Kaine Australis
The Vegemite Enclave
Consuming Copious Coopers
Posts: 1,036
Affiliation: Vegemite and Mandalore
Traffic Light: Green
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Post by Kaine Australis on Nov 30, 2020 6:01:35 GMT -8
Type of Personal Databank: Faction Who can post in this thread: Members of Clan Australis PCs
Kaine Australis (Alor) Caz Australis
Reyn Australis Amaranth Australis Konig Australis Marit Australis
NPCs
Vevut Australis
Combat NPCsBors Australis - Besalisk Commander of the Jare'rami'kade Darzeka and Eltanin Australis - Gurlanin Twins in the Jare'rami'kade Saphi Australis - Ryn Female with the Jare'rami'kade Sunset Australis - Human Alderaanian with the Jare'rami'kade - Captain-General of the Redbacks Riva Shiel Australis - Shistavanen Infiltrator with the Jare'rami'kade - Captain-General of the Night Witches Mirta Australis - Captain of the Wild Boar Flash Australis - Fleet Admiral of Clan Australis Cerani - Clan Intelligence Chief - HRD Droid in Twi'lek configuration About the ClanClan Australis has been thought extinct several times, and their founder, Kaine, thought and presumed dead even more times. For decades, the Clan has persisted, known to have had presences on worlds such as Onderon, Kiffu, Mandalore, and Myrkr, the current home of the Clan.
Clan Australis welcomes all who are willing to accept the Six Rules of Mandalorian life, whatever their history, species, or capability. All can find worth within the extended family of the Clan, from fighting to contributing off the battlefield. Teaching the next generation is an essential part of Mando culture, and Clan Australis focuses on always preparing the next generation to serve the Mando'ade, preserving our culture, and helping Mando'ade survive in a hostile galaxy. Clan Combat UnitsLink to Clan UnitsNPC GeneralsThe Jare'rami'kade - Kaine's personal command squad, all commanders in their own right, each an expert in multiple forms of lethality. Rancor Squadron - Kaine's personal black ops squad, all force-sensitive pilots, who fly elite stealth craft in secret missions. CommandosThe Night Lords - Penal Commandos, sworn to serve on pain of death, they are wild and brutal shock troops. The Night Witches - Infiltration Commandos, they are equipped with the finest technology and training to work invisibly and get in ahead of main force. The Copad Guard - Elite Protectors and Sentinels, they are trained to guard and secure targets. They cross train frequently with the Night Witches. The Redbacks - Rifle armed infantry that are masters of volley fire. Armed with heavy rifles, they can devastate advancing enemies, especially from prepared positions. The Greenbacks - Jungle commandos that are at home in the wilds. They are armed with silent close range weaponry, able to kill without noise. The Boarding Brigade - Giant beings in assault power armour, armed with cutting tools and heavy weapons, for Zero-G combat and boarding enemy targets. StandardThe Foreign Legion - Basic soldiers utilizing Clone Wars era armour and armaments, they are the non-Mandalorian mercenary frontline troopers serving Clan Australis.
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Kaine Australis
The Vegemite Enclave
Consuming Copious Coopers
Posts: 1,036
Affiliation: Vegemite and Mandalore
Traffic Light: Green
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Post by Kaine Australis on Dec 2, 2020 1:49:26 GMT -8
The Playground - Myrkr
Military Base Name: The Playground
Classification: Training Facility
Location: Myrkr
Affiliation: Mandalorian Clan Australis
At any time there are thousands of Mandalorians in the playground; from training cadres of recruits to elite teams doing prep work for offworld missions. 100% Mandalorians, outsiders are not welcome. Mix of humans and aliens from across the galaxy, approximately half human.
The area is heavily guarded and well signed, with plenty of electronic security. Physical security around the boundary is light, though available manpower is excessive. No one is going to wander in by accident or miss the signage, and visitors are discouraged by the locals, and by the Mandalorians who inhabit the place.
Wild like the rest of Myrkr, this area is the private preserve of Clan Australis, well known to and avoided by the locals. Anyone can walk or fly in, but it's not advisable to do so without an invitation. From above, the Great Northern Forest of Myrkr stretches for hundreds of miles from horizon to horizon, bounded by water and mountain peaks as well as plains. On the ground, warning markers spell out the boundary of the Playground. Sensor nets and holocams web the area, allowing for easy observation of both trainees and wouldbe intruders.
Inside the deep forests, everything from low-tech wooden huts to ferrocrete emplacements can be found, as well as a plethora of concealed traps, defences, and bunkers. Ammunition and supply caches dot the forests, watched over by many hundreds of Mandalorian and electronic eyes.
Key to the Playground, marking the three points of the triangle are the shield bunkers, crucial to the defence of the training base, and Myrkr itself. In the centre of the base is the fourth shield generator, ensuring the entire area is protected by overlapping coverage.
Shield Bunkers - Each of the four shield generator bunkers is concealed from view both visually and with excessive durinium to protect against sensor scans. They contain the power supply and shield generators themselves as well as a dedicated security force made up from among Clan personnel.
