Star Wars Roleplay: Chaos

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Work In Progress Credit Worm Workshop

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Recovery and Reward
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Factory Submissions
Codex Submissions

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The dust gradually dissipated following the Mandalorian's forceful breach of the wall, providing him with a clearer view of the individual blocking his path.

However, he remained indifferent to them as he received a continuous stream of encrypted reports indicating that the Mandalorian Forces were executing their deployment as planned in key areas throughout the palace, ranging from the courtyard to the inner sanctum, where the queen was presumably located.

Her capture was a secondary concern, provided that the plasma refinery was to fortified, as a complete surrender of the government would greatly benefit the Great Crusade. She could serve as a valuable bargaining chip to ending hostilities before any casualites were incurred, given that even a single loss among the Mandalorians was deemed unacceptable, with each individual considered equivalent to ten soldiers in combat.

He clutched the reins of the Basilisk War Droid, which emitted hissing and roaring sounds in a mechanical manner as its pistons operated rhythmically to power its muscles.

Vreegan remarked from beneath his golden and white helmet, "I would commend your bravery in confronting the Mandalorians, were it not for the fact that you represent an obstacle that must be addressed. I urge you to pray to your deities, for my own will bestow upon me the strength necessary to become a God-Slayer." an armored hand reached down to grasp a Beskad within its sheathe, withdrawing it in a firm grasp and pointing it directly at

Though he would not be fighting alone, for his companion was just as deadly. And he would prove it as Laser cannons and Pulse-wave cannons launched their assault to end this engagement before it could even begin.


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Join the Foundation. Fight for freedom.



ITHOR | OBJ 1. JUNGLE FEVER | FOUNDATION
Equipment: Psimitar | Bryar Pistol | Kimoyo Beads | Guardian Mantle | Lightsaber
(These are listed in the bio but wanted to list them here)
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The air was thick with the scent of damp vegetation and smoke. The sky above roiled with the distant flashes of battle--starships clashing beyond the darkening cloud cover, their faint echoes rumbling through the trees like an approaching storm. Screams and blaster fire punctuated the air from beyond the settlement's edge, where the Mandalorians were making their advance.

Her comm crackled. "Mother Askani, we've secured the main evacuation route, but we're already seeing Mandalorian patrols pushing into the outskirts. We don't have much time."

Askani glanced toward the settlement. Ithorians--families, elders, and the like clutching woven satchels of whatever they could carry--moved in desperate clusters toward the waiting shuttles. Foundation medics rushed among them, bandaging wounds, carrying those who couldn't walk. Some Ithorians looked at her with silent gratitude; others with war-weary distrust.

She understood. The galaxy was a scary place. The Foundation could not leave them behind.

"Understood. Keep those routes open as long as you can. I'm going to the infirmary—there might still be too many lost in the chaos of it all and can't find their way." -- Least she assumed it to be an infirmary; it was some kind of facility that appeared to be inline with the sciences.

She turned, sprinting toward the makeshift medical/research shelter, ducking beneath felled columns, and singed hanging vines of the towering Ithorian trees. Inside, the air was thick with antiseptic and desperation. A young Ithorian healer looked up at her, wide-eyed. His tone was mournful, and he had a wave of exhaustion and desperation over him.

"You're the offworlders?" he asked in his melodic tones, "Your people come in warships, but you bring no war."

Askani nodded. "We came to get your people to safety. We don't have long. The Mandalorians will push further into the city soon, and the Dark Empire has no interest in protecting you. When they withdraw, the fighting will swallow everything, or they'll torch it before they let anyone else have it. We have to move. Now."

It seemed this facility was acting as both a medical and research center, likely put together during an emergency.

Her comm unit crackled. "Mother Askani, enemy skirmishers have breached the outer district. We have maybe ten minutes before they're at your doorstep."

"Then we don't have ten minutes," she muttered, then turned to the healer. "We move now. Prioritize the injured and your most vital research. Anything you can't carry, leave it."

The Ithorian hesitated for only a moment before nodding solemnly. He turned to his people, speaking in their native warbling tones.

Askani activated her comm. "We need the shuttles at the west entrance, now. Full perimeter cover."

"Understood, on our way."




-----

"What have I sacrificed? Everything... for smut"




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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Droid brain network and targeting systems allow precision strikes against enemy subsystems
  • Extremely durable hull and redundant shielding increase survivability in high-threat zones
  • Extensive electronic warfare and countermeasure suite makes tracking and targeting difficult
  • Advanced and Overlapping Stealth Systems
  • Extensive Armaments
WEAKNESSES
  • With overlapping stealth fields, advanced weaponry, and defensive measures, The Soaring Fortune requires immense power. Prolonged engagement risks system strain or forced prioritization of systems (e.g., cloaking over shields).
  • While heavily armed, the vessel is still a personal yacht sustained combat with true capital ships can overwhelm its defenses.
  • While cloaked or operating under standard emissions, it remains elusive but full weapon discharge, tractor use, or SLAM propulsion temporarily spikes sensor profile, risking detection.
DESCRIPTION

Commissioned jointly by the Most Honourable Guild of Armourers and the Black Sun Syndicate, The Soaring Fortune represents the pinnacle of hybrid luxury and military-grade design. Constructed with rare and costly alloys including Impervium, Turadium, and Dallorian steel, the vessel was built to be more than a pleasure craft it is a symbol of power, survival, and autonomy in the treacherous lanes of the Outer Rim and Deep Core.

Its hull is sculpted for grace and intimidation, covered in ornate filigree overlays etched in Beskar-style motifs, with six viewing galleries protected behind mirrored transparisteel. Despite its beauty, The Soaring Fortune is functionally a ghost ship able to cloak from sensors entirely with its Stygium and full-spectrum distortion systems, scramble targeting with EW measures, or blind pursuers using advanced flares and anti-ordnance probes.

Its offensive complement rivals that of many light cruisers, with torpedo launchers, disruptor cannons, precision lasers, and capital-grade ion weaponry, all coordinated through a quad-photonic targeting nexus and droid brain subnetwork.

This allows it to selectively disable pursuing vessels or breach hardened enemy systems with surgical efficiency. A reinforced tractor system and boarding force cylinder round out its capability for ship-to-ship seizure or elite team deployment.

Internally, the yacht features modular deck layouts. The bridge is elevated and reinforced with blast doors, while the crew quarters, passenger lounges, and armory are armored against hull breaches. It can host a full complement of 40 personnel, support 200 tons of cargo, and carry a squadron of modernized Z-95 starfighters, as well as a Nune-class shuttle for diplomatic or smuggling runs.






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The cacophony of the slave auction, a symphony of greed and desperation, was a sound Vigo Avari found profoundly… uninspired. He stood at the edge of the elevated viewing platform, a silken robe of deep red draped over his slender if slightly muscular frame, its exquisite embroidery shimmering faintly under the harsh spotlights.

Three ID10 Seeker Droids probe droids, no larger than his hand, circled him, each one presenting a tiny, perfectly polished durasteel mirror. He tilted his head slightly, his gaze flitting between the reflections. Flawless. Of course. He had, after all, sculpted the very concept of perfection.

"A Wookiee," he murmured, his voice a soft tone, entirely lost to the clamor below. He plucked a stray thread from his sleeve, examining it as if it held the secrets of the cosmos. "Such a coarse creature. Limited utility. One might as well bid on a particularly stubborn rock." He caught his reflection in one of the hovering mirrors, a small, satisfied smile playing on his lips.

Arcadian's guttural croak carried across the pit, announcing the "fine selection." Avari simply rolled his eyes. Such a vulgar display. He had created this galaxy, instilled within it the very essence of chaos and order, and these lesser beings merely squabbled over its detritus. The senator, the slicers, even the Jedi all puppets in the grand design he had so meticulously woven.

He adjusted a cuff, catching the light on a ring embedded with a shimmering piece of raw kyber. The galaxy hummed with his influence. It was him.

"One thousand credits for the Wookiee," Arcadian's voice cut through the air again. Avari scoffed, a delicate sound. "A paltry sum for a creature in my galaxy," he mused, then waved a dismissive hand, allowing the probe droids to resume their silent orbit around his perfect form.

He had no interest in such crude transactions. He merely observed, a divine architect overseeing the predictable machinations of his creations.


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CANDORIAN OUTBREAK ON BROSI

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The atmosphere of the Sith World of Brosi was always thick with the pollution of the Sith Order's Warmachines and the never ceasing production of Hfredium and Zinsian. But on this particular day a new putrid stench would begin to mix with the industrial haze a smell unlike the usual burning minerals or cooling slag and the soft hums of freighters leaving atmosphere to fuel the Corpse Emperor's conquest of the Galactic Alliance.

It started subtly, a pervasive clamminess in the deep mining shafts of District Seven. Miners, hardened to the planet's brutal conditions, initially dismissed the pervasive headaches and bouts of dizziness as exhaustion, the usual cost of life in the crucible.

Then came the fever, burning through the workers even as their bodies trembled. Nausea turned to violent, blood-tinged retching in the communal mess halls. The first visible sign, however, was the skin. Patches of it, initially just an angry red, rapidly blackened and cracked, beginning to slough off in ghastly flakes.

A miner, his face a mask of agony, stumbled from a shift, his lungs seizing with a severe cough that splattered bloody spittle onto the grimy durasteel floor. His breath came in ragged, desperate gasps. Within the dense, unventilated habitats of the industrial zone, the Candorian Blight spread like wildfire.


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A cough, a shared ration bar, an accidental touch in the crowded corridors each interaction became a vector. The transformation was horrifyingly rapid; those who presented with initial symptoms were often in a full, agonizing state of necrosis, their bodies consuming themselves, within just 72 hours.

The pervasive stench of decay, heavy and cloying, began to overpower the familiar industrial odors of Borsi and the Sith Order had taken notice as the shipments of materials crawled to a dead-stop, sending a small observation team to investigate before a wider presence was needed.

Nearby in the Taznel Mountains lay a single EE-104 Fisheye hidden from scanners and sensor range. Its occupant observed the display screens as they revealed the Plague spreading from one settlement to another.

"What was first a military weapon for the Mandalorian Neo-Crusaders will transform into my greatest scientific achievement as this world faces its doom," Warsaw remarked with a slight smile, not relishing the fact that to test his virus, he had to unleash it upon a world. Thankfully, he chose one that belonged to the Sith Empire and its sycophants.


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B L A C K - S U N - S Y N D I C A T E |:| H U T T - C A R T E L
T O B O R R O S' - F O L L Y

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  • Mine Name: Toborros' Folly
  • Material: Isotope-5
  • Location: North of the Ancient Cartel Mining Mesa, World of Makeb
  • Affiliation: Hutt Cartel and Black Sun Syndicate (Contested Space)
  • Size: Massive
  • Population: Moderately Staffed
  • Profit: High
  • Accessibility:
    • The Toborros' Folly Mine is located high above Makeb's unstable surface, anchored to one of the larger, more stable floating landmasses that dot the planet's upper atmosphere. It is not hidden, as its immense scale and constant industrial activity make it visible for kilometers, marked by powerful grav-tethers reaching down to smaller ore-bearing formations. Access is primarily via docking platforms for freighters and smaller shuttles, with numerous access tunnels bored into the landmass itself. It is heavily guarded by Hutt Cartel forces, though frequent skirmishes with Black Sun raiding parties mean its perimeter defenses are under constant stress and change hands frequently. Private access is strictly controlled, public access is non-existent.
  • Description:
    • The Toborros' Folly is a monumental scar on Makeb's unique landscape. Consisting of a central, sprawling processing facility built directly into a massive, irregularly shaped floating mesa, it is surrounded by a network of smaller skyhook platforms and drill arrays that descend deep into the clouds below. Its exterior is a patchwork of Reinforced Blend of Durasteel, heavy machinery, and the occasional blast-scarred section from recent conflicts. Constant industrial hums, the clang of heavy machinery, and the distant rumble of excavators permeate the air.
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The Main Processing Hub:
  • Located at the heart of the largest floating landmass, this massive, multi-level facility is where raw Isotope-5 ore is brought in, refined, and converted into usable forms. It contains numerous heavy-duty crushers, chemical separation vats, and energy converters, operating around the clock. The air here is thick with the scent of ozone and ionized gases, and the sheer scale of the machinery is awe-inspiring.
Grav-Tether Control Towers:
  • Several heavily reinforced towers dot the perimeter of the main landmass, each responsible for managing the powerful grav-tethers that stabilize the floating mine and allow smaller mining platforms to descend and extract ore. These towers are critical strategic points, often heavily contested in conflicts, as their control dictates the operational capacity of the entire mine.

Orbital Docking Spire:
  • A tall, slender spire extending upwards from the main landmass, featuring multiple docking clamps and landing platforms capable of accommodating large cargo freighters. This is the primary point for shipping processed Isotope-5 off-world and receiving supplies. It's heavily guarded and equipped with its own point-defense turrets.

The Slave Labor Encampment:
  • Tucked into a less visible, recessed section of the main landmass, this grimy, overcrowded encampment houses the various species coerced or enslaved by the Hutt Cartel to perform the most dangerous and grueling work of mining Isotope-5. Conditions are harsh, and security is brutal, enforced by Hutt enforcers and slaver droids. Escape is almost impossible due to the mine's unique environment.

