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Shas'vre Velk'Han Kauyon Monat Richter

Dec 23rd, 2019
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  1. Basic Info:
  2. Name: Shas'vre Velk'Han Kauyon Monat Richter
  3. Sept: Velk'han (originally), Ba'Y'Skether (Currently)
  4. Caste: Mist Caste (Fire-Water Hybrid Caste)
  5. Role: XV95 Ghostkeel Battlesuit Pilot/Xenologist/Psyker (Unawakened)
  6. Race: Gue'Vesa (Human)
  7. Gender: Male
  8. Age: 27
  9. Race: Gue'Vesa (Human)
  10. Blood Type: O+
  11.  
  12. Appearance:
  13.  
  14. Weight: 187 Lbs
  15. Height: 5'10 ft
  16. Hair: Auburn
  17. Complexion: Sun Kissed, Smooth
  18. Build: Lean but Muscular
  19. Defining Features: Freckles on his cheeks, Golden Eyes, Perfectly straight and white Teeth.
  20.  
  21.  
  22. General look: https://i.pinimg.com/564x/4f/f3/6c/4ff36c0c0d7b7da1185ff746171e2b06.jpg (With Helmet off)
  23. https://i.pinimg.com/564x/76/90/a9/7690a9244f18fd34f2ef6fbe281c08ab.jpg (Richter with his Ghostkeel Battlesuit)
  24.  
  25.  
  26. Psyche
  27.  
  28. Personality: Highly Ambitious, Protective to his Brothers and Sisters in Arms, Playful with his Battlesuit AI, Kind to his Drones treats them like Pet animals.
  29.  
  30. Personal Life Motto: Every Citizen has a Duty to Spread the Word of the Greater Good and even if it Costs you your Life; You did your Duty!
  31.  
  32. Likes: Spreading the Greater Good, Vaporizing the Foes of the Tau Empire, Seeing his fellow Humans uplifted from their Selfish ways and helping one another, Fighting Shoulder to Shoulder with his Tau and Gue'vesa brothers and Sisters in arms.
  33.  
  34. Dislikes: Humans too blinded by the Imperium Doctrine to see the Benefits of the Greater Good, Alien races that Refuse the Peaceful offering of the Greater Good, Losing a Fellow Brother or Sister in Arms, Those that would damage his Battlesuit or his Drones
  35.  
  36. Interesting tidbits: Refuses to wear his helmet when not in his XV95 Battlesuit, Prattles on how his Hunter Cadre of Stealthsuits are the only Purely Gue'vesa battlesuit Hunter Cadre, loves learning about new races and meeting them, Loves sweeping his hair backwards when taking off his Standard Issue Fire Caste Helmet, has a Predisposition for Xeno women.
  37.  
  38. Birth Sign: The Scales of Justice
  39.  
  40. Birthday: 0809993.M43
  41.  
  42. Additional Details: The AI of his Ghostkeel Battlesuit has been named Io and while she acts as a very down to Earth and informative combat company. She does take small, almost human like delight in taunting her Pilot's many failed attempts in speaking with Women of any race. Meanwhile his Four Drones he has with him are Thor the Gun Drone, Eir the Shield Drone and they are always with him when even when he's piloting Io they are very much like faithful hunting hounds. Meanwhile he has Loki and Hella which are his Stealth drones and they have a mischievous streak in them. It has been noted in certain circles that Loki will camouflage himself and get behind a person then Hella will swoop from above to spook them and trip over Loki. The Two drones would then beat a swift retreat to Io to avoid repercussions for their Shenanigans. They are the Sassy Cats in Richter's Life.
  43.  
  44. Backstory:
  45.  
  46. Richter has come from a long line of Gue'vesa Psykers that had long forgone their Mental powers for the simple life of Soldering. Though they kept their Mental training to keep the Dangers of Corruption at bay they let themselves get lost in the Blissful life of the Greater Good and serving honorably alongside their Tau Comrades as Gue'vesa Auxiliaries. Richter grew up on the Fringes of the Empire in the Velk'han Sept but the Hardy Gue'vesa soldiers of the Velk'han were frequently recruited for various Missions and incursions in the Expansion of the Tau Empire. Though he came from Velk'han Sept Richter spent most of his time traveling with his father to the Inner Septs. On their Home-world in the Velk'han sept since the Majority of the Population were Gue'las that Supported the Tau and the Tau'va they began to create their own Hybrid Castes to Organize the Gue'vesa.
