Star Wars Roleplay: Chaos

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Work In Progress Credit Worm Workshop


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" The new Lodd Masterworks Shipyard will enable us to produce ships twice as fast with its new technology "
-- Master Engineer Gerald Vento, one of the many sub-engineers of Kuat Drive Yards

OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Shipyards Name: Lodd Masterworks Shipyard
  • Classification: Orbital Shipyard - Attached to Kuat Drive Yards Orbital Array by replacing Maw Shipyard
  • Location: Planet of Kuat
  • Affiliation: The Trade Federation |:| 900 ABY
  • Population: Heavily Staffed
  • Accessibility:
    • As a core component of the legendary Kuat Drive Yards Orbital Array, Lodd Masterworks is located in one of the most heavily trafficked and defended regions of the Core. It sits directly along the Array's ring structure, making it easily accessible via standard KDY approach vectors and public yet strictly controlled navigation charts for authorized vessels. Security is extremely tight, with all traffic subject to layered scans, escort requirements, and Trade Federation/KDY transponder verification. The facility is not open to the general public and serves primarily military, corporate, and allied clients, though vetted commercial partners may access limited sections under heavy escort.
  • Description:
    • Lodd Masterworks Shipyard stands as a gleaming monument of cutting-edge industrial might within the vast Kuat Drive Yards Orbital Array as a replacement for the aging Maw Shipyard. Its massive modular superstructure, adorned with glowing blue accent lighting and the prominent red Trade Federation/KDY crests, bristles with automated construction gantries, colossal drydocks, and sprawling assembly arms.
OPERATIONS INFORMATION
  • Production: Capital warships including frigates, cruisers, and Star Destroyer-class vessels, support craft, and advanced starfighters. The shipyard excels at full-spectrum military vessel construction.
  • Specialty: Ancient Designs from Kuat Drive Yards Catalog
  • Output:
  • Market:
    • Primarily serves the Trade Federation and its allies, with output directed toward bolstering fleets operating in Sith Covenant space and beyond. It also accepts select contracts from approved clients to strengthen political and economic ties.
POINTS OF INTEREST

Primary Assembly Nexus: The heart of the shipyard, featuring multiple colossal internal shipyards and external drydocks capable of simultaneous construction of several capital vessels. Molecular Furnaces and Cryo-Furnaces feed raw and exotic materials directly into automated assembly lines.

Nanoforge Fabrication Halls: Vast automated foundries utilizing Nanoforges, Synthicators, and Impact Sifters for molecular-level material refinement and creation of advanced alloys and components at unprecedented speeds.

Armament Integration Bays: Equipped with Self-Constructing Armament Facilities, these secure sections allow rapid installation and calibration of weapons systems, shields, and electronic warfare suites.

Droid Command & Prototyping Core: Home to Self-Regulating Droid Makers and advanced Prototypers, where legions of specialized droids are produced on-site and new ship designs are tested and iterated.

Chemical Processing & Material Churners: Industrial sectors running Chemical Churners and supporting Various Manufacturing Technology to produce specialized fuels, composites, and consumables required for high-volume warship production.

SECURITY

High


Lodd Masterworks benefits from the formidable defenses inherent to the Kuat Drive Yards Orbital Array, significantly augmented by Trade Federation investment. The shipyard is protected by layered deflector shields, extensive network of Tri-Cycling Imperial Heavy Turbolaser Turrets and even a large array of advanced Tri-Cycling Imperial Ordinance Launchers in order to protect itself against enemy capital ships.

Internal security relies partly on Kuati Security Forces regularly patrolling the shipyard, though they are reinforced with B2-A Series Super Battle Droids and regular Trade Defense Force composed of a variety of different species and skillsets. Advanced automated turrets are strategically placed in the corridors to corral potential intruders away from vital subsystems into confrontation zones.

External patrols by KDY security vessels and privateer escorts provide a buffer zone, while sensor arrays and tractor beam emplacements monitor all approaching traffic. The integration of state-of-the-art surveillance and counter-intrusion systems makes sabotage or unauthorized access exceptionally difficult, ensuring the facility remains a secure hub for sensitive warship production.

HISTORICAL INFORMATION

In 902 ABY, as the Trade Federation sought to expand its influence over the vital shipbuilding world of Kuat, currently under Sith Covenant oversight the corporation orchestrated the donation and construction of Lodd Masterworks Shipyard.

Designed as a direct replacement for the aging Maw Shipyards which had been in continuous service since before the Gulag Plague, the new facility represented a major technological leap forward. Advanced manufacturing technologies including Molecular Furnaces, Nanoforges, Self-Constructing Armament Facilities, were installed to revitalize and dramatically accelerate Kuat's production capacity.

The shipyard was named in honor of a prominent Trade Federation industrialist and serves as both a gesture of goodwill and a strategic foothold. By upgrading KDY's capabilities, the Federation aims to outproduce competitors, demonstrate the tangible benefits of their involvement, and gradually convince local authorities and the Sith Covenant that Kuat's shipbuilding future would be brighter and more profitable under increased Trade Federation stewardship.




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"The Federation is paying us a handsome price to keep potential competitors away from Kuat and Humbarine"
-- Captain Ballard Vane, one of the many privateers in Port Sneed​

OUT OF CHARACTER INFORMATION
SETTING INFORMATION
A diverse mix of humans (roughly 45%), near-humans, and various alien species common to fringe operations. Prominent groups include Neimoidians and other Trade Federation-aligned species in administrative and mercantile roles, along with Rodians, Weequay, Nikto, and Trandoshans in security and combat positions. A smattering of droids and more exotic species drawn to privateer life. Many inhabitants are transient spacers, mechanics, and smugglers rather than permanent residents.
  • Accessibility:
Port Sneed is deliberately isolated within the Humbarine System, positioned in a dense asteroid field that provides natural concealment and defensive chokepoints. It is not listed on standard nav charts and relies on encrypted transponder codes and Trade Federation-provided hyperspace coordinates for authorized access.

Approach vectors are heavily monitored; unauthorized vessels are typically intercepted by patrolling privateer squadrons. While not completely hidden from determined scans, its location in a backwater section of a contested Core system makes it difficult for outsiders to locate without insider knowledge.
  • Traffic: Moderate
The station sees steady but controlled flow of privateer raiders, armed freighters, light capital ships, and smuggling vessels. Cargo traffic consists largely of salvaged goods, black-market weapons, spare parts, and luxury items looted from Sith Covenant shipping or rival interests. Passenger traffic is mostly crew rotations, traders, and opportunistic mercenaries. Peak activity occurs during resupply windows or after successful operations against Kuat or Humbarine targets.
  • Description:
From a distance, Port Sneed appears as a hulking, battle-scarred fortress drifting amid swirling asteroid fields and the glowing nebulae of the Humbarine System. The original FireStar-class structure has been heavily modified with scavenged plating, jury-rigged hab-modules, and glowing pink-purple illuminated sections that give it a garish, lived-in pirate aesthetic. Extensive docking arms and external cargo gantries bristle with activity, while smaller craft dart between the station and nearby asteroids.

POINTS OF INTEREST

The Core Bazaar:
The central habitation and commercial deck has been converted into a bustling shadowport market. Stalls and cantinas hawking everything from stolen Kuat hyperdrive components to smuggled spice operate under the watchful eyes of Trade Federation factors. Holographic advertisements flicker alongside neon signs, and private negotiation booths offer privacy for deals.

The Crimson Spire: One of the original FireStar weapon spires, now repurposed as the command and administrative hub. Privateer captains and Trade Federation liaisons meet here to plan raids on Sith Covenant assets. It houses the station's primary comms array and encrypted holonet relay.

Hangar Bays & Repair Docks: The expansive central landing facilities accommodate multiple squadrons of starfighters and corvettes. Extensive repair gantries, droid swarms, and black-market shipyards allow rapid turnaround for damaged vessels. Modified with additional external cradles for larger prizes.

The Underdecks: Lower levels feature barracks, armories, and entertainment dens for the crew. Illicit fight pits and gambling halls provide recreation, while secure vaults store high-value loot awaiting division or shipment to Trade Federation interests.

Asteroid Annexes: Nearby hollowed-out asteroids connected by umbilical tunnels serve as additional storage, fuel depots, and hidden fighter launch bays, expanding the station's effective capacity and providing fallback positions.

SECURITY

High

Port Sneed maintains high security through its retained and upgraded FireStar-class armament, featuring 148 laser cannons and 60 concussion missile launchers many now slaved to advanced targeting computers. The station is protected by layered deflector shields with redundant generators, bolstered by scavenged and modified emitters for better coverage against capital ship fire.

Patrol squadrons of privateer starfighters and gunships operate constantly in the surrounding asteroid field, while internal security consists of armed privateers, and automated turrets in key corridors. Sensor jammers and stealth coatings on external structures reduce detectability, supported by encrypted IFF systems that restrict docking access.

The proximity to dense asteroid fields serves as a natural deterrent, enhanced by pre-placed sensor buoys and automated mine dispensers in select approaches. Overall, the station's defenses are formidable enough to repel most pirate raids or small naval probes but are not intended for prolonged fleet engagements, with emphasis placed on deterrence, hit-and-run support, and rapid evacuation if Sith Covenant forces arrive in strength.

HISTORICAL INFORMATION

Port Sneed began its life as a standard FireStar-class Orbital Defense Station, likely constructed by Rendili StarDrive during an earlier era for planetary defense in the Core. Abandoned or captured during the chaotic shifts of power in the 900 ABY period, it was discovered and claimed by privateers operating on the fringes of Humbarine space.

Under the patronage of the Trade Federation, the station underwent significant modification. Trade Federation engineers and privateer crews stripped outdated systems, reinforced the structure with scavenged armor plating, and added extensive docking and habitat modules to transform it from a pure defense platform into a mobile-forward operating base.

Named Port Sneed after a legendary or perhaps apocryphal privateer captain who first proposed its use, the station now serves as a vital hub for the Federation's indirect campaign to secure economic and territorial rights over the vital shipbuilding world of Kuat and the industrialized Humbarine system both currently under Sith Covenant influence.



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SCIPIO, ALBARRIO SECTOR, OUTER RIM TERRITORIES

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Meii-Nu briefly glanced at the holo-transmissions appearing on the large viewscreen in the InterGalactic Banking Clan's estate. Maneuvering over to the elegant yet modest desk to have a private conversation with the person in front of her, mind buzzing with various thoughts and schemes to increase her own personal wealth and influence across more sectors.

The InterGalactic Bank - a subsidiary of the InterGalactic Banking Clan until becoming independent had thrived during her tenure as Chief Auditor, as various loans and debts had been repaid in order to make sure that the
financial records were up to date. Despite this success there was always a personal drive for more credits and thus they had chosen to properly align themselves with the Nefarious Dark Empire in order to tap into a new market one in desperate need of resources and war materials.

Such personal thoughts were interrupted by the appearance of Rulonom Laborr - Director of the Trade Federation of Planets whose armored figure materialized. "Auditor Suu, I trust that everything is proceeding as we predicted." Laborr exclaimed glancing down at the Gossam Businesswoman, as the pressure suits mechanisms squealed and hissed with each word. "Yes, Director Laborr. We have integrated ourselves seamlessly into the Dark Empire's ranks without much difficulty which is of no surprise given their desperation for currency." Meii-Nu replied with some semblance of a smile having been tasked by the Skakoan to formulate a powerful economic stronghold within the newly formed Dark Empire. Despite being independent on paper, the InterGalactic Bank had become apart of the Trade Federation of Planets through personal agreements and backdoor discussions, and thus were bound to the shifting whims of the current Director.

The pressure suit hissed in relaxation - "Excellent, The Dark Empire could become a serious parasite to the Trade Federation of Planets in the future. They believe themselves ready to challenge the Galactic Alliance and therefore pose a threat to our most profitable market. We must ensure that the Alliance stays ahead in terms of technological research so when the time comes for them to face each other on the battlefield, there will be no doubt as to who shall remain the galactic hegemony." The Skakoan had not restructured the Trade Federation to see it bow to the whims of another despotic regime, and so Operation Pax Allianca would remain the top priority so long as Laborr ruled the Federation unopposed. From the reports given to him through the Sarada Network; the Dark Empire had already amassed a considerable war chest and had proven as much when they blockaded the system of Onderon. A New Sith Battlecruiser, and a Full Imperial Remnant.

