Охотники
Персонаж и отыгрыш
Вселенная
History
Early History:
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival.
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.
Reformation:
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation.
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one.
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world.
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.
Cetanu Crisis:
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating.
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image.
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu.
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle.
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.
The separation of the castes:
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost.
Advancement:
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading.
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength.
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor.
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators.
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home.
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.
Biology
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs.
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems.
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one's dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death.
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris.
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes.
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one's position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.
Culture
Hierarchy
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.
|
Religion
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.
Pantheon
|
Отношение с другими фракциями
| Factions | Connections |
|---|---|
| ??? | |
| ??? | |
| ??? |
Кодекс чести
Yautja Honor Code The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist. If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.
NOTE: This is a living code, expect changes to be made based on conversation and updates to the game.
Prey
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed. Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.
Worthy
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.
Un-huntable
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.
- Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.
- Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.
- Almayer ship crew.
- Working medics.
- Synths. See prey caveats.
- IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.
- Drone line castes, sentinels, boilers, queens, kings.
Dishonorable
Prey that is innately immoral.
- Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.
- Dutch’s Dozen.
- Bad bloods (see Yautja & other Yautja).
- Honor dueling parties that breach the rules of an honor duel.
Temporarily dishonorable
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.
- A target or group of targets who attack you without due cause.
- A target or group of targets attacking the prey you’re currently engaging.
- Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.
- Prey on stimulants that make them unkillable and/or super fast.
- Vehicles attacking/running you over.
- Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).
- Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.
- Prey or group of prey interrupting an honor duel or running from it.
- Prey using OT or research weaponry against you.
- Prey attacking you while cloaked. Lurkers excluded.
- Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)
- Hive offensives. See prey caveats.
Trophies
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.
Yautja cannot use any of the trophies, except for headgear and melee weapons.
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.
Welfare of prey
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.
Prey caveats
Synths
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).
Carriers & facehuggers
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.
If a facehugger does the any of the above, you may use dishonorable tools at will.
Abominations
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected. Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.
If you get infected, you must die at any cost. If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body. Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.
Hive Offensives
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.
Hive Disruption
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.
Prey Status Inheritance
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.
Weapons and tools
Worthy
- All Yautja melee weapons
- Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.
- Hunting traps
- Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)
Dishonorable & temporarily dishonorable
- Plasma rifle
- Plasma pistol
- Cloaked combat
- Spike launcher
- Multiple harpoons and multiple smartdisks
- Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)
- Hunting bow, explosive and non explosive
Prey weaponry
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.
Yautja & the hunting grounds
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).
Going AFK on the hunting grounds is forbidden.
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.
FOB
Predators should not be disrupting or causing any harm to marine fortifications.
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.
Predators may chase fleeing prey to fortifications, but not into them.
Almayer
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.
Comms
When in marine possession, comms fall under the FOB fortification clause.
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.
Hive
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.
Frontline
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.
Sieges
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.
Yautja & the hunting preserve
Preserve etiquette
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.
Prey
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game. Thralls from the reserve, however, may be taken to the main part of the game.
Dishonorable actions
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.
Barricades and turrets are also dishonorable.
Trophy restriction
Allowed hunting ground equipment trophies:
- Unloaded, stripped guns
- Knives
- Rank pins
- Helmets
- IDs
Things not on the list are unallowed.
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.
Dathewi Restrictions
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.
Yautja & other blooded
Honor code breaches & bad bloods
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.
Respect for elites, elders, ancients Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.
Ancient’s Privilege
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.
Honor duels
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.
Cooperation
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.
Death of yourself, and of other yautja
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.
Yautja & Youngbloods
Youngblood handler & responsibilities
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.
Youngblood kill button
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.
Youngblood expectations
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.
Yautja & Thralls
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.
Thrall expectations
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.
Thrall & mentor
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.
Thrall welfare & death
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.
Mentor death
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.
Gear recovery
Dissolving Gel Vials
Dissolving vials may be used:
- For gear recovery, groundside and shipside, to destroy lost gear
- To clear lodging spaces
- To clean the hunting reserve
Any other use is forbidden.
Planetside gear recovery
Planetside gear carriers are worthy prey.
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.
Shipside gear recovery
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.
Lodges
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.
Lodge placement & foundation
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.
Lodge storage
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.
Lodge defense
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.
- Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause. Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.
- Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.
Spirit of the Whitelist
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.
Good Spirit of the Whitelist examples
- Sparing/throwing back a revivable prey who fought well.
- Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.
- Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.
Bad Spirit of the Whitelist examples
- Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.
- Lethal HPCing baldy mc baldface just because they are hunting you down.
- Murdering someone instantly because they are holding gear groundside.
- Round removing someone that shoots at you whilst you are cloaked.
Hellhounds
Hellhound usage etiquette
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.
Example of bad hellhound usage:
- Taking a hellhound planetside and having it attack a lone target from the darkness.
- Calling a group of 8 humans on the preserve and releasing many hounds at them.
Example of good hellhound usage:
- Calling a group of 8 humans on the preserve and sending one to break them up and distract them.
- Using a hellhound planetside to distract a larger group of xenos helping your main prey.
Hellhound expectations
Listen to your master. When in doubt about doing or not doing something, ask.
Hound master death
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.
| Категория | Лор |
|---|---|
| Крупные Фракции | |
| Мелкие Фракции | |
| Корабли | |
| Карты | |
| Старые Карты | |
| Расы | |
| Истории |
