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Starcraft: Last Stand on Korhal

Discussion in 'Out of Character Discussion' started by crazE, Aug 3, 2011.

  1. Hey everyone! Many of you know of the popular 3rd person building game series Starcraft, some of you won't. This RP will take place At the end of the Terran campaign in the very first game, where the planet Korhal was overrun by the monstrous species known as Zerg. This was caused by the disastrous machine known as the Psi Emitter, which seems to pulse a frequency the Zerg attract to. The machine was set off by a devilish man known as Mengsk, who abandoned the whole planet and it's inhabitants (even his own men) to avoid getting eaten by the Zerg swarm.

    This is where your story begins.

    Basic Outline:

    Mengsk has suddenly left orbit and stranded you and your fellow soldiers on the barren planet of Korhal to fend for yourselves. The RP isn't expected to last long though; all of your characters will die by the end of the RP (which ironically is decided by how long you can survive, but eventually I will close the RP with a final wall-of-text epilogue about how you all did your best and such). This RP is great for those bored guys who like to shoot the crap out of monsters, but don't like to commit.

    The best part about this RP is that you can pull out any time! You'll just have to read about how your character was ripped to shreds by an angry Ultralisk. ^^

    Note: For the option of joining the Protoss or the Zerg race, PM me and I'll give you a separate profile.

    Profile:

    Terran:
    The new name of the human race. There are several Terran factions, such as the Dominion (main military and dominant political body over most of the Terran sectors before being overthrown by the "Sons of Korhal" terrorist group, which was run by Mengsk himself).

    Marine:
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    Marines are the main infantry of Terran armies. They're the guys sent into the middle of the battlefield. They wield the general but powerful army-issued Gauss Rifle, and can be switched form semi- to full-automatic firing. They also wield (when out of ammo) a 12x4 inch Ka Bar knife that is lightweight yet made of the most durable metals. Although they wear heavy nerve-connected infantry suits, life expectancy of a Marine can range from only 5 months to about 5 years (depending where they're stationed). Marines are mostly recruited by force, more than 80% being convicts sentenced to life in prison or death. The other 20% are volunteers.

    Firebat/Marauder:
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    Firebats are the "firepower" in the Terran armies, wielding two double-barreled high-powered flamethrowers. The powerful barrels can propel the napalm-like flames of a distance of over eighty yards, and can be transitioned for either precise fire lines or wide flooding blasts. They handle extremely well toward Zerg swarms due to the fact that the fire spewed from a Firebat can get under their thick hides, literally cooking them in their own skins. 75% of Firebat operators are re-socialized sociopaths or mostly sane pyromaniacs. Unfortunately for most Firebats, the gases inside the Firebat's suit leaks into the operator cabin, either causing permanent brain damage or eventually killing the operator after being exposed for a long period of time.

    Marauders are the heavy infantry within Terran armies. They carry large "Punisher" grenades that launch like bullets, but explode like bombs. They're best fit as support troops and can hold a line very easily against larger opponents. Surprisingly, 70% of Marauder operators are volunteers looking for good pay, and have never even been to jail.

    Medic:
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    Medics are the main support units on the battlefield. These brave girls are dropped in with most troops and fight for survival. Although they can't fight, they wield twin precision surgical lasers that can heal a wounded marine from a safe distance of 100 yards. This allows these life-givers to stay out of harm's way while helping prolong the lives of troops during battle. All medics are volunteers, while jokingly most marines say that only 99% are, and the 1% are their girlfriends sneaking into the military to see them.

    Reaper:
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    Reapers are the fast-moving special operations infantry that work well with hit-and-run operations and close combat. They work with dual-wielded gauss pistols that are moderate in battle and powerful G4 charge bombs that can level buildings. But what sets them off the most from infantry is the fact that they have their own personalized suits (other than the bulky suits of marines and marauders; like the Ghost) with detachable jetpacks. Because of these jetpacks, Reapers can easily climb up and down cliffsides and overcome obstacles far better than main infantry. Other than Marines, 100% of Reapers are sentenced to death row or life in prison. Reapers are imprinted with a device in their skulls, where if they're found trying to escape the military or their suits, their brains are immediately launched with electricity and fried.

    Ghost:
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    Ghosts are the tactical specialists in covert operations. Their branch of military is somewhat secret, with barely any information on their training, but can always be found taking on whole missions alone. They're equipped with a C10 canister rifle that can take the head off a Zergling from over 600 yards away. The rifle can also fire special tech-burning EMP rounds. They're specialized and personalized tech suits have been imprinted withe cloaking device, allowing the Ghost to have perfect stealth. But the greatest piece the ghost carries in his arsenal is the targeting system on the top of his rifle that calls in a tactical nuke. That's right; Ghosts, when sent into the field, connect their targeting systems to a Missile Silo found at their base, where when the targeting system is triggered the missile launches off.