"How do you suppose, My Lord. That we accomplish Operation Pax Allianca on
schedule." The Gossam asked - curious as to how the Director of the Federation would manage to stay one step ahead of the Dark Empire as they sought to establish themselves as a formidable powerhouse in galactic affairs. The formation of the Imperial Economic Council put Meii-Nu near the top of the Empire's Ranks in terms of non-military personnel.

"Operation Pax Allianca has a fluid timeline as of yet, although we can start by industrial
espionage through our third-party agents. Understand the specifications of the war machine and you can find ways to destroy it with an even better machine. Galivanting support within the Federal Assembly is also high on our list through our Minister, Lodd Grimmin who will begin pushing military build up in response to the invasion of Onderon." Rulonom would not boil the Operation's timeline down to a singular point as things could change rapidly; adjusting the operation as it moved forward would be the best outcome. The Federal Assembly's democratic system did prove reliable in declarations of war given the stance of the Mandalorian-Alliance Conflict and the Sith Empire Campaigns.

" I will begin the proper
preparations for the success of Operation Pax Allianca on my end, although I must feign support for the Galactic Emperor until the time comes when the Alliance can overthrow him once more." Meii-Nu explained - bowing her head down as the hologram faded from existence.
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Electronic Warfare Speeders

Suto Electronic Warfare Speeder
Trade-Federation-Factodex

  • Intent: Produce an advanced speeder centered around the concept of Electronic Warfare
  • Image Source: Flow Image Creator
  • Canon Link: Not Applicable
  • Permissions: Not Applicable
  • Primary Source: Countermeasures
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  • Classification: Electronic Warfare Speeder
  • Role: Electronic Warfare
  • Size: Average
  • Weight: Average
  • Armaments: None
  • Defenses: None
  • Maneuverability Rating: Very High
  • Speed Rating: Very High
  • Propulsion: Advanced Antigrav Generator
  • Minimum Crew: 1. One technician
  • Optimal Crew: 1. One technician
  • Passenger Capacity: None
  • Cargo Capacity: None
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Electronic Warfare Concentration: The Suto consolidates a wide array of electronic warfare and intelligence systems into a single mobile platform, including signal interception, encryption cracking, holotrace capability, communication scrambling, and battlefield jamming. This allows it to function as a compact but highly capable electronic warfare node.

Rapid Battlefield Mobility: Advanced antigrav propulsion combined with burst thrusters, turbo boosters, and maneuvering repulsor systems allow the Suto to reposition rapidly across the battlefield. This mobility enables it to avoid counter-battery fire, reposition for signal advantage, and remain difficult to track or target for extended periods.

Command and Signal Relay Capability: The integrated holotransceiver systems, VDV-100 holo display, and battlefield communication suites allow the Suto to act as a forward relay node. It can maintain contact between dispersed formations, intercept enemy transmissions in real time, and distribute battlefield data to allied forces with minimal delay.

Electronic Countermeasure Layering: Multiple overlapping ECM systems, including combat jammers, holodisruption systems, IFF confusion emitters, and false energy signature projectors, create a layered electronic deception environment. This makes it significantly harder for enemy forces to maintain reliable targeting solutions or secure communications in the Suto's operational radius.

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Processing Overload Limitation: Despite its advanced systems, the Suto's onboard architecture can only actively support five major electronic systems simultaneously. Attempting to exceed this operational threshold results in severe computational overload, forcing an automatic emergency shutdown of all active systems to prevent catastrophic data corruption or hardware failure.

No Defensive or Offensive Capability: The Suto carries no weapons and no shielding systems. It cannot directly engage hostile targets and must rely entirely on escort forces or stealth through mobility and electronic concealment.

Fragile Structural Design: To maximize speed and electronic capacity, the Suto sacrifices armor protection. Even light weapons fire, shrapnel, or near-miss explosions can disable critical systems or destroy the vehicle.

Electronic Warfare Counterplay Vulnerability: While highly capable in EW operations, the Suto remains vulnerable to dedicated counter-jamming, slicing attacks, and signal saturation tactics designed to overwhelm or misdirect its systems.

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The Suto Electronic Warfare Speeder is a mobile electronic warfare platform designed to replace vulnerable static command and signal bunkers. Built for speed and battlefield mobility, it prioritizes electronic dominance and intelligence gathering over armor or weapons.

It integrates a wide range of systems including signal interception, communications jamming, holotrace tracking, battlefield scanning, encryption disruption, and holographic command interfaces. This allows it to disrupt enemy coordination while simultaneously enhancing allied situational awareness and communication.

Its advanced antigrav propulsion and maneuvering systems allow it to rapidly reposition across the battlefield, avoiding detection and minimizing exposure to enemy counterattacks. In practice, it functions as a forward electronic warfare node and mobile command relay for armored or mechanized formations.

However, its effectiveness is limited by a critical operational constraint: only five major electronic systems may be active at any time. Exceeding this limit triggers an automatic shutdown to prevent system overload, temporarily disabling all functionality until rebooted. The Suto is not designed for direct combat. It survives through speed, escort protection, and electronic concealment, while delivering battlefield-wide disruption and intelligence support when properly managed.





Magenta-class Combat Walker

Magenta-class Combat Walker
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  • High Speed: Capable of reaching exceptional velocities across flat and semi-rough terrain, allowing rapid response to threats and the ability to quickly overtake or outpace slower cargo convoys.
  • Data Recovery System: Equipped with hardened recording equipment that transmits detailed visual and sensor data back to the owner even if the droid is destroyed, providing valuable intelligence on attackers and incidents.
  • Perimeter Escort Efficiency: Excellent at flanking and screening cargo transports in open environments through coordinated pack tactics and long-range sensor coverage.
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  • Poor Maneuverability: While extremely fast in straight lines, the droid has limited turning capability, making it vulnerable to being outmaneuvered, cornered, or attacked from the rear or flanks.
  • Light Armor Profile: Significant portions of the wheel assembly are dedicated to internal circuitry and mechanics, resulting in thinner overall armor protection than comparable security droids.
  • Predictable Attack Vectors: Once an enemy forces the droid into a turn or gets behind it, the unit becomes an easier target due to its speed-focused design.
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Released by the Trade Federation in 900 ABY, the Asteroidia-class Droid Cargo Protector was developed as an affordable, mass-produced solution for independent merchants and shipping companies operating across the galaxy's many unpoliced frontier worlds. Designed specifically for vast open terrain environments, deserts, badlands, rocky plains, and similar expanses where traditional security patrols are impractical.

In operation, Asteroidia units accelerate to high speeds to establish wide defensive perimeters, using their advanced sensor suites and targeting systems to detect and engage threats at range with their double-barreled laser cannons. Their wheel-based locomotion excels at covering great distances quickly, making them ideal for long-haul protection of valuable but non-military cargoes such as raw materials, spice, or medical supplies.

Should the units be overwhelmed, their sophisticated recording equipment ensures that critical footage and telemetry data is beamed back to the owner, allowing for insurance claims, bounty postings, or retaliation planning.

While highly effective as deterrents against bandits, wildlife, and opportunistic raiders in open terrain, the Asteroidia-class has clear limitations. Its emphasis on speed and internal systems leaves it relatively lightly armored, and its difficulty executing sharp turns means savvy attackers can attempt to force the droids into unfavorable positioning or strike from the rear.





Riftwyrn Heavy Tank

Xerta-class Heavy Battle Tank
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Twin Mass-Driver Battery: The Xerta-class mounts a pair of fast-track fire-linked high-velocity mass-driver cannons capable of engaging heavily armored vehicles, fortified positions, walkers, and hardened emplacements. The linked firing system allows the vehicle to deliver devastating strikes capable of threatening even super-heavy targets.

Layered Protection: The combination of Impervium ablative armor, secondary Turadium plating, reinforced structural armor, shield generators, thermal protection systems, and defensive electronic warfare suites makes the Xerta exceptionally difficult to destroy through conventional means.

Shield Dominance: The overlaid ray, particle, and concussion barriers provide protection against a wide variety of battlefield threats. Enemy forces often require sustained concentrated fire before meaningful damage can be inflicted upon the vehicle itself.

Anti-Vehicle Versatility: The integrated missile arrays allow the Xerta to engage multiple target types simultaneously. Ion missiles can disable enemy vehicles, stalker missiles can pursue evasive targets, incendiary missiles can deny terrain, and flame carpet warheads can devastate infantry formations.

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Massive Power Consumption: The vehicle's shields, sensors, jamming systems, targeting suite, and twin mass-driver cannons place tremendous demands upon its power systems. Prolonged combat operations can strain reserves and reduce system performance if resupply or maintenance is unavailable.

Large Target Profile: Designed as a breakthrough vehicle, the Xerta is difficult to conceal and frequently becomes the primary target of enemy armor, artillery, aircraft, and heavy infantry weapons.

Vulnerable Undercarriage: Like many repulsor vehicles, the antigrav assemblies located beneath the hull are difficult to armor without sacrificing performance. Mines, concealed explosives, or precision strikes against these systems can immobilize the vehicle.

Electronic Saturation: Although heavily protected against ionization and electronic warfare, the sheer number of integrated electronic systems creates many potential failure points. Severe ion damage, dedicated electronic warfare attacks, or catastrophic power fluctuations can degrade sensor and targeting performance.

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The Xerta-class Heavy Battle Tank was developed by the Trade Federation to provide a direct answer to the increasingly powerful armored vehicles appearing throughout the galaxy. Rather than relying on excessive automation or experimental technologies, the Xerta was designed around a straightforward philosophy: survive incoming fire, destroy enemy armor, and continue advancing.

Armed with twin high-velocity mass-driver cannons and a versatile missile array, the Xerta is capable of engaging everything from infantry formations and fortifications to heavy tanks and walkers. Powerful shields, layered Impervium and Turadium armor, electronic warfare systems, and onboard repair drones allow it to remain operational even under intense battlefield conditions.

The Xerta excels as a breakthrough vehicle, leading armored assaults and acting as the centerpiece of Trade Federation ground offensives. While its size, logistical requirements, and heavy reliance on power-intensive systems can become liabilities during prolonged operations, it remains a formidable battlefield asset capable of standing toe-to-toe with many modern heavy armored vehicles.





Asteroidia-class Droid Cargo Protector

Asteroidia-class Droid Cargo Protector
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  • High Speed: Capable of reaching exceptional velocities across flat and semi-rough terrain, allowing rapid response to threats and the ability to quickly overtake or outpace slower cargo convoys.
  • Data Recovery System: Equipped with hardened recording equipment that transmits detailed visual and sensor data back to the owner even if the droid is destroyed, providing valuable intelligence on attackers and incidents.
  • Perimeter Escort Efficiency: Excellent at flanking and screening cargo transports in open environments through coordinated pack tactics and long-range sensor coverage.
Trade-Federation-Factodex

  • Poor Maneuverability: While extremely fast in straight lines, the droid has limited turning capability, making it vulnerable to being outmaneuvered, cornered, or attacked from the rear or flanks.
  • Light Armor Profile: Significant portions of the wheel assembly are dedicated to internal circuitry and mechanics, resulting in thinner overall armor protection than comparable security droids.
  • Predictable Attack Vectors: Once an enemy forces the droid into a turn or gets behind it, the unit becomes an easier target due to its speed-focused design.
Trade-Federation-Factodex


Released by the Trade Federation in 900 ABY, the Asteroidia-class Droid Cargo Protector was developed as an affordable, mass-produced solution for independent merchants and shipping companies operating across the galaxy's many unpoliced frontier worlds. Designed specifically for vast open terrain environments, deserts, badlands, rocky plains, and similar expanses where traditional security patrols are impractical.

In operation, Asteroidia units accelerate to high speeds to establish wide defensive perimeters, using their advanced sensor suites and targeting systems to detect and engage threats at range with their double-barreled laser cannons. Their wheel-based locomotion excels at covering great distances quickly, making them ideal for long-haul protection of valuable but non-military cargoes such as raw materials, spice, or medical supplies.

Should the units be overwhelmed, their sophisticated recording equipment ensures that critical footage and telemetry data is beamed back to the owner, allowing for insurance claims, bounty postings, or retaliation planning.

While highly effective as deterrents against bandits, wildlife, and opportunistic raiders in open terrain, the Asteroidia-class has clear limitations. Its emphasis on speed and internal systems leaves it relatively lightly armored, and its difficulty executing sharp turns means savvy attackers can attempt to force the droids into unfavorable positioning or strike from the rear.

