.
Vehicular Units
Dragoon
Required Rank: Zergling
Dragoons have always been a formidable force on the battlefield. Due to lack of technology, these dragoons have been modified to be piloted by a healthy protoss warrior, who climbs into the cockpit through the top of the vehicle. These assault walkers carry a powerful phase disruptor on an extremely mobile four legged platform, and in small groups, they can wreak havoc upon enemy ground and air forces alike, especially when acompanied by an escort of close ranged infantry such as hoplights.
In order to keep the weapon fully functional, shields were removed from the dragoon, and replaced with a much stronger hull, which, due to the extra amount of power available after removal of shields, does not reduce mobility or speed. The dragoon is roughly the equivalent of a Terran Mortar Tank.
Scout
Required Rank: Hydralisk
These powerful fighter craft have always been considered to be nothing more than scouts, but against the inferrior technology of their enemies, scouts are an effective combat unit as well. Equipped with antimatter missiles, these ships are well equiped to fill an air superiority role, while their photon blasters do a fine job of blastig apart infantry and light vehicles. The fastest ships in the sky, scouts are not to be taken lightly.
General Overview:
The majority of the survivors of the Fall of Auir are compromised of the Khalai or laborer sect. Not possessed of any military training or equipment, whatever form of organization and command structure they have is only a rough copy at best. This deficiency notwithstanding, they are still Protoss, and have a modicum of psionic energy that would be amazing in a human without augmentation. This ability is manifested in their everyday use of heavy telepathy and empathy, and in their ability to support their own physical prowess with psionic boosts.
Whatever equipment the Khalai of Akalaris have is almost directly related to an economic pursuit. A few Shuttles compromise the entirety of their fleet, and a few Observers serve as the backbone of their intelligence gathering. A few Reavers are still in their possession, serving as their primary armor, not having possession of the classic Dragoon battle-mechs or the newer Immortals.
Another peculiarity is their lack of the common Probe hostile environment warp unit. The Khalai are used to constructing a variety of objects themselves, which are then warped in by Probes into the battlefield. Losing the majority of their warp matrices, Akalaris and his tribe must now fend for themselves, and cannot afford the luxury of the Templar’s warp-in tactics.
All in all, the numerous advantages that gave the Protoss a unique edge over their opponents has now been sapped. The raw power that made Zealots the most powerful available infantry and rendered the Carriers the largest single assets in existence is no longer there. Still, they are the sons of Auir; they will adapt.
Infantry Units:
The majority of Protoss units are lightly armed and trained ex-Khalai caste laborers. A few have gone over fully to the Dark Templar side of their psionic power, but have passed over the cloaking abilities in favor of energy shields.
Khalai Hoplite:
Required Rank: Drone
The backbone of the tribe’s infantry, the Hoplites are an attempt by the Judicator Akalaris to reproduce the classic Templar Zealot. Like the Zealot, the Hoplites are equipped with twin wrist-blades and a modicum of energy shielding. However, their wrist-blades are merely made of metal, albeit a strong one. The individual Hoplites lack the raw psionic power to charge their blades with pure Templar energy for every strike.
However, most Hoplites can temporarily focus their minds, and when in the company of others also exercising their psionic prowess, individual bands of Hoplites can engage a burst of psionic power, allowing them to charge their blades with the full range of Zealot capabilities. When in this state, the Hoplites almost form a hive mind, and often act as one. However, they are incapable of hearing or comprehending outside orders, meaning that despite their prowess and organization, they are often uncontrolled.
Hoplite Unit Creation Form:
Name: Self-explanatory
Position: (one paragraph) Hoplites fight in “bands” composed of about a dozen warriors, with the most powerful or senior in charge. Does your hoplite run the band? Does he defer to a more experienced warrior?
Abilities: (one paragraph)Keep in mind, balance things out. Your Hoplite is not even a full Zealot. He is not god.
Personality: (one paragraph)Vital. Please, try to avoid clichés.
Biography: (two paragraphs, most vital bit) Your unit’s past. This is greatly important; it is how we will primarily judge your character.
Khalai Novitiate:
Required Rank: Hydralisk
The Novitiates are closer to the true Templar of the protoss legions, but they, contradictorily, actually have less available psionic power. Halfway between the transformation from high to dark protoss, their inner psi is conflicted and cancels itself out. As an interesting side effect, this lack of psi has reduced their dependency upon it, and they can tolerate less amounts of light (the Protoss are in some way photosynthetic, or at least draw high energy from their sun and dark energy from their many moons), longer travel, and more bodily damage.
