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Dhalo

Watchman
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About Dhalo

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    Sprite Wars
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    Lore, food, running, video games, mash-ups, strategy.

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  1. Faction Name: Fregata PMC Faction Alignment: Chaotic Neutral Technology level: Modern, Near-Futuristic, Minor Sci Fi Elements. Once a minor plumbing company, Fregata became a large inter-planetary PMC specialised in protecting aid workstations and shipping industries across the galaxy. Fregata suffered heavy casualties from several factions in the lead-up to the Battle for Earth, a conflict which they were involved in. This also led to financial woes for the corporation at large, because being unable to accept contracts to defend starship lanes massively dented their income. The Hyperion-Halcyon (HypeHal) Corporation approached them with a task: secure and improve the infrastructure upon New World for a corporate takeover of most of the planet. To support them in this, HypeHal assisted Fregata in acquiring new recruits, production facilities and technology for the efforts ahead. New assets included battlemechs, exploration vehicles and fully-crewed warships, along with a dazzling variety of weapons and the facilities to produce their equipment and train the recruits to use them. Unknown to Fregata, they are not only serving the interests of a larger corporation, but also those of a shadow government intent on securing profit and stability in a harsh galaxy. [NOTABLE PERSONS] ======================= T'VAROSS "BILLY" FULK [CEO] This cool-haired dark-skinned gentleman claims he was born on Earth. Whatever happened, he made it into space and became a small-time merchant before getting fed up with pirates. His highly-trained security team blossomed into a fully-built PMC, and the acts of daring he committed the organisation to were great for completing contracts but ultimately landed the organisation in a hefty spot of trouble. Fulk appreciates the good things in life and is a fine friend to people like Dilk. He's also worked very hard to control his temper, which many a space pirate used to be on the receiving end of. Fulk's partially characterised by his ruthlessness, as he's always working to ensure his corporation and the people he employs get the better end of a deal. Sometimes he's not above manipulating other people for what he views as either the profitable thing or the right thing to do. In some worst case scenarios, his mindset has resulted in intense shootouts. Thankfully, Fulk has taken the same combat and firearms training as his supervisors and owns dual pistols and a hearty SMG. He's packing and fully licensed. If he gets taken out, his subordinates might have to fight to decide who gets the biggest cut. But until then, he's in charge and is a man with a plan. He suspects Hype-Hal Corp might be up to something a bit less cash money than he is hoping. ======================= SUPERVISOR OEK "DILK" DILLKUN Called "Dilk" by friends and trusted colleagues, Oek is a Lyvek and a veteran of the war against the Kugestaldt Republic. After the Lyveks and Ishuda Pantheon lost that war, he drifted across the Milky Way, disillusioned with his homeworld and it's government's way of life. While taking on solo acts as a mercenary, he discovered common society and overcame his upbringing. Rejecting the art of eating the meat off sentient beings, Oek instead interacted with his surroundings and discovered sociability and problem-solving skills. Though a little bit of a weirdo at times, he found that sympathising or empathising with other beings was a great way to either keep everyone safe or get what he wanted. That friendliness led him to T'varross Fulk, a small-time galactic merchant seeking a different line of work. Together they built the foundation Fregata stood on. Oek commands diplomatic operations and portions of the standard operative and spec ops segments of Fregata on New World. He wears an armoued helmet that can take some punishment, and is armed with a rifle that shoots in explosive bursts. A sympathetic individual, Dilk can get down to the meat of the matter while speaking to someone else's heart. He feels for his fellow personnel but doesn't allow that to compromise the mission. Horrid treatment of Fregata personnel might cause him to snap, and he could revert to some of his older, more traditional Lyvek ways... ======================= SUPERVISOR RURUKSTENSJTI "RURU" KA'MNJGHU An albino Ardian, Ruru experienced mistreatment at the hands of beings from various species. She mastered communications, radio and electrical courses in university, but