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New Project
Trade-Federation-Factodex


THE RISE OF THE GALACTIC EMPIRE
THE NEIMOIDIAN CRISIS vol. I
Issue #1
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The succession of the Kuat and Balmorra systems from the Galactic Alliance did not go unnoticed by the Trade Federation of Planets as their strongholds on Cato Neimoidia and the wider Purse Worlds now faced the looming threat of Imperial expansion.

Losing even a single system to a potential invasion could be catastrophic for their profits, but the looming possibility of the entire Neimoidian homeworlds being seized by the dark hand of the Galactic Emperor instilled fear even in the most resolute Trade Barons as they evaluated their choices.

They had been steadfast allies of the Galactic Alliance during various conflicts, from the wars against the Imperials to the Mandalorian Host of the enclave of Kestri.

However, murmurs among certain Trade Barons and Regional Commanders suggested that the most prudent course of action might be to capitulate to the government, thereby safeguarding the planet from invasion and preserving the conglomerate while averting a galactic financial panic.

Others within the inner circle proposed that they mobilize their droid armies and naval fleets to deliver a preemptive strike against the emerging power in the core before the Imperial Armada could gather its own fleet.

Trade Monarch Lodd Grimmin Lodd Grimmin had carefully considered each of these alternatives in the Great Palace on Cato Neimoidia, concluding that they posed too great a risk to the security and safety of the Neimoidians as a whole. However, he lacked even a hint of strategy as his allies were stretched thin throughout the galaxy and his resources were too dispersed to mount a significant resistance against Imperial demands.


THE ARREST OF THE TRADE MONARCH
THE NEIMOIDIAN CRISIS vol. I
Issue #2

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While deliberations were happening within the Trade Federation Inner Circle and the Cato Neimoidia civilian Government on the potential idea of surrendering to the Imperial Government explosions rocked the Great Palace as great concussive blasts shattered the ornate viewports sending shards raining down on panicked Neimoidian officials who scrambled for cover beneath their podiums.

Acrid smoke billowed from breached corridors as the unmistakable clanking trend of battle droids echoed through the grand chamber. Loyalist Neimoidian Gunnery Battalion barely had time to raise their weapons before crismon blaster bolts pierced their armor.

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Through the swirling haze and smoke of their corpses, Custom Vizier Moy Haako strode forward flanked by a phalanx of B2 super battle droids as their wrist blasters seemed to hum with lethal charge.

His usually impassive face was contorted with fierce determination. He pointed a long boney finger at the cowering Trade Monarch Lodd Grimmin Lodd Grimmin .

"This farce ends now.." Haako's voice was amplified by a eye device. "While you simper and plan your surrender to this Galactic Emperor, Darth Solipsis. I will act for the Trade Federation does not kneel to outsiders and we certainly do not yield our wealth, our worlds, or our power to Imperial thugs who see us only as a treasury to loot."

He continued. "The Trade Monarch's inaction and cowardice ends today, by the authority of those loyal to our true interests in the galaxy. I place him under arrest for treason against the Federation's sovereignty and proclaim myself Vicelord of Cato Neimoidia and the Purse-Worlds." The assembly sat in silence, for who could contest the notion that the Trade Monarch had been too preoccupied with meetings with foreign nations to care about enhancing the security of the Neimoidians against possible threats.

They remained silent...utterly silent...as the Minister turned Ruler was dragged away by battle droids to languish in a dungeon.













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Flannigan H. Bumble " Lord Curator of the Imperial Reclamation Service "
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Aliases:
Flannigan H. Bumble
Lord Curator Bumble​
Ranks:
Lord Curator
Colonel (Within Imperial Military)​
Affiliations:
Species:
Human​
Birthworld:
Languages:
Galactic Basic
High Galactic
Trade Languages​
Education:
Business Education
Accounting & Finance
Treasure Hunting​
Gender:
Male​
Age:
64 Years Old​
Eye Color:
Blue​
Hair Color:
White​
Height:
5'11"​
Weight:
180 Ibs​
Features:
Large Mustache, Pith Helmet, Monocle​
Titles
Strengths and Weaknesses

  • Decades of Experience
    • Flannigan has seen it all—ancient tombs, deadly traps, double-crossing partners. His long career gives him unmatched intuition when it comes to identifying danger, finding hidden passages, or deciphering obscure clues others would overlook.
  • Silver-Tongued Scoundrel
    • Despite his age, Flannigan can talk his way out of almost anything. Whether charming locals, deceiving pirates, or negotiating with a rival hunter, his wit and seasoned confidence often keep him one step ahead.
  • Old Dog, Old Tricks
    • He may not be as fast as he once was, but Flannigan fights dirty and fights smart. Hidden knives, boot blasters, and a surprising left hook make him more dangerous than many expect. His reputation alone is sometimes enough to avoid a fight entirely.
  • Slower Reflexes
    • At 64, Flannigan's body just isn't what it used to be. His knees ache on cold worlds, his eyesight isn't perfect, and if a trap requires fast dodging he may not make it.
  • Treasure First, Questions Later
    • Flannigan's greed and curiosity often get the better of him. He's known to ignore warnings, delve too deep, or take reckless risks in pursuit of a shiny prize or lost artifact.
Assets





