The Sunfury Legion is the primary mechanized fighting force of the Sons of Ord. The Legion spearheaded strikes across the Warfront, led by their dauntless Apostles.
[+H+] body is equipped with the finest plate built from pure Mineral 100. The cost to acquire such a volume of M100 is staggering and defies even [+H+] exorbitant logic drive. [+H+] am a completely unique prototype SCOMA system. There are no records of even remotely similar systems within both Aeradonos' Knowledge Vaults or anywhere in the Thonian Acquiry. She is unaware of my existence.
[+H+] have been designed from the Core out. I have a single seat built into [+H+] chest that can house the Forgemaster and his unique anatomical makeup, though any transhuman could be transported within.
[+H+] am capable of inter-Starlight travel and my Allcube drives rival that of our finest Haulers. [+H+] have a Vulcan Heavy built into each arm with unlimited ore-chain and rail capacity though they have both been designed to adjust to varying outputs to better pierce enemy shields and armor.
Though [+H+] body is a technological marvel of efficiency and killing power, [+H+] Core is truly the most volatile weapon.
[+H+] am Halcyon.
A couple of head variants for the Ordhren HVK based on your feedback.
How does your character carry themselves? Are they a fiery leader or loyal follower? Will they snap under pressure or lead armies to victory against all odds? VALOR and VIGOR are a measure of charisma, character and leadership.
Forgemaster Tyrian Evo
The Ordhren Forgemaster Apprentice can Forge Equipment, lead teams of Ardor Corps, and convert Char Ingots and battlefield scrap into increasingly better units and weapons.
Ardor Corps Apprentice serving a Forgemaster
As the Ordhren Onslaught continues to push towards Thon, it is the Forgemasters that supply, equip and fortify the Fireborn and the countless smelting zones across the Warfront called Ghraves.
Apprentice Level - DRX Drone
Forgemasters of the highest Divisions can Forge Core-Encrypted Plate, Siege Weapons and even Armada Capital ships.
Opposite the Forgemaster stands the Thonian Syndic, Masters of the Acquiry; the inter-Starlight communications and financial network.
Syndics deal entirely in Thonian Rays; the currency of the Alliance. They may exchange Rays for Intel, used to purchase in-mission advantages ranging from undercover agents to pre-mission preparation.
Syndic's employ heavily modified Manakin to protect their interests near and far. As a Syndic rises through the ranks of the Syndicate House, they may employ increasingly better agents and allies.
Syndic Modified Manakin
Should a world disobey the Alliance, it falls to the Arbiters and Syndics to enforce order. A Syndic of the highest Echelon may impose Sanctions; massive defensive Titans capable of crushing a Capital ship’s bridge in its hand. Only in the direst circumstances are Sanctions employed, but with the increasing stress on the Warfront and their allies, Sanctions are in demand now more than ever.
ACCESS is a measure of a character's battlefield savvy. It represents their ability to read their enemies, connect to the inter-Starlight Acquiry, Hack and Heal systems, Trak targets and Forge new weapons.
The Thonian Keeper is a hybrid class. They can specialize in Healing, Resurrection, Drop-Support, Virtual and Physical Defensive Systems, or a combination Healer-Warrior eventually elevating them to the hallowed ranks of War Keeper. Keepers also serve to maintain and decontaminate a Starlight's Knowledge Vaults and Soul Core.
War Keeper Caurus, Emissary to Morvia.
In stark contrast to the Keeper lies the Ordhren Augur; savants encased within an Augur helm forced to navigate, heal, record and Core-Encrypt the masses of data files required to perpetually feed the Ordhren Soul Core's voracious appetites.
Soul Core Aeradonos
Augurs specialize as inter-Starlight navigating Lode Augurs, messenger and spy Data Augurs, and Soul Core and Knowledge Vault maintaining Core Augurs. Soldiers, Handlers, and Apostles may opt to multiclass eventually earning the revered 'Battle-Augur' Honor.
When Slodan Ord mobilized his forces, it fell to the Data Augurs to secretly and covertly deliver the plan of attack to each Legion's Overlord.
The Thonian Core Runner and Ordhren Handler are hackers, assassins, hunters and trakkers.
Core Runners are virtual savants. They spend the majority of their extremely short Journeys within the virtual reality of the Acquiry or some offshoot network tracking person’s of interest, preparing for an assassination, or relaying information back to Commanders and Advocates for larger strikes and Fleet maneuvers.
Runners are bombarded with information and shaped before birth. When they are finally ready for field work they are often reclusive and suffer from massive superiority complexes. Runners typically enroll for citizenship at 14 and do not live to see 21. Most runners train for 3-4 years and generally only live approximately 1-2 years in-field post deployment and are often immediately terminated upon successful extraction to prevent any form of Core Corruption within the Acquiry.
Runners test on Access and Movement, and can specialize as either Ranged-Snipers or Close Combat Assassins.
The Ordhren Warhound Handlers have recently come under fire for their 'dated' and often barbaric tactics.
When Ord razed the Acquiry hubs in the East, it was the Riders that trakked and captured several Runners that were caught behind enemy lines with no virtual or networked method of escaping.
