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The Warrior Program
An explanation by Lord Saltaeon, Sith Warrior and Envoy of War
The Warrior Program, a group of Sith open to all who wish to walk the path of conquest, if they show their dedication. Gathered together to serve the Empire and the Sith Order, not in the shadows and hushed whispers, but with strength and courage. Warriors have few responsibilities, but are trusted to stand in the face of an enemy and to not move, to challenge the foe with unrelenting ferocity and power on the field of battle. A Warrior is a commendable fighter alone, but as a group they are the spearhead of any assault, capable of punching a hole through enemy lines or breaking down any target. While the enemies of the Empire still draw breath, Warriors will know no rest. If their life is given in service to the Sith, their death has not been in vain.
Away from battle they still have duties, to serve the rulers of the Empire in keeping the Imperial order. It is the Warriors that are loyal to the Powerbase and the Empire above all else, the conflict of lessers matter not to them as the open battle of Sith against Sith only serves to weaken the Empire. It is the Warriors that carry out the wrath of Darth Horuset to keep open battle out of the public eye. They are within their rights to disperse or contain as required, to uphold the Edicts and Tenants.
In the absence of the Sith Warrior, another who best embodies the desires of the Program is chosen to carry out the Household Sith’s will and to carry the Program forwards. This one is known only to the Warriors, and is the only distinction between members as all within the Program carry equal weight to each other. Junior or senior, they have each joined to fight and the distinction of members does not make any Warrior more worthy than another in their duty.
Joining
To join the Program demands commitment, to approach Warriors and stand against them in the dueling ring. These challenges may change from Warrior to Warrior, single combat is common but so too is the challenge against multiple Warriors at once. It is the place of the Warriors who fight the challenge who decides what constitutes success, but the final verdict remains with the Sith Warrior as overseer of the Program. Many of these challenges follow the Sith traditions of dueling, quick bouts of ferocity ending with a single cut. Others are deadly clashes that only end when one party can no longer fight. Both are valid, a Warrior has many paths to walk.
To join the Program demands commitment, to approach Warriors and stand against them in the dueling ring. These challenges may change from Warrior to Warrior, single combat is common but so too is the challenge against multiple Warriors at once. It is the place of the Warriors who fight the challenge who decides what constitutes success, but the final verdict remains with the Sith Warrior as overseer of the Program. Many of these challenges follow the Sith traditions of dueling, quick bouts of ferocity ending with a single cut. Others are deadly clashes that only end when one party can no longer fight. Both are valid, a Warrior has many paths to walk.
The Armour
Warriors are all clad in warsuits styled after the Eradicator pattern, recognisable with long robes and the mask that is the outwards face of the Program, a group of Warriors all in warsuits is an intimidating sight. The image of the Eradicator stirs the memories of the Sacking of Coruscant and other battles of legend, it as a legacy to live up to.
Under the robes is an armorweave bodysuit from ankle to neck, it is kept thin to not restrict any movement and thus trades many of the typical benefits of armorwave, though is still resistant to snags from blades or barbed wire, a cut or stab will often penetrate the suit. Above it is a network of duraplast plates to cover the chest, legs, hands and feet, form fitting they provide commendable protection on the largest and most exposed parts of the body but leave significant gaps at the upper thighs, neck, elbows, and back of the knees. The duraplast is fully capable of dispersing several blaster bolts and can deflect some slug rounds. The gauntlets and greaves are stylised with durasteel plating to add heft and extra reinforcement, capable of resisting more punishment than just the duraplast. The left gauntlet has an inbuilt comms unit on the wrist.
Warriors are all clad in warsuits styled after the Eradicator pattern, recognisable with long robes and the mask that is the outwards face of the Program, a group of Warriors all in warsuits is an intimidating sight. The image of the Eradicator stirs the memories of the Sacking of Coruscant and other battles of legend, it as a legacy to live up to.
Under the robes is an armorweave bodysuit from ankle to neck, it is kept thin to not restrict any movement and thus trades many of the typical benefits of armorwave, though is still resistant to snags from blades or barbed wire, a cut or stab will often penetrate the suit. Above it is a network of duraplast plates to cover the chest, legs, hands and feet, form fitting they provide commendable protection on the largest and most exposed parts of the body but leave significant gaps at the upper thighs, neck, elbows, and back of the knees. The duraplast is fully capable of dispersing several blaster bolts and can deflect some slug rounds. The gauntlets and greaves are stylised with durasteel plating to add heft and extra reinforcement, capable of resisting more punishment than just the duraplast. The left gauntlet has an inbuilt comms unit on the wrist.
Training
All Warriors are encouraged to train often, and strongly encouraged to train as a group. This can be done in duels or spars, often in a ritual nature to continue the legacy of the Sith of old but also learn from the various gladiator cultures around the galaxy. A Warrior seeking a challenge may stand in the pit and take all challengers one after another, suggested as a fight to first blood, to face multiple opponents in quick succession. To expand on this, disagreements should be solved through a duel, where the victor is shown to be the one who had the right of the matter, and the defeated submits their point.
If possible multiple Warriors can fight together against a physically stronger opponent, such as an experienced Sith or captured beast. Gundarks or even Rancors can provide suitables challenges to Sith who seek new heights of strength. Failing this, multiple assassins droids can typically replicate actual battle as they are able to present a group of foes that replicate living beings.
All Warriors are encouraged to train often, and strongly encouraged to train as a group. This can be done in duels or spars, often in a ritual nature to continue the legacy of the Sith of old but also learn from the various gladiator cultures around the galaxy. A Warrior seeking a challenge may stand in the pit and take all challengers one after another, suggested as a fight to first blood, to face multiple opponents in quick succession. To expand on this, disagreements should be solved through a duel, where the victor is shown to be the one who had the right of the matter, and the defeated submits their point.
If possible multiple Warriors can fight together against a physically stronger opponent, such as an experienced Sith or captured beast. Gundarks or even Rancors can provide suitables challenges to Sith who seek new heights of strength. Failing this, multiple assassins droids can typically replicate actual battle as they are able to present a group of foes that replicate living beings.
Other gladiator traditions can be used to put multiple Warriors to the test, for example two Warriors can be chained at the waist and fight against two others chained at the waist, the side that takes three cuts first loses the fight. Or spar with bladed weapons, chained to wrists and defending yourself with metal shields. Even watching these fights can be a learning experience, to encourage one party or the other to greater feats of strength or violence, observing peers or potential foes.
But training and armour and purpose aside: We are weapons. There is the Empire, and there is war. Nothing more.
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