Triumph_Class_II_Battle_Cruiser.png

Triumph Class A-602 Compact Battle Cruiser
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
  • All Standard Features
ADVANCED SYSTEMS
STRENGTHS
  • Very High Armament Classification
  • High Hanger Space
  • Mass-Produced Vessel
  • High Defense Classification
  • Many Advanced Systems
  • Thick Armored Plating
WEAKNESSES
  • Very Low Manueverability Rating
  • Very Low Speed Rating
  • High Maintenance due to Advanced Features
  • Vulnerable Connection between Ship and Engine Units
DESCRIPTION

The Triumph Class A-602 was a collaborative effort between Republic Fleet Systems and Byblos Drive Yards, both subsidiaries of the Trade Federation, in the year 902 ABY. This new model was designed to replace the aging Triumph Class A-601 Main Battlecruiser, which had been in service with the Galactic Alliance Navy for quite some time but was now deemed obsolete after the invasion of Coruscant.

In order to cut costs, the Senate Finance Committee recommended downsizing the warship and increasing its production rate. This decision was met with approval, leading to the mass production of the A-602 across the galaxy. The new design aimed to maintain the efficiency and power of its predecessor while incorporating modern technologies and advancements in weaponry.

The Triumph Class A-601, with a length of approximately 3,500 Meters, boasts a formidable array of state-of-the-art weaponry, including missile launchers and even the newest invention in the GX-R1 Hybrid Cannon, which gives it both physical firepower and energy firepower on the battlefield, although it uses up a large amount of energy. The enhanced shielding allows it to stand up to both Imperial Star Destroyers and bigger vessels currently deployed by the Dark Empire.


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Vilmorin the Seer
Former Galactic Alliance Officer | Pirate Prophet of the Outer Reaches | Heinsnake Cultist
---

OVERVIEW

Vilmorin Kael Threx is a former Galactic Alliance naval officer turned pirate prophet, a man whose reputation rests uneasily between genius, madness, and something far more unsettling. Once celebrated for his uncanny strategic foresight, Vilmorin now commands a roaming pirate fleet through sermons, fractured visions, and cryptic proclamations that somehow continue to come true.

Before every engagement, he speaks of currents, signs, and inevitable moments. He predicts ambushes that never occur, hyperspace routes that prove miraculously clear, and enemy collapses that seem preordained. Whether these insights stem from latent Force sensitivity, extraordinary intuition, or delusional pattern-making is unknown.

What is undeniable is results.

To his followers, Vilmorin is chosen an instrument of destiny steering them through the chaos of a dying galaxy. To his enemies, he is a dangerous madman whose luck must eventually fail.

HISTORY

Vilmorin's early career in the Galactic Alliance Navy was exemplary. Rising rapidly through the ranks, he gained a reputation for unconventional battle plans that consistently succeeded against superior numbers. His superiors praised his instincts while quietly noting his increasing reliance on "premonitions" rather than conventional intelligence.

His downfall came during a classified deep-space operation involving a disputed hyperspace corridor. Against orders, Vilmorin altered the fleet's approach based on what he later described as a warning he could feel but not articulate. The engagement was a catastrophe. The Alliance lost ships, personnel, and officially Vilmorin himself.

In truth, his vessel survived, drifting for weeks beyond established hyperspace lanes. When Vilmorin re-emerged years later, he had abandoned Alliance doctrine entirely. He gathered deserters, outlaws, and wreckage survivors, preaching that the galaxy itself was fractured and that only those who could see its flow would endure.

Thus the Geomancy Storm was born

APPEARANCE

Vilmorin appears older than his years, his body lean to the point of gauntness. Deep lines score his face, etched by sleeplessness rather than time. His skin bears faint, irregular markings inked sigils, ritual dots, and pale scars placed with deliberate symmetry across his brow, temples, and hands.

His hair is long, darkened with iron-gray, worn loose and unkempt, framing a face perpetually caught between focus and distraction. His beard is similarly streaked, trimmed only enough to suggest function over care.

His eyes are the most unsettling feature: heavy-lidded, rimmed with exhaustion, yet piercing when engaged. When unfocused, his gaze drifts as though tracking something just out of phase with reality. When clarity strikes, it is sudden and absolute, an unnerving stillness that precedes command or catastrophe.

Vilmorin dresses in layered remnants of Alliance uniform pieces, heavily modified and repaired countless times. Fabric is scorched, mended, and reinforced without concern for symmetry. He wears no decoration for rank—only salvaged fragments, talismans, and etched symbols tied to past engagements. His coat hangs heavy on his frame, less a garment than a record of survival.