    Ghosts are specially picked only from a select group of people, and what studies could collect, are put through rigorous amounts of training everyday, not only with physical training but mind stimulation training. This is the cause of the Terran military to try and advance into psionic(mind) abilities.(Note: To become a Ghost, you'll have to PM me an application. Because Ghosts are "special" units, I can only allow up to three Ghost profiles total)

    Goliath:
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    Goliaths are special support vehicles that use mech technology opposed to treads or wheels. They bring to the field powerful twin autocannons that may not pierce enemy armor as well, but keep a constant flow of firepower. They also wield twin Hellfire Missiles, their best defense against aerial vehicles and opponents. But the best part is that Goliaths can fire both weapons at once, making them deadly with mixed enemy groups.

    Siege Tank:
    [​IMG][​IMG]
    Siege Tanks are the heavy artillery against massive armies. Their powerful twin 80mm cannons can easily blast opponents out of the field. Not only this, but the Siege tank has a special transformation known as "siege mode." This siege mode stabilizes the siege tank so that it is unable to move, but gains longer range and even better firepower, able to blast several opponents with one shot.


    Zerg:
    The hideous, cancerous race controlled by the Overmind, a gigantic mass that controls the beastly Zerg swarms through psychokinetic brainwaves. The Zerg are like weeds and can grow at alarming rates, which is how such a primitive, animal-like race has survived and even overthrown powerful civilizations. Zerg infantry work in large groups and think as one. Zerg swarms have a fairly primitive organization where the infantry is the bottom and work their way to the top by intelligence. But all are controlled by the Overmind, who's grasp can reach millions of lightyears to any Zerg swarm.

    Zergling:
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    The bulk of any swarm, Zerglings make up the majority and attack in mass groups. They can easily overwhelm in sheer numbers and are swift on their feet. Although they have wings, they can only glide a few feet. Zerglings are born in pairs, so if there is only one Zergling in sight you will always find the second not far behind.

    Roach:
    [​IMG]
    Roaches are the tough nuts in Zerg swarms. Their extremely tough hide makes them invulnerable to an easy death, along the fact that they are stubborn. Roaches can spit a huge line of acid over opponents, the acid able to dissolve a marine's armor in moments if hit directly. Roaches, when confronted up close and to avoid causing splash damage to itself, use their two axe-like claws on their back. But what makes the Roaches truly feared is the fact that they can dig their way underground, right under any enemy defenses and attack from inside the base. The biggest thing though is the fact that Roaches heal while tunneling, making them extremely dangerous opponents.

    Hydralisk:
    [​IMG]
    Hydralisks, other than the Zergling and Roach, can launch large 2' spikes at a fairly long distance. These spikes can pierce armor easily and can hit aerial vehicles with moderate precision. Up close, Hydralisks use their huge scythe-like claws to rip apart their opponents. Hydralisks aren't as fast as the Zergling or the Roach though, having to slither like a snake. Despite their intimidating scythe claws, the best way to encounter a Hydralisk is taking them up close to avoid the wicked spikes they launch.

    Baneling:
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    Banelings are the hideous evolution of Zerglings, where the fearless and mindless creatures turn into fearless and mindless kamikazes. Their large, grotesque bodies are filled with several gallons of corrosive acid, and can create a shower of acid over several opponents around it. Not only that, but once they burrow (a universal feature of all Zerg forces. Even the massive Ultralisk can burrow), the baneling becomes a deadly landmine.

    Infested Terran:
    [​IMG][​IMG]
    The Zerg have evolved a virus that is able to infect humans and change their physical and genetic appearance. This altering virus induces the human's mind to the frequency of the Overmind, turning the human into a Zerg slave. Not only this, but the Zerg virus may or may not alter the human's body that match certain kinds of Zerg species.

    Ultralisk:
    [​IMG]
    The Ultralisk is a powerful beast in the swarm, using four giant scythe-like kaiser blades to rip apart several opponents with one swoop. That, along with it's extremely thick armor, can tank through whole armies and devastate cities in it's wake. Best way to defeat an Ultralisk: keep the hell away from it if you can't pack enough firepower.

    Infestor:
    [​IMG]
    A marine's worst nightmare. Infestors are unable to seriously damage opponents by itself, but can pack a lot of abilities. They can spew a quickly growing fungus that overwhelms it's opponents and begins eating at their flesh/armor at a rapid pace. The fungi however die quickly upon release, but can cause severe damage in those few seconds. Their second use is an organ filled with neural parasites, which the infestor distributes with a long tentacle. Once the tentacle is latched to an opponent, the infestor has full control of them. Infestors can also tunnel through the ground like Roaches.

    But that's not the marine's nightmare. It's the fact that infestors eat marines, putting them through their stomachs and then shot out from the mouth on their back as infested marines. The infestor uses these infested marines to do its dirty work. it's a sick and grueling process that no marine wants to encounter from either side.

    Overlord:
    [​IMG]
    Overlords are the flying carriers of Zerg forces. The Zerg simply latch onto the Overlord's several hanging tentacles and the Overlord drops them anywhere. Overlords also count as their "livestock," giving the life-giving supplies Zerg forces might need. They can spew a kind of fleshy substance known as Creep, which all Zerg structures need to be grown on. Other than that, Overlords have no other uses.

    Mutalisk:
    [​IMG]
    Mutalisks are the "demons of the skies," using boomerang-like spore scythes the fly through the air and slice into their opponent's armor. The spore scythes can ricochet off of the first opponent and separate, permanently imbedding itself into the nearby opponents.
     

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