SECURITY
1500 Defence Towers (Concealed) 1500 Point Defence Turrets (Concealed) 4 Xythan Force Shield Generators 6 Concealed Hangars with 4 Camoflaged Launch Tubes 24 Bes'uliik or Starviper Fighters Approximately 10000 Mandalorians from trainees to Ori'rami'kade (supercommandos) Extensive supply and ammunition caches, including tunnel networks Extensive hardwired holocam, communications and sensor network Extensive minefields and other horrifying traps and snares for the unwary, including low tech things like punji pits.
*Presence of so many Ysalamiri makes Force use impossible anywhere on Myrkr **Presence of metal-rich flora makes sensors and comms useless in the Playground
HISTORICAL INFORMATION
The playground began its existence as an extension of the Clan's first base at Cerar Kandosii, with scouts mapping out the ground approaches to the clan's castle fortress, later deploying defences and camoflage to provide adequate security. As the Clan's numbers grew, the area saw use as a training area for recruits, and this only expanded along the natural trade that grew up around Hyllyard City and Cerar Kandosii.
Over time, the area was further mapped out, and more permanent training facilities began to be added. Along with these outbuildings, hardline communications and sensor systems were laid to overcome the local trees' interference with sensors and comms. A network of holocams tied into these hard lines allowed the Clan to utilize full holospace monitoring of the entire area. As this expanded, AI was required to monitor the telemetry which was far in excess of what an organic could manage.
Kaine rebuilt Myrkr's defences from the ground up, with an eye to preserving Hyllyard's status as a neutral trading city, while maximising the security for the Clan's home. A rough triangle of about a hundred square miles that Kaine envisioned for the Playground; Myrkr's training facility and integrated defence all in one.
Space defences and stations were all well and good, but on the ground was where the true work was done. The clan's facilities continued to expand through the forest, and with them, the network of sensors and comms that in the event of an assault, only the Clan would have access to; a bane for any potential invader.
Artfully concealed and strategically positioned defences began to dot the forest, from full sized MandalArms built defence towers, to concealed Point Defence Turrets ready to pop out and blast enemy fighters from the sky. Underground hangars with concealed launch tubes stood ready to launch their fighters skyward from the safety of the forest floor.
Training facilities for the Clan's pilots were a natural extension for the Playground, allowing them to hone their skills against the unpredictable and extensive anti-air network above the forests' treetops.
Though extensive, the Playground itself is still very much part of the wilds of Myrkr, filled with Ysalamiri, which are harmless, and Vornskrs, which are not, especially to the unwary. Every effort has been made to conceal any Mandalorian-made additions to the planet, as the area is as much defensive as it is a training facility.
All these defensive preparations would be entirely moot against an orbital bombardment, were it not for the final part of the defensive web; the four massive Xythan force shield generators, each with its own bunker complex. One such complex was located just outside Cerar Kandosii, one outside Hyllyard City, and one at the far end of the Playground, located deep in the jungles and forests. The final complex is located in the centre of the rough triangle of the Playground, all four shield generators capable of protecting the area against any bombardment.
Should one of these shields fail, an enemy will still be unable to bombard the Clan's holdings, or Hyllyard City for that matter, from above. Any conquest of Myrkr will have to be done with a ground assault, onto ground prepared and chosen by Clan Australis. Enemies of the Clan will have to come into the Clan's Playground, if they want to destroy them.
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Kaine Australis
The Vegemite Enclave
Consuming Copious Coopers
Posts: 1,036
Affiliation: Vegemite and Mandalore
Traffic Light: Green
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Post by Kaine Australis on Dec 2, 2020 1:53:51 GMT -8
The Clanhall - Myrkr
Structure Name: The Clanhall Classification: Feast Hall Location: Hyllyard City, Myrkr Affiliation: Mandalorian Clan Australis Accessibility: Located in Hyllyard City, it is open all hours to anyone who wishes to eat or drink
Description: On the outside, the Clanhall is a tall structure with a high arching roof and large wide main door at the top of a stone staircase. Inside, a multi levelled wide feast hall with plenty of room, high ceilings, benches, fireplaces and dark corners with torches burning. At the rear, large kitchens and cellars sink back into the rock.
Main Entrance - Rising up from the grassland, stone steps cut into the rock lead up to the grand entrance, flanked by waterfalls and pools. Large braziers burn day and night on either side of the switchback stair leading to the main doors. High buttresses hang above visitors as they walk the approach drawbridge to the castle-like Clanhall.
Feast Hall - Warm and cozy despite its size, the hall is fitted out inside with many chambers, though in an open plan design with very few internal walls, and artful spiral stairs leading to upper mezzanine lounge or lower levels.
Mezzanine - A level for the guests who wish to be a little more relaxed, with comfortable lounges, dimmed lighting with few torches, and a more subdued atmosphere. This is a place for quiet discussion, respectful memorials, and more amourous adventures.
Feastpits - Three of these large depressions dot the main floor of the feasthall with cookfires and spits to allow warriors to cook their own hunts, or allow the staff to cook the meals. For warmth or smells, this is a popular spot for cold and hungry visitors.