 
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Imperial Carrier Design

Acheron-class Siege Carrier
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Technical Specifications

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Standard Features


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Advanced Systems


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  • Fortress Carrier Profile: The Acheron-class combines a substantial strike wing with layered defenses and heavy self-protection, allowing it to remain on station in contested space without immediately requiring an escort screen to survive.
  • Recessed Hangar Architecture: Its hangars are deeply embedded within the hull rather than exposed along a vulnerable dorsal spine, making launch and recovery operations significantly harder to disrupt under fire.
  • Distributed Combat System: Weapons, shield nodes, power routing, and command facilities are spread throughout the vessel, reducing the chance that a single precision strike can cripple the ship's combat effectiveness.
  • Sustained Operational Endurance: With reinforced plating, automated repair support, redundant generators, and extensive internal systems, the carrier can endure prolonged fleet actions and continue launching strike craft after lesser capital ships would be forced to withdraw.
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  • Low Tactical Agility: Despite its combat value, the Acheron-class is still a vast carrier and cannot reposition quickly enough to evade concentrated capital ship fire or rapidly changing battle lines.
  • Complex Systems Interdependence: Its many advanced subsystems create a situation where damage control is manageable, but not simple; when internal networks are disrupted, restoring full combat readiness can take time.
  • Dependent on Strike Wing Performance: A large share of the vessel's offensive power comes from its embarked squadrons, meaning attrition to its hangar complement directly reduces the ship's battlefield value.
  • High Strategic Visibility: A carrier of this scale is difficult to conceal, difficult to redeploy unnoticed, and highly attractive as a priority target for enemy fleets, planetary defenses, and boarding operations.
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The Acheron-class Siege Carrier was commissioned by the Mahporeem Imperial Remnant and constructed by the The Trade Federation in 902 ABY to serve as the centerpiece of its expanding naval forces. Drawing inspiration from earlier carrier and battleship designs, the vessel was conceived as a response to the increasingly destructive nature of modern naval warfare, where traditional carriers often lacked the durability necessary to survive prolonged fleet engagements.

Unlike many carriers that rely primarily on escorts for protection, the Acheron-class was designed to remain operational while under heavy attack. Its massive circular hull houses protected hangar complexes, extensive maintenance facilities, and large munitions reserves, allowing it to sustain fighter operations for extended periods. The ship's substantial armament and layered defensive systems ensure it can defend itself against hostile capital ships, starfighters, and missile swarms while continuing to coordinate fleet operations.

The vessel serves as both a fleet command ship and force projection platform. Advanced communications, navigation, and electronic warfare systems allow it to direct large-scale naval actions while supporting its embarked squadrons. Despite its impressive durability and firepower, the Acheron-class remains a carrier first and foremost. Much of its offensive capability depends on the starfighters and support craft it carries, making the preservation of its air wing a critical concern during combat operations.

In Mahporeen service, the Acheron-class is most commonly employed as the centerpiece of expeditionary fleets, blockade groups, and planetary assault forces. While slow and resource-intensive to operate, its combination of survivability, command capabilities, and strike craft capacity makes it one of the most valuable strategic assets available to the Imperial Remnant.





Mining Station

Revelation-class Asteroid Mining Station
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  • Efficient Asteroid Processing: Combines advanced drilling, scanning, and refining systems into a single platform capable of high-volume extraction and initial processing of asteroid resources.
  • Robust Civilian Defenses: Features redundant shielding and anti-starfighter emplacements sufficient to deter pirates and small-scale threats while remaining cost-effective for commercial operation.
  • Comprehensive Security & Data Systems: Extensive internal and external sensors, security measures, and recording equipment provide strong operational oversight and incident documentation.
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  • Immobile & Slow: Extremely limited mobility and no hyperdrive make the station vulnerable to being trapped or targeted once located in an asteroid field.
  • No Offensive Capability: Complete lack of weapons leaves it reliant on escorts or defensive emplacements, making it susceptible to determined military or heavily armed pirate attacks.
  • Large Target Profile: Its massive size makes it easy to detect and difficult to hide or quickly reposition in contested regions.
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Developed by the Trade Federation in 900 ABY, the Revelation-class Asteroid Mining Station is a large-scale, self-contained commercial platform designed for resource extraction in asteroid fields. Measuring 3,000 meters in length and width, the station uses tractor beams, docking clamps, and massive retrorockets to anchor itself near rich deposits.

Once positioned, its Zenomach Giant Drill, beamdrills, geoscanners, and mining droids extract ore, which is then processed through molecular sifters and automated refineries before loading onto mining barges and laser skiffs.

The station supports a crew of 400-800 personnel with substantial cargo capacity for refined materials and includes puffer pig holding centers for gas detection. It features average civilian-grade defenses, including redundant shields and anti-starfighter emplacements, making it well-suited for protected frontier operations.

However, its lack of hyperdrive, very low speed and maneuverability, and absence of offensive weapons make it dependent on escorts and vulnerable if defenses are breached. The Revelation-class has proven popular with independent miners and smaller corporations seeking reliable, high-output asteroid mining infrastructure.

 
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Expeditionary Armor

Rancisis-class Jedi Expeditionary Armor
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  • Classification: Multipurpose Design
  • Weight: Light
  • Resistances:
    • Energy: High Classification
    • Kinetic: High Classification
    • Lightsabers: Very High Classification
    • Elemental: Low Classification
    • EMP/ION: Low Classification
    • Acid/Corrosive: Very Low Classification
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Trade-Federation-Factodex

  • Superior Mobility: The armor's light weight combined with strategic plating allows exceptional flexibility and maneuverability, making it highly effective for long expeditions and dynamic battlefield movement across varied environments.
  • Lightsaber Resistance: Reinforced Durasteel plates provide Very High resistance to lightsaber strikes on all armored sections (chest, shoulders, forearms, thighs, and shins).
  • Energy and Kinetic Protection: High resistance to blaster-type energy weapons and kinetic impacts, further strengthened by the integrated Force Energy Resistance abilities.
  • Extensive Modularity: Designed with high adaptability to fit a wide range of species, from large Wookiees to the smallest Ewoks, ensuring comfort and effectiveness for diverse users.
  • Expedition Utility: Features a full Standard Jedi Utility Belt, Qel-Droma Sash, and vacsuit-capable jumpsuit, enabling sustained operations in hostile or deep-space environments.
Trade-Federation-Factodex

  • Ysalamiri/Force Void Vulnerability: The armor loses the majority of its Force enhancements and protective abilities when subjected to a ysalamiri bubble or voidstone, reducing it to basic light armor performance.
  • Partial Coverage: Only armored where needed to preserve mobility, leaving the tan Molytex bodyglove, joints, and unplated areas significantly less protected and vulnerable to direct attacks.
  • Bodyglove Vulnerability: The tan Molytex bodyglove underneath the plates offers only minimal protection and is highly vulnerable to lightsabers, piercing, and slashing attacks in unarmored areas.
  • Limited Heavy Weapon Resistance: Cannot withstand concentrated heavy weaponry such as repeating blaster turrets or high explosive devices such as thermal detonators
  • Exotic and Elemental Weakness: Very Low resistance to acid/corrosive damage and Low resistance to EMP/ION and most exotic weapons
Trade-Federation-Factodex


Developed in 902 ABY through a groundbreaking collaboration between the Trade Federation and volunteer Jedi artisans and warriors, the Rancisis-class Jedi Expeditionary Armor marks the Trade Federation's first major entry into the advanced personal armor market. Named after the revered but still disputed Jedi Master Oppo Rancisis, this armor was purpose-built for Jedi Knights, explorers, and diplomats conducting long-range expeditions across the Known Galaxy.

The design philosophy focuses on balanced protection through targeted reinforcement rather than bulky plating. Strategic durasteel and mod-armor components cover vital areas while the flexible Molytex bodyglove and reinforced liner maintain excellent mobility. Jedi volunteers infused Force-weave techniques and energy-absorption matrices into the armor during its creation, granting it strong defensive capabilities against both conventional weapons and hostile Force powers.

In practice, the Rancisis-class excels in mobile reconnaissance, skirmishes, and extended operations where agility and Force synergy are paramount. It performs exceptionally well against blaster fire, lightsaber duels, and dark side attacks, while its modularity and utility features make it ideal for prolonged missions in hostile environments.

However, it is intentionally not a heavy combat suit it struggles against sustained heavy weapons fire, acid, disruptors, and exotic threats. Its greatest limitation is its heavy reliance on Force enhancements, which are almost entirely nullified inside a ysalamiri bubble or near voidstone.

 
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Riftwyrn Coalition Artwork

TestingPirate10144
OUT OF CHARACTER INFORMATION
Aqualish Mercenaries

GENERAL INFORMATION
Trandoshan Poachers
  • Riftwyrn Coalition
    Organization Name
    : Riftwyrn Coalition or the Riftwyrn Pirates
  • Classification: Organized & Militarized Pirates
  • Affiliation: [ Does this organization hold loyalties to any particular character, faction, government, company or establishment? Link any relevant characters, faction pages, or groups. ]
  • Organization Symbol: [ If your organization has a sigil or logo, provide a picture or briefly describe what it looks like. ]
  • Description: [ Give a general description of this organization and the purpose it serves. ]
GEOGRAPHICAL INFORMATION
Riftwyrn Patrol Walker

  • Headquarters: Moon of CZ-198
  • Domain: [ Does your organization lay claim to any particular area? Link the planet(s), Cities, or other types of areas your organization has influence over, if any. Do they keep to themselves, or are they an active part of the community? How is their relationship with the local populace? This is the place to flesh out how your organization interacts with the community around it. ]
  • Notable Assets: Czerka Corporate Labs | Czerka facility
SOCIAL INFORMATION
Riftwyrn Coalition Protection Racket

Hierarchy: [ Most groups have a chain of command. Briefly describe how your group operates or list the levels of hierarchy. ]

Membership: [ Approximately how many people are in your organization? What does it take to become a member of this organization? Is there an initiation or a ritual? Missions they have to carry out? Tasks to perform to prove their skill/worthiness? For families, is it easy to marry into the family or are there certain attributes the family leader looks for/do you need approval? For companies, how does one get hired? Include both IC and OOC if someone were interested in your organization how they would join. ]

Climate: [ Friendly local business? Czerka style intrigue? Are you at risk of expiring just by checking in at work? Describe what kind of feel your organization has from the inside. ]

Reputation: [ How do people see this organization from the outside? Beloved? Distrusted? Wary or neutral? Describe your organization's reputation here. ]

Curios: [ Do the members of your group have any special item, marking or trinket that designates their membership? Something that only those part of this group would have access to or possession of? Examples are tattoos, amulets, rings, books of faith, etc. ]

Rules: [ Most organizations follow some set of rules. Maybe the Resol'nare, the Jedi Code, etc. Does this group have any religious beliefs? Philosophies? ]

Goals: [ What are the goals of this organization? Future plans for expansion? Collection of information? Providing education to those who seek it in certain skills? Supporting charitable works? For all intents and purposes, this is your in-character intent with this organization. ]

MEMBERS
Riftwyrn Troop Transport

[ Mention any notable PCs or NPCs that are part of this organization and their role/title/position within it - alternatively link to a blog post with this information if you would like to keep an active player roster. You may also request a sub mod to add/remove members. Link any relevant characters or NPC submissions. ]

HISTORICAL INFORMATION
11zon_cropped__10__by_lotsofwar_dm70aci-fullview.jpg

[ Include a description of the organization's history. Who started it, how and why it was formed, modus operandi, any events tied into its creation and existence, etc. ]

 
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Blackscale Stingers

B O S S - H S S A A D A A V
Rank: Captain of the Blackscale Stingers, Captaincy Council
Species: Trandoshan
Age: Adult
Sex: Male
Height: 6'8"
Eyes: Burning Amber
Hair: None
Skin: Brown Scaled
Force Sensitive: No

Profile

Hssaadaav is one of the Coalition's most feared captains and among the most devoted followers of the Scorekeeper. A towering Trandoshan covered in old scars and hunting marks, he views life as a sacred hunt where every worthy captive and defeated enemy contributes to his spiritual standing in the afterlife.

Unlike many of his species, Hssaadaav is not merely a brute. He is a patient predator who studies his prey for days or even weeks before striking. Entire settlements have disappeared after being quietly infiltrated, catalogued, and marked for collection by his Blackscale Stingers.