The Overlook Stronghold (Black Sun Forward Base):
  • A fortified complex located on an adjacent, smaller floating landmass, connected to the main mine by a rickety, frequently severed skybridge. This is the primary forward operating base for Black Sun Syndicate forces attempting to wrest control of the mine from the Hutts. It's a rough, utilitarian outpost, constantly resupplied by daring Black Sun pilots, serving as a staging ground for raids and skirmishes.
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High Level Security

Automated Turret emplacements: Numerous Big Gun Turrets, heavy laser cannons, ion cannons, and anti-air batteries. are strategically placed across the main landmass and docking spire, controlled by an automated fire-control system.
Hutt Cartel Guards: A significant force of well-armed Hutt Cartel forces, Mercenary patrols, and combat droids patrol the mine's interior and exterior. These often include Nikto, Weequay, and Gamorrean guards.

Black Sun Syndicate Raiding Forces: (While the Hutts "own" it, the constant conflict means Black Sun forces are a perpetual security threat/presence.) Black Sun often deploys skilled pilots in starfighters,
Black Sun Guard units, and saboteurs in attempts to seize sections of the mine or disrupt operations.

Deflector Shield Generators: Localized WorldArmor 4 Defensive Shield protect critical processing areas and the main docking spire, capable of deflecting atmospheric debris and incoming light turbolaser fire.

Internal Surveillance: A comprehensive network of cameras, motion sensors, and pressure plates monitors all internal passages and vital areas.

Dangerous Environment: The inherent instability of Makeb's floating landmasses, strong winds, and the ever-present threat of sinkholes or seismic shifts pose a natural deterrent and hazard to intruders.
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The presence of Isotope-5 on Makeb has been known for centuries, but its volatile nature and the planet's unstable geology always made large-scale extraction prohibitively dangerous and expensive. Initial mining efforts were sporadic and small-scale, often abandoned due to catastrophic sinkholes or gravitational anomalies.

The Hutt Cartel, with its insatiable greed and vast resources, initiated the construction of Toborros' Folly Mine approximately fifty standard years ago, leveraging advanced grav-tether technology and a seemingly endless supply of expendable labor. The initial construction was fraught with peril, with numerous fatalities due to environmental hazards and worker rebellions. The Hutts brutally suppressed any resistance, establishing a reputation for extreme cruelty at the mine.

For decades, the mine operated as a highly profitable, if deadly, enterprise under various Hutt Kajidic. Isotope-5 flowed into the galaxy's black markets, powering advanced weaponry, illegal starship modifications, and even some illicit research projects.

However, in recent years, as the galactic landscape shifted and the demand for powerful resources surged, the Black Sun Syndicate began to covet the mine. Approximately five years ago, the Black Sun, under the direction of the particularly ambitious Underlord, launched its first major assault on The Shifting Scars. They were initially repelled, but the attack marked the beginning of an ongoing, brutal turf war.

The mine has since become a constant battleground, with ownership of various sections, particularly the crucial Grav-Tether Control Towers and docking facilities, frequently changing hands. Both the Hutt Cartel and Black Sun have poured immense resources and lives into claiming definitive control over this lucrative, yet perilous, source of Isotope-5, turning the very air around The Shifting Scars Mine into a permanent war zone.





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NAME: QO-78

FACTION: The Bounty Hunter's Guild

RANK: Bounty Hunter

MODEL: QO-77 Battle Droid

INDUSTRIAL AGE: 2 Years

SEX: Male Personality

HEIGHT: 6’3”

WEIGHT: 100 lbs

EYES: Red

HAIR: None

SKIN: Droid Skin

FORCE SENSITIVE: Certainly Not


STRENGTHS:
  • Tactical Modules: Variety of tactical modules installed inside processors, allowing him to be more efficient when hunting.
  • Hidden Compartments: Many hidden compartments scattered throughout the body, allowing him the opportunity of surprise.

WEAKNESSES:
  • Electricity: Vulnerable like many droids to electric weaponry such as Ion Blasters and EMP Devices.
  • Limited Emotional Intelligence: First and foremost a Bounty Hunter, leaving emotional feelings out of the picture.

BIOGRAPHY:

QO-78 was manufactured on the World of
Mechis III in 899 ABY to serve as a protocol droid for the Trade Federation of Planets, as they dealt with a variety of species and new worlds entering into the fold of the Galactic Alliance.

Serving underneath several masters at the time ranging from the Neimoidian Custom Viziers to the Viceroy Rulonom Laborr himself, before leaving the employ of the Federation to pursue a career in bounty hunting with his first assignment being the elimination of a small planetary rebellion leader for quite a hefty sum. The mission was difficult to be certain as the local boss had surrounded himself with various thugs of reputable nature.

The assignment was completed after a few days, which allowed QO-78 the chance to upgrade himself with various modules ranging from Battlefield Tactics to Holographic Imaging Technology.

SHIP:


ST-70 Class Razor Crest M-111

EQUIPMENT:



KILLS:
Post the names of the PC characters (characters role-played by real people) that your character has killed. If possible, include a link to the thread in which your character killed him/her.

BOUNTIES COLLECTED:
Post the names of any bounties you have delivered and the amount of money you gained for it. If possible, include a link to the thread in which it happened.


ROLE-PLAYS:
Post the links and the titles to all of your characters Role-Plays. To make things easier, post the link and name here as soon as you enter the Role-Play thread.



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|:| HGA-1 Eight-In-One Weapon System|:|

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
ZF-1 | Sci-fi interfaces

TECHNICAL SPECIFICATIONS
  • Classification: Various Classifications
  • Size: Very Large
  • Weight: Very Heavy
  • Ammunition Type: Various Ammunition Types
  • Ammunition Capacity: Very Large
  • Effective Range: Average
  • Rate of Fire: Average
  • Damage Output: Very High
  • Recoil: Average
SPECIAL FEATURES
STRENGTHS
  • Multifunctional Payload:
    • The HGA-1 combines eight distinct offensive systems in a single frame, allowing the operator to seamlessly switch between a wide variety of combat options without the need to re-arm.
  • High Damage Output:
    • With heavy ordnance such as micro-rockets, naphthex gel flamethrowers, and cryogenic flash-freeze tech, the HGA-1 is capable of catastrophic damage against infantry, light vehicles, and fortified positions.
  • Integrated Tactical Support:
    • The Battle Analysis Module and Ion Surge Shielding provide real-time threat assessments and increased survivability in high-pressure engagements.
  • Encrypted for Safety:
    • Modernized Black Cipher codes and proprietary command locks prevent unauthorized use or tampering, a hallmark of Guild-made weapons.
WEAKNESSES
  • Extremely Heavy:
    • Its size and weight limit its use to power-armored infantry, mounted units, or exo-suit operators. In standard combat gear, it is virtually unwieldy.
  • Limited Modularity:
    • Designed as a sealed system, the HGA-1 cannot be upgraded or customized outside the Guild's own forges, limiting user flexibility.
  • Collateral Risk:
    • The HGA-1's wide range of destructive options makes it a poor choice for engagements requiring precision or minimal civilian harm.
DESCRIPTION

The HGA-1 Eight-In-One Weapon System is the flagship battlefield innovation of The Most Honourable Guild of Armourers in 902 ABY, envisioned as the crown jewel of combined-arms infantry firepower.

Nicknamed "The Explosive Scourge" among the Guild's members, the HGA-1 was forged with a singular goal of giving one trained operator the destructive potential of a small squad without sacrificing the balance between mechanical perfection and overwhelming lethality.

Conceived before the Planeshift, within a weapon shop within Alliance Space. Each firing mode was carefully selected for versatility and reliability in open warzones, ship boarding actions, or asymmetric skirmishes. The cryogenic flash-freeze unit, for instance, is equally capable of immobilizing targets or locking down volatile equipment.

The dart shooter was rebuilt to house sedative, toxic, or tracking payloads based on the user's tactical needs. Even the naphthex gel used in the flamethrower variant was mixed in secret under Guild supervision to ensure it adhered to enemy surfaces with cruel efficiency.


 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Autonomous Coordination
  • Reinforced Survivability
  • Advanced Targeting & Electronic Warfare
WEAKNESSES
  • AI Reliance
  • Bulk and Profile
  • Very Few Advanced Armaments
DESCRIPTION

A resurrection of a classic silhouette for a darker age, the HGA Autonomous Z-95 Advanced Starfighter is the Most Honourable Guild of Armourers' flagship answer to modern void superiority and territorial enforcement under the Black Sun Syndicate.

The HGA Z-95 is notable for its droid-operated infrastructure. While still capable of housing a pilot or ace for prestige duels or ceremonial roles, the design is optimized for AI-assisted operations using a Quad Photonic Neural Chipset backed by the Ghostwave stealth suite and a Separatist Coordination System.

In practice, this allows a Guild or Black Sun overseer to deploy entire wings from a cruiser without a single living soul inside, perfect for high-risk raids or denying salvage to enemy factions.

Black Sun Syndicate cells frequently employ this starfighter in hit-and-fade operations, smuggler fleet escorts, or planetary lockdown scenarios. With moderate consumable stores and the capacity for automated refuel-and-repair from a capital ship dock, these vessels are a mainstay in the Guild's commitment to private war.






 Starfighter, Inc. - Carrier Concept - Mk.21

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
  • Active SLAM
  • Tensor Fields
  • Standard Countermeasures
  • Standard Engine Unit
  • Standard Guidance Systems
  • Standard Hyperdrive System
  • Standard Shielding System
  • Standard Targeting Systems
ADVANCED SYSTEMS
STRENGTHS
  • Droid brain network and targeting systems allow precision strikes against enemy subsystems
  • Extremely durable hull and redundant shielding increase survivability in high-threat zones
  • Extensive electronic warfare and countermeasure suite makes tracking and targeting difficult
WEAKNESSES
  • No onboard fighter or support craft
  • Strictly built for Escort and Harassment
  • Vulnerable to coordinated attacks due to limited AI Intelligence.
DESCRIPTION

The HGA Autonomous Missile Corvette is a product of cold, calculated warfare design by the Most Honourable Guild of Armourers, commissioned through clandestine Black Sun contracts. Designed to fill a critical niche in asymmetrical ship-to-ship engagements and convoy annihilation, this 200-meter corvette operates without a crew, leveraging advanced droid intelligences and neural processing arrays to execute combat operations without risk to organic personnel.

Constructed with a reinforced composite hull of Durasteel, Impervium, and Turadium, it is well-suited for prolonged engagements, especially when faced with ion or EMP attacks, which are partially mitigated by its de-ionizer and anti-ion emission tracers.

Designed to operate independently or in wolfpack formations, these corvettes are often deployed en masse in deniable Black Sun fleet actions or used as long-range harassment platforms by the Guild of Armourers' regional defense partners.

Their Achilles heel lies in their lack of organic support craft, meaning if one is stranded or critically damaged, recovery is unlikely unless reinforcements are close by.





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It happened so quickly. The Force, a construct of intangible manipulation, reshaped to a shield, somehow became so tangible that it shattered. Ishida flinched into a duck, dropping to her knees entirely to avoid a fist the size of her face.

This Sith's reappearance on Selvaris created parallels she did not like. had appeared on Selvaris after Ishida'd tried to extend mercy on Jedha— his survival had been a failure and cost the lives of a squadron at least. And now this Sith was the same. One that she'd contested before, but let survive. She'd shown restraint both times, and resulted in...

...Ishida couldn't let the past repeat itself. Or even rhyme.

"Neither," Ishida sneered, and from her off-balanced crouch-slash-full-side-laying-situation, Ishida shoved her blades forward to catch the goliath's leg in the 'V' of her crossed blades. Steel and saber moved first, and her body second, leveraging into a low-lunge from knees to feet to get out and away from her against-the-wall position to either the side or rightly behind the Sith.

Where they were was still unclear, but Ishida let her disorientation fall by the wayside; her new priority was not repeating the past.



ALLIES | NEW JEDI ORDER | GALACTIC ALLIANCE |
FOES | BROTHERHOOD OF THE MAW |




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[V]eska [T]enau


  • mauldalorians_ofnf_by_lotsofwar_djmb13i-fullview.jpg

    Rank: Be'Mando'ade Cabur
    Species: Chiss
    Age: Adult
    Sex: Female
    Height: 5'11"
    Eyes: Glowing Red
    Hair: Black with Blueish Tint
    Skin: Blue
    Force Sensitive: No

    Death Watch Enforcer | Scion of Csilla's Ashes

    Pain… Loss… The destruction of her people.


    Veska Tenau was forged in fire by the annihilation of Csilla at the hands of the Brotherhood of the Maw. She does not speak often of the world she once called home, nor of the silent, frozen halls now buried beneath a thousand meters of ice and memory. The screams, the collapse, the silence it lingers in her every movement, carved into her flesh like the Chiss runes tattooed across her spine.

    When the Kainite rose from the remnants of Sith ideology, it did not promise peace it promised order through domination, and Veska listened.

    She aligned with Death Watch, a splintered but enduring Mandalorian legacy, drawn not only by its militant discipline but by its cold sense of purpose to the Tenth Sith Empire and the Twice-Emperor.