The Basement - There is an old adage that you should never fight in a basement; In the Clanhall, this is the place to fight. Whether honour duels, for amusement, entertainement, or other forms of sport and gambling, the lowest level provides. Stone and wooden benches line the walls, and a wide open area allows for decent combat between teams of multiple fighters, or beasts.
SECURITY
None : This is a feast hall with no security whatsoever. It is generally patronized by Mandalorians, and therefore really doesn't need any security, they would just get hurt.
HISTORICAL INFORMATION
Though Clan Australis had been on Myrkr for many years, the Clanhall is a relatively recent addition. Myrkr had become even more important to Clan Australis, and Kaine felt that it was appropriate to show that it was a world for all Mando'ade, not just Clan Australis.
So he ordered the construction of a feast hall, similar to his memories of old Oyu'baat; a place on Manda'yaim, in Keldabe, that had been built and rebuilt over the millennia. No two were the same, but they were all the same, a place for warriors to meet and discuss, to drink, to feast, and to be among their fellow warriors.
The Clanhall rose in the city of Hyllyard, and though some aruetii do occasionally brave the smoky depths of this very Mandalorian establishment, the clientele remains overwhelmingly vode. Some choose to keep their helmets on, some feel free to show their faces among their fellows. There are no rules and no security to enforce them.
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Kaine Australis
The Vegemite Enclave
Consuming Copious Coopers
Posts: 1,036
Affiliation: Vegemite and Mandalore
Traffic Light: Green
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Post by Kaine Australis on Dec 2, 2020 3:55:05 GMT -8
The Rock - Myrkr Orbit
Starship Name: Te Ruus, The Rock Classification: Military Base/Station/Trading Post Homeport: Myrkr Affiliation: Mandalorian Clan Australis Crew Complement: Manned to Capacity Accessibility: Located near the planet Myrkr, whose passage is close enough to keep the massive station in orbit. Security is handled directly by the Clan, and access is tightly controlled. Approaching without permission wouldn't be wise. Access is given freely, however, to keep commerce and trade flowing through the system. Description: A large asteroid station with walls of sheer durasteel and bedrock, packed with weapons, heavily armoured and shielded. It has a foreboding appearance, the sheer walls providing faces of collective destruction, protecting the hangars and inner spaces within the fortress.
Inside, the station retains a hangar complex, able to take internally vessels of up to 500m in length. Hangar bays provide secure housing for fighter and strike craft, as well as berths suitable for freighters from light to heavy. Within is an entire ecosystem of economy, commerce and military activities conducted at a frenetic pace. The entire station is a hive of constant activity. Commercial and military traffic is in a constant flow to and from the outpost.
Deep within, the base contains advanced power generators, as well as barracks and training facilities for the Clan. A fleet typically remains on station outside the fortress, providing external cover, as well as offering support to maintain the station's orbit should that be required.
The main docking bays are accessible, but heavily monitored
POINTS OF INTEREST
Cerar Rugam - The Halls of Clan Australis forms the core of the massive vessel. The internal workings remain functional, including the barracks and training facilities. Likewise, the hangars have been integrated into the Rock; allowing for ships to come and go via the docking port.
Cerar Rugam - Halls of Clan Australis
Command and Control, located at the heart of the Rock
Command and Control - Located within the central complex buried deep within the station is the main command deck. From here, the commander or the integrated Clan AI can control all the vessel's functions. Enormous secure datalinks and power conduits connect the deep core of the vessel with the outer decks, where the weapons and shield generators are clustered. Should the station be boarded, the defence can be commanded from C&C which also serves as a final redoubt.
Wet Deck - The "downtown" district of the station, comprising an entire deck of pubs, bars, restaraunts, nightclubs and other social establishments. Alcohol and other intoxicants flow freely here, and security turns a blind eye to all but the most violent of brawls. It can be a dangerous place, but it's never boring. The Mad Mythosaur Entertainment Complex and other such venues are located here.
The Scramble - The in-house name for the main docks and fighterbays, so-called because of the ridiculous level of constant activity. Ships are constantly coming and going, or taking advantange of the extensive maintenance and repair facilities on-site. This wide expanse of docks is one of the busiest areas of the Fortress.
Commercial Zone - Located in the mid decks, this area is the center for trade and other commercial ventures, mostly cantinas and weapon vendors, but there are also several markets, and textile sales, as well as attractions for Mandos to spend their creds on.
The Commercial Zone offers many delights
SECURITY
Maximum - This station oversees almost all the total military forces of Clan Australis. It is packed with Mandalorians, weapons systems, battle automata, and defensive systems.
HISTORICAL INFORMATION
Te Ruus, The Rock in Mando'a; the station provides a fearsome visage, with massive durasteel walls covered in armour plate and shields. The station now sits above a free Myrkr, part of Clan Australis. The station was constructed out of a free-floating asteroid, towed to Myrkr's orbit and then refitted into a sentinel that offers trade and other commercial opportunties for galactic merchants.
