Forums / Roleplaying / Starcraft: Siege of Mar Sara
Starcraft: Siege of Mar Sara | ||||
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19:55:58 Dec 23rd 07 - Mr. Sigheart The Hobo: Starcraft:
Storyline~ Note that text in italics is the plot edited for the sake of the game. Mar Sara was a colony of the Confederacy, founded before the guild wars began. After the guild wars, some time later, things began to happen. The Zerg arrived on the planet, being lured by the psi emitter on it. The confederates studied the zerg, and eventually decided to use them as a weapons test to get rid of their possible enemies, the Mar Sara Militia. December, 2499. The zerg attacked. The colonists had to be evacuated and so they were relocated to the wastelands, escorted by James Raynor and some of the Mar Sara militia. After the successful r.locationer, the Colonial Magistrate receives news from the Backwater Station, which has been sieged by the Zerg. Confederate headquarters is alerted, and Duke informs the Magistrate not to interfere, as he will take care of it. However, Raynor knows Duke will take too long, whether or not on purpose. Raynor in addition volunteers to lead colonial troops to rescue this station (and is successful at doing so), but after destroying an infested installation, Raynor is arrested by Duke. However, much to his dismay, Raynor managed to escape. Duke did not make any attempts to pursue Raynor. The remaining militia fled back to capital of the planet. The looming threat of the zerg was coming and fast. The magistrate's adjutant had prepared a report on the current situation, and informed the magistrate that there was no one to turn to for military relief. Applications Ask for a spot. If I find two people applying for the same spot at very close times then I'll just have you guys choose. The Factions Mar Sara Militia The Mar Sara Militia are the what is left of the militia of Mar Sara that have not been arrested by Alpha Squadron and the Confederacy, lead by Marshall James Raynor. The militia is mostly composed of marines and firebats, although is does have some mechanical backup. The men in the militia are strongwilled, intending to survive long enough. Zerg The alien Zerg began to spread wildly across Mar Sara a short time ago, causing lockdown on the planet. They have destroyed many outlying settlements and several Confederate Research facilities. Now as the populace of Mar Sara struggles to hold out long enough to escape their doomed planet, the swarm's attacks become more vicious as time goes on. ~Traits Every characer possess traits. These traits are passive, and can be gained or lost through combat and other means. For example, if you had a trait that said your character was a good tactician and you did something stupid, you would contradict your trait and it would be removed or weakened. Take advantage of these traits and use them well - they can make the difference. Mar Sara Militia [Leader]Marshal James Raynor: Lord Asparagus James Raynor was raised on Mar Sara and calls it his home. A law-enforcement marshal and a member of the colonial militia on Mar Sara, Raynor has seen what the Zerg can do and does not want his home to befall the same fate. Marshal: James Raynor didn't get his position of Marshal without reason. All men fighting under him get a slight increase of morale and his tactics usually end up producing the desired result. Colonial Magistrate: .:Arashi:. The colonial magistrate was in charge of the colony world of Mar Sara. He is the one responsible for the defiance against the Zerg and the current affiliation with the Sons of Korhal. A good friend of Raynor's now, he would follow Raynor anywhere - including if it meant in the future to betray the Sons of Korhal. Magistrate: Many look up to the magistrate as a sign of courge and strength. If the magistrate is on the battlefield personally, all terrans on that battlefield get a morale and slight attack boost. Lieutenant Sarah Kerrigan: Hozukimaru Sarah Louise Kerrigan (otherwise known as Lieutenant Kerrigan) is the second in command of the Sons of Korhal faction. Kerrigan spent time on Mar Sara stirring anti-Confederate sentiments, meeting UNN reporter Michael Liberty in the process. When she found out about the deal made with the magistrate, she found she was already near the capital. She arrived there and offered her service to the magistrate as a sign of good faith from the Sons of Korhal. Skilled in the art of war, Kerrigan will be a value commander to the militia. Ghost: Increase the amount of ghost reinforcements gained every turn by a small amount. Andre Madrid: *beep*nio Armas Madrid is a older marine, originally on Chau Sara. Relocated to Mar Sara, he is one of the few survivors to escape the infestation of Fire Base Chimera. He manged to flee to the capital with success, and agreed to work with Raynor. Marine: Increase the range of marines under his wing slightly. Sergeant Bud Morris: Pix Sergeant