her rebellious streak against her parents led to her becoming an adorably violent mercenary. Ruru IS adorable, but she's also a weapons mechanic and produced her own AEUS Xenocider variation. It is essentially a doomsday weapon. She also carries an uplinked communications backpack so she can stay in-the-know. Ruru manages Fregata's New World coordination, communications and asset acquisition operations. ======================= SUPERVISOR TRENTUN SLAKKER Born and raised an Arachin, Slakker made it to whatever the Arachin Directorate's equivalent of Corporal was before he got sick and tired of seeing his civilisation bullied by the Voltor. He and his family escaped the Directorate and settled down in the Globus system. Seeking to avoid organised crime, Slakker used his experience to keep his family fed as a member of Fregata. He proved so capable in infantry tactics, weapons and vehicle mechanics that they put him in charge of recruitment operations to whip new operatives into shape, and when he went to New World he became the Supervisor in charge of their vehicle arsenal. He's also wicked good with a sniper rifle and shows very little fear in dire situations, but his cockiness and know-it-all 'tude might get the better of him. ======================= Gurtharl is a Coronakin, and asserts his people had the name long before Earth experienced it's worldwide pandemic or produced the alcoholic beverage. His station is Clerk-Supervisor due to the fact he supervises all of the Clerk operations on New World. He's also the director of research for New World's Fregata ops and is massively interested in artifacts, antiques, otherworldly phenomenae and shiny things. In fact, shiny things can sometimes distract him. Though only trained in standard Fregata weapons, Gurtharl has a head encased in natural armour and is a close quarters combat expert. His calm demeanour, logistics knowledge, research wisdom and surprising multi-lingual capabilities have earned him the nickname "Jarl" after some of Earth's ancient kings. He likes being called Jarl, and the troops enjoy calling him Jarl. ======================= [HOW TO PORTRAY FACTION] Fregata PMC acquired a reputation as a nice outfit able to achieve a minimum of mediocrity even in terrible scenarios where they could not successfully complete the mission. Known for operating in every corner of the Milky Way under strict rules of engagement, they tend to perform at least minor reconnaissance before entering an area. This is often done with a boots-on-the-ground mentality, which also explains their basic combat methods. The workhorse for Fregata are the Operators. Operators are trained to use various weapons and vehicles, de-escalate potential hostilities, and work diplomacy to achieve the results they want. They are also trained in basic medical treatment for the entirety of the species employed in their assigned section of the PMC. When praised with a resisting or attacking force, Fregata can get down and dirty. They will kill fleeing enemies or commit to special operations-style raids to complete objectives regarding factions that don't give a (HONK) about civilians or are just too (HONK) to kill. One of Fregata's key operational aspects is the proxy. Fregata will use aid workers, trucks, security operatives and trainers to endear themselves to the local population. They will raise up militia and police forces capable of fighting back against bandits and other factions. New World might not be as heavily populated as Earth is, but if they manage to acquire enough allies from the likes of the National Guard, or recruit civilians for local law enforcement and patrol, they will have secured a pool of manpower larger than their own. Since Fregata is just arriving on-world, their supplies, resources and manpower will be limited. Aside from a few light and exploration vehicles, they will not really have any vehicles, and will tend to operate in small units. However, their goals go beyond base establishment, resource-gathering, security & basic recon. Fregata's operators have a tendency to hit the ground running in a series of spontaneous mini-operations with the intention of improving the local situation. Fregata is led by a CEO, who has appointed various Supervisors. Supervisors control sections of the PMC and promote Managers, who guide and order Team Coordinators. There are several Supervisors on New World, each working on running their own portion of the show to back the others up. They will function as bosses and head COs for the Global 3 Campaign, and are the brains and sometimes the brawn for the operation. Managers are highly experienced personnel leading and guiding various Team Coordinators. Each Manager can lead anywhere from several dozen personnel to several hundred. The Suervisors