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Kaine Australis
The Vegemite Enclave
Consuming Copious Coopers
Posts: 1,036
Affiliation: Vegemite and Mandalore
Traffic Light: Green
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Post by Kaine Australis on Dec 4, 2020 8:07:35 GMT -8
Kaine's Armoury
Bo-Katan - Reconditioned Basilisk War Droid
ARMAMENTS
Shockwave Generator Lightning Gun Ion Cannon Quad-Laser Turrets Corusca Gem tipped forward claws
STANDARD FEATURES
Droid Brain Energy Capacitor Banks Inertial Compensators Repulsorlifts Anti-Concussion Field Generator
ADVANCED SYSTEMS
Vectored Thruster Arrays SLAM
Originally a restoration of an original Crusader-era Bes'uliik, the war droid that would become Bo-Katan was found abandoned on the moon of Dxun and brought to Manda'yaim. Repaired and refitted by MandalArms, as a gift for the Alor.
Sentient and capable of taking independent action, this particular Bes'uliik has firepower that would make the ancient crusaders green with envy, equipped with the latest advanced armaments from MandalArms, married to state of the art high-output power generators. Formidable in combat, and capable of decent straight line speed in afterburner mode, Bo-Katan is also incapable of kneeling.
Kaine's Beskar'gam
SPECIAL FEATURES:
Ballistic shielding between armour and thinsuit Onboard operating system capable of managing systems and attached weapons Cortosis/Armorweave half-cloak Integrated Repulsor Vambraces Weapon hardpoints (2x) Boot-mounted Mitrinomon jetpack thrusters Wrist and Knee mounted Beskar Katars (Zero power) Communications gear including HoloNET access Sound activated sonic dampening field Multiple zero power integrated magclamps for additional equipment Integrated Crushgaunts Reflec stealth coating
This beskar'gam was hand forged as the personal armor for the Clan Australis aliit alor; Kaine. It provides battlefield protection while allowing Kaine to move around with more agility than if he were kitted out in a heavier armour set. Custom fitted and built by hand, the armour functions as second skin to the Mandalorian warrior.
A thinsuit provides protection from the elements, including vacuum. It is an elegant, yet effective combat suit, light but durable, providing excellent protection while retaining flexibility and freedom of movement. Ballistic shielding provides maximum protection from both kinetic weapons, while the Maalraas leather helps to resist high energy weapons such as blasters and lightsabers. The leather makes for an exotic and stylish addition to the armorweave, also resistant to blasterfire, making this a light, flexible, all-weather armour that provides maximum protection for any dangerous environment the Mando'ad might encounter.
The outer armour is cushioned with ballistic shielding to lessen kinetic damage. The plates themselves are extremely thin, made of beskar. This provides protection, though it is wafer thin, and should it be pierced, has little depth. Likewise, the visor is thin but durable, made from crystasteel. The plates and exposed underlayer are coated in reflec for a dark colour scheme and maximum stealth.
Short Reflec-coated Armorweave skirts around the waist allow for belt weapons and equipment to be concealed while acting in stealth. Magnetic boots and thin armorweave/cortosis gloves complete this effective and capable combat outfit.
Modular attachments compatible with the armor include various items, including wrist-mounted flamethrower, flechette launcher, acid spray, sonic cannon, carbonite projector, hard-sound gun, whistling birds, grappling spike, or various other non-combat tools. Most advanced of all, a pair of nanotech blades can be deployed from the gauntlets in moments, and retracted at will.
The armour provides less protection than assault armour, though it has been brought close to state of the art. Kaine's hope has always been that it will someday be a treasure to be passed down to a new generation of Clan Australis. Reforged anew, the Mark 6 is the latest, but probably not the last iteration of these old and battered plates, forged once again into the armour of a Mandalorian warrior too stubborn to die.
Pistol Collection
FWG-5 Flechette Smart Pistol MSD-32 Disruptor Shatter Pistol DL-44 Heavy Blaster Sonic Disruptor Pistol
Rifle Collection
Amban phase-pulse blaster
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Kaine Australis
The Vegemite Enclave
Consuming Copious Coopers
Posts: 1,036
Affiliation: Vegemite and Mandalore
Traffic Light: Green
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Post by Kaine Australis on Dec 8, 2020 10:09:52 GMT -8
Clan Forces Clan Commando Units
Te Ca Alore The Night Lords
Equipment: Purge Trooper Armour (Individually Customised, no onboard weaponry)
Weapons Primary: Pulse Wave Bow and Flamethrower or Sawn-off Percussive Cannon or Hammer or Stun Whip
Secondary from: Pistol, Shotgun, Axe
Standard Equipment:
Fighting Claws, Sword, Energy Shield, Melee Shield, Psychic Augmenter, Jetpack
Armoured in heavily customized Mandalorian Armour, festooned with hooks and barbed spikes, with patterns of paint and cosmetic augmentations reflecting personal preference, they appear as motley as their personalities. Armed with close range weaponry, they are hyped up for combat on stimulants and other chemical assistance for maximum aggression and motivation to sow terror and blood. Equipped with terrifying weapons and usually roaring with bloodlust and menacing rage, these predatory beings are a force of destruction and horror. They are more unleashed than deployed, acting as attack dogs, who do not discriminate when on the field, slaying and mutilating all in their path. They are known to employ tactics such as murdering captive in view of their fellows, torture, and other horrifying actions.