    No future without fire. Veska dons her armor not in honor, but in vengeance her modified beskar'gam marked with the sigil of the fallen Chiss Ascendancy twisted into Death Watch's crest, a symbol of memory and wrath intertwined.

    Though not a Force-wielder, Veska commands respect through brutal efficiency, calculated strikes, and a relentless code of conduct. She serves not for glory, but for control.


  • B8yg1Tu.png

    527615.webp
    RANGED WEAPONRY EXPERTISE
    Blood-soaked-skull.webp
    WARRIOR'S WILL
    Ballisticshield.webp
    SHIELDING
    Decoyarsenal.webp
    DEATH FROM ABOVE
    Elementaloverload.webp
    PYROMANIAC



  • arthur-i-told-you.gif


[/div]
 
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Toydaria | Star Wars Databank | StarWars.com

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  • Structure Name: The Buzzing Hive
  • Classification: Industrial Plant (Spice Processing & Distribution)
  • Location: World of Toydaria
  • Affiliation: Black Sun Syndicate
  • Accessibility: The Buzzing Hive is situated in a sprawling, overgrown valley on Toydaria, far from major population centers. It was once a prominent Toydarian palace, now heavily fortified with several anti-air batteries. Access is strictly controlled via hidden ground entrances and reinforced sub-orbital landing pads, all integrated into the repurposed palace structure. It is heavily guarded, and access is strictly restricted to authorized Black Sun personnel.
  • Description: The Buzzing Hive retains a ghostly echo of its former grandeur as a Toydarian palace, its distinctive architecture peeking through layers of industrial scaffolding and Reinforced Blend of Durasteel. Its once ornate spires and graceful arches are now often topped with exhaust vents or concealed weapon emplacements. Internally, the palace's sprawling chambers have been reconfigured into a labyrinth of chemical vats, refining equipment, and storage facilities, all humming with the constant, low thrum of industrial machinery.
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The Refinement Core: Located deep within the structure, this heavily reinforced section houses the primary spice processing machinery. Here, raw, unrefined spice shipments are chemically altered, purified, and cut into various grades for distribution.

The Distribution Nexus: A large, multi-level bay where processed spice is packaged, labeled (often with false manifests), and prepared for transport. This area features several hidden loading docks, capable of accommodating multiple repulsorlift cargo haulers simultaneously. A sophisticated, randomized routing system ensures that no single shipment can be easily traced back to the Hive.

The Security Command Center: Positioned strategically in a fortified chamber overlooking the main processing floor, this command center acts as the brain of the Hive's security operations. It features holographic projectors, real-time surveillance feeds from throughout the complex and perimeter, and communication links to all guard rotations and external assets.

The Armory & Barracks: Located in a separate, heavily reinforced section, this area provides living quarters, training facilities, and a comprehensive armory for the Black Sun personnel stationed at the Hive. It is stocked with a wide range of blasters, grenades, heavy weapons, and personal protective gear, ensuring a rapid and well-equipped response to any internal or external threat.


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Star Wars Cantina Interior

High Level Security

Planetary Shield System

Defense Systems
External Security Systems
Internal Security Systems
Security Personnel
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The Buzzing Hive was established by the Black Sun Syndicate approximately two standard years ago, during a period of significant expansion of their spice trade operations. The strategic decision to locate a major processing plant on Toydaria was driven by several factors: the planet's relatively neutral political stance, its dense, difficult-to-navigate terrain offering natural concealment, and the pre-existence of a massive, derelict Toydarian palace.

This ancient palace, long abandoned by its former owners after a forgotten political upheaval, was acquired through highly illicit and coercive means by Black Sun. Primary oversight for its transformation fell under the purview of Asaz Asil-i Asaz Asil-i through his partnership with the coruscant based Spice Cartel who provided the local connections and knowledge of the planet to secure the site and arrange for the necessary equipment to arrive to begin operations.

Since its completion, The Buzzing Hive has become a critical node in Black Sun's galactic spice network. It processes vast quantities of raw spice sourced from various planets, transforming it into high-grade products that are then distributed throughout the Outer Rim and even into the core worlds.





Summit Sanctum

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  • Structure Name: The Gilded Halls of Omnipotence
  • Classification: Fortress with Palace Characteristics
  • Location: World of Ruusan |:| Valley of the Jedi
  • Affiliation: Black Sun Syndicate
  • Accessibility: The Gilded Halls of Omnipotence are deliberately visible on top of the Valley of the Jedi in order to showcase the immense wealth and power of the Vigo of Ruusan. While not hidden by cloaking fields, the treacherous terrain, dense concentration of dangerous fauna and anti-air batteries make approach difficult and ground-base access nearly impossible without precise data on security routes. Access is strictly private, heavily guarded, and permitted only to authorized Black Sun personnel or invited guests of Vigo Avari II.
  • Description: From a distance, the Gilded Halls appear as a monolithic, white marble and Reinforced Blend of Durasteel structure rising inorganically from the rugged peaks of the Valley of the Jedi. Gleaming gold-alloy accents are visible even from afar with intricate patterns across its facade. At its summit, a grand, panoramic observation deck offers sweeping views of the Force-rich landscape, while lower levels are carved directly into the mountain, hinting at vast, subterranean complexes.
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The Obsidian Throne Room: Located at the heart of the Gilded Halls, this vast chamber is where Vigo Avari II conducts his most sensitive meetings and delivers judgments. The walls are polished black obsidian, shimmering faintly with embedded flecks of electrum. A massive, intricately carved throne of dark wood and gilded metal sits atop a raised dais, flanked by a dozen or more imposing statues of himself. Holographic projectors are subtly integrated into the floor, capable of displaying tactical readouts or communicating with contacts across the galaxy.

The Whisper Galleries: A series of interconnected, sound-dampened corridors and alcoves encircling the outer perimeter of the upper levels. These galleries are designed for discreet conversations and clandestine meetings. Their unique acoustic properties allow whispers to carry across significant distances, while simultaneously baffling attempts at electronic eavesdropping. Servants and lower-ranking personnel are strictly forbidden from these areas, making them prime locations for Black Sun Vigos to conduct their most sensitive political maneuvering and information gathering.

The Sunken Vaults: Deep beneath the palace, carved into the very bedrock of Ruusan, lies a multi-tiered vault system. Protected by a series of blast doors, magnetic seals, and biometric scanners, these vaults house Avari II's personal wealth, including vast caches of credits, rare artifacts, confiscated contraband, and sensitive data holocrons. Each level of the vault is environmentally controlled and designed to withstand sustained orbital bombardment, making it a virtually impenetrable repository for Black Sun's most valuable assets.

The Training Arenas: A subterranean complex dedicated to the honing of Black Sun enforcers and elite guards. Equipped with advanced holoprojection technology, these arenas can simulate any environment or combat scenario. From zero-gravity engagements to close-quarters urban skirmishes, the arenas push combatants to their limits. Adjacent to the main arena are specialized weapon ranges, a fully-stocked armory, and med-bays, ensuring the Vigo's personal forces are always at peak readiness.


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Maximum

Planetary Shield System

Defense Systems
External Security Systems
Internal Security Systems
Droid & Automated Facilities
Security Personnel
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The Gilded Halls of Omnipotence stand as a testament to Vigo Avari II Avaricious Avari II Avaricious ambition and his ruthless ascent within the Black Sun Syndicate. Prior to his rise, Avari II operated from a series of inconspicuous safehouse's across Ruusan, slowly consolidating his power base in the shadows. As his influence grew, and with the Black Sun's expansion into the Ruusan System, the need for a truly formidable, unassailable headquarters became paramount.

Construction began approximately five years ago, a clandestine project orchestrated by Avari II himself. He utilized his vast network of criminal contacts to acquire illegal mining equipment, skilled engineers, and architectural specialists, many of whom were "persuaded" to work under strict secrecy. The location in the Valley of the Jedi was chosen specifically for its remote, Force-rich nature not for any spiritual reverence on Avari's part, but for the inherent difficulty it presented to would-be attackers.

The initial phase involved carving out vast caverns within the mountain itself, using illicit droids and coerced labor. The second phase focused on the exterior, integrating the fortress seamlessly with the rugged landscape, using dark, Force-assisted materials. The final phase saw the installation of the advanced security systems and the lavish interior decorations, reflecting Avari II's desire for a seat of power that projected both an image of unyielding strength and unparalleled luxury.

Upon its completion, Avari II officially declared the Gilded Halls his primary residence and the central command for all Black Sun operations in the Ruusan System. It has since served as the nerve center for numerous illicit ventures, including spice trafficking, weapon smuggling, and political assassinations orchestrated by the Vigo.




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AliasAbeodan Tyiskore Charidot
Fleet Admiral Charidot
Moff Charidot
Class(es)Imperial Fleet Admiral
Imperial Moff
BirthplaceBastion
AgeMiddle Aged
Personality TraitsErratic
Unpredictable
Knowledgeable
Strategist
Education TraitsBy the Book Officer
Rank (S)Admiral
Moff
Factions (S)The Empire
The Imperial Navy
400th Bal Talmshaa Fleet
Central Government
SpeciesCyborg Human
LanguagesGalactic Basic, Mando'a, High Galactic, Huttese
GenderMale
Force SensitiveNo
Character AlignmentLawful Evil
Height6'0
Weight180lbs



  • B9FC0208-8537-4CE5-A728-2B7C8FE693A1_cleanup.jpeg

    X5Yx2PB.png


    Chapter I


    Abeodan was born rather unceremoniously to an Imperial Engineer Thomas Charidot and his wayway Mistress Huno Juzo on the Imperial Capital of Bastion. With his father constantly away on various star destroyers handling repairs and maintenance. His mother would constantly abuse him when her lover was not around to defend him. He would spend many nights within his bedchamber longing to join the stars like his father and to escape his abusive mother. He would finally get his chance when he reached the appropriate age to join the Imperial Navy Academy.

    Although becoming quite a nuisance for the Academy's Staff but graduated within a few years with full honors and a recommendation to join the ranks of the ever expanding Imperial Navy. Having taken the Officer Program he was assigned the rank of Ensign and placed upon the Star Destroyer 'Resurgency' underneath the command of Admiral Tokken. He was mainly used to handle the day to day task that other officers would find repulsive and lower than themselves. Abeodan didn't mind this kind of work due to him having made connections with the other officers on board the ship and the respect from the Stormtroopers stationed on board.

    The 'Resurgency' was later ambushed by a well organized pirate fleet and was mostly destroyed if not for the brave actions of Ensign Charidot who personally took command of the vessel once all other officers were out of commission and safely made it back to port. He received the rank of Captain and was placed in charge of the 'Resurgency II' an upgraded star destroyer named after his previous charge who had to be scrapped due to intensive hull damage. Captain Charidot would be assigned to the newly formed fleet underneath Kanollic II Vethres; the Moff of Bal Talmshaa.

    Becoming a member of the Moff's Inner Circle and becoming his Chief Advisor. Abeodan would become a Full Fledged Admiral once working underneath the Moff for a considerable number of years. While Moff Kanollic II Vethres was the leader of the fleet; he had operational authority granted to move the fleet into battle should the empire require it.

    After saving the Life of Grand Moff Ignacious Korvan and the death of Kanollic II by assassination by elements of the Galactic Alliance. Abeodan was given full control over the 400th Bal Talmshaa Fleet as its temporary Fleet Admiral and a wide range of sway over the internal politics of Bal Talmshaa.



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    Chapter 2
    Fleet Admiral Charidot officially took over the rank of Moff for the Planet of Bal Talmshaa after a number of months working to sway the planetary populace into supporting his ascension. Although a crisis soon struck the empire in the disappearance of the Warden of the Empire Lucien Dooku and the potential fallout that could occur if a replacement was not found. Finding himself summoned to the Imperial Capital of Bastion along with others of the Moff Council in order to meet with the representatives of the Imperial Knights to figure out a solution.

    His preferred candidate to replace the Warden, Knight Commander Braxis was overruled and the Council decided that Michael Barran, Son of Lord Regent Erskine Barran would replace him. Chardiot had little choice but to vote for him, over the other candidate nominated to avoid fracturing the empire as a whole. But still the idea of a return to Dynastic Rulership of the Empire like the Previous Fel Dynasty caused him to become bitter and vain.


    Receiving an Intelligence report from a mysterious source about resurging chiss activity within the Pital System. Abeodan dispatched his entire armada from his powerbase in order to quell a potential thorn in the side of the empire. Although his fleet was soon ambushed by insurgents and the Legacy of Bodvarr was considerably damaged alongside himself for falling into such an obvious ploy.

    Disgusted with his wounded form, he requested to undergo Reconstructive Surgery and replace his damaged parts with cybernetics.