rely on them to carry out orders and ensure everything stays within the PMC's operational capacity. Team Coordinators typically function akin to Sergeants, but sometimes akin to Lieutenants depending on their station. They lead groups of Operatives on assignments. Operatives are common soldiers and specialists, from basic infantry to Airborne, Heavy, Diver, Sharpshooter & Juggernaut specialists. Last but not least are the Clerks, who range from aid workers, doctors, farmers and water filtration experts all the way to book keepers and traffic controllers. Clerks who have served Fregata for a few years tend to have greater leeway, otherwise Clerks tend to be under surveillance and regulations so they don't go rogue. Not that a rogue Clerk is impossible, mind you. It is said that anybody can be dirty in the right circumstances. In the early stage Fregata is infantry focused, after that they become balanced by vehicles. Final stage Fregata is packing a large variety of infantry and elite troops, plus land, air, and space support, with most of their attacking or defending units based around vehicles and battlemechs. A final noteworthy thing is their Independent Service Groups, earning many a "I Swear to God!" on battlefields far flung. ISGs are small groups of Fregata ranging anywhere from a squad to an entire company whose services are temporarily purchased. ISGs require compensation which will be decided when you sign their contract, and ISGs can be fielded by basically any faction so long as you don't field them against other Fregata PMC units. Vehicles: AID CONVOY TRUCK There's a funny story behind how Fregata got themselves a line of MAN KAT 1s, but we're not telling it. These trucks either move their supplies, or move supplies for the locals, or for people far away who really need help. COMBAT JEEP Little buggies designed to essentially function like the Warthog does in Halo, combat jeeps carry three troops comfortably and five if two people sit in the back and keep their heads down and six if one can somehow lay down on the roof without falling off. The gun turrets come in two flavours: BRRRT minigun or PYAOW PYAOW PYAOW piercing cannon. Combat jeeps are not very tough at all, and pouring enough small arms fire into one will disable it. MERCEDES-BENZ 2010 G WAGON Wait, are you serious!? Somehow Fregata got a factory up and running to produce THESE when they fell on hard times. They've got a light minigun on the top which does everything a minigun does, meaning it's not the worst choice for troop transport. Still, it has very little armoured plating and can only handle small arms fire. But hey, at least it's fast! And they usually use them to move VIPs for some reason. HUSSLE LIGHT TANK These cute little hover tanks are equipped with light cannons that can potentially pierce thick armour from the right spot, but are otherwise not very effective against heavy vehicles. These are packing a nifty comms suite and designed to run scouting and light raid ops. MITZ-CLASS HOVER TANK Nickname: Mitsy. The Mitz barely manages to avoid being referred to as an armoured personnel carrier. It's lacking in armour, but it's weapons can rotate and shoot in any direction and between that, it's gunners and the tendency to be carrying a team of four to six operatives, it's not the easiest pushover in regards to armoured warfare. The main weapon performs artillery functions while the two other guns deliver a large amount of OOMPH that some might consider to have no business being equipped on a troop transport. Fregata's technicians still do not know what to do about the vulnerable hovercarriage on the bottom, because one well-placed landmine or even a heavy enough grenade can render the vehicle immobile and technically useless. Thankfully, any surviving infantry can still shoot out of the firing slits. APIARY DRONE-DEPLOYMENT TANK (AD-DT) Containing Fregata's sole automated unit, AD-DTs are equipped with a plasma turret that's pretty good against ground targets but bad versus heavy armour or aircraft, and the gunner's exposed. The main weapon is a turret that deploys lspherical drones. The drones can shoot lasers or help build things, they can move small objects, and with some preparation they can be uplinked to the command center to perform reconnaissance. A good slicer can find a drone out in the wild and hack it for their own ends, if they don't get shot. AD-DTs are hover vehicles that are difficult to disable and move very quickly, containing two crew and a single gunner. ROTARY CANNON TANK Though able to carry two armed operatives inside, these are usually just manned by crew. Rotary cannon tanks are effective at wearing down armour and ripping through lighter targets. They're not as vulnerable to enemy fire as the Mitz or