The captain's battered blue armor is reinforced with heavy tubing and lined with tools of his trade. Shock collars, stun cuffs, restraint cables, and capture nets hang from his body like trophies. His jaws remain permanently stained dark from decades of violence.

Origin and Rise

Born into a traditional Trandoshan hunting clan, Hssaadaav embraced the Scorekeeper's teachings early. While his clutchmates charged into open combat, he learned the value of observation, profiling, and psychological warfare. His reputation grew across the Outer Rim as the hunter who could capture impossible targets, Jedi, senators, skilled engineers, and rival slavers alike.

He eventually formed the Blackscale Stingers, molding them into a professional hunting pack specialized in boarding actions, slave acquisition, and high-value prisoner transport. The Coalition values his reliability and steady supply of captives as they challenge the authority of the Farworlds Alliance.

Personality and Tactics

Hssaadaav speaks in a low, hissing drawl that rarely rises above a whisper, even when ordering executions. He is religiously sadistic, deriving spiritual satisfaction from breaking sentient beings. He treats non-Trandoshans as either future assets or future trophies and possesses dry, ritualistic humor.

Tactically, he is meticulous. Targets are observed, weaknesses catalogued, and traps sprung with precision. Promotion in his crew is based on successful captures, not kills. Those who free slaves are flayed alive as heretics. He personally leads boarding actions and never abandons a worthy Trandoshan.

Strengths

  • Master Hunter: Expert tracker and sniper with extreme patience and precision.
  • Psychological Warfare: Studies prey for days, exploiting mental weaknesses before physical confrontation.
  • Disciplined Command: Runs a highly organized crew that fears and respects him; absolute loyalty during hunts.
  • Spiritual Drive: Unshakable motivation from his faith in the Scorekeeper.

Weaknesses

  • Trophy Obsession: Maintains a secret sanctum of preserved heads and scales; this personal collection can distract him or be used against him.
  • Zero Tolerance for Weakness: Ruthless with his own crew; executions for failure can damage morale or create internal enemies.
  • Profit and Faith Alignment: While loyal to the Coalition for now, a better offer or a hunt that conflicts with his beliefs could strain alliances.
 
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Rampage Missile

ACEM-class Vanguard Multi-Functional Missile
Trade-Federation-Factodex

Trade-Federation-Factodex

Trade-Federation-Factodex

  • Two-Stage Propulsion System: Utilizes a powerful booster stage for rapid acceleration followed by a sustainer engine that maintains maneuverability and pursuit capability over extended distances.
  • Multi-Spectrum Guidance Suite: Combines homing sensors, active sensor tracking, and passive infrared sensors, tracking torpedo technologyallowing the missile to continue pursuing targets even when one guidance method is disrupted.
  • Droid-Brain Targeting Computer: A miniaturized autonomous processor capable of evaluating sensor data, filtering electronic interference, and selecting alternate targets should the primary target be destroyed.
  • Tandem Baradium Warhead: Features a focused penetrator charge designed to breach shields and armor before a secondary detonation occurs.
  • Fragmentation-Plasma Dispersal Charge: Releases a cloud of high-velocity fragments and energized plasma particles effective against starfighters, drones, missiles, and exposed subsystems.
  • Electromagnetic Pulse Generator: Emits a localized EMP burst moments before detonation, disrupting sensors, communications equipment, guidance systems, and droid-operated technology.
  • Countermeasure Suite: Equipped with integrated flare and chaff dispensers capable of confusing missile seekers and reducing interception probability.
  • Proximity Detonation Fuse: Allows the missile to detonate at the most effective point during near misses or against highly maneuverable targets.
  • Encrypted Datalink Receiver: Permits mid-flight target updates from friendly vessels and fire-control systems.
Trade-Federation-Factodex

  • Guidance Redundancy: The missile employs multiple independent tracking methods, allowing it to continue pursuing targets even when one sensor system is compromised by jamming, decoys, or battlefield interference.
  • Armor Penetration: Its primary warhead is optimized for breaching shields and hardened armor before delivering the main explosive effect, making it effective against durable targets.
  • Area Denial: The secondary dispersal charge creates a lethal zone around the detonation point, threatening starfighters, drones, missiles, and other lightly protected craft.
  • Electronic Disruption: The localized electromagnetic pulse can interfere with sensors, communications equipment, guidance packages, and droid-operated systems immediately before impact.
  • High-Speed Pursuit: Exceptional acceleration and sustained maneuverability allow the missile to rapidly close distances and remain effective against evasive targets.
Trade-Federation-Factodex

  • Sensor Saturation: Extremely powerful electronic warfare systems, ion disturbances, or dense sensor clutter can degrade the effectiveness of all tracking systems simultaneously.
  • Precision Dependence: The missile achieves its greatest effectiveness through accurate target acquisition and detonation positioning, making near misses significantly less damaging against hardened targets.
  • Limited Capability: While capable of damaging larger vessels, the warhead lacks the raw destructive power of dedicated anti-capital ship torpedoes.
  • Hardened Electronics: Military-grade systems specifically designed to resist ionization and electromagnetic effects can reduce the effectiveness of the EMP component.
  • Thermal Signature: The sustainer engine generates a noticeable heat signature that advanced sensor suites can track during extended engagements.
  • Countermeasure Depletion: The onboard decoy package carries a finite number of flares and chaff bundles, making the missile increasingly vulnerable during prolonged pursuit scenarios.
Trade-Federation-Factodex


The ACEM-class Vanguard Multi-Functional Missile was developed by the Trade Federation as a versatile multirole ordnance platform intended to engage both conventional targets and advanced guided munitions. Utilizing a two-stage propulsion system, the missile rapidly accelerates toward its target before transitioning to a sustainer engine that preserves maneuverability throughout pursuit.

A sophisticated multi-spectrum guidance suite combines radar, infrared, and inertial tracking methods, allowing the missile to continue engagement even when one sensor type is compromised. Its droid-brain targeting package can process battlefield data in real time and adapt to changing conditions during flight.

The missile's offensive capability centers around a tandem baradium warhead supported by a secondary fragmentation-plasma dispersal charge. Combined with a localized electromagnetic pulse generator, the weapon is capable of threatening armored vessels, starfighters, drones, missiles, and electronic systems alike. Integrated flare and chaff dispensers further improve survivability against interception, making the Vanguard a highly adaptable weapon designed for modern combat.

 
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Space Station Storage Modules

CCEM-class Multi-Functional Module System
Trade-Federation-Factodex

Trade-Federation-Factodex

Trade-Federation-Factodex

  • Navigation Core: Provides continuous hyperspace calculation support using integrated navicomputer systems
  • Targeting Core: Enhances fire-control accuracy through advanced targeting computation and predictive tracking
  • Universal Interface Matrix: Allows seamless integration with virtually any shipboard or vehicular computer system
  • Battlenet Coordination Relay: Links multiple units into a shared tactical data network for real-time battlefield awareness
  • Sensor Fusion Engine: Combines all incoming sensor data into a unified operational picture.
  • Logistics Processing Suite: Tracks supplies, maintenance cycles, and operational readiness across connected assets
  • Reconnaissance Analysis Unit: Interprets and distributes scouting and sensor intelligence in real time
  • Maintenance Diagnostics Module: Predicts system failures and provides automated repair prioritization data
  • HoloNet / Datanet Transceiver: Enables long-range communication and localized mesh networking across fleets
  • Autonomous Assistance Kernel: Provides limited automated piloting suggestions and emergency response protocols
Trade-Federation-Factodex

  • Unified Command Architecture: Replaces multiple independent support modules with a single coordinated system.
  • Fleetwide Coordination: Enables real-time synchronization of sensor data, targeting solutions, and tactical updates across all linked assets.
  • Operational Efficiency: Reduces crew workload by automating analysis, diagnostics, and battlefield data processing.
  • High Compatibility: Designed around standardized interfaces for rapid integration into existing hardware.
Trade-Federation-Factodex

  • Electronic Warfare Dependency: Performance degrades significantly under heavy jamming or signal disruption.
  • No Direct Combat Power: Does not enhance shields, weapons, or propulsion systems directly.
  • Infrastructure Reliance: Full capability requires connected fleet assets and functioning data networks.
  • Processing Bottlenecks: Performance can degrade in extremely large fleet clusters without dedicated relay vessels.
  • Training Requirement: Operators must be trained to interpret and exploit system outputs effectively.
Trade-Federation-Factodex


The CCEM-class Multi-Functional Module System is a unified systems coordination module designed to replace multiple specialized support units with a single integrated architecture. Built around existing navicomputer, targeting, and communications technologies, it functions as a centralized battlefield processor that fuses navigation, combat data, logistics, and sensor input into a shared operational picture.

The system's greatest advantage lies in its ability to eliminate informational fragmentation. Rather than each vessel operating on isolated data streams, the Module System ensures that every unit contributes to and benefits from a shared understanding of the battlefield. This significantly improves reaction time, coordination efficiency, and tactical coherence across large formations.

However, the module's effectiveness is inherently tied to the integrity of its communications environment. In contested electronic warfare conditions or regions of heavy signal disruption, its capabilities degrade proportionally, forcing individual vessels to revert to localized processing.

 
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Missile

ACEM-class Multi-Functional Mortar Round
Trade-Federation-Factodex

Trade-Federation-Factodex

Trade-Federation-Factodex

  • Concussion Warhead: Utilizes a concussion-based explosive package inspired by missile warheads to produce a powerful blast wave capable of damaging personnel, light vehicles, and field fortifications.
  • Fragmentation Jacket: Contains pre-formed durasteel fragments that disperse throughout the blast radius, increasing effectiveness against exposed infantry and lightly armored targets.
  • Plasma Secondary Charge: Releases superheated plasma immediately after detonation, igniting flammable materials and increasing damage against entrenched positions.
  • Proximity Airburst Fuse: Can detonate above a target area to maximize fragmentation coverage and effectiveness against infantry formations.
  • Thermobaric Overpressure Effect: Compresses and rapidly heats surrounding air before detonation, increasing concussive force within enclosed spaces and defensive positions.
  • Universal Launch Compatibility: Designed for use by both vehicle-mounted and infantry-portable mortar systems without modification.
Trade-Federation-Factodex

  • Versatility: A single ammunition type can effectively perform anti-personnel, anti-fortification, and limited anti-vehicle roles
  • Area Denial: The combination of fragmentation, plasma, and overpressure effects makes affected terrain dangerous even after the initial detonation
  • Airburst Capability: Particularly effective against troops in trenches, behind cover, or operating in dense formations
  • Logistical Simplicity: Reduces the need to transport multiple specialized mortar rounds into the field
Trade-Federation-Factodex

  • Limited Armor Penetration: Lacks the dedicated penetrator necessary to reliably defeat heavily armored vehicles.
  • Electronic Reliance: Damage to the proximity fuse may force the round to operate as a standard impact munition.
  • Collateral Risk: Wide-area effects increase the likelihood of friendly casualties if employed too close to allied forces.
  • Countermeasure Susceptibility: Defensive shields and hardened bunkers can reduce the effectiveness of the plasma and fragmentation components.
Trade-Federation-Factodex


The ACEM-class Multi-Functional Mortar Round was developed by the Trade Federation as an answer to the growing proliferation of highly specialized battlefield munitions. Rather than producing separate ammunition for anti-personnel, incendiary, siege, and support roles, Trade Federation engineers sought to combine the most effective characteristics of several proven warhead technologies into a single munition that could be manufactured on a massive scale.

The resulting design employs a concussion-based explosive charge surrounded by a fragmentation jacket and supported by a compact plasma payload. Upon detonation, the round generates a powerful shockwave, disperses high-velocity fragments across the target area, and blankets the impact zone with superheated plasma. A programmable proximity fuse allows commanders to employ the round in either impact or airburst configurations depending on battlefield requirements.

While not capable of replacing dedicated anti-armor ordnance, the ACEM excels as a general-purpose battlefield munition. Its ability to threaten infantry, suppress fortifications, damage light vehicles, and deny terrain with a single ammunition type makes it a valuable asset for military forces seeking operational flexibility and simplified logistics.