  • 207B9820-CDF8-4DF8-A656-104CF7560353.png
    STRATEGIST
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    PISTOL PROFICIENCY
    79C3321F-EB42-4BE8-9CE7-A3022799879F.png
    CRITICAL THINKING

  • X5Yx2PB.png

    ADMIRAL OF THE EMPIRE
    Tells the tale of Abeodan as an Admiral
    Sons of the Empire | Operation Scimitar | An Age of Strife Story - Pt. 2 | Hostile Takeover | Neshtab Crisis Part II | Empire vs GA (Neshtab/Quesaya) | Upheaval - An Age of Strife Story |
    X5Yx2PB.png

    OTHER ADVENTURES

    Tells the tale of Abeodan's other adventures
    Placeholder | Placeholder | Placeholder


  • X5Yx2PB.png

    Name
    Description
    Ignacious Korvan Grand Moff - Superior
 
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ZV1-3C MODULAR GAUNTLET VAMBRACES
ZINGVISST HEAVY ENGINEERING

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
SPECIAL FEATURES
Strengths:
  • Potential Main Weapon Replacement
    • The ZV1 Vambraces are designed with inspiration from Mandalorian craftsmanship, incorporating a variety of products and integrated technologies that support troopers in executing diverse missions, ranging from reconnaissance to sabotage. Following extensive research and product testing over several months, each ZV1 is outfitted with sufficient firepower and sophisticated weaponry to serve as a complete substitute for a blaster rifle or other cumbersome weapons in specific scenarios.
  • Sturdy and Tough Design
    • Each vambrace is enveloped in a unique formulation of Durasteel derived from the historical designs of the Confederacy of Independent Systems, enabling them to withstand significant impacts or slashes without fracturing or shattering entirely. However, the more sensitive components, including the internal computing systems, remain susceptible to damage.
Weaknesses:
  • Quite Heavy
    • The ZV1's substantial weight is a result of its incorporation of additional accessories and modular design elements tailored for the open market. This weight is primarily due to the high-quality materials employed in the ZV1's construction, which contribute to its durability and extended lifespan. Although this can lead to decrease mobility and speed on the battlefield as the vambraces are likely to hinder complex movements like those preformed by the Sith and Jedi.
  • Heavy EMP/ION Weaponry
    • A significant limitation of the ZV1 units is their reliance on computers and integrated targeting systems for effective operation in combat scenarios. This dependency poses a risk, as exposure to electromagnetic pulse (EMP) or ion weaponry can incapacitate the vambraces, overwhelming the minimal ion surge shielding incorporated within the devices. In the event of such a failure, the units may require several hours to restore functionality.
DESCRIPTION

The ZV1-3C MODULAR GAUNTLET VAMBRACES are an attempted improvement on the open-market MV-18 "Force" Class Vambraces developed by Jaeger Solutions. Crafted with practicality at the forefront by Chief Engineer Torgath Warsaw Torgath Warsaw , these innovative vambraces come equipped with a multitude of advanced computer systems and hidden weaponry like carbonite projectors and gas dispensers, ensuring that users can catch their adversaries off guard.

The integration of these high-tech features not only enhances the overall performance of the vambraces but also showcases the dedication to innovation and efficiency that sets them apart from traditional armaments. Although the proficiency of Mandalorian Armor and Weaponsmiths in crafting Mandalorian Vambraces and their variants is unparalleled, the ZV1 serves as a favored alternative for mercenaries and medium-sized special forces lacking the extensive logistical support characteristic of major factions like the Galactic Alliance.


 
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OUT OF CHARACTER INFORMATION
CORPORATION INFORMATION
DESCRIPTION

Consistent with the principles of Skakoan pragmatism, Ziggvisst Heavy Engineering operates as a subsidiary of the Galactic Trade Federation, embracing this ideology in the production of military equipment. Their offerings encompass a wide array of products, from individual weapons to large-scale warships.

The design philosophy prioritizes speed and efficiency over aesthetic considerations; however, the company remains receptive to custom contracts, allowing for tailored solutions that meet the specific requirements of clients across the Galactic Stage. Utilizing business practices that can be described as 'morally ambiguous' by employing indentured or outright enslaved labor whilst taking barely any regard to the well being of local ecosystems when conducting vital product tests.

RATIONALE

Ziggvisst Heavy Engineering
was founded by a group of Skakoan engineers and researchers, Neimoidian Merchants and Muun Bankers. Who procured funding from the Trade Federation in exchange for a share in the company. Elected by the Executive Board and the selected Chief Engineer, Rulonom Laborr Rulonom Laborr serves as the current 'Chairman' of the Organization.

Given his position based on engineering and technical knowledge the move reflected the strictly pragmatist view of the corporation, harkoning on the design and foundational principals of the old corporate powers that operated during the Galactic Clone Wars.


 
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Sodd-Sol Ha'rangir
AliasCorsair of the Ha'rangir Paths
Warmonger of the Seven Quadrants
Alor of Clan Ha'rangir
Traitor's Blood
Foe-Seeker
Class(es)Mandalorian
Quartermaster
Privateer
BirthplaceBoonta
Age58 Years Old
Personality TraitsStrategist
Underworld Trader
Ruthless
Battle-Seeker
Education TraitsMandalorian Upbringing
Rank (S)Privateer
Alor
Factions (S)The Mandalorian Enclave
SpeciesCyborg Human
LanguagesMando'a,Galactic Basic, High Galactic, Huttese, Various Trade Languages
GenderMale
Force SensitiveNo
Character AlignmentLawful Evil
Height6'2
Weight221lbs



  • Mandalorian_battleship_Great_War_1.png

    "Our Foe brands the Mandalorian Culture as the Villains of their Heroic Charade. Then I say we accept such an honor, to cause untold destruction across a thousand worlds, to become living incarnates of death from above"
    We declare AKAAN'GAAN


    DnA0tMA.png
    Hailing from the Ancient Clan Ha'rangir, Sodd-Sol was born on the Hutt Controlled World of Boonta. His father, Alor Krogg Ha'rangir, ensured that he received personal guidance, pushing him into combat from an early age. This was done to help him cultivate the essential skills required to thrive in the Mandalorian Culture.

    Sodd-Sol yearned for an opportunity to prove his worth in combat, with the ultimate goal of restoring the Clan's former glory. With unwavering determination, he made the decision to immerse himself in the Local Arena, under the indifferent gaze of the Hutt Overlords. Life in the Arena was unforgiving for the young Mandalorian, yet he thrived in this harsh environment, pitting himself against one formidable creature after another, all in pursuit of fame and fortune.

    Krogg, recognizing the potential, wholeheartedly supported Sodd-Sol's ambition, understanding that it would not only enhance his skills but also leave a lasting impression on the other Mandalorian Clans. Eventually, Sodd-Sol would successfully complete the Verd'goten, a rite of passage that would signify his acceptance as an adult.

    For several decades, he resided with his father as a Mandalorian Warrior among many others. However, their peaceful existence was disrupted when the Sith invaded Mandalore. Clan Ha'rangir bravely fought against the Sith onslaught, but only a few survived the devastating massacre.

    Determined to find a new home, they embarked on a journey across the stars. Despite being invited to join the flourishing Mandalorian Culture on Kestri, the Warriors of Ha'rangir declined the offer. Instead, they chose to settle on the planet of Boonta, where they established a formidable fortress to call their own.

    Krogg's true allegiance as a Sith Collaborator was eventually exposed, leading the members of the Ha'rangir Clan to label him as "Arue'tal" or Traitor's Blood in Mando'a.

    In an attempt to redeem his honor as a Mandalorian, Sodd-Sol invoked the Ancient Tradition of Geroya Be Haran. The clash between father and son within the Fortress became the stuff of legends for those fortunate enough to witness it. Despite being battered and bruised, neither of them showed any signs of surrender, displaying an unwavering determination to fight till the end.

    Krogg's momentary hesitation proved to be his downfall, allowing Sodd-Sol to claim victory. As per tradition, Krogg's accomplishments and existence were erased from Mandalorian History, as if he had never been.

    Despite redeeming his personal honor in front of Clan Ha'rangir, Sodd-Sol chose to bear the title of "Arue'tal" as a constant reminder of his family's betrayal against the Mandalorian People. Filled with a newfound thirst for battle, Sodd-Sol invoked Akaan'gaan , vowing to actively seek out conflicts wherever they may arise.

    "My thirst of battle can't be satisfied until my name is feared across the galaxy"



  • 53e76a73ea2800ceecb785c9e0545b9e.jpg

    FE61D75B-C3BF-4555-B804-21824E837C17.png
    RANGED WEAPONRY EXPERTISE
    392BD2D8-C59D-4378-A01C-AB73C9172BF4.png
    WARRIOR'S WILL
    4240410C-943B-451D-81E2-8F4F2CE56562.png
    SHIELDING
    60AD18ED-E2EC-4264-A442-06748A9FC0F4.png
    DEATH FROM ABOVE
    3EAFFFB4-FFC5-4280-9D77-36A80EA05755.png
    PYROMANIAC


  • DnA0tMA.png

    THE WARMONGER OF HA'RANGIR
    Tells the tale of Sodd-Sol as the Ruthless Pirate/Privateer
    Placeholder | Placeholder | Placeholder

    ADVENTURES OF ANOTHER KIND

    Tells the tale of Sodd-Sol's other adventures
    Placeholder | Placeholder | Placeholder


  • DnA0tMA.png

    Name
    Description
    PlaceholderPlaceholder
 
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ZV1 MENTOR BLASTER CARBINE
ZINGVISST HEAVY ENGINEERING

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
SPECIAL FEATURES
Strengths:
  • Integrated Fuel Converter Technology
    • The ZV1 Blaster Carbine are designed with integrated Fuel Converters technology which can convert other materials including waste material and methane, into fuel cells for the blaster so users can forgo the expense of buying new fuel cells or carriyng them into battle.
  • Overheating Protection
    • Each ZV1 Blaster Carbine is made of Dallorian Alloy and have Upgraded Barrel-Shroud which provide a considerable level of protection from overheating on the battlefield which can be useful for longer engagements and prolonged usage.
Weaknesses:
  • Reduced Power
    • Compared to larger blaster rifles, the ZV1 Blaster Carbine has a lower damage output due to the many upgraded features and modular upgrades offered on the open-market. This can be a disadvantage in situations where heavy firepower is needed to take down heavily armored foes or for long-range engagements.
  • Shorter Effective Range
    • The ZV1 Blaster Carbine was designed by the Chief Engineer for close to medium-range combat support. Its effective range is shorter than that of a full-sized blaster rifle, which can be a considerable limitation in open or long-distance battles.
DESCRIPTION

The ZV1 MENTOR BLASTER CARBINE are an improvement on the traditional Blaster Carbine, particularly the EE-3 Carbine Rifle developed by BlasTech Industries. Crafted with modularity in mind for the easy attachment of different weapon accessories, this innovative blaster carbine was designed by Chief Engineer Torgath Warsaw Torgath Warsaw who integrated a new but second-hand Computerized Interface Scope with integrated Myriad Visual System - Mk. 2 that allows the scope to see in total darkness.

The weapon's versatility allows users to customize it according to their specific needs and preferences, making it a valuable asset in various tactical situations. The precision in its construction ensure that the blaster carbine delivers optimal performance and reliability on the battlefield without the chance of it overheating and that it can survive a direct hit without being rendered inoperational by an opponent.

With its sleek design and advanced features, this weapon is set to revolutionize the second-hand blaster carbine market and can serve as an alternative for mercenaries and medium-sized planetary defense forces lacking the capital to purchase modernized equipment from the Military Manufacturers.


 
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Crocodile Camp

K A R K O S U C H U S

  • Faction: Independent Contractor
    Rank: Mercenary & Bounty Hunter
    Species: Anointed People
    Age: 100 years old
    Sex: Male
    Height: 9’9" tall
    Weight 2,200lbs
    Eyes: Bright Yellow
    Hair: None
    Skin: Dark Green
    Force Sensitive: No

    Appearance: Strong, Muscular and Athletic. Karkosuchus is a large Anointed People Mercenary & Bounty Hunter with very broad shoulders that can carry significant weight upon them. Weighing 2,370 pounds allow him to match even the strongest of creatures in a direct confrontation. His mouth is filled with dagger like teeth with an impressive bite force. His hide is covered with thick and hardy armored plates that protect his soft flesh underneath and a large spiked tail which can be used as both a weapon and to balance himself. His eyes have a glowing quality to their bright yellow coloration. Large scars cover his hide from previous missions, typically wearing battle armor and numerous items equipped to his person.



    Personal Ship: The Eye of Abonshee



  • S T R E N G T H
    • Immense Strength
    • Experienced Combatant
    • Will of Steel

    N E U T R A L
    • Reserved
    • Observant
    • Idiosyncratic

    W E A K N E S S
    • Aggressive
    • Lacking empathy
    • Obsessed with Killing


  • Karkosuchus was born on Abonshee to the Unwashed Class. Originally the runt of the litter compared to his brothers and often mocked for his size in comparison to the majority of his homeworld. Karkosuchus would not take this insult for long as he experienced a growth's spurt and devoured his family with his immense jaws. Although having been declared a cannibal by the Godlings and banished by the Godking of Abonshee. Karkosuchus would leave the planet and find employment within the Bounty Hunter's Guild.