Hussle tanks, but their armour is nothing to write home about. They also work great as anti-air platforms and have the necessary targeting systems to intercept enemy jets, though they don't always catch their prey. STALWART BATTLE TANK A spacious and heavily armoured vehicle designed to break through trenches and fortifications, the Stalwart packs a long range gun turret, two bubble turrets and a fixed forward cannon. Mixing old school tank warfare with modern technology and LASERS, it's quite the sight. Stalwarts can also carry four infantry operatives, two juggernauts or a larger class of soldier inside. SUPREME SLUG TREAD-BASED BATTLEMECH Nickname: "Supe" or "Supes". From the mind of the CEO himself, Fregata produced their very own Metal Slug! Equipped with three weapon hard points per side and packing two missile launchers able to fire a salvo totalling twenty-four missiles, this thing is a tough customer. EMP-hardened, with powerful treads and lots of armour, the Supes are one of the best land vehicles Fregata has to offer and they are difficult to destroy. BOAT: A speed boat that troops can use as transport, armed with a single gunner. Lightly armoured and squishy. SPEEDER: A one-person attack speeder, functions like a STAP from Star Wars. The dual cannons go PEW PEW and it goes KILL KILL or SCARE SCARE. 'Nuff said. Lightly armoured and also squishy. CASANOVA DROPSHIP Fast and daring, the Casanova goes about it's business transporting soldiers, supplies and vehicles to various areas of the campaign. They can operate in space and in the air. Though not particularly well armoured, they can withstand small arms fire if it doesn't strike the cockpit. The engines go WOOSH and let the thing speed up, turn and drift rapidly, and it's got some nice heavy guns on it. TRANSPORTATION AIRCRAFT It's a big plane that can drop bombs or move vehicles, personnel, supplies and base stuff. It can take a few hits, but it's nothing special. Y-WING BOMBER Packing a powerful unmanned turret at the top and a good cannon on the front, the two-person starfighter known as the Y-wing is great for dropping bombs or missiles on opponents. It's also got a small loading bay underneath the cockpit which lets it take in supplies or a stretcher. It's actually quite large compared to it's ordinary counterpart, Fregata and HypeHal build 'em different. LOFTWING STARFIGHTER Fregata's pride and joy in space and in the air, Loftwings are small two-person air-space vehicles with a single wing gun, a gun on the very front, and a two-barrel turret up top. Though not the fastest starfighter in space, they fly with a fast-paced elegance in atmosphere and are difficult to surprise given that the sensors are top notch an the turrets can swing in multiple directions. The armour lets them take a few glancing hits, but the Loftwing is a light starfighter and can't take too much punishment. GUNSHIP Built for transportation and gunnery, the standard Fregata gunship only has two guns on the front. While able to take down targets with them, gunships are not intended for full frontal assaults unless equipped with proper door gunners. Otherwise, the task set before those pilots is to move troops, vehicles and supplies. The bottoms of gunships can have latches or ropes where vehicles are attached. DEATHDRAKE COMBAT TRANSPORT Smaller and more heavily armoured than a bunch of Fregata's stuff, DeathDrakes swoop in to break things with their mouth cannons and missile launchers. Each can potentially carry a squad of Fregata troops, or some supplies or even one or two vehicles, via the storage bay inside or on the bottom via ropes and attachments. They attack rapidly, can hover in place, but take time rotating. Though tough to kill, each DeathDrake can be turned into a crashed coffin. COMBAT ALIGNED REPULSORCRAFT EXPLORER (C.A.R.E.) Do you care about C.A.R.E.? Fregata does. Originally just an amphibious landspeeder, HypeHal took these things and provided a large sensor suite and a research bay to the interior, along with a troop bay. C.A.R.E.s deliver communications and exploration capabilities for land and sea-based units, and can carry an entire platoon worth in personnel, and even hold a light vehicle. However, C.A.R.E.s are only armed with a heavy turret and nothing else. If someone picks off the infantry who can stand or sit all along the top, it's vulnerable to attacks from the front, sides and from above, along with boarding actions. ADVANCED PACKAGE EXPLORATION STARFIGHTER (A.P.E.S.) C'mon, you apes! You wanna live forever!? Well, it turns out Fregata's pilots do want to live forever. Though large and cumbersome as far as starfighters and attack aircraft go, the APES move quickly and turn on a dime, and can fire up, down or forwards with their high caliber dual machine