 
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Botnet of Ares

Cyberzine Multi-Functional Enhancement System
Trade-Federation-Factodex

Trade-Federation-Factodex

Trade-Federation-Factodex

  • Adaptive Threat Analysis: Scans designated targets and calculates the minimum amount of firepower required to neutralize them, preventing unnecessary energy expenditure.
  • Dynamic Power Routing: Redistributes excess energy between weapons, shields, engines, sensors, and other connected systems in real time.
  • Combat Prioritization Matrix: Automatically identifies critical battlefield threats and allocates available power toward the systems most likely to ensure survival.
  • Capacitor Reserve Network: Stores unused energy within dedicated capacitor banks for immediate redistribution when required.
  • Overcharge Protocol: Draws power from non-essential systems to temporarily enhance a selected weapon, shield generator, sensor suite, or propulsion system.
  • Universal Integration Architecture: Designed around standardized connection interfaces allowing installation on personal weapons, armored vehicles, starfighters, walkers, and capital ships.
  • Fail-Safe Governor: Prevents catastrophic overloads by enforcing operating tolerances based on the host platform's power generation capabilities.
  • Battlefield Learning Algorithms: Continuously refines energy allocation priorities based on observed combat conditions and operator preferences.
Trade-Federation-Factodex

  • Power Efficiency: Significantly reduces wasted energy by ensuring weapons only use the level of power necessary to engage a target.
  • Force Multiplication: Allows platforms to effectively gain greater battlefield endurance without increasing reactor size or power-cell capacity.
  • Improved Survivability: Unused weapon energy can be redirected into shields or defensive systems during combat.
  • System Flexibility: Can enhance offensive, defensive, propulsion, or sensor systems depending on battlefield requirements.
  • Scalable Design: Functions equally well on handheld blasters, armored vehicles, starfighters, and capital ships.
Trade-Federation-Factodex

  • Sensor Dependence: Threat assessments are only as accurate as the sensor data available to the system.
  • Reduced Immediate Response: Automatic calculations create a slight delay before optimal power distribution is achieved.
  • Capacitor Saturation: Stored excess energy is limited by capacitor capacity and cannot be accumulated indefinitely.
  • Limited By Available Power: Cannot generate additional energy and remains restricted by the host platform's reactor, power cell, or generator output.
  • Potential Misidentification: Highly unusual targets may be incorrectly classified, resulting in underpowered or excessive responses.
Trade-Federation-Factodex


The Cyberzine Multi-Functional Enhancement System, commonly abbreviated as the MFES, is an advanced combat-management subsystem designed to maximize the efficiency of existing power generation technologies. Drawing inspiration from variable-output blaster systems, power converters, power cyclers, and naval energy-distribution doctrines, the MFES serves as an intelligent intermediary between a platform's power source and its major subsystems.

At its core, the MFES continuously monitors sensor feeds, targeting data, shield integrity, reactor output, and combat conditions. Using these inputs, the system calculates the minimum amount of energy required to achieve a desired effect against a target. Rather than automatically firing every weapon at maximum yield, the MFES adjusts output to match battlefield requirements.

A tank engaging infantry, for example, would not expend enough energy to destroy an armored bunker. The saved power would instead be diverted into capacitor reserves or rerouted toward shields, engines, sensors, or other mission-critical systems. The system is equally capable of operating in reverse. During high-intensity combat situations, operators may activate Overcharge Protocols that temporarily divert power away from non-essential systems and concentrate it into a selected subsystem.

Starfighters may boost engines to escape pursuit, armored vehicles may reinforce shield coverage while advancing, and warships may surge additional power into heavy batteries during critical firing solutions. Internal governors prevent these reallocations from exceeding the safety limits of the host platform.





Holographic HUD element concept design

Aegis-Dadita Pseudonet Transceiver (ADPT) System
Trade-Federation-Factodex

Trade-Federation-Factodex

Trade-Federation-Factodex

  • Silent Multi-Modal Input: Subvocal throat click sensors and haptic tap-code pads capture inputs without producing audible sound or voice patterns.
  • Dadita Binary Transport Layer: Converts inputs into structured long/short binary signals for low-detectability transmission.
  • Dynamic Whiphid Cursive Symbology: Receiving units display randomized, complex cursive Whiphid script visual tokens instead of text for maximum visual obfuscation.
  • Phalanx Decode Matrix: Hardware-locked, rotating in-house translation tables synchronized across units for real-time decoding of symbols into commands.
  • Pseudonet Routing/Counterpart Ciphers: Dynamic digital signature masking and hardware-locked binary code encryption with session specific keys and remote revocation capability.
  • Focused Tight-Beam FTL / Optical Fallback: 45-T InfoCore enables undetectable directional subspace tight-beams up to ~40 ly with military-grade autonomy; seamless switch to modulated UV/IR lasers in jammed conditions.
  • Modular Platform Integration: Compact designs for personal armor, ground vehicles, and starships with standardized modules.
Trade-Federation-Factodex

  • Intercept Resistance: Focused tight-beam transmission, pseudonet routing, silent input, and rotating symbology make the system nearly undetectable and unreadable by standard electronic warfare, slicing, or visual recording.
  • Silent Operation: No voice or omnidirectional emissions; ideal for stealth, covert ops, and maintaining operational security in contested or enemy territory.
  • Robust Fleet Coordination: Real-time tactical synchronization with rotating codes and in-house decoding that prevents enemy pattern analysis or command structure mapping.
  • Versatile Multi-Tier Deployment: Compact and modular enough for infantry, vehicles, and capital ships with reliable performance across environments including jammed or deep-space scenarios
Trade-Federation-Factodex

  • Slower Input Speed: Dadita encoding takes roughly twice as long as standard verbal communication, limiting use in ultra-time-sensitive split-second decisions.
  • Beam Alignment Requirements: Tight-beam and laser fallback modes require precise directional aiming, making them vulnerable during extreme maneuvers or heavy interference if alignment is lost.
  • Hardware Dependency: Relies on synchronized hardware-locked matrices and counterpart keys; physical capture of a unit (before revocation) or desynchronization can temporarily isolate affected nodes.
  • Visual Display Vulnerability: While symbols are obfuscated, active high-density screens could draw attention in extremely low-light or visual surveillance-heavy environments.
Trade-Federation-Factodex


The Aegis-Dadita Pseudonet Transceiver (ADPT) was developed to address the critical vulnerabilities of traditional voice-based subspace communications in galactic warfare. By replacing audible speech with silent laryngeal click inputs, Dadita binary encoding, pseudonet routing obfuscation, and dynamic Whiphid cursive visual symbology decoded only by synchronized local Phalanx matrices, the ADPT creates a highly secure, non-verbal communications paradigm.

Messages are captured silently via collar sensors or haptic pads, encoded into Dadita, encrypted with hardware-locked counterpart ciphers, and transmitted through focused 45-T tight-beams. Receivers display meaningless rotating cursive symbols that are automatically translated in-house into tactical orders. This eliminates voice-pattern analysis, directional triangulation, and real-time slicing threats while preserving fleet-wide coordination.

The system excels in stealth operations, electronic warfare-heavy battlefields, and deep-space or behind-enemy-lines missions due to its autonomous FTL capability and anti-detection countermeasures. It integrates modularly across personal armor, ground vehicles, and starships.

Limitations include slower encoding speed compared to voice comms and the need for precise beam alignment. In practice, ADPT allows forces to operate with near-complete communications security, denying enemies insight into positions, identities, or intentions even if screens are visually observed or individual units are compromised.
 
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E5CEB364-BBDA-496F-9450-A7875695BF52.jpg

Kaspar Biermann

HomeworldMilvayne
SpeciesHuman
GenderMale
Height5'9"
WeightSlim
Hair colourGinger-Brown
Eye colourBrown Eyes
ComplexionWhite
Affiliation(s)The Galactic Alliance
Force SensitiveNo
AlignmentChaotic Neutral
Writer Credit Wizard Credit Wizard



  • testdiv.png


    C H A P T E R .I

    BROKEN CHARACTER SHEET



    Born into a corporate household on the world of Milvayne; Kaspar Althaus Biermann is the eldest child of Martha Pino Biermann and Captain Berverd Althaus Biermann of the Milvayne Authority. His mother ran a textile manufacturing company on the world which meant that she was always away on business and that left him within the care of the house retainers. His father was a Captain within the Milvayne Authority; keeping order on the planet which meant that he was away from the household as well.

    Growing up without a mother figure nor father figure was particularly hard for the young kaspar. While the retainers did still love him very much and gave him pretty much everything he asked for as a child. That parental connection was missing and naturally he believed that he was unwanted. Growing up with this lack of acknowledgement drove him into the business world to make a name for himself amongst the galactic elite who would come to respect his corporate ability.

    Leaving home at around 12 years old; Kaspar would begin looking for work on the planet although the lack of a formal education or job experience made finding one even more difficult. No one was willing to hire a child due to the harsh punishment from the Authority and the possibility of being thrown down into the Lower Levels made them reject the young lad.

    Kaspar eventually found work within Gat Tambor's Trade Federation as a small time clerk. Spending a few years within the employment of the Trade Federation exposed him to the powerful influence that a corporation could have on local governments. Wanting this influence to himself and figuring out roughly how to operate a business from neimoidians. Kaspar would leave the Trade Federation around the age of 20 and begin making a small fortune on the world of Tatooine; turning Sand into Glass for a fraction of the price.

    The Tatooine Sand & Glass Company was soon born; operating around the area of Outlaws' Den. Purchasing scrap metal from the Jawa Tribes and Weaponry from the Hutt Clans on the planet to defend themselves from Tusken Raiders. The company was initially a success but the rough terrain and unfriendly locals pushed much of the workers away and initial production went way down across the board. Finding the company a lost cause; Kaspar declared bankruptcy and left the planet.

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    P E R S O N A L I T Y



    Biermann can be considered an intelligent and profit driven person. As a prominent investor and entrepreneur within multiple galactic markets; he has the ability to pick out products and investments that can generate a wide consumer base and turn a small planetary company into a galaxy spanning operation with multiple offices in various regions.

    Biermann can be considered an example of the tested 'CEO Model' which means that he follows most of the trends that other corporate heads do. He understands that for any business to grow there has to be some calculated risks in order to ensure financial success. Reading people and adapting to necessary management styles come natural to him. He is focused on a policy of "Realistic Optimism" which means that he is not arrogant about his skills and what he can potentially offer to his employees.

    He is always looking to confort challenges while still striving to reach audacious goals. A successful business in his mind is one that can generate a product with little cost to the company but generate considerable revenue from their consumer base. He is always looking ahead at the bigger picture; calculating the risks and rewards of agreements before anything has even been discussed between each party. Finding a way to increase his share of the profit is his top priority. Although he knows when to back off to allow beneficial relationships to form.





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    P H Y S I C A L. .A P P E A R A N C E


    A504FDB0-D8C9-4CE8-894F-0B1DD695A12E.png

    Biermann is a average looking person with ginger-brown hair and a white complexion. Standing around 5'9" tall and weighing around 170 pounds. He is typically seen wearing large tinted glasses that hide his brown eyes and smoking brand cigars within his mouth to calm his nerves. Biermann is never seen without a pressed suit of either blues or blacks with a white undershirt and various colored ties to match. He carries himself like a typical CEO with a no nonsense walk and an air of confidence around him. Beyond the glasses are a pair of ever watchful eyes that constantly scan around the room; taking in every detail to make sure that everything is going according to the plan for the evening.


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    S T R E N G T H S
    Natural leader:Biermann can take charge of any operation and lead it to success
    if given the resources to do so.
    Highly intelligent:Biermann is highly intelligent; able to see the bigger picture and
    read people in order to insure that he has gotten the best deal possible.
    Fortress Mind:Absurdly strong mental barriers to deny people access into his thinking.


    F L A W S
    Goal Driven:Biermann is always focused on gaining profit and influence over anything else.
    Making him miss things that otherwise wouldn't appear on his radar
    due to their suppose lack of importance to his goal.
    Non-CombatantBiermann is a businessman first and foremost.
    He typically cannot defend himself
    using his own skills and will rely on others to defend him.


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    R E L A T I O N S H I P S
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    E Q U I P M E N T



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    A R C . I


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The Sularen Slipway

The Sularen Slipway - Hyperspace Route
Trade-Federation-Factodex

Trade-Federation-Factodex

  • Hyperlane Name: The Sularen Slipway
  • Hexes Crossed: 24 Hexes Crossed
  • Starting Hex: Planet of Corellia
  • Ending Hex: Planet of Cholganna
  • Route Points: Corellia --> Nubia --> New Plympto --> Terrijo --> Reytha --> Mimban --> Attahox --> Petrusia --> Ruusan --> Drogheda --> Kirima --> Hylobi --> Durkteel --> Ingo --> Saleucami --> Jomark --> Ossus --> Cholganna
Important Information

Corellia

  • Major gateway into the Slipway.
  • Intersection with both the Corellian Run and Corellian Trade Spine, making it the primary traffic feeder for the route.
  • Extensive shipbuilding infrastructure and customs presence.
  • High Republic patrol headquarters for the Corellia-Attahox section.