Bud Morris is a Terran Firebat and an old friend of Jim Raynor. He was there at the city when Raynor and the militia fled there, and offers his assistance to his old friend. Firebat: Increase the effectiveness of firebats slightly against zerglings and hydralisks. Zerg [Leader]Cerebrate Zasz: BlackPhoenix666 Zasz is a cerebrate, who are powerful agents of the Zerg Swarm, created by the Zerg Overmind for the purposes of controlling Zerg Broods. Zasz is in charge of the Garm brood, whose charge is to be the primary assault force of the zerg. Should Zasz not be able to handle the terrans alone, backup may be received from the numerically far superior Jormungand and Surtur Broods, or even the mighty Tiamat brood. Cerebrate: As a Cerebrate, Zasz can command all the zerg at once at any.locationer on Mar Sara. Zasz is also not on Mar Sara. The only zerg he does not directly command are the ones under the control of his top three overlords. Swarm: Increase the amount of zergling and hydralisk reinforcements slightly Overlord 1: Mythryndil A generic but stronger overlord created by Zasz to assist him in dealing with Mar Sara. Slightly bigger then the other two. Overlord: All zerg under your control cannot defy your commands. All zerg receive a slightly stronger carapace. Overlord 2: Dark Tyreal A generic but stronger overlord created by Zasz to assist him in dealing with Mar Sara. Slightly stronger then the other two. Overlord: All zerg under your control cannot defy your commands. All zerg receive more strength in attacks. Overlord 3: Antihero A generic but stronger overlord created by Zasz to assist him in dealing with Mar Sara. Slightly faster then the other two. Overlord: All zerg under your control cannot defy your commands. All zerg receive a slight boost in speed. In addition, there is no unit purchasing, but rather, reinforcements. Every turn you gain more reinforcements. You may specify what type of reinforcements you want - do you want mostly infantry? Mostly hydralisks? Whatever you want most you will gain the most of. These reinforcements come from men being armed or being put in freshly made vehicles, or larvae turning into various zerg creations. Note to all.locationers with Vespene Geysers in them - they provide more reinforcements. These points are vital! Unit types: Mar Sara Militia Marine - Basic ranged infantry, they are armed with a C-14 "Impaler" Gauss Rifle and wearing CMC-400 Powered Combat Suits Marines, so they can attack air units as well. They may use stimpacks if they are supplied with them. Firebat - The best terran troops to take down large amount of zerglings, firebats are armed with plasma-based Perdition flamethrowers. They cannot attack airborne units, and are weak against bigger creatures or creatures with heavy armor. Ghost - Brought in by Kerrigan to the Militia, they are psychic Terrans, and they use this ability to enhance their strength, speed and endurance. They are armed with a C10 25 mm canister rifle, which can execute long range, almost sniper like shots. They may cloak at will so long as their cloak has energy. Vulture - A armed, hovering motorcycle, the vulture armed with a built in grenade launcher and can deploy a few spider mines that burrow into the ground. Ideal for hit and run tactics, or helping with marines dealing with zerglings, they cannot attack air units and do not compare with ultralisks. Siege Tank - The siege tank is a excellent defensive aspect - when deployed in siege mode, it can use its giant Arclite Mjolnir Artillery Cannon to bombard incoming zerg. When not deployed, it is mobile and uses a weaker cannon that is good against larger zerg. Goliath - Basically a assault walker, the goliath is armed with twin 30mm Auto-Cannons for land zerg and Hellfire-AA Scatter Missiles for anti-air support. Very weak against large masses of incoming zerg. Wraith - The militia only has a few wraiths available, but those that are available for use are very useful. Basically a fighter, Wraiths are armed with two burst laser cannons , and the lower wing has an air-to-air Gemini missile package. They can scout in the air and use their cloaking system to a great effect. Zerg Zerglings - The basic Zerg unit, zerglings are short creatures and are quick, agile and are very effective in huge numbers. Rather weak and fragile, Zerglings however will spell trouble in large numbers. Hydralisks - The Hydralisk is basic ranged support offered to zerglings. Hydralisks are taller then marines and may fire their needle spines to both ground and air units and may use their scythed limbs in close combat. Ultralisks - Lumbering, giant Zerg, Ultralisks are at least 18 meters long and posses indestructible Kaiser blades as well as their own body for a weapon. The Ultralisk is surprisingly fast as well. Mutalisks - Mutalisks are the zerg air support. Rather small, it can easily avoid some of the larger attacks that can be fired against it. It fires the short range Glaive