  47.  
  48. There was a small group of Tau, Gue'vesa and a few Influential Ethereals that had come together and began to discuss in private a Paradigm shift in the Empire to fully indoctrinate the Humans and the other Auxiliaries that desired to be seen as true Equals of the Tau and accept the Caste System into their Cultures. While Richter was a youth this was all he heard was the Gue'vesa becoming like the Tau and upholding the Ideals of the Empire in it's entirety. The Ideal filled his heart so completely at the age of Twelve he demanded to be accepted into a Cadre and become a Full fledged Shas'la.
  49.  
  50. Many of the Trainees silently scoffed but allowed him to join a La'rua (Team) of trainees to see how rigorous and difficult the training Fire Caste Warriors went through. But time and time again Richter would not only keep up but Surpass his Tau peers on all marks. He would become a Shas'la at the Age of 16. But instead of staying with the La'rua he had trained with he demanded he be assigned to a Team of Gue'vesa and they all would be given the rank of Shas'la along with him.
  51.  
  52. He would Elect instead of being and leading a Team of Fire Warrior Shas'las he took up the call of becoming a Pathfinder still feeling the urge as a Gue'vesa to support his comrades in all possible fashions. And So he spent his first Tour as a Pathfinder, while the Fire Caste accepted the Shas'la they did assign a Tau Pathfinder Shas'ui over the Gue'vesa La'rua to watch them carefully. It was during path-finding mission. Their Shas'ui was killed by a Space marine Scout. The Team came under suppressing fire of the Enemy scouts. Richter would scoop up his Shas'uis Markerlight and Rail rifle and painted his Enemies general location. A Bombardment of Smart Missles later and the Pathfinders were on the move again. They completed their mission to the tee.
  53.  
  54. After that Richter was named a Shas'ui of his La'rua and offered a Command as Pathfinders. But Richter opted out of that option and requested them to become Pilots of the XV25 Stealthsuits so they could fully utilize their Pathfinder experience. And for the next four years he served as expert Infiltrators and Saboteurs for the Empire with his Bond Brothers. After that tour and the loss of a few bond brothers he was elevated to the Status of Shas'vre for his daring, and critical strikes for the Fire Caste. But it also noted Richter refused all requests to back-fill his lost comrades. After his Elevation to Shas'vre he requested him and his remaining two Bond Brothers to become Pilots of XV95 ghostkeels and they be elevated to the Status of Shas'ui. Given their deeds Richter's request was met and he has been serving as a Deep Strike Specialist with his Bond Brothers, his Drones and Io the Battlesuit AI in his Ghostkeel for the last three years.
  55.  
  56. His example led to a rise of a Purely Gue'vesa Cadres with minimal Tau Leadership and he was sent as a Adviser to a Shas'o assigned to a Diplomatic Escort mission for with the Water Caste. He took a several Gue'vesa Cadres of Fire Warriors and Pathfinders with him. The Only Tau with them were the Fire Warriors were the XV 8 Battlesuit pilots, The Fire Caste Commander, The Water Caste Diplomats, Earth Caste Engineers and the Kor'Vattra pilots. How will this mission of Diplomacy fare for the Bringers of the Greater Good? Only time will tell.
  57.  
  58.  
  59. Psyker Abilities:
  60.  
  61. Pull: Pull generates a mass-lowering field, which levitates enemies into the air. While aloft, enemies will slowly drift towards the player, allowing any allies or the player to finish them off effortlessly
  62.  
  63. Stats:
  64.  
  65. Range: Line of Sight
  66. Recharge Speed: 4 sec
  67. Duration: 4.40 sec
  68.  
  69. Shock-wave: Blasts enemies with a line of Psyker infused Energy explosions that proceeds through walls and other solid objects.
  70.  
  71. Stats:
  72.  