If the beings that make up the 8th battalion could be generalised in any way, it would be that they are all former ori'rami'kade (Mandalorian Supercommandos) who have found themselves on the wrong side of the law one too many times.
"Send in the Night Lords." - Kaine Australis Despite the success of the regular Mandalorians fighting for their home world, and the limited gains his forces had enjoyed with the backup of clone warriors, Kaine was not happy with the lack of an effective psychological weapon in the armed forces.
The issue with such forces was the psychological toll such missions took on regular soldiers, even hardened Mandalorian veterans. His special ops forces were professionals, and would do what was required of them, but he wouldn't burn them out that way. They were fighters and warriors, not murderers, thieves and cutthroats. He needed something else. He needed the scum of the galaxy.
The First Recruitment
He chose a maximum security prison on an out of the way Outer Rim world, the sort of place they sent beings to rot and die. The sort of place that didn't do release programs or parole, and sometimes, even food and sanitation were iffy, if not entirely absent. Some planets were basically free range prisons, with fortified sections separating the worst from the truly dangerous.
The plan was fairly straightforward, and it worked a treat; On his way down to the world, Kaine logged into his financial system and bought the prison, lock stock and barrel, and couldn't really be refused entry after that. Guards patrolled walkways with blaster rifles while malnourished prisoners huddled in groups near walls to avoid the draught of the icy wind that wandered freely through the mess hall. There were several hundred humans and aliens, and some he'd have gladly put a blasterbolt in on general principles, having perused the guest list.
He called for a prisoner, a Fluggrian named Meelon Ussk. This one wore a shield generator to protect him from the other prisoners. Kaine knew the reason, he preyed on children. Even scum had standards. The Fluggrian walked over, confident in his shield generator. Kaine amplified his voice. He already had their attention.
This is what happens to people that irritate me.
The arrogant look the Fluggrian gave Kaine made him smile behind the helmet, as he remotely deactivated the shield generator on the Fluggrian's belt. Kaine opened his hand to reveal a small spray canisher. The Fluggrian was unmoved, unaware his protection was gone. Kaine let the spray wash over the arrogant face.
Slowly, excruciatingly slowly, a millimetre at a time, the Fluggrian began to melt. Kaine stepped back as the alien staggered forward, then fell to his knees, clutching at his face. That caused his fingers to begin melting too. Most of the prisoners were on their feet, watching the spectacle. Kaine let them finish their education, as the Fluggrian became a puddle after a solid minute and a half of screaming. The rest of him fell away quickly when he died.
A wookiee with several large scars roared at Kaine. He didn't understand Shriiwook, but his HUD gave him the rough translation. A prisoner, assuming Kaine didn't speak the Wook's lingo, called out the colloquial translation. Kaine let him talk for the benefit of the other prisoners. This lot didn't strike him as cunning linguists.
Irrlaca says to save your buckethead breath. The prisoner shrugged. Kaine cocked his head at the man, a Corellian, from the clothes and accent, and not on any of Kaine's lists. He's right though. The Republic and Sith and a bunch of other recruiters already pitched here. All that 'fight for a good cause, find meaning kark'.
Kaine shook his head. No kark. Im here because i need bad people to do bad things. I'll pay and i'll cover expenses. I'll karking kill any and all of you if you waste my time or try anything stupid.
The Corellian smiled, looking around. You might find a few takers for that. The noise level had gone up as the prisoners talked among themselves. Kaine ignored them. He knew who he was after here, from the list.
Jango Nord, Thon Takan, and Bendak Bendak.
The Corellian was a talker, and clearly knew who was who in the prison. He wasn't that big, and didn't look that dangerous, his mind was probably how he survived here.
From what you said, i figured you'd want the other two, but Bendak's not really... He stepped closer, careful not to make it obvious. He's not really on the same plane as the rest of us if you know what I mean.
Kaine nodded. He knew what that meant. Bendak was going to be locked away in solitary, had probably been in that box for Kad knew how long, and was as mad as a cut snake. Osik.
Nord and Takan wandered over, shivering, but trying not to be obvious about it. You getting us out? The taller one, Nord, asked. Got any food? Gedeteyar! Takan hit Nord in the gut, showing Kaine which of the two was the alpha. Kaine called over a guard, and then sent him to fetch the Captain and the Warden.
The Captain of the Guard arrived first, armed with a heavy repeater and with several blood smeared armor plates that appeared to be from an Imperial Shadowtrooper clad to his hulking Houk frame. Warden's not gonna like leaving his office.
Kaine didn't particularly care about the warden's preferences, and said so. The Houk laughed out loud. I like you, Mando. Kaine didn't bother with a reply, seeing the Warden approaching. He was a thin human with a shock prod on his belt, and a long brown beard. The Captain, despite being almost seven feet tall, did his best to look invisible as the prison's boss came to Kaine.
Well, buckethead, why did you drag me all the way out here? This had better be important, i'm a very busy man. Ah, thought Kaine, taking an immediate dislike to the fellow. To hell with dragging this out.