Nubia

  • Home of Nubia Star Drives and major droid manufacturing concerns.
  • Contains significant shipyards and engineering industries.
  • Notable locations include Circle Bay, a famous harbor region, and a Droid Museum.
  • Nuba City serves as a major industrial port and financial center with a large spaceport.

New Plympto

  • Former homeworld of the Nosaurians.
  • Excellent place for agricultural exports and local trade.
  • Recovery efforts following historical devastation make it a useful stop for humanitarian and reconstruction traffic.

Terrijo

  • Sparse frontier world.
  • Common waypoint for navigators recalibrating before entering less-developed stretches of the route.

Reytha

  • Limited infrastructure.
  • Primarily used as an emergency exit point and secondary navigation marker.

Mimban

  • Extremely valuable narrative location.
  • Swamp world rich in minerals.
  • Historic battlefield across numerous galactic conflicts.
  • Frequent salvage operations, abandoned military stockpiles, and scavenger activity.
  • Hazardous atmospheric conditions and difficult landing zones.

Attahox

  • Last major world under reliable High Republic oversight.
  • Large customs checkpoints and hyperspace monitoring stations.
  • Common inspection point for cargo traffic entering deeper portions of the route.

Petrusia

  • Known as the "gateway" to the uncontrolled half of the Slipway.
  • Major transition point where Republic patrol density rapidly decreases.
  • Popular meeting point for independent traders and mercenary escorts.

Ruusan

  • Most important world on the entire route after Corellia.
  • Site of the Valley of the Jedi.
  • Historic center of the New Sith Wars.
  • Strong Jedi archaeological interest.
  • Heavy restrictions around certain protected sites.
  • Generates tourism, pilgrimage, academic, and relic-hunting traffic.

Drogheda

  • Frequent stop for independent freighters.
  • Useful resupply point before the more isolated stretches of the Slipway.

Kirima

  • Known primarily as a navigation waypoint.
  • Suitable location for relay beacons and private monitoring stations.

Hylobi

  • Sparse settlements.
  • Common place for covert cargo transfers due to limited oversight.

Durkteel

  • Remote world frequently used as a refueling and repair stop.
  • Good location for pirate lookouts and hidden sensor arrays.

Ingo

  • Little-developed system.
  • Important primarily because it breaks up a long stretch of hyperspace travel.

Saleucami

  • Significant Mid Rim world.
  • Famous for its role during the Clone Wars.
  • Strong commercial value due to established settlements and agriculture.
  • One of the busiest civilian ports on the latter half of the Slipway.

Jomark

  • Historically associated with Jedi and Imperial-era activity.
  • Scholarly expeditions and treasure hunters occasionally transit through the system.
  • Good place for lore-driven encounters.

Ossus

  • Second-most important destination on the route after Ruusan.
  • Ancient Jedi world.
  • Site of immense Jedi ruins, archives, and archaeological expeditions.
  • Draws academics, Force traditions, explorers, and relic hunters.
  • Security often varies depending on who controls access to the ruins.

Cholganna

  • Terminus of the Sularen Slipway.
  • Dangerous jungle world with a reputation for shipwrecks and hidden facilities.
  • Ideal for clandestine meetings, hidden caches, pirate bases, criminal activity, and expedition campaigns.
  • Stronghold of Sularen's Final Dawn

Trade-Federation-Factodex

  • Speed: Average
The Sularen Slipway is not among the galaxy's fastest major corridors, but it is dependable. It lacks the extreme efficiency of grand arteries like the Hydian Way or Corellian Run, yet it remains quicker than most backwater alternatives because of its unusually steady lanes and the number of fixed point transitions Morta Bota identified during his original survey
  • Accessibility:
Moderately accessible and increasingly well-known, though not universally public in the way a major galactic trade artery would be. The route is recognized by navigators, smugglers, private freight captains, and factions with an interest in controlled movement between Corellia and the outer stretches beyond Ossus.

From Corellia to Attahox, the lane is effectively under High Republic oversight, with frequent patrols, sensor sweeps, customs checks, and the occasional traffic quarantine when activity spikes. This makes that half of the route safer, but far more scrutinized.

From Petrusia to Cholganna, the lane becomes much less controlled. It is known, but not heavily administered, which makes it attractive to covert operators, independent traders, and those wishing to avoid notice.
  • Route Hazards:
The primary hazards are not natural disasters so much as jurisdictional pressure and opportunistic predation. The Corellia-to-Attahox corridor carries the risk of inspection, detention, confiscation, and forced rerouting by High Republic forces. Ships with suspicious transponders, unregistered cargo, or false manifests are especially vulnerable.

Beyond Petrusia, the risks change. Patrols thin out, making piracy, ambushes, and hidden boarding actions more likely. The route also runs through older charted regions that can still produce drift errors if a ship's navicomputer is outdated or poorly calibrated.

Several sections are prone to gravitational interference from forgotten mass shadows, old debris lanes, and residual hyperspace turbulence left by the Planeshift. While the lane is stable enough for routine use, it should not be treated as perfectly safe. Fast travel, evasive jumps, and poor piloting can still end in hard exits or vector shear.
  • Rest Stops:
Rest stops are moderately common on the first half of the route, especially near Corellia, Nubia, Saleucami, and Ossus, where legitimate ports, fuel depots, repair yards, and customs stations can be found. These are the best places for licensed freight crews, medical resupply, and legal passenger traffic.

Past Petrusia, rest stops are fewer and more variable. Crews often rely on hidden fuel sites, independent ports, backroom dockmasters, and black-market maintenance shops. This makes the route useful for roleplay involving smugglers, bounty hunters, fugitives, covert agents, and anyone trying to move without drawing attention.

Trade-Federation-Factodex


The Sularen Slipway began life as the Corellian Drift, a curious and initially underestimated hyperspace tendency first recognized by the Besalisk prospector Morta Bota. In the aftermath of the Galactic Planeshift, when formerly fixed hyperspace routes began to shift and new vectors emerged after the Planet of Corellia underwent its seventh rotation, Bota noticed a pattern of unusual navigational activity threading through a chain of worlds that did not previously appear connected in any practical sense.

What began as a prospector's anomaly became a full charted lane after repeated surveys confirmed that the path could be traveled consistently without catastrophic loss. Morta Bota's discovery was eventually sold to Warlord Marlon Sularen, who recognized not only the tactical value of the corridor but also its commercial and clandestine potential.

Under his ownership, the route was renamed the Sularen Slipway, a name that carries both a sense of speed and a sense of quiet slipping movement through the galaxy's more regulated spaces. Since then, the lane has become valuable for a wide range of traffic: legitimate freight moving between Corellian markets and outer holdings, covert couriers exploiting the less monitored stretches, and armed vessels seeking a fast, repeatable passage through contested space.

The route's greatest importance lies in its division. Corellia to Attahox is the controlled half, heavily watched by High Republic patrol craft and navigational authorities. That section is ideal for lawful traders, official envoys, and anyone with the proper paperwork, but it is also a danger zone for smuggling runs or unregistered ships. The authorities there are accustomed to activity and respond quickly to anomalies, making it difficult to linger undetected.

The Petrusia to Cholganna section is the opposite. It is open, quiet, and far less supervised, which makes it appealing to smugglers, raiders, mercenary flotillas, and private operators who prefer the freedom of empty lanes over the safety of sanctioned traffic corridors. This stretch is also where a crew is most likely to encounter trouble without warning, whether from pirates, hidden sensor arrays, unmarked claim jumpers, or desperate locals who know the value of a passing ship.

 
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The Great Kammia Run - Hyperspace Route
Trade-Federation-Factodex

Trade-Federation-Factodex

  • Hyperlane Name: The Great Kammia Run
  • Hexes Crossed: 13 Hexes Crossed
  • Starting Hex: Planet of Kammia
  • Ending Hex: Planet of Fondor
  • Route Points: Kammia --> Quethold --> Makatak --> Lequabis --> Donadus --> Bardotta --> Fondor
Important Information

Kammia

The traditional beginning of the route and the first major staging point for vessels traveling toward the Core.

Quethold

A sparsely populated waypoint world used primarily for navigational recalibration. Its system hosts several privately maintained beacon arrays installed after the route's discovery.

Makatak

Known among spacers for its mining concerns and prospecting operations. Many vessels traveling the Run stop here to acquire raw materials, fuel reserves, and replacement components.

Lequabis

An important commercial midpoint where merchants often exchange cargo before entering more politically sensitive territory nearer to Sith Covenant space.

Donadus

A heavily trafficked junction system that became a natural transfer point after the route's commercialization. Independent traders and Alliance-chartered freighters frequently establish temporary depots here.

Bardotta

The first major world under Sith Covenant influence. Customs inspections, military checkpoints, and anti-smuggling patrols are common. Traffic congestion and political scrutiny make this one of the most dangerous administrative bottlenecks on the route.

Fondor

The terminus of the Run and the reason for its creation. Fondor's legendary shipyards provide the galaxy with starships, industrial equipment, construction materials, and replacement parts that would otherwise be nearly impossible to transport efficiently to frontier settlements.


Trade-Federation-Factodex

  • Speed: High
While not comparable to legendary hyperlanes such as the Hydian Way or Corellian Run, the Great Kammia Run was specifically charted to maximize efficiency between Fondor and frontier territories. Its relatively straight course and stable gravitational conditions allow for rapid transit across multiple sectors.
  • Accessibility:
Knowledge of the route has spread considerably since its discovery. Commercial navigational databases now include portions of the Run with access being easiest from Kammia through Donadus, where traffic remains largely unrestricted.

Travel becomes significantly more complicated near Bardotta and Fondor. Sith Covenant authorities maintain customs checkpoints, military patrols, cargo inspections, and transponder verification programs throughout their territory. Unauthorized vessels frequently experience delays, searches, tariffs, or outright denial of passage. Outside Sith-controlled space, the route is generally considered open to all legitimate traffic.
  • Route Hazards:

Sith Covenant Enforcement

The single greatest danger along the route is political rather than environmental. Bardotta and Fondor host aggressive customs authorities, military patrols, interdiction craft, and intelligence operatives seeking smugglers, spies, dissidents, and unauthorized military shipments.

Unknown Regions Navigation Drift

Although Morta Bota's surveys established the route's stability, portions near Kammia remain vulnerable to subtle gravitational shifts originating from the Unknown Regions. Outdated navigational data can result in inaccurate micro-jumps and dangerous course corrections.

Pirate Opportunism

Criminal organizations have begun targeting aid convoys and industrial shipments traveling between Kammia and Donadus. While piracy remains uncommon, the value of cargo moving along the route continues to attract attention.

Frontier Isolation

Several stretches between systems remain sparsely populated. Mechanical failures can leave crews stranded far from meaningful assistance if emergency beacons are unavailable.
  • Rest Stops:
Rest stops along the Great Kammia Run support steady commercial traffic, though oversight tightens near Sith Covenant territory. Kammia serves as the main frontier hub with logistics depots, repair docks, fuel reserves, and convoy staging yards.

Makatak is the key industrial stop, supplying fuel, raw materials, and emergency repairs, while Lequabis and Donadus act as the route's commercial centers, filled with merchants, brokers, and shipping offices.

Past Donadus, Bardotta increases security with strict customs checks despite offering solid docking and repair facilities. The route ends at Fondor, a premier shipyard world capable of full-scale refits and major repairs.

Smaller refueling stations, beacons, and aid platforms fill the gaps between systems. While relatively safe for a frontier route, travelers are still advised to carry extra fuel and updated navigation data, especially toward the Unknown Regions.

Trade-Federation-Factodex


The Great Kammia Run was discovered by the Besalisk prospector Morta Bota in the years following the Galactic Planeshift. While many navigators focused on rediscovering disrupted trade lanes, Bota sought a reliable route connecting the industrial shipyards of Fondor to the growing settlements and expeditions operating near the Unknown Regions.

After months of survey work and repeated validation runs, he successfully charted a stable hyperspace corridor stretching from Kammia to Fondor, creating a direct link between the frontier and the Core Worlds. The route's importance grew rapidly as merchants, explorers, and settlers began using it to transport supplies and personnel between distant regions of the galaxy.