  73. Range: 10 m
  74. Recharge: 8 sec
  75. Damage: 200
  76. Force: 600 N
  77. Radius: 2 m
  78.  
  79. Notes: When used, the power sends out a series of explosive Psyker impacts in front of the sSer ignoring any obstacles. It can be unleashed along the ground to launch all enemies in its path into the air, or used against airborne targets.
  80.  
  81. It is worth noting that when Shock-wave hits a shielded target it will be stunned for a brief moment, losing a bit of shield depending on the User's Psyker power, but won't be thrown into the air. This can be useful in stopping advancing enemies and allowing the User to focus fire on this target with squadmates.
  82.  
  83. Psyker Charge: The User Smash into a target while encased in a Psyker barrier, leveling your opponents. The user is Invulnerable while this power is in effect and traveling towards his target.
  84.  
  85. Recharge Speed: 10 sec (14 krogan)
  86. Damage: 250
  87. Force: 500 N
  88. Barrier Restored: 50% Strength
  89.  
  90. Nova: Transfer the energy of the Psyker's barrier to charge and spark this deadly blast. Psyker Barrier strength determines intensity.
  91.  
  92. Damage: 350
  93. Force: 450 N
  94. Radius: 4 m
  95.  
  96. Notes:
  97.  
  98. Nova is a close-range shock wave power which utilizes a high-risk, high-reward combat system. While expending the remainder of the User's Psyker barrier, Nova inflicts a high amount of damage to surrounding enemies, pushing them back and sending them soaring into the air. There is no cooldown--it can be used whenever the User has an active barrier.
  99.  
  100. Wargear (Personal):
  101. x1 Rail Rifle: (A Sniper rifle that operates as A Portable Rail gun designed to Cripple or eliminate Heavy Armor/Tank units. It uses alot of power and generate a lot heat which are managed by the use of pre-charged disposable capacitors which are replaced after every shot.)
  102.  
  103. x1 Markerlight: (An advanced Tau hand-held laser range finder that is used to "paint" targets for other Tau units to fire upon. When activated, a Marker Light projects a simple beam at the target which measures the exact distance between the Marker Light and the user.)
  104.  
  105. x1 Pulse Carbine: (A T'au Pulse Weapon that utilises pulsed induction fields to propel lethal micro-bursts of plasma over long ranges. A Pulse Carbine is a shorter and more lightweight version of the Tau Pulse Rifle, and has a damage output greater than the standard weapons of every other intelligent race the Tau have yet encountered. )
  106.  
  107. x1 Pulse Pistol: (A pistol-sized Pulse Weapon, it is only used by certain Tau personnel as a basic defense and hold-out weapon for use in desperate situations.)
  108.  
  109. x1 Photon Grenades: ( A grenade that releases a pulse of multi-spectrum light and a deafening sonic burst to temporarily blind and disorient foes.)
  110.  
  111. x2 MV1 Gun Drone: (A small, sleek, disc-shaped, semi-sentient machine that flies via small anti-gravitic generator and a smaller and much modified version of a Tau Jetpack. They are controlled through the use of an electronic device known as a Drone Controller carried by a Tau Officer. They attack their Targets with Photon Grenades fired by the under-slung grenade launcher and twin-linked Pulse Carbines.)
  112.  
  113. x1 MV4 Shield Drone: (A small, sleek, disc-shaped, semi-sentient machine that flies via small anti-gravitic generator and a smaller and much modified version of a Tau Jetpack. They are controlled through the use of an electronic device known as a Drone Controller carried by a Tau Officer. Shield Drones are essentially mobile Shield Generators. This provide several layers of powerful energy fields and advanced countermeasures that are effective within a range of roughly two metres. This energy shield is capable of protecting anyone in the affected region from even heavy ordnance and anti-tank weapons fire.)
  114.  
  115. Wargear (XV 13-1, Knight-Class Suit):
  116.  
  117. A.I Designation: Ares
  118.  
  119. Wargear (Battlesuit):
  120. x1 Fusion Collider (Primary Weapon): (The Fusion Collider employs sub-atomic particle agitation to super-heat the physical matter of its targets in a small area of effect, vaporizing living creatures and turning armored vehicles into molten slag.Fitted with power dispersal exchanges, this weapon can fire a searing blaze of energy capable of destroying the most heavily armoured foe without risking detection by enemy imaging. )
  121.  