PERSONALITY & TRAITS

Personality

  • Charismatic in an unsettling, prophetic manner
  • Calm under extreme pressure
  • Speaks in metaphor and fractured logic
  • Detached from conventional morality
  • Deeply convinced of his own destiny

Strengths & Weaknesses

Strengths
  • Exceptional tactical intuition
  • Inspires fanatic loyalty
  • Adaptable and unpredictable
  • Unshakeable confidence
Weaknesses
  • Increasingly detached from reality
  • Ignores dissenting advice
  • Paranoid about "missed signs"
  • Mentally and emotionally unstable

SKILLS & ABILITIES

Notable Skills

  • Fleet Command & Naval Tactics
  • Predictive Battle Planning
  • Hyperspace Navigation (Instinctual)
  • Psychological Warfare
  • Inspirational Oratory
  • Heinsnake Cult Magic

EQUIPMENT

  • Personal Datapad filled with fragmented "prophecies"
  • Fleet Flagship: The Omen's Wake
  • Assorted relics and battlefield talismans

STORY ARCS

ARC IThe Whispering Void

Vilmorin's return to known space and the first recorded victories of the Geomancy Storm.

➣ | PRIVATE | Echoes in the Dark [COMPLETE] – Vilmorin claims his first "vision."




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The Commerce Treaty of 903 ABY, A Directive to Reestablish the Commerce Treaty of 1647 BBY
>> HOLO.ENCRYPT//113M-ejj--; data=ghosted; data-uplink=secure; masking-status=active; function=security; permissions=limited;]

"In a Major Press Announcement, Treasurer Lodd Grimmin Lodd Grimmin of the Trade Federation and Deputy Director Sossi Hallisk Sossi Hallisk of the InterGalactic Banking Clan

Words go here. Words go here. Words go here. Words go here. Words go here. Words go here. Words go here. Words go here. Words go here. Words go here. Words go here. Words go here. "






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DEPUTY - VICEROY
THE TRADE FEDERATION

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MASTERMIND OF INNOVATION
Aliases:
Bymb Hemborr​
Ranks:
Deputy Viceroy​
Affiliations:
Species:
xZJ7ywk.png
Birthworld:
Languages:
Galactic Basic
High Galactic
Trade Languages​
Education:
Business Education
Accounting & Finance​
Gender:
Male​
Age:
54 Years Old​
Eye Color:
Green​
Hair Color:
None​
Height:
6'2"​
Weight:
200 Ibs​
Features:
Pressure Suit​
Titles


Strengths and Weaknesses


Strengths:

  1. Technical expertise:
    1. Known for their advanced technical skills, particularly in the areas of engineering and construction. They are able to effectively oversee complex construction projects and troubleshoot technical issues efficiently.
  2. Strategic planning:
    1. Adept at creating detailed project plans and implementing strategic initiatives to ensure the success of their projects. They are able to anticipate potential challenges and develop effective solutions to overcome them.
Weaknesses:

  1. Lack of empathy:
    1. Often perceived as cold and detached due to their logical and analytical nature. This can make it difficult for them to effectively communicate and build relationships with their team members, leading to potential conflicts and misunderstandings.
  2. Slow decision-making:
    1. Known for their meticulous attention to detail, which can sometimes result in slower decision-making processes. This can be a disadvantage in fast-paced environments where quick decisions are necessary to address urgent issues or capitalize on opportunities.
Assets


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36 Star Wars Chiss ideas | star wars, star wars rpg, star wars characters  pictures
Remowa

General Information

  • Full Name: Remowa
  • Title: Dark Side Elite / Hand of the Emperor
  • Species: Chiss
  • Homeworld: Csilla (Unknown Region)
  • Age: Appears to be in her late 20s to early 30s (Exact age unknown due to Brotherhood of the Maw interference).
  • Gender: Female
  • Force Sensitive: Naturally

Physical Appearance

  • Skin Color: Deep Cerulean (radiates an intense, unnatural chill).
  • Eye Color: Glowing Crimson (flicker between dull red and a fiery, predatory intensity).
  • Hair: Obsidian black, often kept in a sharp, utilitarian cut with stray locks that fall over her face during bouts of instability.
  • Height: 5'11" (often uses the Force to "tower" over others).
  • Build: Lean, athletic, and predatory.
  • Distinguishing Marks: Sharp, polished fingernails that she uses as tools of intimidation; the scent of ozone and aged perfume follows her.
  • Attire: Dark, form-fitting obsidian armor with intricate Chiss-inspired engravings. She often carries a ceramic file for her nails as a grounding habit.

Psychology & Personality

Remowa is a a dangerous mix of high-functioning strategic intelligence and profound psychological instability.
  • The Ashes Mentality: Having seen her history erased by the Brotherhood of the Maw, she views the galaxy as a nihilistic void. She has no loyalty to institutions, only to the raw power of the Emperor.
  • Volatile Temperament: She can shift from calm, domestic tasks (like filing her nails) to explosive violence in a heartbeat.
  • Sadistic Tendencies: She finds sensory pleasure in the fear of others, preferring the promise of a flaying over a quick kill.