Traffic along the Run varies significantly depending on location. The Kammia-to-Donadus portion remains relatively open and lightly policed, making it popular with traders, prospectors, and exploration fleets. By contrast, Bardotta and Fondor fall under the control of the Sith Covenant, whose warlords maintain customs checkpoints, military patrols, and strict cargo inspections.

Travelers entering Covenant space often experience delays and increased scrutiny, particularly if transporting valuable goods or operating under unfamiliar transponder codes. Despite these challenges, the Great Kammia Run remains one of the most reliable routes connecting the Core Worlds to frontier territories.

 
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Dreadnought Retrofit

Monserrat-class Dreadnought Heavy Cruiser Retrofit

OUT OF CHARACTER INFORMATION
  • Intent: To create a market-ready, cost-effective automated heavy cruiser that emphasizes automation, electronic warfare resistance, shield redundancy, and fleet coordination for sector defense forces and independent coalitions.
  • Image Source: Modified Deviant Artwork
  • Canon Link: Not Applicable
  • Permissions: Not Applicable
  • Primary Source:
PRODUCTION INFORMATION
  • Manufacturer: The Trade Federation |:| 900 ABY
  • Affiliation: The Trade Federation |:| 900 ABY | Closed-Market
  • Market Status: Closed-Market
  • Model: Monserrat-class Dreadnought Heavy Cruiser Retrofit
  • Production: Mass-Produced
  • Material: Alusteel-Duraplast matrix hull with dense agrinium mesh inner lining, duraplast-molecular composite conduit sleeves, superconductive ultrachrome circuitry, non-conductive thermal gel in Faraday Vaults
TECHNICAL SPECIFICATIONS
  • Classification: Heavy Cruiser
  • Length: 800 meters
  • Width: 340 meters
  • Height: 150 meters
  • Armament: (You may provide your armament in list format and must provide your vessel an Armament Rating. (Choose from: None, Very Low, Low, Average, High, Very High, Extreme. Armament Ratings are scaled in relation to the class of ship, meaning a Starfighter will not equate to a Destroyer.Armament Ratings provide only basic weaponry (ex. turbolasers, ion cannons, concussion missiles. laser cannons, etc) unless the ship also has a description of weapons. Please link to all Factory subs used. Links: Starship Weapons, Approved Technology)
    • 24x Heavy Turbolaser Batteries
    • 16x Heavy Ion Cannons
    • 8x Variable Flex Tube Launchers (missiles)
    • 24x Rapid-Tracking Laser Cannons (point-defense)
  • Defenses: (You may provide your shield and armor systems in list format and must provide your vessel a Defense Rating. (Choose from: None, Very Low, Low, Average, High, Very High, Extreme. Where None is a man in a space suit hanging on to an engine, Average is typical defense, and Extreme is heaviest defense with heavy armor plating and multiple layers of powerful shields. Defensive Ratings are scaled in relation to the type of ship, meaning a Starfighter will not equate to a Destroyer. You should list particular systems under advanced systems. Please link to all Factory Submissions used. Links: Approved Technology)
    • Redundant Dual-Layer Deflector Array with rapid recharge/thermal-purge cycling
    • Decoupled Cap Drain Grid and Active Combat De-Ionizers
    • Agrinium mesh + duraplast shielding with Faraday Vaults for critical systems
    • Com-Scan Core with Crystal Gravfield Traps (CGT), Dedicated Energy Receptors (DER), and Full-Spectrum Transceivers for advanced ECCM
  • Hangar Space: (Please provide the amount of fighters/support craft this submission can hold in it's hangar by count of Squadrons, which hold 12 average Starfighters. The higher your squadron count, the lower your Armament and number of advanced systems should be. )
500m [Base: 0 | Very Low: 1 | Low: 2 | Average: 3 | High: 4 | Very High: 5 | Extreme: 6 ]
750m [Base: 1 | Very Low: 2 | Low: 3 | Average: 4 | High: 5 | Very High: 7 | Extreme: 9 ]
1000m [Base: 1 | Very Low: 3 | Low: 4 | Average: 5 | High: 7 | Very High: 9 | Extreme: 11 ]
  • Hangar Allocations: (This is the allocated amounts of starfighters and support craft (dropships, shuttles,gunships,etc) this submission can hold in its hangar based on the maximum hangar space capacity listed above)
    • Starfighters: x squadrons
    • Support Craft: x squadrons
  • Maneuverability Rating: (Choose from: None, Very Low, Low, Average, High, Very High, Extreme. How agile is your ship? Can it take tight turns? This is relative to the size of the vessel (e.g. a Corvette with Low Maneuverability will be more agile than a Star Destroyer with a Low rating.
  • Speed Rating: (Choose from: None, Very Low, Low, Average, High, Very High, Extreme. How fast is your ship in normal space? How fast can it take off, how fast can it speed through a planet's atmosphere? This is relative to the size of the vessel (e.g. a Corvette with Low Speed will be quicker than a Star Destroyer with a Low Speed.)
  • Hyperdrive: (Does this ship have a hyperdrive? If this ship has a hyperdrive how fast is it? The lower the number, the faster the ship is, you may choose decimals. Any speed below 1.0 requires the hyperdrive to be added to the ship's strengths and accordingly balanced with weaknesses. Links: Hyperdrive, Hyperdrive Comparisons)
STANDARD FEATURES
  • (Provide all of your submission's standard features, including non-combat items, here in a list -or- alternatively simply state 'all standard features'. This includes all features that are common for vessels of this class. Please link to all Factory Submissions used. Links: Starship Weapons, Approved Technology, Shields, Engines)
ADVANCED SYSTEMS
  • Aegis Automation Architecture: Decentralized triple-redundant droid brain network (Astrogation/Maneuvering, Fire Control, Cryptographic/Cyber-Defense modules) with consensus-voting logic and physical mechanical overrides. Scaled Savant ship slave rig + Incom ST-9x.4 interfaces for minimal crew (skeleton ~15, optimal ~120).
  • Hardened Electronic Defenses: Agrinium mesh liner, duraplast conduits, ultrachrome circuitry, Cap Drains, De-Ionizers, Faraday Vaults.
  • Advanced Com-Scan Integration Suite with CGT for stealth/gravimetric tracking, DER thermal detection, home-on-jam capabilities.
STRENGTHS
  • Extreme automation and hardened systems grant exceptional resistance to ion/EMP/ECM attacks, allowing continued operation in heavy electronic warfare environments where Breshig designs falter.
  • Dual-layer shield redundancy and coordinated fleet sensor sharing (via Com-Scan/CGT) enable sustained engagements, absorbing kinetic/missile barrages and exploiting enemy power/ammunition limitations through attrition.
  • Low crew requirements and cost-effective production allow deployment in superior numbers for "wolfpack" tactics, achieving tactical parity or better against higher-cost rivals in squadron actions.
WEAKNESSES
  • Individual ship firepower is not decisive in one-on-one duels against top-tier Breshig capitals (e.g., lacks equivalent ultra-heavy accelerator cannons).
  • Heavy reliance on automation makes it potentially vulnerable to sophisticated viral or slicing attacks if redundancy is overwhelmed (though mitigated by partitioning and manual overrides).
  • Reduced hangar and crew amenities limit independent long-duration operations without support; focused on fleet roles rather than solo versatility.
DESCRIPTION

The Vigilant-class Automated Heavy Cruiser was developed as a market-viable response to the dominance of Breshig War Forge Consolidated vessels, which emphasize exotic materials like Stesr'gar, high kinetic firepower, and veteran crews at prohibitive costs. Measuring 800 meters, the Vigilant leverages advanced automation drawn from precedents like the Katana Fleet's slave circuitry (improved with decentralization to avoid single-point failures), Carrack-class minimal crewing, and Trade Federation droid networks.

Its Aegis Automation Architecture uses a triple-redundant droid brain consensus system housed in isolated Faraday Vaults, enabling a skeleton crew of around 15 to operate the vessel effectively. Critical systems are protected by agrinium mesh liners, duraplast conduits, ultrachrome circuitry, Cap Drains, and combat de-ionizers, providing robust defense against the ion weapons and jamming common to Breshig engagements.

Advanced Com-Scan integration with Crystal Gravfield Traps, Dedicated Energy Receptors, and full-spectrum sensors counters stealth and jamming, feeding real-time data across task forces for coordinated "wolfpack" attacks. Dual-layer shields allow absorption of kinetic barrages while Breshig ammunition and power reserves deplete under multi-vector pressure.

Cargo Capacity: ~15,000 metric tons. Consumables: 2 years. Crew: Skeleton 15 / Optimal ~120. The design excels in fleet attrition warfare and sector defense but is best employed with escorts and numerical advantage rather than as a lone capital ship. It offers economically sustainable force projection for groups unable or unwilling to match Breshig's material-intensive approach.

 
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ULTIMATE 007 — Harold Sakata (Tosh Togo) as Oddjob Goldfinger...

Kishimoto "Black Hat" Nakaioma



    • Aliases & Nicknames:
      • Mister Kishimoto Nakaioma
      • Black Hat of Nakaioma
      • SEO of Onomato Holdings
      • Oyabun of the Eitosōdokuran
      • First Cousin to Saro Nakaioma
      • Senior Member of the Nakaioma Corporation
    • Species:
      • Human
    • Homeworld:
    • Gender:
      • Male
    • Age:
      • 62 Years Old
    • Height:
      • 6'6"
    • Weight:
      • 380 lbs
    • Hair:
      • Black
    • Eyes:
      • Brown
    • Skin:
      • Tanned
    • Languages:
      • Galactic Standard Basic
      • Huttese
    • Force Sensitive:
      • No



  • Kishimoto "Black Hat" Nakaioma was born on the Dragon Constellation to the Long Xingzuo Branch Family. Staring life within the Capital City of Zongmen City in his grandmother's care for the time being while his father served as a dedicated colonel within the Grand Imperial Army underneath the Heavenly Emperor of Long Xingzou. His mother was a strict woman and drilled the local customs into his brain at an early age although he recalls her fondly. Always a sort of troublemaker within the eyes of the Branch Family. Young Kishimoto was sent to the Monastery of Fortitude run by the Ru Xing Order of Monks in order to take up martial arts and tap into the secrets of the 'Way of the Dragon'.

    Kishimoto was beaten into a warrior monk within a few years and eventually joined the ru lung dojo within the Merchant City of Kaizong. Rising through the ranks of the dojo by defeating current and past students in a fierce competition. He discovered that he was force sensitive due to accidentally tapping into the dark side power of force rage. Which augmented his martial arts ability expedentionally enough for him to defeat the master of the dojo in a single strike.

    Afraid that his honorable soul would be corrupted; Kishimoto left the dojo in shame for what he was becoming. Vowing to never again use martial arts to prevent him from becoming a monster. This promise was broken during a night of heavy drinking with a couple of friends as Kishimoto struck out against others while drunk and defeated an entire ale house. Arrested by the Grand Kaizong Police Department for reckless endangerment. He would encounter his future gang while in prison. The Eitosōdokuran otherwise known as the Eight Sword Clan due to the Eight Swords of Crime wielded by their leaders. He would join the prison gang and get a tattoo of their symbol upon his left arm.

    Leaving prison at around 20 years old; Kishimoto would attempt to restart his martial arts career but his arrest shamed him and his family reputation on the world. His father almost banished him from the family until a plea from his brother saved him from such a fate. Knowing that the branch family would not accept him anymore due to his criminal record. Kishimoto would head to the Fortress of the Eight Sword Clan and join their ranks.

    Becoming an enforcer within the criminal cartel; Kishimoto would use his martial arts ability to defeat foe after foe until the Eight Sword Clan became the most powerful syndicate within both the Heaven System and the Dragon Constellation. He was second in line to the Oyabun Musumi Nougo who had chosen him as his heir despite having the more capable Eight Sword Daimyos. The Daimyos were furious at being passed over and attempted to slay Kishimoto but his size and strength beat them into submission to claim the title of Oyabun of the Eight Sword Clan.

    His reign over the Criminal Syndicate came to an end when he was arrested by the Grand Imperial Army on grounds of corruption and criminal activity and served a life sentence in the military prison. This sentence was reduced with a plea bargain made by Kishimoto as he handed over the names of the Daimyos underneath his control. Allowing them to be arrested and him to go free after 12 months.