guns. They also launch powerful proton torpedoes from the dual launchers, making them dangerous adversaries. Each A.P.E.S. comes equipped with a sensor suite and similar research to the C.A.R.E. A.P.E.S. can also contain up to eight armed operatives inside, and their ability to hover in place makes them suitable candidates for airborne operations. LANDLORD-CLASS SUPER TANK An artillery and transport assault tank that is freakishly huge, the Landlord has two weapons that can chew through nearly anything and can carry a company of troops. It takes a moment, but it can switch between hovering or using it's hidden treads, allowing it to temporarily move across water despite not being water-proofed like the C.A.R.E. and A.P.E.S. are. Acting as an ambassador for the afterlife, the Landlord is a heavily armed coffin which is vulnerable to artillery and airstrikes. Which is a shame, since it's guns can easily punch through enemy bases and heavy 'mechs. GRAND BATTLEMECH Standing at least twenty people tall (they stopped counting) the Grand Battlemech is a two-legged, two-armed war machine that sports touch stompy legs and two guns. It requires at least five people to fully operate, but tends to carry a couple of armed operatives in it in case they need extra hands. It's equipped with jump jets, a heavy duty comms suite and a decent sensor system. There are three swivelling guns on the top area, two on the nose and three double-barrel weapons on the front. That's not to mention the big guns on the arms, which can potentially level entire city blocks. This thing is easily at risk by itself, but when abcked by other armour or by air support it becomes a foe to be reckoned with. It's armed and armoured to the teeth and moves reasonably fast for something so big and heavy, the jumpjets help keep it mobile, and it's practically a mini-fortress. That's why it is meant for long range support engagements or temporary occupation ops. LABRYNTH SPACE FREIGHTER Solely within Fregata's possession due to their team-up with HypeHal, the Labrynth is a heavily armoured but unarmed cargo carrier. Able to function in space, in the air and underwater, it's the perfect fit for moving their things. THATUM-CLASS FREIGHTER Large, bulky and possessing no weapons, Thathums will never be found without additional Fregata spacecraft unless they have been separated from the rest. Each one contains hundreds of operatives, vehicles and base-building supplies. TUYO-CLASS SUPPORT SHIP Sporting six guns per side and two on the top, Tuyos can dish out long range firepower in a dosage that makes it a decent contender for space combat. Light on crew but containing a small number of operative divers and marines, Tuyos are designed to back up fleets and give the enemy a run for their money. ACQUISITION-CLASS STAR DESTROYER Armed with some of the best shielding in Fregata's fleet, Acquisitions come bristling with turrets and carry a hefty crew and boarding contingent. They are surprisingly agile and can potentially spear straight through an enemy ship at medium-high risk to themselves. Some journalists ponder how HypeHal managed to acquire blueprints for a Star Destroyer, and the question has thus far gone unanswered. MAKESHIFT-CLASS CARRIER/DESTROYER Bristling with powerful turrets and cannons, the Makeshifts are built to take and dish out punishment at the cost of speed and mobility. They turn, rise and fall very slowly. Makeshifts can hold a small number of dropships, drop pods and starfighters. SPAZAVERR-CLASS STRIKEBARGE Armoured to heck and beyond, Strikebarges are slow ships equpped with two giant laser cannons that go BLAAARGH and rip through stuff. They melt or outright punch holes into armour. Their hammerhead shape plus the toughness of their armour has encouraged several StrikeBarge captains to ram into enemy ships in the past, which explains why there are contingents of infantry aboard each one in their standard configuration. Link to Sprites: https://brickshelf.com/cgi-bin/gallery.cgi?f=581286
  2. Woah. Woah... Woa... Wojak!

  3. What if someone was to produce a battlemech that knows about rolling down in the deep?
    When your guns go dumb, you can call that weapon freeze.
    Hm... The mind wonders.

  4. We have an active discord server & a bunch of dropboxes we put stuff in (the main dropboxis full, so we don't upload anything else there) lemme know if you want any of those sweet deets!
  5. Pleased to meet you. I'm Dhalo! ^^ How's it going?
  6. Who dat? It's dat foxkitty! o:

  7. AAAAAAAAAAAAAAAAAAAAAAAAH-*Slides into this post.* ...Hello!
  8. I have this on loop, the original sounds good & I also like it with Heavy-Medic-Scout. An Old Boy Band?
  9. I've got a head like a ping pong ball!
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