Combat & Force Abilities

Signature Weapon: A customized Lightwhip with an amethyst blade. It emits an erratic, whistling thrum rather than a steady hum, mirroring her mental state.
  • Primary Strength: Sith Sorcery. She is a middle-level sorceress, constantly refining her techniques.
  • Force Prowess: Highly skilled in Force-enhanced speed (predatory strides), telekinesis, and sensory deprivation.
  • Combat Style: Erratic and fluid. She uses the unpredictable reach of her lightwhip to keep opponents at a distance before closing in for a personal, cruel finish.

Strengths & Weaknesses

StrengthsWeaknesses
Psychological Resilience: Her trauma makes her immune to most fear-based Force attacks; she anchors herself in her own pain.Mental Instability: Her episodes and jerky movements can make her overlook subtle environmental shifts.
Strategic Dominance: Expert at using fear as a currency to control local systems.Social Isolation: Her cruelty and unpredictability make her a liability to allies, leading to betrayals (like the 551st).

Brief Background

Born on the icy world of Csilla, Remowa’s life was shattered when the Brotherhood of the Maw systematically erased her people's history and heritage. Left as a daughter of ashes, she was eventually found and refined by the New Sith Order.

Unlike many Sith who seek to rule, Remowa seeks only to ensure that the story of the galaxy is written in the blood she chooses. She serves as a member of the Dark Side Elite, a shadow hand of Emperor Solipsis, viewing him as the only force capable of imposing order on a chaotic, burning universe.





  • Length: 5,000 Standard Meters in Length
  • Width: 5,000 Standard Meters in Width
  • Height: 5,000 Standard Meters in Height
STANDARD FEATURES
  • Standard Trade Federation Countermeasures
  • Standard Trade Federation Security Systems
  • Standard Point-Defense Cannons
  • Standard Engine Unit
  • Standard Guidance Systems
  • Standard Hyperdrive System
  • Standard Life Support Systems
  • Standard Escape Pods
  • Advanced Military Shielding Systems
  • Standard Targeting Systems
ADVANCED SYSTEMS

Production Systems | Chemical Churner, Cryo-Furnace, Impact Sifter, Molecular Furnaces, Garment-Fabricators, Self-Constructing Armament Facilities, Self-Regulating Droid Makers, Prototypers, Duplicators, Nanoforges, Synthicators, Various Manufacturing Technology, Credit Markets, Internal Shipyards

Communications and Sensor Systems | Ghostwave, Rear Warning System, Military Grade Communications Sensors, Ion-scrambler, Telesponder , Military Grade Hyperspace Communication Systems, Military Grade Communication Systems , Military Grade Holographic Communications ,Military Grade SubSpace Transceivers

Computer Systems | 'Electric Eye' weapon optics system, DB-SR01x Powerslave + 'Tempest' AI, Quad Photonic Neural Chipset Backup, Bio-hexacrypt Systems

External Components | AR-08 Damage Reduction Armor Component, G-32 Evasive Armor Plating, Carbon-nanofilament Armor, Enhanced Carbon-Durasteel Armor

Hyperdrive Systems | T-17 Hyperdrive Generator

Power Generation| Hypermatter Annihilator

Propulsion Systems
| Hoersch-Kessel Ion Drive

STRENGTHS
  • Hyperdrive Equipped
  • Higher Conversion of Raw Materials into War Production
  • Construction of Small Arms up to Capital Ships
  • Extensive Point-Defense Systems
  • Advanced Shielding Systems
WEAKNESSES
  • No Offensive Weaponry
  • Poor Overall Manueverability and Speed
  • Considerably Large Target
  • Requires Raw Materials to Function
  • Many Advanced Systems
DESCRIPTION

Trade Federation Advanced War Foundries were an upgraded variant of the Trade Federation Mobile War Foundries, developed by the Trade Federation in response to the very public Drey Statement circulating around the Galactic Holonet.

Despite being labeled as false information and Imperial Propaganda by the Megacorporation's Media Arm, there was a significant concern that the Galactic Alliance might intervene in response to the Trade Federation's blockade of the Empire of the Lost to prevent a three-front war from occuring.

Consequently, it was determined that relying solely on one primary market for their revenue was no longer a viable option given the deteriorating state of the Core War, since the purported neutrality of corporations was no longer sufficient to ensure secure transit on the hyperlanes.

To address this quandary, the Executive Board of the Federation, under the leadership of the Commanding Viceroy - Rulonom Laborr, initiated an extensive expansion of their military-focused infrastructure, encompassing various elements such as shipyards and starships, to brace themselves for the impending crisis.