    Having a reputation for not taking anyone alive due to his growing hunger. Karkosuchus would leave behind a bloody trail of destruction through Galactic Alliance and New Imperial Order Space. Having killed officers from each faction he is wanted by them for a measly reward of 5,000 underworld credits. Although he has killed every single bounty hunter that came after him leaving nothing behind but bones. Recently he has found employment within the Hutt Space Consortium taking bounty hunter commissions and acting as an enforcer for the various factions that need hired muscles. Although the Hutt Space Consortium quickly fell due to the assassination of its leader and transformed into the Black Sun Organization. Karkosuchus would leave the criminal underworld for a time; being arrested on the planet of coruscant by the Galactic Alliance for various crimes and misdemeanors. Spending several months in max security prison before escaping.

    Karkosuchus takes his job very seriously and doesn't back down from a challenge even if the chances of survival are small.










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[K]arkosuchus | Foe of Jasper Kai'el


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    Rank: Veteran Bounty Hunter
    Species: Mutated Anointed People
    Age: Adult
    Sex: Male
    Height: 9'0"
    Eyes: Glowing Yellow
    Hair: None
    Skin: Green
    Force Sensitive: No

    Karkosuchus was born on Abonshee to the Unwashed Class. Originally the runt of the litter compared to his brothers and often mocked for his size in comparison to the majority of his homeworld. Karkosuchus would not take this insult for long as he experienced a growth's spurt and devoured his family with his immense jaws. Although having been declared a cannibal by the Godlings and banished by the Godking of Abonshee.

    Karkosuchus would leave the planet and find employment within the Bounty Hunter's Guild.

    Having a reputation for not taking anyone alive due to his growing hunger. Karkosuchus would leave behind a bloody trail of destruction through Galactic Alliance and New Imperial Order Space. Having killed officers from each faction he is wanted by them for a measly reward of 5,000 underworld credits.

    Although he has killed every single bounty hunter that came after him leaving nothing behind but bones. Recently he has found employment within the Hutt Space Consortium taking bounty hunter commissions and acting as an enforcer for the various factions that need hired muscles. Although the Hutt Space Consortium quickly fell due to the assassination of its leader and transformed into the Black Sun Organization which eventually collapsed as well.

    Karkosuchus would leave the criminal underworld for a time; being arrested on the planet of coruscant by the Galactic Alliance for various crimes and misdemeanors. Spending several months in max security prison before escaping.

    Karkosuchus takes his job very seriously and doesn't back down from a challenge even if the chances of survival are small.




  • S T R E N G T H
    • Immense Strength
    • Experienced Combatant
    • Will of Steel

    N E U T R A L
    • Reserved
    • Observant
    • Idiosyncratic

    W E A K N E S S
    • Aggressive
    • Lacking empathy
    • Obsessed with Killing



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ZV2 COMPACT HEAVY BLASTER PISTOL
ZINGVISST HEAVY ENGINEERING

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
SPECIAL FEATURES
Strengths:
  • Reconfigurable Blaster Modification
    • The ZV2 Compact Pistol was designed with reconfigurable blaster technology which enables it to be converted into either a Blaster assault rifle or a Sniper rifle. This innovative feature allows users to adapt to different combat situations quickly and efficiently, maximizing their effectiveness on the battlefield.
  • Concealability
    • The ZV2 Compact Pistol is small and light, making it easier to hide and carry around discreetly. This can be advantageous for individuals who need to blend in or who operate in convert situations.
  • Overheating Protection
    • Each ZV2 Compact Pistol is constructed from Dallorian Alloy, a robust material known for its inherent heat resistance. This property effectively prevents the blaster pistol from overheating during intense combat situations. Additionally, when the weapon is modified into the Blaster Assault Rifle configuration, users can opt to install an Upgraded Barrel-Shroud, which enhances air cooling capabilities.
Weaknesses:
  • Less Ammunition Capacity
    • The ZV2 in its heavy blaster pistol configuration has a smaller ammunition capacity, meaning they can fire far fewer shots before needing to reload. This can be disadvantageous in prolonged firefights and extended campaigns.
  • Less Durability
    • The smaller, more lightweight construction of the ZV2 Blaster Pistol has resulted in reduced durability and reliability, especially under heavy use or harsh environmental conditions such as severe thunderstorms and harsh desert climate.
DESCRIPTION

The ZV2 COMPACT HEAVY BLASTER PISTOL are an improvement on the normal Heavy Blaster Pistol which is rather large and unwieldy to untrained recruits and planetary militias. Crafted with extreme modularity in mind following Ziggvisst Doctrine, this innovative blaster pistol was designed by Chief Engineer Torgath Warsaw Torgath Warsaw who integrated second-hand Computerized Interface Scope with integrated Myriad Visual System - Mk. 2 with Droid DarkVision Redundancy Systems that allows the operator to see in total darkness.

The weapon's small frame allows it to be easily concealable in waistcoats and under sleeves, which can be advantageous for individuals who need to blend into the crowd and perform assassinations. The secondary Reconfigurable Blaster Modifications, enable the heavy pistol to transform into both a sniper rifle and a blaster assault rifle which adds to the weapon's versatility without the burden of carrying several weapons into battle.

With its sleek design and advanced features, this weapon is set to revolutionize the second-hand blaster pistol market and can serve as an alternative for mercenaries and medium-sized planetary defense forces lacking the capital to purchase modernized equipment from the Military Manufacturers.


 
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KRISSUK UNG KUSP

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ZV SLYTHMONGER CLASS ASSAULT FRIGATE
ZINGVISST HEAVY ENGINEERING

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
  • Active SLAM
  • Tensor Fields
  • Standard Countermeasures
  • Standard Engine Unit
  • Standard Guidance Systems
  • Standard Hyperdrive System
  • Standard Life Support Systems
  • Standard Escape Pods
  • Standard Shielding System
  • Standard Targeting Systems
ADVANCED SYSTEMS
STRENGTHS
  • Formidable Opponent:
    • The ZV Slythmonger was engineered with an extensive array of armaments ranging from Power Turrets to several Composite-beam Lasers and armor integrated into its hull and internal framework, allowing it to endure direct engagements with even the most powerful adversaries on the battlefield. Although it is outfitted with previously used and potentially outdated weaponry, the incorporation of contemporary engineering techniques empowers it to deliver significant firepower capable of breaching the most resilient defenses.
  • Heavy Ordnance Capacity:
    • The ZV Slythmonger was primarily engineered as an ordnance-frigate rather than a versatile vessel, which is reflected in its substantial array of Starship Mounted Launchers,. These launchers are capable of accommodating a diverse assortment of ordnance, including Diamond Boron Missiles and Ion Pulse Missiles, specifically designed for engagement with other frigates of comparable classification on the battlefield.
WEAKNESSES
  • High Explosives:
    • The ZV Slythmonger is extensively loaded with premium explosives and space mines. Should an adversary breach the hull and strike the ordnance storage areas, the damage inflicted on the vessel would be substantial, rendering it inoperable and beyond repair.
  • Ordnance Frigate:
    • The ZV Slythmonger was primarily conceived by the Chief Engineer as a heavy support frigate rather than as a front-line combat vessel. Although the frigate possesses a degree of survivability, it is ill-equipped for direct confrontations and would incur significant casualties if it were to engage a battlecruiser or a specialized warship in close quarters.
DESCRIPTION

The ZV SYLTHMONGER CLASS ASSAULT FRIGATE represents the eleventh generation of heavy frigates available to the Open-Market. Developed in accordance with the recent Ziggvisst Doctrine, this advanced starship features extensive armaments and robust defensive systems to allow it to survive in combat with even the toughest of military technology.

Chief Engineer Torgath Warsaw Torgath Warsaw spearheaded its design to address a critical gap within the Trade Federation's military capabilities. This initiative was prompted by discussions with Commanding Viceroy Rulonom Laborr Rulonom Laborr , who expressed apprehension that rival corporate entities might perceive the Federation as vulnerable, making it an attractive target for privateers and pirates operating along the hyperspace routes at the galactic frontier.

Equipped with cutting-edge technology and exceptional firepower for a ship of its size, this frigate emerges as a formidable contender in space combat simulations where it showed a resounding three to one advantage over other frigates currently available on the galactic market.


 
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B L A C K - S U N - S Y N D I C A T E
G A S G O 'S - R E P A I R - A N D - S U P P L Y
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SaveforShadowport1
Highly restricted and hidden. From the surface, it appears as a nondescript, legitimate repair and supply shop. Access to the subterranean shadowport, "The Mournload" is via a hidden, heavily reinforced elevator disguised within the shop's cluttered storeroom.
Entry to the lower levels requires specific knowledge a secret phrase, a pre-arranged signal, or a trusted contact vouched for by Gasgo himself. The surface shop is open to the public during standard hours, but the shadowport operates 24/7. It is subtly monitored but not overtly guarded.
  • Description:
From the outside, "Gasgo's" is a picture of unremarkable normalcy: a grimy, slightly rusted durasteel building adorned with faded signs advertising starship parts and general repairs. Speeders, small freighters, and various work vehicles are often parked haphazardly outside, contributing to the illusion of a busy, legitimate business. Inside, the shop is a chaotic mess of spare parts, sputtering datapads, and oil-stained workbenches.
However, deep beneath this unassuming facade lies "The Mournload," a multi-leveled, highly specialized subterranean complex carved out of the planet's bedrock. This hidden den of illicit activity descends five floors, each dedicated to a particular brand of shadow dealings, all connected by a single, carefully concealed elevator.

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SaveforShadowport2

Gasgo's Repair & Supply (Surface Shop): The unassuming front. A cluttered, functional repair shop filled with tools, droids, and a rotating inventory of starship components, general supplies, and low-grade consumables. It usually has one or two visible, hardworking repair droids and a gruff, seemingly overworked Bothan proprietor (Gasgo) or his Bothan assistant. This is where initial contact is made, and potential clients are subtly vetted.

The Hidden Elevator: Located discreetly behind a movable workbench and a stack of rusted engine blocks in the shop's back storeroom. It's a heavily armored service lift, unassuming in appearance, but its control panel hides advanced access protocols. It's the sole artery connecting the surface to the five specialized levels of The Whisper Market below. Each floor requires specific clearance, often granted on a per-deal basis.

  • Gasgo's Perch (Control Room & Office): Tucked away from the main elevator shaft, often accessible from a discreet door on Level 1: The Veiled Bazaar. This is Gasgo's private office and control room, equipped with advanced comms, surveillance monitors for all levels, and a heavily locked safe. This is where Gasgo conducts his most sensitive business, mediates disputes, and oversees the entire multi-layered operation.
Level 1: The Veiled Bazaar (Black Market):
  • Description: The first stop for most visitors, this level is a sprawling, dimly lit cavern bustling with activity. Makeshift stalls crafted from salvaged plating and glowing holopads line winding pathways. The air hums with hushed negotiations and the clatter of small transactions. Here, independent vendors hawk everything from stolen data chips and forged identities to customized weaponry, exotic tech, and rare artifacts. The focus is on anonymity; faces are often cloaked, and transactions are swift and silent. It's a place for quick deals and general illicit commerce.
Level 2: The Silent Auction (Slave Dealing):
  • Description: A chillingly quiet level, separated from the market's general din by heavy, sound-dampening doors. The atmosphere here is somber, oppressive. Sentients are displayed in individual, sparsely furnished containment cells, often behind transparisteel, with their "specifications" projected in stark holo text. The lighting is cold and clinical, designed to highlight the merchandise. This is where clandestine auctions take place, whispers of bids echoing in the hushed space, and deals for sentient beings from skilled laborers to pleasure slaves or even less savory purposes are finalized with ruthless efficiency.
Level 3: The Mists of Profit (Spice Smuggling & Processing):
  • Description: This level carries a distinct, often cloying, chemical odor. It's a labyrinth of narrow corridors leading to various processing bays, temporary storage units, and hidden loading docks. Industrial-grade purifiers hum loudly, attempting (often unsuccessfully) to filter the fumes of raw spice being cut, processed, or repackaged for distribution. Bothan and other alien technicians move efficiently through the haze, their faces often masked. This is the heart of the shadow port's logistical operations for contraband, particularly spice, where bulk shipments are broken down, new routes are plotted, and untraceable transports are loaded.
Level 4: The Culling Pens (Kidnapping & Holding):
  • Description: A grim, utilitarian level characterized by reinforced durasteel doors and a pervasive chill, regardless of the ambient temperature. This floor consists primarily of sturdy, heavily secured holding cells designed to contain various sentient beings from high-value targets awaiting ransom to individuals being "processed" for transport to the slave market below, or even unfortunate souls meant for the fighting rings. The sounds are often muffled whimpers, occasional frustrated shouts, or the rhythmic thud of a guard's boot.
Level 5: The Bloodpit (Fighting Rings):
  • Description: The lowest and loudest level, resonating with primal roars, the clang of metal, and the cheers (or jeers) of a bloodthirsty crowd. This cavernous space is dominated by a central, heavily reinforced fighting arena, surrounded by tiered viewing platforms and a few makeshift refreshment stands. Brawlers of all species, some willing, many coerced, engage in brutal, no-holds-barred combat, often against exotic beasts. The air is thick with the scent of sweat, spilled blood, and raw aggression. Betting is rampant, and the atmosphere is wild and violent, a stark contrast to the quiet deals conducted on the levels above.
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Security Rating: Medium (for a civilian structure)

Hidden Access:
The primary defense is the concealed nature of the shadowport itself and its multi-leveled, specialized structure.