  122. x2 Burst Cannons (Secondary Weapons): (A Multi-barreled weapons capable of sustaining very high rates of fire, Burst Cannons are an offshoot of Tau Pulse Weapon technology. They are usually mounted on Tau Battlesuits and vehicles, providing heavy anti-infantry support. Burst Cannons have four barrels and are short-ranged like Pulse Carbines, though this deficiency is offset by the maneuverability of the Tau units commonly armed with them. Long-barrelled Burst Cannons are variants of standard Burst Cannons usually mounted on Tau aircraft, and possess almost double the range due to their extended barrel lengths.)
  123.  
  124. x1 Advanced Targeting System: (An Advanced Targeting System is a specialised target acquisition computer that identifies and picks out high-priority targets of value in the midst of battle before plotting efficient fire plans to counter them. With this system, tactically-important enemy figures such as squad leaders, special weapon wielders, and commanders can all be more effectively pinpointed as specific targets for elimination by a Battlesuit pilot or vehicle gunner.)
  125.  
  126. x1 Shield Generator: (A Shield Generator is a Tau defensive technology that projects a cohesive energy field around its bearer, protecting him from assaults that might otherwise slay him outright by redirecting them away from the projector, dissipating and absorbing an energy blast, or robbing them of all kinetic energy. Shield Generators are employed at varying scales, from infantry-portable versions to the shields that protect Tau starships.)
  127.  
  128. x1 Target Lock: (A Target Lock is a sophisticated T'au target acquisition system. Infantry and Battlesuit versions of the Target Lock aid the user by identifying potential targets and plotting fire plans to counter them, thus allowing the bearer to target a different enemy unit from that engaged by the rest of his squad.)
  129.  
  130. x1 Velocity Tracker: (A Velocity Tracker is an advanced T'au sensor suite that consists of sophisticated motion detecting and heat seeking sensor systems designed to track the movements of airborne targets such as aircraft.
  131.  
  132. With a Velocity Tracker system, the bearer can accurately bring his weapons to bear on otherwise hard-to-hit high-flying targets before blowing them out of the sky.)
  133.  
  134. Drone Controller:
  135. x2 MV5 Stealth Drone: (A small, sleek, disc-shaped, semi-sentient machine that flies via small anti-gravitic generator and a smaller and much modified version of a Tau Jetpack. They are controlled through the use of an electronic device known as a Drone Controller carried by a Tau Officer.The dome of an MV5 Stealth Drone is studded with stealth field generators which match those found on an XV95 Ghostkeel Battlesuit's armour, and it carries an underslung stealth emitter. This projects a stealth field over itself and its attending XV95 Ghostkeel. A pair of these overlapping fields can make both the Drones and the Battlesuit virtually invisible in open terrain. While some Drones are seen as expendable assets by the Tau, MV52 Stealth Drone pairs are invaluable to Ghostkeel Shas'vre, who often form an unnaturally strong bond with them while on extended missions behind enemy lines.
  136.  
  137. Personal Skills: Weapon Maintenance, Diplomatic Etiquette with Fellow humans, Master in Hand to Hand Combat (Surprising I know.), Wilderness Survival Knowledge
  138.  
  139. Additional Knowledge:
  140.  
  141. Pulse Technology: Pulse Weapons operate by utilizing pulsed induction fields to propel lethal micro-bursts of plasma over long ranges.A Pulse Weapon works by electromagnetically accelerating a plasma shell down its barrel. In effect, it is a miniature mass accelerator. On firing, a ferromagnetic, solid slug is chambered from the magazine and turned into plasma by electromagnetic induction, as it would be relatively easy to alternate the coil current at frequencies sufficient enough to heat the coil to an extreme temperature while keeping it in the chamber. The solenoid is then charged fully, propelling the newly produced plasma out of the gun at an extreme velocity while keeping it cohesive. Though this electromagnetic field continues to keep the plasma together until impact, residual plasma is expelled from the barrel to produce the weapon's considerable muzzle flash. Maintenance of the field is also aided by a bolt-like apparatus, which increases the field strength and therefore the range. The weight of the bolt also serves to dampen the recoil from firing. Without the electromagnetic field, the fired plasma would all dissipate at the barrel mouth, producing a weapon with a range of approximately twenty centimeters. As it is, residual energy and waste plasma, together with the heat produced by energizing the coil, necessitates two barrels to avoid overheating.