Armed with spears and javelins, and armored with battery-powered shields, the Novitiates are the scouts and rangers of the Khalai. Fast and hardy, they are closer to Templar than most. And although they cannot access their power, they do have a substantial amount of it. In the worst situations, the Novitiates can tap into their inner well of power and unleash a devastating blast of twinned light and dark energy. This blast often rips the Novitiate apart, and so only at the throes of death do they take advantage of it.
Name: Self-explanatory
Position: (not applicable) Novitiates often travel and scout alone. They can fight in groups, often supporting Hoplite bands or warbands. When not supported by Hoplites or Adepts, they attack in “blades” of eight. No specific rank is required.
Abilities: (one paragraph)He has no psionic ability, but try to balance out good observation skills with weapons experience with athleticism and tracking skills.
Personality: (two paragraphs) Avoid the “strong silent type” cliché with these guys.
Biography: (three paragraphs, most vital bit) Your unit’s past. This is greatly important; it is how we will primarily judge your character. Extra important for Novitiates.
Shadow Adept
Required Rank: Mutalisk
Novitiates that have fully undergone the transformation into Dark Templar, the Adepts nevertheless hold onto pure high Templar ideals. They have spurned the relatively easy to empower warp blades for the more traditional raw psionic power that is intrinsic to high Templar.
They have abandoned the traditional cloaking tactics and feedback assaults that are instinctive to Dark Templar in favor of the more difficult to use Dark Psionic Storm. An attempt to reproduce the lighting-strike effects of the Psionic Storm, the Dark version instead replicates the original, uncontrolled storms that the first Dark Templar unleashed, not knowing their power. Fierce and undirected, Adepts use these storms upon clusters of their enemy, as they are fierce and unfocused, meaning inefficiency at singular opponents.
At singular opponents, the Adepts have mastered "psi bolt" attacks that are taken from the fighting style of the late Executor Tassadar. Focused blasts though they are, they lack the immediate destructive power that true High Templar would use.
Far closer now to Templar then Khalai, the Adepts, so far, represent the pinnacle of the tribe's psionic strength.
Name: Self-explanatory
Position: There are few Adepts in Akalaris' charge. They are ranked among themselves in terms of power, and are generally the leaders of larger groups of infantry. Adepts lead warbands, which are compromised of one Hoplite band and one Novitiate blade. Generally, your Adept will command other Protoss, and is unlikely to be a subordinate.
Abilities: (two paragraphs) Go into detail about their specific psionic strengths, if possible. Keep in mind that they are Dark Templar, not High ones.
Personality: (two paragraphs) This is important in the Adepts as there temperament determines how they will lead.
Biography: (four paragraphs, most vital bit) Your unit’s past. This is greatly important; it is how we will primarily judge your character. Crucial for Adepts.
Vehicular Units
Dragoon
Required Rank: Zergling
Dragoons have always been a formidable force on the battlefield. Due to lack of technology, these dragoons have been modified to be piloted by a healthy protoss warrior, who climbs into the cockpit through the top of the vehicle. These assault walkers carry a powerful phase disruptor on an extremely mobile four legged platform, and in small groups, they can wreak havoc upon enemy ground and air forces alike, especially when acompanied by an escort of close ranged infantry such as hoplights.
In order to keep the weapon fully functional, shields were removed from the dragoon, and replaced with a much stronger hull, which, due to the extra amount of power available after removal of shields, does not reduce mobility or speed. The dragoon is roughly the equivalent of a Terran Mortar Tank.
Pilot
Name: name of Dragoon pilot.
Position: This section is solely for the pilot, whose position, is, of course, the pilot.
Abilities: How are his piloting skills? Does he like going fast? Does he get frustrated at slow speeds? Is he cautious? Does he work well with his teamates at maneuvers?
Personality: (one paragraph) No more than average. Go into detail if you wish.
Biography: (two paragraphs, most vital bit) This is still where we judge your character development.
Scout
Required Rank: Hydralisk
These powerful fighter craft have always been considered to be nothing more than scouts, but against the inferrior technology of their enemies, scouts are an effective combat unit as well. Equipped with antimatter missiles, these ships are well equiped to fill an air superiority role, while their photon blasters do a fine job of blastig apart infantry and light vehicles. The fastest ships in the sky, scouts are not to be taken lightly.
Pilot
Name: name of Scout pilot.
Position: This section is solely for the pilot, whose position, is, of course, the pilot.
Abilities: How are his piloting skills? Does he like going fast? Is he cautious? Does he work well with his flight at maneuvers?
Personality: (one paragraph) No more than average. Go into detail if you wish.
Biography: (two paragraphs, most vital bit) This is still where we judge your character development.