Discreet Surveillance: Hidden motion sensors, audio receptors, and high-resolution cameras are strategically placed throughout Gasgo's shop and all five levels of The Mournload, feeding directly to Gasgo's Perch.

Reinforced Elevator: The hidden elevator is heavily armored, capable of locking down between floors, and equipped with a multi-layered biometric and coded access protocol. Access to specific levels is restricted based on Gasgo's trust and the nature of the business.

Bothan Security Staff: A small, highly loyal team of Gasgo's fellow Bothans retired from the Bothawui Defense Corps are disguised as shop employees or unassuming patrons on Level 1, provides discreet but effective security. On lower levels, they are more overtly armed. They are trained in unarmed combat and carry concealed blasters or vibro-knives.

Frequency Jammers: Low-level jamming and scrambling technology can interfere with external communications within and immediately around the underground market, making remote monitoring and communication difficult for outsiders.

Bothan Information Network: Gasgo leverages his species' natural affinity for intelligence gathering. He has a vast, informal network of informants on Chommwell Minor and beyond provided by the Bothan Spynet, providing early warnings of law enforcement interest or rival operations.

Automated Defenses: Basic automated blaster turrets are hidden in key chokepoints on lower levels, particularly near Level 4 and 5, only active if specific alarms are triggered.

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SaveforShadowportCyberCenter1

"Gasgo's" began its life like many small, struggling repair shops in the industrial outskirts of Chommell Minor's spaceport within the territory of the The High Republic. Its owner, a Bothan named Gasgo, was once a low-level broker in more overt black markets, constantly operating under the oppressive gaze of larger syndicates. Tired of the constant risk and the low margins, Gasgo sought a truly inconspicuous venture.

His fortunes changed when, during a seemingly routine repair of the old shop's foundations, he discovered a vast, pre-existing subterranean cavern system a forgotten geological anomaly beneath the city.

Recognizing its potential, Gasgo, with credits painstakingly saved and a few discreet loans, began converting the cavern. Over several years, the "repair shop" became a meticulous front for a rapidly developing, multi-leveled shadowport. He installed the hidden, specialized elevator, rigged the power and life support, and slowly, carefully, began inviting a select clientele.

Gasgo's own personality, a blend of a shrewd businessman and a calculating pragmatist who understood the value of absolute discretion, quickly built the market's reputation.

"The Mournload" became known for its reliability and, crucially, its secrecy. Its five distinct levels allowed for highly specialized and discreet operations, attracting independent smugglers, discreet slave traders, and desperate individuals seeking untraceable transactions for all manner of illicit goods.

Unlike the chaotic sprawl of larger shadowports, The Mournload excelled in high-value, sensitive transactions. Its success is predicated entirely on its unassuming facade aboveground and Gasgo's unyielding demand for operational security and strict adherence to his rules on all five levels below. It continues to serve as a vital, hidden artery in the galactic underworld, a testament to Gasgo's vision and relentless pursuit of profit through absolute secrecy.






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B L A C K - S U N - S Y N D I C A T E
P O R T - N O W H E R E
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  • Space Station Name: Port Nowhere (Formerly Known as Potentate's Pride)
  • Station Model: Modified Azalus-class Hutt dreadnaught
  • Classification: Shadowport Class
  • Location: Between the Core Worlds and Outer Rim Territories
  • Affiliation: Most Honorable Guild of Armourer's
  • Population: Crowded
  • Demographics:
    • An astonishingly vast and dangerous mix of sentient beings from across the galaxy. Every known species, and many unknown, can be found here. While a fair mixture of Humans, Rodians, Weequay, Trandoshans, Twi'leks, and Gran are common, the station is a melting pot for all manner of sentients seeking to operate outside the law. Droids, both independent and enslaved, also form a significant part of the population. Specific percentages are impossible to track due to the transient and volatile nature of its inhabitants.
  • Accessibility:
    • Extremely difficult and highly dangerous. Its location is a closely guarded secret, disseminated only through the deepest and most trusted underworld channels, and constantly updated. Access requires navigating treacherous, often unmapped hyperspace routes and bypassing layers of informal, yet potent, defenses. It is monitored by a loose fleet of heavily armed illicit starships, interdiction fields, and sensor nets. Access is strictly limited to those with known criminal ties, a sufficiently large payment, or the raw power to force their way in.
  • Traffic: Congested
    • The volume of illicit cargo, contraband (spice, weapons, droids, rare artifacts, stolen ships), and transient personnel (smugglers, pirates, bounty hunters, crime lords, intelligence agents, fugitives) is immense. It is a constantly moving hub for all black market trade, with vessels of every size arriving and departing through its numerous makeshift docking bays. Traffic is chaotic, unregulated, and prone to sudden flare-ups of violence.
  • Description:
    • Port Nowhere is a Modified but reinforced Azalus-class Hutt dreadnaught on the outside. Internally, it is a chaotic, multi-layered labyrinth of tunnels, repurposed hangars, hydroponic farms, and makeshift living quarters, all vibrating with the constant hum of illicit activity. The entire agglomeration drifts slowly through uncharted space, a dark, pulsing heart of the galactic underworld, thriving on the chaos it generates.
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The Overlord's Bridge (Foremost Upper Deck):
  • Description:
    • The original command bridge now heavily modified into the lavish, yet incredibly fortified, personal quarters and command center for the reigning Hutt or syndicate boss. Despite its opulence, reinforced durasteel plating covers most original viewscreens, replaced by arrays of holographic displays showing real-time station activities, comms traffic, and tactical readouts. It provides a direct link to the dreadnought's primary defenses and is accessible only to the most trusted retainers.
Deck 1 (Executive & Elite Services Deck):
  • Description:
    • Directly below the bridge, this deck houses the most exclusive amenities for Port Nowhere's elite. Once officers' quarters and tactical briefings rooms, it now features opulent, soundproofed VIP suites, high-stakes private sabacc parlors, and exclusive cantinas serving the rarest and often most dangerous libations. Deals worth entire planetary economies are whispered here, far from the grime of the lower decks.
Deck 2 (The Golden Slime Casino & Pleasure Houses):
  • Description:
    • A sprawling, gaudy, and perpetually active deck that once contained crew recreation and administrative offices. Now, it's dominated by the notorious Golden Slime Casino, its vast main floor pulsing with neon lights, the clatter of chance cubes, and the hum of various gambling machines. Adjacent to the casino are numerous pleasure houses, offering entertainment for every conceivable taste, often operating under the watchful, yet permissive, eyes of syndicate enforcers.
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Deck 3 (The Market Nexus):
  • Description:
    • This deck, previously an engineering access hub and secondary cargo bays, has been entirely converted into a sprawling, chaotic black market. Narrow, dimly lit passageways weave between countless makeshift stalls where nearly any illicit good can be bought or sold – contraband spice, restricted weaponry, forged documents, stolen starship components, and exotic creatures. The air is thick with the cacophony of bartering, shouting, and the unique odors of galactic underworld commerce.
Deck 4 (The Viper Pit Arena & Brawling Pits):
  • Description:
    • Once a primary hangar bay for starfighter squadrons, this deck has been stripped and repurposed into a series of brutal, multi-tiered fighting arenas. The largest, the Viper Pit, hosts gladiatorial contests, beast fights, and no-holds-barred brawls between sentient beings. The roar of the crowd, the clang of weapons, and the smell of blood are constant. Surrounding the main arena are smaller brawling pits and illegal gambling rings where instant debts are often settled with a blaster or a vibro-knife.
Deck 5 (Habitation Warrens & Crew Quarters):
  • Description:
    • The densest population zone, formerly the dreadnought's extensive crew quarters. It's a claustrophobic maze of cramped bunkrooms, communal sanitation units, and makeshift alleys, now housing the vast majority of Port Nowhere's transient population. Ventilation is poor, privacy is non-existent, and the constant hum of life is oppressive. Petty crimes are rampant here, often ignored by the overwhelmed security patrols.
Deck 6 (Illicit Workshops & Smuggler Docks):
  • Description:
    • This deck, once dedicated to starship maintenance and larger cargo handling, is now a labyrinth of clandestine workshops and discreet docking bays. Stolen ships are hot-wired, disguised, and re-registered here. Illegal weapons are manufactured or modified, and droids are reprogrammed for illicit purposes. Numerous hidden access points and cargo tunnels allow smugglers to load and unload sensitive materials directly into the station's core without detection.
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Deck 7 (Detention & Coerced Labor Zones):
  • Description:
    • Located in the dreadnought's lower, heavily reinforced sections, this grim deck includes various detention cells, torture chambers, and the squalid quarters for coerced or enslaved labor. Prisoners, rivals, and those who fail to pay their debts often find themselves here. It also contains crude, makeshift medical facilities for patching up victims or preparing them for further 'interrogation.' The air is stale, and the atmosphere is oppressive.
Deck 8 (Reactor Core & Undercroft):
  • Description:
    • The deepest and most volatile deck, housing the primary reactor core and massive engineering bays. While essential for the station's power and life support, these areas are often pushed beyond safe limits to power the vast array of illicit activities. Access is restricted to specialized technicians and heavily armed security teams. This deck also connects to the station's deepest undercroft, a network of forgotten, often unpressurized compartments used for deep storage of contraband, or as a final dumping ground for unwanted bodies or evidence.
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Maximum Level Security (Relative to its classification as a shadow port; chaotic but highly dangerous to outsiders)

No Central Authority: Security is decentralized. The primary defense is the sheer danger and lawlessness, where rival gangs and syndicates often act as informal deterrents against each other and outsiders.

Syndicate Guard Forces: Each major syndicate (Hutt Cartel, Black Sun, Pyke, etc.) maintains substantial, well-armed private armies and security forces within their respective territories, particularly within their strongholds on the various decks. These forces are brutal and swift to act.

Fragmented Shielding: Key sectors and major syndicate strongholds (like Port Nowhere's bridge and high-value decks) possess localized deflector shields, providing protection for vital areas.

Internal Labyrinth: The chaotic, unmapped internal structure of Port Nowhere acts as a natural defense. Intruders can easily get lost, trapped, or stumble into hostile territory.

Environmental Hazards: Unregulated venting of toxic gases, sudden depressurization zones, unshielded radiation leaks, and unpredictable power fluctuations are common, acting as lethal deterrents in uncontrolled areas.

Bounty Hunters & Assassins: The constant presence of independent bounty hunters and syndicate assassins means that any perceived threat or valuable target is quickly dealt with.

Jamming & Counter-surveillance: Extensive jamming fields and sophisticated counter-surveillance measures make it nearly impossible for outside forces to monitor or communicate effectively within Port Nowhere.

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Port Nowhere's true origins are lost to the murky depths of galactic history, intertwined with countless tales of desperation, ambition, and lawlessness. Legends suggest it began as early as the Old Republic era, a clandestine rendezvous point for smugglers, pirates, and fugitives seeking refuge beyond the reach of galactic law.

Though in 902 ABY, Port Nowhere has served as a neutral ground for underworld treaties, a launchpad for galaxy-spanning criminal conspiracies, and a refuge for the galaxy's most wanted. Ownership of its various sectors is in constant flux, a brutal dance of power between the Hutts, Black Sun, Pyke Syndicate, Crimson Dawn, and countless smaller gangs.

Its ever-shifting location and utterly lawless nature make it a nightmare for legitimate authorities to track or infiltrate, ensuring its continued role as the undisputed premier shadow port and black market hub for the galactic underworld. It thrives on conflict, desperation, and the boundless opportunities presented by galactic anarchy.




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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Unit Name:
    • Haxion Brood Raiders
  • Affiliation:
  • Classification:
    • Infantry
  • Description:
    • The Haxion Brood Raiders are a criminal gang of humanoid cyborgs that operate out of the Outer Rim and within Hutt Space. There overall appearance can be described as mish mash as each individual person has their own set of equipment; picked up from those that they killed or stole from military depos. The only defining feature that can be recognized as coming from the gang is their symbol decorated on their helmets which can be seen down below. They have a credit attitude, meaning that they will work for whomever if they throw some credits there way, even willing to take on Sith and Jedi for the right price. They are ruthless in their approach, killing anything that stands in their way even their employer if a job goes sour.
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COMBAT INFORMATION:

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Strengths:
  • Numerous in Skill |
    • The Haxion Brood Raiders come from a wide range of backgrounds and skill levels, despite being given basic training by Hutt Cartel Taskmasters, ranging from barely holding a gun correctly to sharpshooters from top military academies. This gives them an advantage over opponents because they aren't quite sure whether they are dealing with a professional military unit or merely some underworld thugs sent to harass them on their travels.
  • Deadly In Numbers |
    • The Haxion Brood Raiders true strength comes from their large unit size, while one or two of their numbers can rarely be considered a challenge to a Sith or Jedi on the field. Grouped up together they can overwhelm even a seasoned opponent with shear numbers instead of relying on individual skills.
Weaknesses:
  • Cybernetics |
    • The Haxion Brood Raiders are a gang comprised of cyborgs and cybernetic individuals which does have its advantages in intimidation tactics and bullying defenseless individuals. Despite this they are vulnerable to any form of EMP/Ion Weaponry as the electric currents can shut down their vital combat systems making them more easy to take out.
  • Lore of Credits |
    • Like any within the Criminal Underworld; Loyalty is only achieved by the size of one's pockets and the expectation that their employer will pay up when the debts come due. The Haxion Brood Raiders are not above switching sides if the opponents pockets are deeper making them questionable protection for Criminal Syndicates. Despite this they are weary of betraying the Hutt Cartel.