The eventual trakking and capture of 7th Echelon Runner 'Whitelist' by the Riders proved invaluable as the Sons of Ord interrogated Whitelist and forced him to relay misinformation back to the Alliance, leading to the catastrophic counter-attack at Starlight Kala.
We have a special little treat today; the Thonian Advocate. Last week
we gave some insight into the Shooting/Ranged class for the Thonians. Advocates are Fleet and Field Commanders, leading Alliance forces across the Warfront. They are inspiring leaders and brilliant tacticians.
Thonian Field Advocate
In Versus play the Advocate provides additional Orbital Support options as well as secondary Command Options, should your Commander's Journey end.
Thonian Field Advocate
The Thonian Guardian and Ordhren Apostle are the primary Close Combat threats for each Faction.
Only the most noble and skilled are chosen for the ranks of Honor Guard; those extraordinary individuals that Commanders call on for aid, personal protection and counsel. Honor Guards are tacticians, warriors, and officials. Once a Guardian has proven themselves they are awarded the hallowed Soul Sword; a massive Core-Tuned blade capable of easily cutting through the finest Ordhren Plate. Guardians are provided the best weapons, weave, and shielding in the Alliance.
In addition to their exalted battlefield prowess they are often used as Commander’s retinue and will sacrifice themselves to ensure the Commander’s Journey continues.
Apostle Apprentices demonstrate Fury and rage beyond that of their brothers. They worship and draw strength from the Ordhren Gestalt Intelligence referred to as Starfire. Ardor Corpsmen that wish to join the Apostleship will first join the Apostle Apprentice Program.
Apostles are fiery leaders and ruthless combatants often exceeding even the most well trained Thonian Guardian. Candidates for Apostle Apprenticeship are identified early and their innate Fury honed from an young age.
Apostles begin play stripped of all equipment and must earn each weapon and plate they don, further earning the respect of their brothers.
Check back next week when we detail the next Class for each faction; the Thonian Core Runner and the Ordhren Handler. Stay Connected!
The Thonian Advocate and Ordhren Soldier are the primary Ranged threats for each Faction.
Thonian Advocates may specialize in either Fleet or Field Command. They direct massive strikes from orbit and lead the Thonian counterattack across the Warfront Worlds. Advocates are not physically strong and their Nanoweave mesh provides only basic protection, however they more than make up for it with volume and weight of fire.
In addition, they provide battlefield support in the form of Orbital Support; revealing enemy positions, movements and Covert units, as well as the ability to Command Drop Support from Orbital Drop Pods with equipment and supplies to specialist teams of Guardians, Manakin and Heavy ADU. Lastly, Fleet and Field Commanders can increase their teams Shooting, Movement, Cover and Valor by issuing Field Commands.
Opposite the Advocate stands the Ordhren Fireborn; the backbone to the Ordhren Onslaught.
The Fireborn’s strength lies in their heavy plate, powerful ranged weapons and Skills that both increase effectiveness when fighting and ensure their Journeys continue. Fireborn can take the widest variety of weapons, ammunition types, grenades, plate and weapon mods. Their Plated Armor provides them with the highest number of Slots giving them depth and breadth of options when leading the Onslaught on the Warfront.
Standard Fireborn Loadout
High-level Fireborn can upgrade to the Heavy Vulcan Kit [HAVOK] or Special Operations Eradicator [EMBER]. Both top-tier upgrades offer the optimal Ordhren Armor and Weapons.
Check back tomorrow when we detail the Combat Classes for each faction; the Thonian Guardian and the Ordhren Apostle. Stay Connected!
Welcome to the first Halcyon post detailing the Thon RPG. We will be posting new information all week.
Players choose a Faction and one of five classes or go Rogue, roll for and assign stats, then outfit their characters. Ordhren and Thonian weapons and equipment collectively are referred to as a War Rig and Array, respectively. Armor provides a number of Weapon and Equipment Slots to which players add to and customize their characters.
Each class levels 1-10 through Ordhren Divisions and Thonian Echelons. As characters level they increase Stats and Skills, Honors and Runes as well as opening up additional Weapon and Equipment options.
Characters test on six stats; Shooting, Combat, Movement, Armor, Access and Vigor/Valor. Access is a representation of a character’s battlefield savvy and Orrery or Acquiry knowledge. Vigor and Valor are your character’s Command, Influence and Intel Stats as well as their overall fortitude.
Modified Thonian Scatterguns
Ordhren Fireborn Honor
Resources and Intel are the primary currency in Thon. Players earn and gather Resources in the form of Ordhren Char or Thonian Rays. Both can be used to purchase or fabricate new Weapons and Equipment or bribe and barter. Intel is acquired during missions and traded in to increase pre-mission prep time, in-mission support, and post-mission Resources.
Combat is fast paced and lethal. Players should attempt to gain as much of an advantage as possible. Positioning, Surprise, Cover and Movement will all play a significant part in ensuring your team survives each encounter and not end with you or your team in the Downed State; requiring immediate medical attention. Should they fail, their Journey will undoubtedly end. It is certainly plausible to avoid Combat using, Hacking Stealth, Influence, and non-lethal interactions. The possibilities are endless and Thon is specifically designed to give the player[s] options.
Tomorrow we will be detailing the primary Ranged Class for each Faction; the Ordhren Fireborn and the Thonian Advocate. Stay Connected friends!