Actually, i've changed my mind. The man's face went red. Are you joking? Kaine shook his head. I was going to tell you im taking these prisoners, but i've decided to replace you as well. The face went white. Get the kriff out of my prison. The Captain reappeared as if by magic. Kaine nodded his appreciation.
The Corellian reappeared. Did you just fire the Warden? Who's the new Warden? Kaine turned around bodily to face him, and the man took a step back, hands up. What's your name? Kaine asked. Daxo Ran, I'm sorry man, i wasn't doing anything, i'll get out of your way.
Stop. Kaine held up a hand, and he froze. You've done plenty. You've helped me, you know your way around here, and lets be honest, you can't be worse than that cretin. You're the new Warden. Fix this place up so it's not a death trap. The Corellian still looked shocked, but not quite as afraid. Ah, thanks, I guess.
Kaine clapped him on the shoulder, and then deactivated the Corellian's stun cuffs. I don't expect stupid profits, nor do i want these beings living in luxury. Get Bendak Bendak out of solitary, clean him up, and bring him to my ship. Listen to the Captain. And with the two Mandos in tow, Kaine exited the first of many prisons.
Observation and Evolution
Kaine delegated future visits after showing the holovid of the first attempt, and got on with the age old business of recruiting and building a unit, now they had a formula. A formula for collecting thieves, rogues, murderers, and psychopaths. Looked at another way, Kaine's way, they were collecting veterans, those with useful skills.
The results of the "Fluggrian Soup" as it became known, became part of the Battalion's legends, as the story of their own experience with a particularly vile prisoner being slow-flayed before their eyes became a manner of bond between them. Over time, it became a battle cry, and a reassurance, as well as a Battalion tradition, the gallows humour and shared sword of damocles hanging over each and every one of their heads bringing these broken warriors together into a professional unit.
The unit grew, with discipline enforced by certain lingering and agonizing death, into a formidable force, though a morally grey one. In time tactics and doctrine for the Battalion became standardised, although unit commanders retained a fair bit of autonomy over their teams; known as Claws.
Unlike other units, the commanders weren't appointed by the CO. All the trainees worked daily in various group sessions, randomly assigned on a weekly basis to teams of between four and twelve. Instructors never had to warn trainees more than once, one way or another. Those who survived the training process had been studied and assessed by the same instructors for weeks.
Final Disposition
For the final training phase, they were divided into groups of one hundred. There were ten teams of ten in Kaine's first group.
They were told they had one hour to select a Claw leader for each team, and a Captain for the group. Do we fight? What are the rules? Kaine raised a hand, but the babble continued. He drew and fired into the roof, blowing a hole in it. That stopped it.
You're in the karking 8th now. You do what I tell you to do, and nothing else, and be smart enough to work out how, because I am not going to hold your karking hands.
Blissful silence greeted the one they'd all come to call somewhat familiarly 'Mando'. Kaine sighed happily. There might just be hope for these chakaare.
You've all finished your training. There are no rules, except the ones I tell you. Break a rule, and I get irritated. Fail me, and I get irritated.
More silence. He knew what they were all thinking. He wasn't there to hold their karking hands. Choose your leaders. When I come back in an hour, we're either going out, or staying in for Fluggrian Soup.
There was no Fluggrian Soup, though several of the Claws had nine members instead of ten when they went out. Once the ten Captains were selected, Kaine called them together late at night. None of them were particularly pleasant beings to be around, so he held the meeting in the barracks yard under the moonlight.
When he asked if they'd chosen their Colonel, nine heads turned to look at one, the Karkaradon, Gnorr 'the Krakana'. A strange epithet for a shark man, but no one gave him any stick over it. Gnorr shook his head. I don't want it. Want to be second.
Kaine understood that well enough. Gnorr was smart, and second was probably the best job in the armed forces. Almost all of the power, and you had someone above you, with far less responsibility, and work. Well? He didn't bother looking at the other nine, who were obviously happy to defer to Gnorr. He could choose whoever he'd answer to.
The shark man cast his predator's gaze over the eclectic collection of ruffians before turning back to the Mando. Nail'ya. He growled, naming the Bothan forger and serial killer from Kothlis. If there was ever a King of the scumbags, Jaing Nail'ya was it. Oathbreaker. Kaine reminded himself that Nail'ya would never sleep lightly again as he saw the Bothan's one fanged grin and heard his slimy, wheedling voice. Kaine cut him off.
I don't care what you do. I don't care if you die. If your Captains fail, replace them as you see fit. If you fail, your Captains will replace you. This is as free as you will ever be. Do your jobs well, and youll be as free as I can make you. Otherwise.... Fluggrian Soup. The Karkaradon finished, laughing. They got it. He'd done it. He left them to their own devices.
After
When it was all over, and the unit was finally certified active, Kaine felt dirty, knowing that what he had created would be a tool to bring misery to others. Even if he deployed then with care, innocents would be caught by their none too tender mercies. He could not baulk, no matter the cost. That resolve had brought him this far, and now he was creating weapons of terror, as the price of fighting back against what he saw against the ultimate evil.