 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Meteor: The TIE/ME is incredibly fast at sublight speeds and can accelerate to maximum velocity in under eight seconds, making tracking one incredibly difficult in most environments. The Meteor's astounding speed applies both in space and within planetary atmospheres, where TIE Meteor's frame can support a top speed of 5,250 km/h.
  • Blitz: The TIE/ME's armament is a considerable improvement over that a generic TIE fighter, boasting not only four heavy laser cannons but also two ion cannons and four missile launchers. Its formidable suite of weaponry is ideal for penetrating the shields and thick hulls of bombers as well as punching holes in corvettes and smaller capital ships.
  • Independent: In order to support the complex missions often carried out by its veteran pilots, the TIE/ME possesses a hyperdrive and a slightly larger storage chamber for rations compared to more common TIEs, granting it significant autonomy compared to more common TIE variants.
WEAKNESSES
  • Unforgiving Speed: Due to its tremendous speed and acceleration, the TIE/ME is extremely sensitive to pilot input. As a result, even slight input on the yoke (control wheel) at top speed can cause the TIE Meteor to respond suddenly and violently, producing G-forces strong enough to knock an inexperienced pilot unconscious.
  • Soft Shell: The TIE/ME's main form of protection is its shield generator, with its hull armor being relatively light, especially on its wings. As is the case with more common TIEs, the TIE Meteor will go down in a burning wreck if its hull is hit a few times.
  • Turns Like a Bantha: The hyperdrive, heavy armament, and bulky frame of the TIE/ME make it rather slow at turning, especially at the high speeds in which the TIE/ME excels. Consequently, TIE/ME pilots are warned never to enter a dogfight, as they will almost always be outmaneuvered by dedicated space superiority craft.
DESCRIPTION
The TIE/ME is the refined version of the earlier TIE/MEx, an elite interceptor developed in the late New Imperial era.
Compared to its experimental predecessor, the TIE/ME is less maneuverable but far easier to produce and less demanding to maintain. Now fully optimized as an interceptor, the TIE/ME is a formidable starfighter in the hands of a veteran pilot.

Development of the refined Meteor began within days of the first TIE/MEx entering limited production. The few combat deployments of experimental Meteors prior to the collapse of the New Imperial Order demonstrated that few starfighters could match their speed, but dedicated interceptors and advanced ground defenses could both track and engage a Meteor at top speed on equal footing. As a result of these developments, a debate emerged within the Meteor project team, one that would persist even after the fall of the Empire and the team's cloistering on Borosk. The main controversy involved whether to improve speed at the cost of maneuverability to simply outrun other interceptors or to do the opposite, increasing maneuverability at the cost of speed to transform the Meteor into what would essentially be a TIE Defender variant with lower defense and a higher top speed. By 885 ABY, the former camp had triumphed, resulting in the specifications of the modern, "refined" TIE/ME which would enter limited production two years later in 887 ABY.

The TIE/ME is nearly identical in appearance to the earlier MEx, retaining the majority of its core features. Unlike the TIE/MEx however, the TIE/ME is protected by modern percidium alloy armor, lowering the ME's weight by 15% compared to the MEx while retaining similar protection for the pilot. Additionally, the TIE/ME has a higher ratio of indigenous components than the TIE/MEx, allowing for faster assembly and making the ME around 20% cheaper than the MEx. On top of lower weight and cost, the refined Meteor also has slightly larger ion engines than its experimental predecessor, boosting its speed.

When it was first produced in 887 ABY, the TIE/ME Meteor was the among the fastest assembly-line starfighters in galactic history, outclassing every preceding TIE in raw speed. As of 902 ABY, the Meteor retains its unofficial title of "fastest TIE" thanks to minor engine improvements and the adoption of percidium alloy.

The Meteor's terrifying speed is both its sword and its shield. On offense, a Meteor pilot can close the distance between themself and their target within seconds before firing off a devastating burst of cannon and missile fire. On defense, a Meteor pilot diving or accelerating in a straight line can outrun almost any starship in the galaxy, putting enough distance between the Meteor and its pursuer to safely escape into hyperspace.





GX-4_Heavy_Ordinance_Cannon.png
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Long-Range Turbolaser
  • Size: Extremely Large
  • Weight: Extremely Heavy
  • Ammunition Type: Tibanna Gas
  • Ammunition Capacity: Very Large
  • Effective Range: Extreme
  • Rate of Fire: Very Low
  • Damage Output: Extreme
  • Recoil: Average
SPECIAL FEATURES
STRENGTHS
  • Extreme Range Support
  • Extreme Damage Output
  • Very Large Ammunition Capacity
  • Smartgunner Chip for Crew Reduction
  • TX-100 for Maximum Weapon Power
WEAKNESSES
  • Extremely Large
  • Extremely Heavy
  • Very Low Rate of Fire
  • Designed for Capital Ships (Star Destroyers up to 3,000 Meters +)
  • High Maintenance due to Special Features
DESCRIPTION

The Imperial Grade Heavy Quad 70TT HTL Needlenose Turbolaser Emplacement represents the latest advancement in long-range turbolaser systems created by the InterGalactic Technology Union for Project Iron Misery.