    Forming the Onomato Holdings Company shortly after; Kishimoto would purchase several other companies around the galaxy and become a considerable corporate influence. Taking to the stairs on board a yacht; he would head to coruscant to meet up with his Cousin Saro Nakaioma and become a high enough member of the Nakaioma Corporation. Although he is mainly a legitimate businessman now he still has control over his criminal syndicate and numerous criminal connections throughout the galaxy.




    • Martial Arts Master
      • Kishimoto has been training in martial arts since his very childhood and has gathered a considerable number of martial arts technique. He has won several martial arts tournaments throughout the galaxy; beating the best of the best through blood and shear determination. Those on the battlefield should be careful when opposing him.
    • Business Man:
      • Due in part to being apart of the Nakaioma Family; Kishimoto has been taught to operate a business through creativity and determination. While not as efficient in corporate operations as his Cousin Saro Nakaioma. There is no business that he has run that has not made a considerable profit. His underworld connections have helped him make deals with crime lords and spice runners all over the galaxy. Providing him the capacity to get anything he wants through illegal or legal means.



    • Brawn over Brain
      • Kishimoto may possess those Nakaioma Smart Genes; but his life in prison has shaped him into an enforcer mindset. He is more than likely to get angry and settle things with unbridle violence should things not be going his way. Believing that the strong survive and the weak will be crushed underfoot.
    • Honorable Mindset
      • Although mostly a crude enforcer; Kishimoto has his own ideals of honor. As such he will not fight those who cannot fight back as he finds that a cowardly tactic unbefitting to his martial arts training. His strict sense of this honor has allowed opponents to escape when they will no doubt cause more harm to him in the future should they be allowed to live.






    • Arc 1
    • Arc 2
    • Arc 3




 
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800px-Japanese_Crest_Watanabe_Hosi.svg.png

OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Organization Name:
    • The Eitosōdokuran (Eight Sword Clan)
  • Classification:
    • Criminal Cartel
  • Affiliation:
  • Organization Symbol:
    • The Eitosōdokuran uses either a eight headed snake sword or the mon of the Oyabun in their various gang territories located in the galaxy.
  • Description:
    • The Eitosōdokuran is a large criminal cartel that mainly deals in the Eight Great Crimes (Slavery; Assassinations; Smuggling, Larceny; Drug Trade; Security & Enforcement, Banking, and Gambling). Most of its membership is from the Dragon Constellation and the Heaven System with a lesser extent from the Atrisian Community.
GEOGRAPHICAL INFORMATION
  • Headquarters:
  • Domain:
    • The Eitosōdokuran main amount of influence is within the Long Xingzou System and the Heaven System but has a small amount of power within the Atrisian Community to draw from. Their strongest amount of criminal control is on their homeworld of the Dragon Constellation and its small communities located throughout the galaxy on various worlds. Criminals working for the organization have been known to disguise themselves as working for the Nakaioma Corporation and Onomato Holdings in order to move supplies and resources around the galaxy without being detected. They have are an active part of the community with helping to build schools and offering job training; while also providing security services for the communities against rival criminal gangs who seek to corrupt their honorable society. This improving the community has helped their relationship with the local populace considerably.
  • Notable Assets:
SOCIAL INFORMATION
  • Hierarchy:
    • The Eitosōdokuran are lead by the Eight Crime Daimyos which lead the various criminal activities that the clan undertakes. The Individual Daimyo's Domain are completely autonomous from each other but still answer to the Supreme Oyabun and follow his commands. The Organization is split further into smaller domains underneath the control of a Lieutenant who then answer to the a Daimyo. Those smaller domains are then split into several cells with their own leaders who then answer to a Lieutenant. This style was designed to limit the impact of law enforcement upon their criminal activities. At the top of the ladder is believed to be the Supreme Oyabun Tashido a ruthless criminal kingpin whose reputation is respected.
  • Membership:
    • Estimations by the local government at around ten thousand individuals in total. To become a member of the organization one must go through a selection tournament carried out by the domains each year within a specialized arena filled with monsters and dangerous criminals; those who prove themselves cunning and a master of hand to hand combat are allowed to join the main organization. Those who wish to join the 'Burakkukurēn' the elite of the elite within the organization must take down an entire syndicate cell using nothing but their own hands. The organization does not tolerate weaklings and beats new members into submission in order for them to become strong enough to become an asset and not a liability. The training of martial arts is also paramount for members. To become one of the Crime Daimyo's Bodyguards one must be within the organization for at last 10 years and have earned their spot using ruthless and brutal tactics.
  • Climate:
    • The climate of the gang is one of strength but also family. Recruitment is typically done to orphans and other members of society who feel that the government has given them nothing in return for their years of service. Everyone who is within the organization is treated as family although those who take a step out of line will be harshly punished or even killed for betraying the gang's rule system. Strength is the most important thing for the organization as they follow the old saying of "Might Equal Rights" when it comes to enforcing their territory. They have been shaped into believing that law enforcement is nothing more than corporate goons who will stand in their way and so they lack fear of them. Death while within the gang is common with many turf wars with more powerful galactic crime syndicates are the norm. Although there are certain rules in place to prevent another gang member from killing others within the organization.
  • Reputation:
    • To the government of Long Xingzou; the Eitosōdokuran is nothing more than a ruthless criminal organization who will not hesitate to use any methods necessary in order to accomplish their goals. Although to the general public they are respected and even in some cases worshipped because of their investment into hospitals; education centers; and protecting the more undesirable neighbors within the capital city. To the galaxy at large and those who have heard of them their criminal activities have caused deaths on such a large scale. With ruthless turf wars and even burning down cities attributed to them on multiple worlds.
  • Curios:
    • Members of The Eitosōdokuran are marked with many Long Xingzou tattoos with the more that you have meaning that you are more powerful within the organization. For the Crime Daimyos their bodies are covered from head to toe in tattoos to symbolize their absolute power over their domain. Ceremonial Rings with the clan symbol are also passed out amongst its members to identify them easily. Due to their growing power and influence; they can afford to wear lavish robes which remind people of the Imperial Court.
  • Rules:
    • The Eitosōdokuran follow a honor code called the 'Sobato Code' which details how the cartel works and the 50 rules that everyone must follow. Those within the organization swear an oath to follow those rules with not even the Crime Daimyo's and Supreme Oyabun are allowed to break. Those gang members that do break the honor code are forced to remove their tattoos and are branded with a E to symbolize their exile from the criminal organization. Those who have been branded with the infamous E are not able to find employment anywhere but the Imperial Grand Army whose harsh training leads to their deaths in most cases.
  • Goals:
    • The Eitosōdokuran was created to protect the communities of Long Xongzou and the Heaven System from other criminal syndicates who would exploit them without giving back. Although recently the mission of the Eight Sword Clan is to act as the underworld operations for Onomato Holdings and to a lesser extent the Nakaioma Corporation itself. Moving supplies through space that may or may not be entirely legal in nature. This connection with a powerful corporate entity has allowed them to avoid any major crime enforcement.
MEMBERS

Kishimoto Nakaioma - Secretive Leader of the Eitosōdokuran under the title of (Supreme Oyabun Tashido)


HISTORICAL INFORMATION

The Eitosōdokuran have been involved in the Dragon Constellation's History for as far back as the 'War of the Three Emperors' with them originally being a swordsman clan run by Sobato Wu in service of Emperor Lu Ring of the Hanwan Empire. It was during this time that the Honor Code known as "Sobato Code" was written that the eight sword clan still uses to this day but more modernized to fit their criminal elements. The small swordsman clan eventually expanded into the criminal organization it is today after the collapse of the Three Empires during the war and subsequent later years. Growing from a small crime organization within the capital city of Zongmen City after the arrival of the heavenly emperors to a larger criminal syndicate which controlled Long Xingzou's Underworld and the Heaven System's Underworld through a violent turf war with the other criminal organizations within the same region. Having access to the Imperial Court of the Heavenly Emperor; they have managed to avoid the gaze of the Imperial Grand Army and the City Police Departments to become a system wide threat.


They were also responsible for the movement of Long Xingxou communities across the galaxy with some coming to reside within the Nakaioma Plaza on Coruscant. Focusing on the Eight Great Crimes (Slavery; Assassinations; Smuggling, Larceny; Drug Trade; Security & Enforcement, Banking, and Gambling) and reorganizing themselves into a syndicate ready to lay claim to whatever they desire through brute force if necessary. Recently they have fallen underneath the iron handed rule of Supreme Oyabun Tashido who is none other than Kishimoto Nakaioma, the First Cousin to Sero Nakaioma and his appointed leaders. Underneath his leadership the cartel has expanded into numerous markets underneath the influence of Onomato Holdings.
 
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Khamsin Refinery Complex

OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Mine Name:
    • Yoshikawa Mineral Refinery
  • Material:
  • Location:
  • Affiliation:
  • Size:
    • Large
  • Population:
    • Moderately Staffed
  • Profit:
    • Medium
  • Accessibility:
    • Located close to Light Han City on the Planet of Wind the refinery is operated by Onomato Holdings; a Subsidiary of the Nakaioma Corporation. Although the majority of the staff located within the complex have links to the Criminal Cartel known as the Eitosōdokuran otherwise known as the Eight Sword Clan. It is guarded by a variety of enforcers and security droids to make sure everything is running smoothly. It is accessible by road and spacecraft.
  • Description:
    • The Yoshikawa Mineral Refinery at first glance has a strange and foreign design when compared to other Nakaioma Facility across the galaxy. Its more bulky looking shape is in sharp contrast to the sleek design common within Atrisian Building Styles. Protected by a moderately sized security force and numerous security measures to prevent corporate sabotage.
POINTS OF INTEREST

  • Dockyard:
    • The Dockyard is located on the eastern side of the Yoshikawa Mineral Refinery; this where spacecraft bringing minerals arrive to unload their cargo. The dockyard is large enough to house 35 landing craft of verifying sizes and shapes; allowing the refinery to move a lot of finished products into the markets for a considerable profit. Patrolling around the perimeter of the structure is numerous enforcers and security droid models which will not hesitate to beat the media or bystanders who stare at it for too long. The Dockyard also comes with a reserved spot for special visitors and Onomato Officials.
  • Unloading Facility:
    • The Unloading Facility is located nearby to the Dockyard; once a spacecraft lands the unloading crews bring the shipments using large repulsor craft to the conveyor belt system which then transports the separated minerals to their designated spot within the Mineral Extraction Zone after being checked by the unloading crew for potential sabotage to any of the containers.
  • Mineral Extraction:
    • The Mineral Extraction Zone is where all the cargo from the Unloading Facility comes to. Opening up the cargo containers and after separating the various ores into their own piles; they put them on specialized heavy machinery operated by droids overseen by organic overseers which cracks the waste rocks around the material and then brings them to the crusher for further refinement in the manufacturing zone.
  • Manufacturing:
    • The Manufacturing Zone is the largest area of the Mineral Refinery with 80% of the workforce assigned to work within that area. Once the crushed ore is sent down the track from the Mineral Extraction Zone; the workers begin to mold them into products to sell to the general public and other companies to turn a profit. The leftover materials are then gathered up for the day and deposited in the mineral vault deep below the facility in case of a shortage.
  • Administrative Zone:
    • The Administrative Zone is located on the top of the Mineral Refinery and where the various overseers and technicians work around the clock to make sure that everything is running smoothly across the rather large facility. Security within this zone is airtight with multiple security patrols of both organic and droids and a wide net of cameras located throughout. Any damage to this part of the facility would render the entire operation temporarily shutdown.

SECURITY

Medium Level Security:


HISTORICAL INFORMATION

The Yoshikawa Mineral Refinery was built only very recently with a certified partnership between Onomato Holdings and the Heaven-Earth Corporation. Located on the Planet of Wind within the Heaven System; the Refinery was designed to extract materials coming from the Dragon Constellation otherwise known as Long Xingzou whose facilities were not powerful enough to extract them. Being on the Economic Center of the Star System allowed the facility to attract workers from nearby settlements mainly because of the facility having air conditioning but made them sign a legal corporate contracts to prevent them from speaking to rival companies on the techniques used within and from quitting without a valid reason to do so. The Senior Executive Officer and Oyabun of the Eitosōdokuran Kishimoto Nakaioma has moved criminal overseers and holdings personnel into the facility to generate a profit for his criminal gang. With the general unknownness of the Heaven System save for a few jedi records; has allowed the Eitosōdokuran to expand without being opposition because of the general lack of law enforcement within that area.
 
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Kanollic II Vethres
Chief Inspector

Patriarch of House Vethres

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