  142.  
  143. The power required to generate these immense electromagnetic fields comes from the secondary magazine which is effectively a very powerful and dense rechargeable battery in the weapon's stock. It is changed less frequently than the primary power pack, and can be recharged from the firer's suit or combat armour. Vehicle-mounted Pulse Weapons are usually connected directly to a suitable power source, allowing higher rates of fire with sufficient heat dispersal and eliminating the secondary magazine. Pulse Weapon rounds do a great deal of damage on impact, mostly due to the extreme thermal energy of the plasma mass and the speed with which the projectile impacts, which helps ensure that armoured targets are more heavily damaged. The electromagnetic field that holds the charge together flattens on impact slightly before breaking, which causes the resulting impact to spread over a wider area than would otherwise be possible. The speed at which the plasma projectile is launched is so extreme, that in some cases, it has been known to "light the air on fire".
  144.  
  145. Pulse and Plasma based technologies has been confirmed by the Fire and Earth Castes to work on Both Extremely Low or High intensity Magnetic Atmospheric environments creating a consistently performing weapon technology. Weapons have worked optimally even on planets with shifting Magnetic fields during Expansion campaigns.
  146.  
  147. Fio'tak
  148.  
  149. Fio'tak is a hard, ultra-dense, nano-crystalline metal alloy developed by the Earth Caste of the Tau Empire for a variety of applications. Fio'tak is most commonly utilised as the primary constituent of vehicle, aircraft and infantry armour plating. Fio'tak is very resilient to penetration by kinetic strikes or directed energy due to its impact-resistant structure. This material is highly resistant to corrosion by various toxins and other environmental influences and is more lightweight than conventional Imperial materials which serve a similar structural function such as plasteel. When it comes to damage deflection and mitigation, Fio'tak is comparable to the ceramite used in Space Marine Power Armour, but weighs substantially less on a per unit basis.
  150.  
  151. It is resilient to Thermal Plasma tic weapons able to absorb multiple shots of Plasma based weapons before sustaining damage.
  152.  
  153. Temperature ranges for Thermal Plasma based weapons: 17540.33 Fahrenheit - 179540.33 Fahrenheit
  154.  
  155. XV95 Ghostkeel Battlesuit:
  156.  
  157. The XV95 Ghostkeel Battlesuit is the pinnacle of Tau stealth technology, a Battlesuit created specifically for use behind enemy lines in the most gruelling conditions. These mighty Battlesuits loom several times the height of a Fire Warrior, and mount a full array of repulsor jets. They are equipped with an arsenal of heavy weaponry, and are supported by a wealth of high-technology hardware and counter-sensory warfare suites. XV95 Ghostkeel Battlesuits can tear apart entire armoured squadrons and massacre rank upon rank of enemy infantry in sudden ambushes. The firestorm of their onslaught is such that the foe often believes a whole army must be attacking them from an unexpected quarter.
  158.  