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HISTORICAL INFORMATION

The Haxion Brood Raiders were established by members of Haxion Brood Syndicate in 9 ABY on the orders of Sorc Tormo during their expansion into the Outer Rim Territories. Originally comprised of debtors and prisoners who were turned into cyborgs against their will by the Syndicate, they would be sent on dangerous missions in order to clear their debt which resulted in high casualties amongst their numbers but those that survived gained valuable experience in the ways of the Criminal Underworld. They would later open up their ranks to a wide variety of cybernetic individuals fleeing from the Galactic Empire which at the time was engaged in the Galactic Civil War with the Alliance to Restore the Republic.

The Raiders would slowly become their own organization within the Haxion Brood Syndicate after gaining more than enough individuals within their ranks, deciding to forge their own pathway in the underworld by becoming a mercenary unit. Although they would not be let go so easily by Sorc Tormo who demanded they remain loyal to him as he had formed them. A small skirmish ensued with the raiders taking some losses and inflicting losses to the Syndicate until finally being allowed to exit. They would then work for various criminal organizations based in the Outer Rim and the Core Worlds until finally accepting a long term contract by the Hutt Cartel to provide them with protection detail and as enforcers within their Space.

This agreement with the Cartel would last for quite some time, until the destruction of Hutt Space by the Bryn'adul Empire during the Chaos Timeline as they sought to exterminate everything in their path. The Raiders would defend the Capital of Nal Hutta along with the Silver Jedi Concord but were forced to flee once it became apparent that their employer would no longer be able to cover their dues. Taking up various odd jobs around the criminal underworld until the formation of the Hutt Space Consortium.

Serving in the same role as general enforcers and thugs to control the various worlds, until that syndicate fell as well and was reorganized into the Black Sun. The Raiders were unhappy with the change and left seeking to become bodyguards to planetary governments and raiding convoys heading into Galactic Alliance Space.

Entering 900 ABY, The Haxion Brood Raiders would reestablish themselves with the remaining Hutt Cartel.


 
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PRODUCTION INFORMATION
SPECIAL FEATURES
  • Commodity Currency
    • Value determined by Intrinsic Value | IE: The Measure of what an asset is worth, such as the price of Aurodium and Nova Crystals are on the Current Market.
      • Accepted by all Trade Federation Partners and Subsidiary Organizations
    • Blockchain (Electronic Form)
      • Automatic electronic verifications without the need of a third-party.
      • Append-only data structure, making transaction history and info extremely secure.
        • Chronological data stamping across the blockchain.
        • Omni-node ledger data distribution.
      • Various consensus protocols, nearly removing the risk of duplicate entry or fraud.
      • Small Form Factor to facilitate large-scale system expansion.
    • Duggot Physical Currency
      • Large range of issued denominations.
        • Color-coded based on tier
          • Bronze: 500 ORD Denomination
          • Silver : 1,000 ORD Denomination
          • Gold: 10,000 ORD Denomination
          • Copper: 100,000 ORD Denomination
          • Steel: 1,000,000 ORD Denomination
          • Durasteel: 10,000,000+ ORD Denomination
          • Aurodium: 100,000,000+ ORD Denomination
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  • Blockchain transaction ledger. (Benefits listed above)
    • Connection and integration into the wider blockchain system.
    • Local cross-referencing blockchain ledger for additional fraud protection.
  • Anti-counterfeit Measures
    • Unique Tactile Pattern Serial Identification.
    • Regulated Blockchain IDs with active databasing.
    • Rotation and retirement of Blockchain IDs after a set term.
    • Unique Barcodes directly linked to database ID.
    • Supplementary number-based serial directly linked to pattern serial.
    • Highly specific coating tint-patterns.
  • Killswitch Protection
    • Renders the Duggot cards fried and unusable when activated.
    • Automated killswitch-firing upon detection of fraud.
      • Warning protocols to avoid wrongful termination.
      • Powerslave AI powered protocols.
    • May be triggered upon owner request if lost or stolen.
    • Issuers may manually trigger for fraud/misallocation correction.
  • Dispersed Centralization
    • Distributing banks spread across varied regions and nations.
    • Regional value-flexing to compensate for varying economic conditions.


STRENGTHS
  • Stability |
    • The Outer Rim Duggot is a Commodity-backed currency instead of a Fiat Currency, which means there is a sense of price stability and a reduction of inflation, as the value of the currency is linked to the value of a physical commodity such as Aurodium or Durasteel.
  • Liquidity |
    • The Outer Rim Duggot is highly liquid as it can be exchanged for the physical commodity at any time. This can make it easier for individuals and businesses to quickly convert their currency into a physical asset, which is particularly useful in times of economic uncertainty or political instability.
  • AvTech™ Blockchain |
    • The AvTech™ blockchain secures information about transactions and transfers in an append-only chronological structure to assist in the prevention of alteration and fraud. Consensus protocols powered by 'Powerslave' AI and different 'node' systems within central banks to distribute and update data in a global-ledger.
WEAKNESSES
  • Vulnerability to Supply Shocks |
    • The Outer Rim Duggot is vulnerable to supply shocks of the backed commodity, which can impact the value of the currency. For example, if a faction is backed by the price of Durasteel on the Market and there is a sharp and sudden decrease in the amount of durasteel in the galactic supply, the value of the currency can be negatively impacted.
  • Limited Financial Flexibility |
    • The Outer Rim Duggot can limit a governments' ability to manage its currency in response to economic changes as the price is directly linked to the value of the physical commodity which can't be printed indefinitely like fiat currency can in times of crisis or economic hardships.
DESCRIPTION

Entering into the Current Chaos Era of 900 ABY, it was only a matter of time before war and conflict spread across the galaxy once more which put considerable pressure on planetary economies and the galactic supply of currency still in circulation such as the Galactic Standard Credit backed by the InterGalactic Banking Clan and the Trade Federation Standardized Credit backed by the Trade Federation of Planets. In order to solve this situation, the introduction of another Galactic Currency was considered paramount to stabilize prices and assure the public confidence in the currency that they are being paid with before a bank rush was to occur.

The Outer Rim Duggot was introduced by the Trade Federation of Planets for outlying systems such as the Outer Rim and Colonies, which did not have the luxury of the Core Worlds when it came to financial assistances and megacorporation present. It is a commodity-based currency with the value being represented by a physical commodity such as Durasteel or Aurodium which had a physical price on the open market, which makes it less
susceptible to inflation and allows financial stability to planetary governments far away from the galactic power centers such as Coruscant or Jutrand.

It was designed to insure that if the Major Galactic Governments such as the Galactic Alliance were to be absorbed or destroyed, the galactic economy could carry on functioning smoothly without economic collapse.

 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
SPECIAL FEATURES

OSS-04 /AEP: "Aquatic Environmental Package" This top of the line package takes the hardware characteristics of the ACCA-1dx000 an aquatic environment computer developed by Kee-Piru Computronics. This integration enables the supercomputer system to function at its maximum operational efficiency, even in challenging oceanic conditions like those found on Mon Cala. Consequently, it serves as an ideal core component for underwater command centers and manufacturing facilities dedicated to the production of military materials.

OSS-04/VDA
: "Virtual Design Assistant" The Cicero Quantum's comes equipped with an advanced Imperial Schematic Design System that utilizes a series of prompts and specifications to generate innovative technological solutions. This system is capable of producing functional and economically viable schematics, along with tailored recommendations for precise construction, taking into account the specific planets within a faction and the available resources necessary to execute such projects.

OSS-04/BRTM
: "BRT Modulation" The Cicero Quantum's comes equipped with an advanced BRT Supercomputer module that was designed to operate on a planetary scale, capable of being hooked into millions of networks and mainframes. It can flawlessly manage entire planetary systems such as traffic control, power regulation, waste disposal, and emergency management, war production and naval construction.

OSS-04/MSM: "Multisystem Management" The Cicero Quantum is equipped the state of the art system called the Operational Multisystem Management framework, which enables the centralization of information in a database that is accessible exclusively to authorized users. Additionally, it incorporates sophisticated security monitoring systems that continuously monitor for any unauthorized activities and attempts at access by slicers.


OSS-04/NSC: "Navigational Supercenter." The Cicero Quantum is equipped with advanced Navigational Computer technology with integrated Hyperspace Compass. This sophisticated system enables the supercomputer to identify the most efficient route to a star system by analyzing millions of planetary coordinates. Furthermore, it is capable of executing precise hyperspace jumps to these systems, effectively minimizing the risk of errors.

OSS-04/ARM: "Autorepair Response Module." The Cicero Quantum is equipped with a Auto-repair Module which, when provided with necessary spare parts, could rebuild the damaged computer.

OSS-04/AAS: "Asteroid Avoidance System." The Cicero Quantum is equipped with a Asteroid orbital drift chart which allows computer-based simulations of the movement of various bodies that occupied an asteroid field, and allowing vessels to navigate through the field safely.

OSS-04/VSIL: "Vestel-Series Interconnection Link." The Cicero Quantum is run largely by a Vestal-Series Administrative Supercomputer core acquired from Iron Sun Intelligence. This advanced core's enables the supercomputer to integrate the various characteristics and technological modules of the core itself, thereby enhancing the operational capabilities beyond those of its original variant.


OSS-04/TDIL: "Tactical Droid Integration Link" The Cicero Quantum main terminal houses the brain of a GRX Super Tactical Droid and the data from a ARENA-7580, representing the most advanced iteration of tactical droid models developed by the Trade Federation of Planets. This sophisticated brain enables the supercomputer to perform the functions of a fleet officer or military commander in situations where an organic officer is unavailable, thereby ensuring effective leadership in the pursuit of victory against adversaries.

STRENGTHS |
WEAKNESSES

[ + ] Supercomputer Supreme: The Cicero Qunatum boasts advanced quantum processing capabilities, allowing it to perform complex calculations and simulations at unprecedented speeds. This enables it to tackle problems that classical supercomputers struggle with, such as optimization issues, cryptography, and large-scale data analysis, making it a powerful tool for research and industry applications.

[ ? ] Unpredictable: The advanced algorithms that underpin the Cicero Quantum's functionality allow it to adapt and evolve its reasoning patterns over time. While this adaptability is a strength, it also makes the system unpredictable. Users may find themselves grappling with unintended consequences of decisions made by Cicero, as its interpretations of data and subsequent actions may act autonomously in ways that are misaligned with the user's intentions.

[ - ] Interference...: Cicero Quantum is susceptible to environmental interference, such as temperature fluctuations and electromagnetic noise, which can impact the stability of quantum bits (qubits). This sensitivity may require extensive and costly infrastructure to maintain optimal operating conditions, potentially limiting its accessibility and practicality for widespread use.

DESCRIPTION

The Cicero Quantum supercomputer represents a significant leap in computational technology that the galaxy had ever seen, developed under the auspices of the Trade Federation by the visionary scientist Doctor Torgath Warsaw Torgath Warsaw . The project commenced in 900 ABY, inspired by the advanced capabilities of the Vestal-Series Administrative Supercomputer, which had been utilized by Iron Sun Intelligence for its unmatched processing power and efficiency in data management.

Doctor Vaskos recognized that the Vestal-Series, while revolutionary, was not able to reach its full potential due to rapid emergence of new technological marvels. Thus, he set out to create a next-generation system that would not only replicate its capabilities but also surpass them.

The Cicero Quantum was designed to leverage quantum computing principles, incorporating qubits that allowed for complex calculations and simulations at speeds previously thought impossible. The development process involved extensive research into quantum algorithms, data encryption, and machine learning, drawing on the Trade Federation's vast resources and expertise in logistics and trade management.

Vaskos and his team worked diligently to ensure that the Cicero Quantum could handle real-time decision-making, resource allocation, and advanced predictive analytics tailored for the ever-evolving political landscape of the galaxy.

By the middle of 900 ABY, after months of rigorous testing and refinement, the Cicero Quantum was operational. Its launch was met with great anticipation, as it promised to revolutionize the Trade Federation's operations, enhancing efficiency in trade routes and negotiations while providing strategic advantages in the political arena.


 
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UMBARAN LONG-RANGE ATTACK STARFIGHTER
BX PRIMARY CONSTRUCTION NODE
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Advanced Maneuverability
  • Heavy Armament
  • Backup Hyperdrive Equipped
  • Advanced Communication Devices
WEAKNESSES
  • Extensive Ionization
  • Large Frame
DESCRIPTION

The Umbaran Long-Range Attack Starfighter, developed by the BX Primary Construction Node underneath the leadership of Torgath Warsaw Torgath Warsaw in 900 ABY, represents a pinnacle of power and precision in starship design, reflecting the dark ingenuity of Umbara's technology. Featuring an elongated fuselage and sweeping wings, the Umbaran starfighter is designed for both exceptional maneuverability and minimal radar signature.