A contingency plan enacted by the Trade Federation of Planets following the collapse of the New Imperial Order and the emergence of various imeprial successor states such as the Empire of the Lost, The Dark Empire, and the Imperial Military Protectorate.

Serving as a pinnacle of Old Imperial Research, The Heavy Quad Needlenose was an enlarged iteration of the Dual 720HTL. It featured slender and longer barrels, aiming to optimize damage output and enhance accuracy over vast distances.

This formidable weapon was specifically designed for Star Destroyers measuring up to 3,000 Meters in length, owing to its colossal power demands and the necessity for advanced generators to maintain coolent functions.



 
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--- GX-R1 Experimental High Powered Hybrid Ordinance Cannon ---
(Massive Anti Aircraft Cannon SWTOR) (Gat Tambor Permissions)
SPECIAL FEATURES
STRENGTHS
  • Long-Range Support
  • Extreme Damage Output
  • Large Ammunition Capacity
  • Smartgunner Chip for Crew Reduction
  • TX-100 for Maximum Weapon Power
WEAKNESSES
  • Extremely Large
  • Extremely Heavy
  • High Recoil
  • High Maintenance due to Special Features
  • Consumes a large amount of Energy
DESCRIPTION

The GX-R1 Experimental High Powered Hybrid Ordinance Cannon represents the first advancement in hybrid-weaponry created by the InterGalactic Technology Union, a proud subsidiary of the Trade Federation of Planets.

Serving as the pinnacle of new military research, the GX-R1 Epxerimental was designed to combine the strengths of both Mass-Driver Cannons and Shipboard Turbolasers, as a cost-saving measure for future battlecruiser designs for the Galactic Alliance and the Dark Empire. Although it has not yet been released for the open ship-market due to the affects of the Core Wars.

This formidable hybrid weapon was designed for cruisers, star destroyers and battlecruisers, owing to its colossal power demands and high maintenance to avoid complete shutdown. It requires advanced generators to maintain coolent functions, and only the best of gunners are allowed to operate them.



 
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Trade Federation 89HG Heavy Turbolaser Turret System
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(DBY-827 Heavy Turbolaser Turret) (Gat Tambor Permissions)
TECHNICAL SPECIFICATIONS
  • Size: Extremely Large
  • Weight: Extremely Heavy
  • Ammunition Type: Tibanna Gas System
  • Ammunition Capacity: Large
  • Effective Range: Battlefield Range
  • Rate of Fire: Very High
  • Damage Output: Very High
  • Recoil: Low
SPECIAL FEATURES
STRENGTHS
  • Battlefield Support
  • Very High Damage Output
  • Large Ammunition Capacity
  • Smartgunner Chip for Crew Reduction
  • TX-100 for Maximum Weapon Power
WEAKNESSES
  • Extremely Large
  • Extremely Heavy
  • High Maintenance due to Special Features
  • Requires the use of ATX Energy Pillars
DESCRIPTION

The Trade Federation 89HG Heavy Turbolaser Turret System is an improved variant of the DBY-827 Heavy Turbolaser Turret used during the Clone Wars by the Republic's Venator class Star Destroyers.

Engineered by the
InterGalactic Technology Union, a proud subsidiary corporation of the Trade Federation of Planets. Its primary purpose is to offer unparalleled long-range support for capital ships, ensuring their protection and dominance on the battlefields in 900 ABY.

The 89HG Heavy Turbolaser Turret System boasts enhanced firepower and accuracy, making it a formidable force to be reckoned with in any combat situation. Although it requires a substantial amount of power to maintain coolant functions and prevent frequent breakdowns of crucial systems, thus relying on the power source of ATX Energy Pillars, which without proper upkeep, the efficiency and effectiveness of the 89HG System can be called into question.

The impressive weapon system was specifically crafted for cruisers, star destroyers, and battlecruisers due to its immense size and substantial energy requirements, enabling these ships to harness the formidable destructive capabilities of the technology.



 
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Trade Federation Grand Industropolis, Druckenwell
OUT OF CHARACTER INFORMATION
SETTING INFORMATION
The Grand Industropolis is situated on the periphery of Il Avavli, the capital of Druckenwell within a synthetic mountain range, offering a sense of seclusion while maintaining proximity to the vast armament facilities and offices of various corporations that reside on the world in 900 ABY. Numerous public transport and landspeeder lanes connect the sprawling megacomplex to the Druckenwell Transportation Network, the Spaceports and the industrial warehouses.

Such accessibility not only enhances the efficiency of operations within the Grand Industropolis but also fosters a sense of connectivity with the larger community, facilitating collaboration and innovation among its diverse inhabitants.
A large number of private landing pads provide direct access to the spire complex for senior Trade Federation executives.

Visitors heading to the Industropolis undergo intense security screenings upon entering and leaving, though public areas of the complex devoted to sales, showrooms, expos, and the room devoted to the Interstellar Stock Exchange have
higher level security measures in place.