  159. The XV95 Ghostkeel Battlesuit stands more than three times the height of a Space Marine, even higher than an XV88 Broadside Battlesuit, its armoured body sharing a similar design to the experimental XV22 Stealthsuit worn by Commander Shadowsun. XV95 Ghostkeel Battlesuits incorporate many of the standard features shared by most Tau Battlesuits, including a powerful and sophisticated Tau Jetpack, which combines anti-gravitic and jet propulsion technology. The Jetpack allows the Battlesuit to maintain a stable platform from which to fire its weapons, even when on the move, and provides a great deal of mobility to the user. The Jetpack also allows for an XV95 Ghostkeel Battlesuit to be deployed from high altitudes by Tau transports such as Orcas and Mantas, where the Jetpack will be used to safely slow the Battlesuit's descent. In addition to the Jetpack, an XV95 Ghostkeel Battlesuit also incorporates advanced sensors common to all Tau Battlesuits which are built into the helmet. These sensors and systems allow for the user to gather more accurate battlefield data which can assist informed decision-making on where to best deploy themselves to maximise their tactical effectiveness. All XV95 Ghostkeels are also equipped with a Blacksun Filter, which is an advanced optical system that enhances and magnifies a warrior's low-light vision whilst simultaneously filtering bright flares of light that could blind him in battle, and a Multi-Tracker, which assists Battlesuit pilots in engaging enemy threats by using multiple armaments at once, making them formidable opponents in a wide variety of battle conditions. As with all Tau Battlesuits, XV95 Ghostkeel Battlesuits are constructed out of a lightweight yet strong nano-crystalline alloy called Fio'tak in the Tau Lexicon, which is light, malleable, impact resistant and corrosive-resistant, reducing the weight of the Battlesuit whilst also providing excellent protection. Even the armour's shape helps deflect solid projectiles, while a reflective liquid metal coating can reflect medium-grade laser fire. A full medical suite and nutrient reservoirs are also built into every XV95 Ghostkeel Battlesuit to help aid their pilots in the field.
  160.  
  161. Like its smaller cousin the XV25 Stealthsuit, an XV95 Ghostkeel Battlesuit also possesses the capability of camouflaging its wearer through the use of its stealth technologies. The suit's integrated holographic disruption field achieves its effects through a number of disruptor emitter nodes arrayed all over the Battlesuit's armour. This holographic disruption field can operate in two modes. The default, passive mode utilises a range of technologies to dampen the suit's electromagnetic signature so that enemy scanners are far less likely to detect it. This mode is called "passive" because its use cannot be detected, as rather than attempting to interfere with enemy sensor systems, it simply masks the suit itself. In active mode, however, the suit's stealth field generator comes online. The suit's matte finish ripples and blurs, resolving itself into a nigh-perfect representation of the terrain that lies behind it, making the suit and its wearer all but transparent -- even to visual identification. In this way, the Stealthsuit's form is blended into the background as if its wearer was a Terran chameleon. Layers of audio and sensory dampening technologies serve to further hide the Stealthsuit. In addition, when operating in active mode, the Stealthsuit's systems are actively interfering with and jamming enemy sensor devices. In so doing, the jamming itself may give away the fact that a Stealthsuit is present somewhere on the battlefield, but it will make the detection of its actual location nearly impossible; thus allowing the Stealthsuit-clad warriors to move untracked, blending in with their surrounding environment before they strike. Because it is hard to focus on their location, a Stealth Team can hide to at least some degree even when standing in open territory. In areas of cover, such as forests or the rubble of an embattled city, they effectively fade into the background, making themselves extremely difficult targets for enemies to mark out or lock on to effectively.
  162.  
  163. To aid in covering the XV95 Ghostkeel's large size, the Battlesuits are deployed accompanied by two MV5 Stealth Drones. These Drones project overlapping stealth fields which help support the XV95's own internal stealth field generators. While some Drones are seen as expendable assets, these two are invaluable to the Ghostkeel's Shas'vre, who often forms an unnaturally strong bond with them while on extended missions behind enemy lines.
  164.  
  165. XV95 Ghostkeels also feature an AI Electrowarfare Suite and Holophoton Countermeasures for use in active combat against the enemy. The Ghostkeel's Electrowarfare Suite, mounted on the Battlesuit's left arm, aggressively scans enemy targetting spectrums and invades the foe's sensor arrays, filling them with false information and scrap-data that makes it almost impossible to effectively fire upon the Battlesuit at range. The Holophoton Countermeasures, mounted between the Battlesuit's secondary weapon systems, are triggered by AI-assisted threat-warning protocols and take the form of a targetted barrage of holo-decoys, friendly target simulacra and stroboscopic blasts. This confounds enemy weapons, causing safety switches to engage and Machine Spirits to rebel while their operators are left bewildered and blinded by the overwhelming sensory overload. Together with the Battlesuit's stealth field generator, an XV95 Ghostkeel becomes a near impossible target for enemies to engage from range.
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