Equipped with advanced targeting systems, the Long-Range Attack Starfighter is capable of launching precision strikes from great distances using a combination of weaponry ranging from energy torpedoes to ion electromagnetic plasma cannons. Although it does have a rather large frame in order to accomodate such a large amount of weaponry which can leave it vulnerable to dedicated firepower from long-range anti-air batteries and anti-starfighter batteries on starships.





Umbaran Scotus-Class Cruiser 00


Umbaran Scotus-Class Defender 00


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  • High Armament Classification
  • Very High Defense Classification
  • High Hanger Allocations
  • Large Cargo Space
  • Advanced Long-range sensors
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  • Very Low Manueverability Classification
  • Low Speed Rating
  • Droid Control Computer
  • Thermal Shielding need 5 Minute Recharge

Trade-Federation-Factodex

Passengers

Cargo capacity
Consumables
  • Supplies for 4 years
The Trade Federation Providence-class II carrier/destroyer is a limited-produced modernized variant of the Providence Class Carrier/Destroyer used by the Confederacy of Independent Systems and the orginial Trade Federation during the ancient conflict known as the Clone Wars, with its remergence on the galactic stage being attributed to the rise of the Mandalorian Neo-Crusaders as the threat of planetary raids become more and more apparent.
The latest iteration of the providence class has undergone significant modifications from its stock variant, featuring a streamlined but overall longer design and standard enhancements that include augmented firepower, advanced weaponry sourced from various regions of the galaxy, and improved shielding capabilities.
These enhancements allow it to endure direct engagements with larger and more formidable battlecruisers, and to a certain degree, with smaller super star destroyers, provided there is a sufficient number present on the battlefield. However, it is uncommon for the Trade Federation to execute such a substantial deployment away from their headquarters on Cato Neimoidia.


 
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OUT OF CHARACTER INFORMATION
Meniium-Scrani Security Station

PRODUCTION INFORMATION
TIE Fighter Dismantling Factory | Automated Facility Number 400

TECHNICAL SPECIFICATIONS
The Sith Empire and The Galactic Alliance meeting in an Estate Room

STANDARD FEATURES
  • Standard Countermeasures
  • Standard Engine Unit
  • Standard Guidance Systems
  • Standard Hyperdrive System
  • Standard Life Support Systems
  • Standard Shielding System
  • Standard Targeting Systems
  • Credit Markets
  • AvCoin 1.0 | Blockchain
ADVANCED SYSTEMS
Main Command Bridge | Sub-Section D-1 | Sith Empire Occupation

STRENGTHS
  • Defensive Fortress |
    • Though having no offensive weaponry of any sort, the Meniium-Scrani Industrial Station is a massive space station capable of withstanding all but the most intense of bombardments. Multiple shield arrays and defensive emplacements, as well as thick armor plating ensures that the center for Galactic Commerce and Trade can't be easily threatened.
  • Power Generation |
    • The Meniium-Scrani was constructed with the most advanced energy generation systems available on the galactic market, allowing the massive space station to handle the millions of transactions and credit exchanges happening every second, and operate its sub-systems and internal systems for a considerably long time. Thus maintenance of these systems are considered top priority.
  • Self-Sufficient |
    • The Meniium-Scrani was designed to be entirely self-sufficient, being equipped with molecular furnaces, various automated facilities and construction yards, production lines, food generation, and much more in order to house the army of workers and accountants. This strive for independence was made to detach the station from supply lines in the event of an emergency, or governmental collapse.
WEAKNESSES
  • Offensive Folly |
    • The entire purpose of the Meniium-Scrani Industrial Station is the generation of resources and exchanging of credits on a massive scale, and thus the main focus was on protection against pirates and other vagabonds with formidable shielding, leaving no offensive weaponry to combat capital ships. While it does possess a formidable defensive array of anti-starfighter lasers and point-defense systems for protection against starfighters and freighter class vessels, these emplacements will do little against larger ships.
  • Immense Size |
    • The Meniium-Scrani Industrial Station is quite perhaps the largest station ever constructed, and thus the sheer size of the space station is its greatest weakness. It is impossible to engage in stealthy maneuvers and presents a enticing target to enemies. The sheer size of each individual corridor would be enough to confuse both the enemy and the station's own defenders. Capital Ships would have little trouble in targeting the Space Station.
  • Energy Unpredictability |
    • While the station does come equipped with the most advanced energy generation equipment that the Trade Federation can buy, the sheer amount of energy flowing through the station and its sub-systems is unpredictable and seems almost like a ticking timebomb. Should the systems fail it would be destruction on an unparalleled scale, and as such only the most skilled technicians and droids are allowed to even touch the control panels, let alone be in the same room.
 InterGalactic Stock Exchange | Sub-Section 800

DESCRIPTION

During the era of the Clone Wars, The Techno Union composed many prototype designs of large-scale space stations that could operate freely around the various hyperspace lanes and prominent supply planets. Many of these designs were rejected out of principle by the Separatist Council as the shear cost of such an undertaking was considered unprofitable and almost akin to self-bankruptcy practices, although some were never completed before the war came to an end with the death of the Confederacy on Mustafar by the hand of Darth Vader. The Galactic Empire; the dominant government formed from the remains of the Galactic Republic and the Confederacy took an acute interest in the projects composed by the Techno Union as a viable alternative to the Death Star Projects as delays and interference from local resistance cells put the project further behind schedule. Smaller space stations were constructed around the time that the Death Star Project was being finished, setting them up across the dozens of hyperspace routes that lead to the Galactic Capital of Coruscant but found them difficult to maintain and susceptible to pirates and other criminal syndicates, as the Galactic Civil War occurred between the Empire and the Alliance to Restore the Republic.

The New Republic eventually took over these stations and converted them into Rapid Deployment Units, allowing small squadrons of starfighters to patrol the vastness of space when the New Republic Fleets were busy dealing with the Imperial Warlords and their various Remnants spread across the galactic frontier. During this time the original design was brought by Kuat Drive Yards from the New Republic Government and they improved the overall functionality and reestablished their purpose as trading hubs and manufacturing ports around Kuat and its surrounding Systems. It would remain within the hands of Kuat Drive Yards over the centuries as the company changed ownership from one person to another.

In 851 ABY during the Incursion Timeline, The Design was purchased by a Skakoan Engineer by the name of Sulka Tsul. Tsul would use more mathematical thinking and pragmatism to combine the various stations mentioned on the blueprints into one giant megastructure, able to handle currency and credit exchange without relying on a single capital planet like Coruscant. Although at the time there was no willing investors, able to take on such a project on such scale as this, and thus the design was put on the backburner for quite some time until resources came available. The Skakoan Engineer later came to the attention of the New Imperial Order after their rebellion against the Sith Empire in 864 ABY during the Annihilation Timeline with the Sith Empire eventually capturing the Construction Site and using its limited manufacturing abilities to their advantage during the Civil War, with it being damaged quite considerably by the New Imperial Fleet.

Looking to get a jumpstart on the Imperial Economy, Director Gat Tambor would purchase the intellectual rights of the Station and begin reconstruction in order to provide the NIO with a prominent trade port and manufacturing hub. Re-Construction of the Station was full of delays and expected departures as the sheer size and scope of the project meant that it was not going to be completed for some time, as the New Imperial Order began to establish themselves as a formidable power within the galaxy and acquire more and more planets under their rule.

The Station was finally finished in 900 ABY within the Galactic Alliance Territory during the current tenure of the Director-General of the Trade Federation Rulonom Laborr with considerable financing by other corporate entities such as the Commerce Guild and the InterGalactic Banking Clan. The cost of the Project nearly led the bankruptcy of the entire Federation and its subsidiaries.

 
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"The X2 Gola Class Star Carrier, the Next Generation of Planetary Defense Carriers produced by Byblos Star Drives. Tough on the outside and formidable on the inside, this Starship is able to provide support in any battle" - Mac Tarot, Sales Representative.
OUT OF CHARACTER INFORMATION
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PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification:
    • Planetary Defense Starfighter Carrier
  • Length:
    • 500 Standard Meters in Length
  • Width:
    • 450 Standard Meters in Width
  • Height:
    • 80 Standard Meters in Height
  • Armament:
  • Defenses:
  • Hangar Space:
    • Average Hanger Space
  • Hangar Allocations:
    • Starfighters: 3 squadrons
    • Support Craft: 0 squadrons
  • Single Craft Hangar:
    • Singer Craft Hangar Available
  • Maneuverability Rating:
    • Average Maneuverability
  • Speed Rating:
    • Average Speed
  • Hyperdrive:
    • Class 1.0 Hyperdrive Model
STANDARD FEATURES
  • Standard Countermeasures
  • Standard Engine Unit
  • Standard Guidance Systems
  • Standard Hyperdrive System
  • Standard Life Support Systems
  • Standard Shielding System
  • Standard Targeting Systems
ADVANCED SYSTEMS
STRENGTHS
  • Power Generation
    • The X2 Gola Class Star Carrier comes equipped with a Hypermatter Annihilator System, allowing it to create an enormous amount of power for its various systems and sub-systems which means it can operate for far longer than normal starfighter carriers of the same classification currently in operation amongst the galaxy's superpowers.
  • Starfighter Support & Single Craft
    • The X2 Gola Class Star Carrier can hold up to 3 Squadrons of Starfighters within its main central hanger, with a small space made available for a single craft to dock safely. Although the squadron count might be low by carrier standards, it does bring an edge to the fight against pirates and other vagabonds threatening planetary governments that lack the protection of major superpowers.
  • Mass-Production Model
    • The X2 Gola Class Star Carrier is a mass production model by Byblos Star Drives, meaning that parts and repair kits are easy enough to come by. This gives it a cutting edge against other carriers of the same classification currently in use as lost vessels can be easily replaceable if they should be destroyed in combat.
WEAKNESSES
  • Support Ship Function
    • A Critical Weakness of the X2 Gola Class Star Carrier is that it is not meant for frontline combat as the various systems and sub-systems are classified as average for ease of mass-production and affordability on the galactic open-market. Should it come face to face with a proper warship such as a heavy frigate or cruiser then it would be destroyed without much resistance as it was designed to be a support ship first and foremost.
  • Ship Connection
    • Another Critical Weakness of the X2 Gola Class Star Carrier is that the connection between the Command Bridge and the Hangers is very lightly armored for ease of mass-production on the assembly line. A good hit by a missile or heavy turbolaser could pierce right through, leaving the ship un-operational for the rest of the battle.
DESCRIPTION

As the Galaxy continues to spiral into war after war with the most recent conflicts being the Alliance-Enclave War and the Mandalorian-Sith Skirmishes in 900 ABY. The need for additional protection for independent systems and planetary governments was considered paramount for Byblos Drive Yards who began producing and introducing the X2 Gola Class Star Carrier for the Galactic Market as a viable and affordable option to more heavier carrier types.

The Carrier comes equipped with only average offensive weaponry and defensive systems designed to handle pirates and other vagabonds that threaten neutral worlds and raid along the trade routes while the Galactic Government's are distracted with open warfare across a dozen planets and battlefields. Within the Hangers, the Gola Class can support up to three squadrons of starfighters and has space for a single craft to safely land and refuel inside, this support is invaluable to planetary governments despite the small amount of squadrons as they can defend against enemy fighter craft.

There are two things that are lacking on the mass-production model, the fact that its main role is a support ship and not an escort ship should be noted if one is using it in conflict. It will suffer critical damage if it faces other escort ships such as cruisers and heavy frigates, and potentially explode all together should a shot land on one of the fuel reactors. Another concern is the weak armor around the connection bridge between the cockpit and the hanger bays, which can be severed by a good missile or heavy turbolaser blast should they manage to penetrate the shield systems.
 
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AR-S SIEGE BATTLE DROID
BX PRIMARY CONSTRUCTION NODE
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL INFORMATION
SPECIAL FEATURES
STRENGTHS
  • Very High Resistance to Ionization
  • High Protection Against Lightsabers
  • Considerable Amount of Armaments
WEAKNESSES
  • Large & Bulky Frame
  • Rather Slow Speed and Maneuverability
  • Concentration of Extreme Firepower
DESCRIPTION

Constructed in 900 ABY by the BX Primary Construction Node on the city-planet of Skako, the AR-S Siege Battle Droid was engineered specifically to break through enemy defenses and support offensives against mechanized vehicles. Standing nearly eight feet tall, the AR-S boasts a bulky frame, reinforced plating, and an array of devastating weaponry designed for heavy bombardment.

Its shoulder-mounted missile launchers deliver explosive projectiles capable of breaching reinforced positions. In addition, its hands are equipped with Electrostaff-like clawed hands are optimized for dismantling smaller vehicles, providing essential support in chaos-ridden skirmishes and open-engagements on the battlefield.

However, this pragmatic superiority comes at a cost. Its considerable size makes it vulnerable; it can easily draw the concentrated fire from squads of enemy infantry and artillery. Tactical placements by commanders are crucial, as ignoring cover can lead to rapid decommissioning of the droid before it fulfills its role.


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