Trade Federation employee work spaces are protected by addtional layers of physical, energy, shielding and information security to safeguard the commercially and legally sensitive work being undertaken .There are security personnel stationed at key points throughout the complex, monitoring the activities of both visitors and employees to maintain a safe and secure environment.

Overall, the stringent security measures in place at the Industropolis serve to not only protect the valuable assets within the complex but also to uphold the integrity and reputation of the Trade Federation as a whole.

The
max level of security is reserved for the executive spire of the Industropolis, and work areas undertaking projects and assignments deemed by the Executive Board to be crucial to the future profits of the Trade Federation and its subsidiaries.

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  • Description:
The Grand Industropolis has been built amidst a droid-made mountain range located in close proximity to the Capital City of Druckenwell. Tucked away deep within this range, the Headquarters are strategically positioned at a considerable distance from the city, ensuring protection against any unwelcome intrusions or criminal organizations.

With the inclusion of the Executive Tower, this vast megacomplex encompasses a sprawling surface area capable of accommodating warships, should the necessity ever arise.

There are numerous other buildings within the Headquarters complex, such as the shield generators, turbolaser emplacements of various sizes and strengths, office buildings, manufacturing plants, private landing pads.

Although that is just on the surface, beneath the complex are various factories, vaults, vehicle bays, tank storage, data centers that stretch for endless miles down into the surface, ranging from armaments to battle droids in order to ensure that the fortress world is well protected should the galactic powers arrive overhead.

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POINTS OF INTEREST

Main Entrance:

The Trade Federation Headquarters on Druckenwell boasts a grand main entrance, with large double doors made of polished durasteel and adorned with intricate patterns that highlight the wealth and power of the organization. Flanked by towering statues of key Trade Federation figures, the entrance serves as a symbol of the organization's dominance in the galaxy.

Grand Hall:
Upon entering the headquarters, visitors are greeted by the stunning Grand Hall, a vast space adorned with opulent decorations, polished marble floors, and ornate chandeliers. The hall serves as a meeting point for Trade Federation officials and guests, with comfortable seating areas and state-of-the-art holo-communication terminals for conducting business dealings.

The Council Chambers:
The heart of the Trade Federation Headquarters is the Council Chambers, where the ruling body of the organization meets to discuss and make decisions on matters of trade and diplomacy. The room is lavishly decorated with plush crimson carpeting, gold accents, and a large holographic display table that showcases trade routes, market trends, and other important data.

Diplomatic Quarters:
For visiting dignitaries and ambassadors, the headquarters boasts luxurious Diplomatic Quarters, featuring spacious suites with panoramic views of the surrounding cityscape. Each suite is equipped with state-of-the-art amenities, including personal holo-comms, holoprojectors, and private dining areas for conducting diplomatic negotiations.

Trade Federation Museum:
The Trade Federation Headquarters also houses a prestigious museum dedicated to the history and legacy of the organization. The museum features a vast collection of artifacts, documents, and interactive exhibits that showcase the Trade Federation's role in galactic commerce and politics throughout the centuries.

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Trade Federation Archives:

In addition to the museum, the headquarters is home to the extensive Trade Federation Archives, a vast repository of information and records pertaining to the organization's business dealings, partnerships, and political alliances. The archives are strictly guarded and accessible only to authorized personnel, ensuring the confidentiality of sensitive data.

The Grand Central Market:
A bustling marketplace located within the headquarters, the Grand Central Market is a hub of activity where traders, merchants, and business owners come to buy, sell, and exchange goods from all corners of the galaxy. The market offers a wide variety of exotic products, rare items, and luxury goods, making it a prime destination for those seeking high-quality merchandise.

Executive Offices:
High-ranking Trade Federation officials occupy lavish Executive Offices within the headquarters, complete with private conference rooms, personal assistants, and cutting-edge technology to facilitate their work. The offices overlook the bustling cityscape below, providing a sense of status and power to those who occupy them.

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Training Facilities:

To ensure the ongoing success and competitiveness of its members, the Trade Federation Headquarters features state-of-the-art Training Facilities where employees can enhance their skills, receive specialized training, and stay up to date on the latest industry trends. The facilities include holosuites, simulation rooms, and classrooms equipped with the latest educational tools.

Security Operations Center:
To maintain a secure and stable environment within the headquarters, the Trade Federation has established a sophisticated Security Operations Center, staffed by highly trained personnel and equipped with cutting-edge surveillance technology. The center monitors all areas of the headquarters, responds to security threats, and ensures the safety of employees and visitors.

The Atrium Gardens:
A serene oasis within the bustling headquarters, the Atrium Gardens are a lush green space filled with exotic plants, soothing water features, and tranquil seating areas where employees can relax and unwind amidst the hectic pace of business. The gardens provide a peaceful sanctuary for contemplation and reflection, allowing individuals to recharge and refocus.