Wurms, which when they hit something bounce again twice, each time dealing less damage. Very weak though against massed marines. Daggoth's reinforcements Hunter Killer - A different strain of hydralisk, the hunter killers are one of Daggoth's finest creations. They are twice as effective as regular hydralisks. Devouring One - The Devouring One is also a different strain, but rather a strain of zerglings. They have much more stamina, power, and speed then regular zerglings. Torrasque - The Torrasque is a strain of ultralisk that follows the general pattern of the other strains. But the torrasque really shines - its carapace resists twice as much as the regular ultralisk carapace, and the kasier blades have become even deadlier. Hard to produce, but very effective shock zerg. Mar Sara City Inner city - The inner part of the city, it contains a single starport - this is where the Sons of Korhal will arrive. Strategic information: Contains a recently dug trench around the inner city, to be used as a last resort defense. A single starport which produces wraiths exists at the very center. Urban Front - The Urban part of Mar Sara city. Strategic Information: Contains several missile turrets and choke points, but has no bunkers. Main highway - The primary highway that leads into the city - there are two of them that link up to the northern entrance. Strategic information: These two highways are generally undefendable, although several mines lie along it. The main point of defense is where the highways briefly turn into bridges, where at the end leading to the city several bunkers and turrets exist. Garrison of 50 marines (in bunkers) Industrial District A Part of the inner city, this industrial district mostly produces tanks and assault walkers. Strategic information: Contains a vespene geyser, as well as several factories used to produce siege tanks and goliaths. Garrison 1 goliath. Industrial District B Part of the inner city, this industrial district produces mostly vultures. Strategic information: Holds several factories used to produce vultures and the spider mines that come with them. Garrison 3 marines. Trench complex A - The first (and only) trench that exists outside the city, it is the final line of defense before the defenses of the city take place. Strategic information: The trench is well defended, and includes several bunkers and missile turrets. However, the sides are vulnerable to flanking, as the system of defense was designed to face one way, not all ways. Garrison of 100 marines and 25 firebats. Trench complex B - The second major trench network, it surrounds the city itself, and does not protect the urban parts of them. Strategic information: Less defended then the first trench, but surrounds the entire city evenly. Garrison of 50 marines. Highlands A - These are lands near Mar Sara City, taken over by the Zerg Strategic information: Several sunken and spore colonies exist along the creep in this area Wastelands Backwater station - a confederate outpost, abandoned to the Zerg. Strategic information: Nothing. Contains a vespene geyser, as well as the high ground. Fire Base Chimera - Once a strong terran outpost, it was overrun by the Zerg. Strategic information: Features several bunkers as well as the high ground. Bunker Complex 3847(Scenic) - A outpost destroyed by a nuclear strike, overun by the Zerg. Strategic information: Contains a weak Vespene Geyser. Other.locationers Anthem Base - A isolated mining town, the Zerg quickly took it as their own. Creep spread rapidly as the Zerg used the base as their own. Strategic information: There are only two ways into the town, two easily defended points. Vespene complex A - A series of refineries operated by the terrans, it was quickly overrun by the Zerg and they took it as their own. Strategic information: Contains large amounts of vespene. Central base of the Zerg invasion. To clear up confusion, here is how the defense network to get to the Mar Sara city goes: H_____________H H_____________H H_____________H H_____________H H_____________H H_____________H H_____________H H_____________H TRENCH COMPLEX A TRENCH COMPLEX A (some ground) URBAN CITY DEFENSES URBAN CITY DEFENSES Hope that clears things up >.> Forces Militia -Faction total: 250 marines 50 Stimpack marines 100 firebats 10 ghosts 10 siege tanks 30 goliaths 10 wraiths Character troops: Raynor: 50 Marines Magistrate: 20 Firebats Kerrigan: 60 Marines 25 Ghosts 60 Vultures Madrid: 20 Vultures Bud Morris: 1 Siege Tank 5 Goliaths Zerg -Faction total: 1000 zerglings 400 hydralisks 25 ultralisks 120 mutalisks 50 hunter killers 3 torrasques 90 devouring ones Character troops: Zasz: 50 hunter killers Overlord 1: 50 zerglings Overlord 2: 5 mutalisks Overlord 3: 20 hydralisks 5 hunter killers Ask for a spot and ye shall recieve said spot. | ||||
20:03:29 Dec 23rd 07 - Lord Verll: So long :( | ||||
20:04:34 Dec 23rd 07 - Mr. Vengence: ummm....i would join, but i dont have the patience to read all that. | ||||