The Night Witches
Equipment: Disguise Suite, Holoshroud, Personal Shield Weapons: Shock Whip/Stun Whip, Combat Knife, Zenji Needles, Class-D Holdout Blaster, Malkite Themfar Poison
The Night Witches are the silent and deadly arm of the clan's armed forces, able to strike quickly and cleanly with a minimum of fuss. They are immediately visually distinct from the other units in that they are all female. Over the past few years, refugee and exile populations found Mandalorian space to be a refuge from conflicts raging across the Rim, and varied species came to make their new homes among the Mandalorians, some to become part of Clan Australis.
Mandalorians focus on culture, not species, making no distinction between beings' origins once they become Mando'ad. Kaine was reluctant to have any species or gender based units, however certain exceptions whereby units made up of a single group were more effective, and so it is with the Night Witches. The unit is made up entirely of female human mercenaries from Emberlene, from the order of the Mistryl Shadow Guards. Cunning and skilled warriors, they are well paid by the Clan in exchange for their service, preferring to serve together.
Equipped with state of the art weapons, technology, and logistical support, they are a force to be reckoned with, skilled at slipping into a target zone unseen or heard, and eliminating their targets from close range. From walking into a crowded ballroom and assassinating a head of state unseen, to removing sentries from an enemy wall, they are adept at quietly and efficiently taking out their targets.
Most often deployed at night, to maximise stealth, the Night Witches are the Clan's silent and deadly hand, able to reach in and pluck targets out of the battlespace, with a penchant for enemy commanders. Their only calling card is the dead bodies the Clan's enemies find in the morning.
The Boarding Brigade
AV-1A Assault Armour. Hull-cutting tools, plasma jets, breaching charges. Various weapons on their modular vacuum-sealed power armour suits.
Tthese troops are the spaceborne infantry of Clan Australis, designed for one purpose alone, and trained and equipped for that end.
With many refugee and exile populations finding Mandalorian space to be a refuge from conflicts raging across the Rim, the Core, and beyond, many varied species came to make their new homes among the Mandalorians, even joining wholeheartedly to become part of Clans new and old. Australis with its focus on recruitment and training was no exception.
Though Mandalorians' focus on culture, not species, making no distinction between beings' origins once they become Mando'ad, and Kaine's reluctance to have any species-based units, there were certain exceptions whereby units made up of one or two species were able to function more effectively, and the Boarding Battalion came about with the influx of a large number of Wookiees and Epicanthix, and even some other, rarer but heavily built species of warriors to Mandalore. These are joined by other large beings, including a handful of humans, able to manage the heavy armour and heavy loadout.
These beings are armed with specialised boarding equipment. as well as the latest in advanced weaponry and communications gear, suitable for the jamming heavy environment of a naval battle. This battalion is trained and tasked for a single purpose, boarding enemy spacecraft and space installations. They are experts at breaching and clearing operations, and experienced in zero-g combat.
Their deployment strategy calls for them to be deployed in large numbers onto large enemy vessels, and to breach the hull in multiple locations, either through airlocks, or by cutting into the hull. Once inside, they move in teams, clearing enemy personnel and taking the vital sections of a vessel.
They are adept at sabotage, often armed with detailed blueprints of the target, able to efficiently enter and gain control, removing all opposition. Often coordinated by the Clan's AI assistant, they are a formidable force to be reckoned with in their chosen arena of the void of space.
The Redbacks
Equipment: Amban Rifle or Xerrol Nightstinger, Dura-armour, Various Pistol Sidearms, Thinsuit, Laser Knife, Life support systems
The Redbacks are uniformed soldiers equipped with heavy rifles and sidearms. They are rather regimented and uniform in appearance, always with their rifles, even when sleeping, ready to be called to the firing line at a moment's notice. They take great pride in despite this, ensuring their uniforms at least enter battle in pristine condition, for the honour of the Battalion.
The Battalion is comprised of many varied species and genders, representing the best of the best of available shooters, regardless of origin, and is made up selectively from recruits famed for their marksmanship. The soldiers are taken from their units or other professions, given state of the art weaponry and optics, and organized into units, rank and file, and command.
Each shooter is equipped with a uniform, optical enhancements and spotting devices including rangefinders and designators. This is married to state of the art communications, linked in to the Clan's sensor network and battle net. They are issued one or two sidearms, and a deployable shield barricade, capable of absorbing incoming fire while providing a firing shot for the Redback. When several are deployed parallel, they form an interlocking barricade capable of effectively shielding the troopers from attack.
The unit's approach to warfare is such that they deploy en masse with a specific battle doctrine; rifle lines providing massed volley fire. This can be done most effectively utilizing cover and concealment, either natural, trenches, bunkers, or the unit's own deployable shield barricade, providing an ersatz field fortification when the unit is forced to deploy in the open.
When the rifle lines open fire the effect is devastating. Firing row by row, coordinated by the shouts of their commanders and the comm net, the ranks of rifles aim, fire, re-aim, fire. A rapid, staccato, continuous assault. The effect when deployed properly is nothing short of magnificent. Hundreds of rifles, trained and fired by professional soldiers drilled to perfection. These heavy but limited range weapons can be exchanged for sniper-grade weapons when needed.
The Redbacks are especially famed for the quality of their marksmanship, a fact that Alor Kaine and General Nebus take a great deal of personal pride in. Every Redback rifle is a crack shot by Clan standards. There is not one among them who is incapable of hitting a moving bird at nine hundred metres.
The Clan regularly fields requests from other regiments asking for the loan of a rifleman or two to conduct training programmes, such is the prowess of the Redbacks, proven time and again on the battlefield, the training ground, and most especially, the open range. They are the pinnacle of hunters, chasing the most dangerous game in the galaxy, the kind that hunts back.
The Greenbacks
Can you spot the 12 Greenbacks in this image?
Neither can their enemies.
Equipment: Stealth Suit, Energy Bow, Laser Knife, Combat Knife, Darts, Monofilament Wire, Explosives (Mission specific)
Large, well muscled Borleian natives carrying blades and wearing various forms of civilian clothing, and bandoliers festooned with various other tools of death. In the field, they wear concealment suits, making them even more stealthy. Each member of the unit wears a strip of red cloth tied somewhere around his or her body. The Greenbacks are the survivalists of the Clan. Lightly equipped, able to endure extreme circumstances with little in the way of support or equipment. Best operated in small teams, or as lone wolves, they are expert hunters, adaptable, and ruthless.
The units are raised and trained on Myrkr; they are experienced in urban combat, but far more at home among the greenery. Unique among the assault battalions and Mandalorian forces in general, they eschew armor in favor of moving fast, and unencumbered.
Each member of this battalion is a skilled hunter, able to move silently through all forms of terrain, and use cover and concealment, as well as improvisation to his or her advantage. Their red bandana is awarded upon the successful completion of a foot patrol of over five hundred kilometers across Myrkr's surface. The attrition rate among locals is just under ten percent. Among offworlders, it is just over fifty. Those who win the bandana of the Greenbacks have literally walked through hell to earn it.
Masters of close combat, the beings of the unit wield their chosen blades silently, and with deadly efficiency. They eschew blaster or projectile weapons because of the noise, only utilizing explosives where mission specific. This is hard won through survival on wild planets, where a blaster may protect you until its power pack runs dry, but has then only served to announce your location to the other hungry denizens.
Their doctrine is to be deployed over a large area, preferably ahead of enemy forces, allowing them to set traps and other nasty surprises. They work well in small teams, or split further as lone wolves, hunting their prey though the thick cover of tree, bush and shrub, or the urban jungle of ferrocrete and transparisteel.
Able to survive the harshest conditions with little to no extra support, forged in the green hell of their homeworld, these commandos are quiet and deadly on any battlefield, under any conditions.
The Copad Guard The Elite Guard
Equipment: AV-1A Assault Armour (aurodium coat), Blaster/Spear, Assault Shield (aurodium coat), From: Power Hammer, Force Pike, Energy Sword, Heavy Repeating Blaster, Pulse Cannon, various Grenades/Explosives/Tools.
The unit wears aurodium sheathed war plate, and carries combi-spears that are both melee weapon and blaster rifle in one, they call golden Sentinel glaives into battle. Built large, gene-bred, the warriors are a very visible symbol on any battlefield. Embazoned on each set of armour is the emblem of the Clan, and the unit designation. Each guard is physically huge, around eight feet tall. Though no two are alike in combat style, choice of weaponry, or appearance, save for their shiny aurodium-coated armour, they serve with blade and blaster, with explosive and brute force, fighting where needed, alongside whatever friendly forces need some steel in their spine. They are shock troops, designed to overwhelm regular forces and dismay entrenched foes.
The Fourth unit produced by Kaine's Tantiss Project was derived from an entirely different process than the first, second and third series. Indeed, the fourth series were the only one of the units to have no discernible flaws, and became the most advanced genetically enhanced beings ever produced by the scientists of Project Tantiss, exceeding all expectations. Until the creation of the Copad Guard, distilled directly from the stock of the secret Copad Legion.
As with the original warriors, they are supersoldiers in every sense of the word, stronger, faster, smarter, more agile, and better trained and equipped than any unit that has come before them. Hyperintelligent, they fight hard and are often seconded to units far and wide, to train, to lead, and to improve. Though they undertake this role willingly, the men and women of the Copad Guard, prefer their own company, the only place they can truly feel at home and relaxed.
In battle a Guard is like an ancient vengeful deity from a children's fable. No two are alike in combat style, choice of weaponry, or appearance, save for their immense shining gold aurodium power armour. Physically huge, none standing shorter than eight feet tall, and with gene-enhanced strength, they wield their chosen weapons to deadly effect, often leading troops from the front, inspiring and commanding, even as they deal death to the enemies of Clan Australis and the Mando'ade.
Produced in greater quantity than their original genetic predecessors, the Guard outstrip the Legio in numbers. Bred to be soldiers rather than commanders, they define their craft and their professionalism into executing the art of war.
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