20:06:19 Dec 23rd 07 - Mr. Sigheart The Hobo: Disclaimer: I do not own Starcraft nor am I making money
off of this. Also ignore the people who I put up there. There
some friends of mine, this is a game created by me and my friends. | ||||
20:41:29 Dec 23rd 07 - Mr. Might The God of Cows: I would like to join as Mara Sara! | ||||
20:43:28 Dec 23rd 07 - Mr. Sigheart The Hobo: You would like to join as the group known as Mar Sara Militia right? | ||||
20:43:54 Dec 23rd 07 - Mr. Might The God of Cows: Yes! Though Zerg pwns! | ||||
20:51:57 Dec 23rd 07 - Mr. Umbar: i join the zerk thingys..i like there characters :O | ||||
20:59:24 Dec 23rd 07 - Mr. Umbar: no wait is til join the zerks..i don't like defending.. | ||||
21:01:58 Dec 23rd 07 - Mr. Umbar: ok, but what do the H's mean.....? | ||||
05:24:27 Dec 24th 07 - Mr. Xiax: I wish to be Bud Norris. | ||||
08:45:51 Dec 24th 07 - Mr. Bloodlust: nothing can fight the fists of chuck norris | ||||
14:34:15 Dec 24th 07 - Lord Jonny Bacardi The Grand Master: i'll join. looks intense, I'll read through ALL of it later, I'd like to join as Mar Sara though. | ||||
15:25:41 Dec 24th 07 - Sir XelNaga: WHAT THE FEK? Is this gonna be even a fight? With that many zerg units, cracklings alone kill everything................. you forgot medics. mnm is the pwn, marines alone are the crap. ffs, SC rpg text game is such retardness. just be a man and play starcraft. you RUIN THE TRUE SPIRIT OF STARCRAFT! TO HELL WITH YOU! MASTER XEL'NAGA HAS SPOKEN! I am the creator of PROTOSS AND ZERG! Where is my beautiful psionic PROTOSS RACE! | ||||
17:08:16 Dec 24th 07 - Mr. Sigheart The Hobo: If I added Protoss then they'd pwn everybody else. I was considering
adding them as an NPC faction where they destroy the entire planet if
the battle isn't finished fast enough. | ||||
02:31:50 Dec 25th 07 - Mr. Agent Clamps: What about the toss as like a small unit of stranded guys. Sure any one of them can kick like 5 marines' butts but so can a marine take on a couple zerg at a time. Zealots and dragoons are awsomes... | ||||
05:20:16 Dec 25th 07 - Mr. Sigheart The Hobo: WHAT THE FEK? Is this gonna be even a fight? With that many zerg units, cracklings alone kill everything................. | ||||
14:48:32 Dec 25th 07 - Lord Senturu The Bugabuser: xelna*beep*ou created the protoss and the zerg, but the Humans still own both their asses TERRAN FTW!!!! | ||||
04:15:59 Jan 5th 08 - Mr. Anordez: Zedrona walks out of the barracks in his brand new armour. | ||||
08:53:49 Jan 5th 08 - Pirate Lewatha: hmm, I'd like to enter as Kerrigan. Not entirely sure of how this'll go. | ||||
03:40:16 Jan 6th 08 - Mr. Romus The II: I would like to be a bad (Beep) marine that everyone is scaired the (Beep) of becouse he kicks (Beep) and eats zerg for lunch. all sumed up i wont to be a Lieutenant with a detatchment of kick (Beep) marines only 5-10 but 1 is better then 5 marines. | ||||
21:05:44 Jan 6th 08 - Mr. Might The God of Cows: Ill be James Raynor! Hes my bud from singleplayer Starcraft! :D | ||||
01:26:21 Jan 31st 08 - Mr. Danimoth: Any1 played protoss? cause if one did i will kill u. Hey i rule at protoss. | ||||
01:26:51 Jan 31st 08 - Mr. Danimoth: And i want to be Carrier Tassadar(Gantrithor). | ||||
01:26:51 Jan 31st 08 - Mr. Danimoth: And i want to be Carrier Tassadar(Gantrithor). | ||||
23:17:09 Jan 31st 08 - Mr. Danimoth: screw this u ppl didn't even fini*beep*. here's the story... James Ranor set a base on a new planet which was overran by Zergs. When he saw them he's like WHAT THE (BEEP) EVERYTHING THEY HAVE IS ALIVE. Until he saw the Infested Command Center and star blowing it up. Then General Duke was being a complete (beep)bag and started blaming Raynor. Then Kerrigan came and Raynor stated liking her (but that's another story). So the started taking out the other groups (not on a date). But Kerrigan got captured by the Zergs. Meantime...At the Rise Of the Xe'Nelga, The Protoss was created for defence against the Temple of Xe'Nelga.So Raynor And Fenix Started working together against the Zergs. Mean Meantime... At the Zergs, Kerrigan is being mutated into the Queen (Beep) of the Universe. But the overmind's idea backfired and Zeratul (Pronounced Zer A Tul)popped out to defend his Matriach(Pronounced Mai Tri A Ch) in result, the Overmind Was Killed. Long story short... The humans fled. The protoss warped away, and The Zergs was backstabed by their own creation... Yes they're all *beep*s, in all maners of beings, (Human, Insect, Alien) Here's the protoss heros Artanis and Mojo(Scouts),Fenix(Dragoon and Zealot(Basic ground infantry)), Zeratul and Matriatch(Dark Templar), WarBringer(Reaver), tassadar(High Templar and Carrier) If anyone want starcraft, Please E-Mail me at WarBringerI@yahoo.ca | ||||
23:18:53 Jan 31st 08 - Mr. Danimoth: Shut Up XelNaga I doubt u can even be close to me at using Protoss. | ||||
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