Trade Federation Auditorium:
A majestic auditorium within the headquarters serves as a venue for important meetings, presentations, and conferences hosted by the Trade Federation. The auditorium features state-of-the-art audiovisual equipment, comfortable seating for hundreds of guests, and a stage equipped with holoscreens and projection systems for delivering impactful speeches and announcements. This grand space is a focal point for industry events and showcases the organization's influence and prestige in the galactic community.

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SECURITY
Maximum
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HISTORICAL INFORMATION

The Trade Federation Headquarters on Druckenwell boasts a rich and extensive background that traces its origins to the early era of the Clone Wars and first iteration of the Trade Federation under then Viceroy Nute Gunray.

Originally established as a droid manufacturing plant in anticipation of the impending war with the Galactic Republic, the facility quickly grew in size and importance due to its strategic location along the Corellian Run.

Throughout the Clone Wars, the Droid Factory was instrumental in providing the Confederacy of Independent Systems with essential units for the front line and resources in the form of foodstuff.

Nevertheless, as the conflicted intensified, the facility became a target for the Republic Navy looking to weaken the CIS military strength within the region. Despite enduring significant destruction, the factory was left mostly intact but now under Republic Occupation.

With the rise of the Galactic Empire, the droid factory would be converted into an Imperial Palace for the Governor of Druckenwell and remained within Imperial Control during Darth Krayt's Galactic Empire.


Entering into 900 ABY, the Trade Federation has purchased the facility from the Governor of the World for less than market value, transforming it into a formidable stronghold away from the eyes and ears of the Galactic Powers such as the Sith Order and the Galactic Alliance.


 
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Xoli Kaikruts-guns
"Once you start making life through science, then it becomes very hard to accept natural evolution"
OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Name: Experiment TF-66/79bg, the Xoli Kaikrunts-guns (trans. Children of Industry)
  • Designation: Strand-Cast + Clones
  • Origins: Hidden Laboratory of the The Trade Federation
  • Average Lifespan: 900 Standard Years
  • Estimated Population: Inter-Planetary (Multiple larger populations found within numerous star systems)
  • Description:
The Xoli Kaikruts-guns were the result of many scientific advancements and experimentations with cloning, genetic engineering, and bioengineering conducted by the Trade Federation within a relatively short timespan ranging from 880 ABY to 889 ABY.

Designed to pass the limitations of a singular clone army and the genetic warriors of the Sith, the
Xoli Kaikrut-guns were genetically modified organisms grown from multiple genetic sequences centered around a prime clone template with the intention of enhancing the abilities and skills of the species from which they are derived.

As a consequence of employing a prime clone template, every
Xoli Kaikrut is genetically indistinguishable and maintains an identical physical appearance regardless of the genetic material that is introduced into them.


Creation of the species was accomplished with the aid of several cloning technologies such as the Splicer rig, Spaarti Cloning Cylinders, Clone Vats, Re-engineering and the overall assistance of the Paradigm Besh Model of the AN-X1 "Paradigm" Genetic Matrix, in order to squash negative mutations and enhance desirable gene sequences.

The
Xoli Kaikurt were designed with inspiration from the Neimoidian Hive Structure, allowing them to function within a unique Hive Mind system for the purpose of exchanging information among all members of their species.

This facilitates their ability to effectively carry out the duties delegated to them by the Trade Federation Overseers. Through the integration of the Hive-Mind structure and Flash Pumping, they are able to address any vulnerabilities typically associated with this technology, guaranteeing that each individual meets the required intelligence standards.

The
Xoli Kaikurt exhibit various advantageous traits due to the presence of the Hutt Gene in their genetic makeup. Unlike typical bio-evolutionary species, they do not possess a skeleton; instead, their body structure is supported by an internal mantle, facilitating muscle movement and overall body shape. Their skin demonstrates resistance to nearly all chemical substances, with only the most corrosive agents posing a threat.

Additionally, their slippery body texture makes them challenging to grasp. A slimy coating serves as protection against chemical burns and heat, while their immunity to numerous poisons and diseases is well-documented. Remarkably, they have the ability to regenerate lost body parts in case of injury.


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PHYSICAL INFORMATION

  • Breathes: Type I, Type II, Type III Atmospheres
  • Average Height of Adults: 2.84 Meters (9'4")
  • Average Length of Adults: N/A
  • Skin color: Brown and White
  • Hair color: None
  • Distinctions:
    • The Xoli Kaikurl are an aquatic species with broad flat heads, rather tiny eyes, and long drapping mouths. They control things with their mass of tentacles, allowing them to use a multitide of computers and devices. Their unique physical features enable them to navigate both underwater environments and land environments with ease, utilizing their tentacles to manipulate objects and interact with technology. Despite their unusual appearance, the Xoli Kaikurl are incredibly intelligent and resourceful beings, using their advanced technological skills to thrive in the galaxy.
  • Races:
    • The Xoli Kaikurt were created from the prime clone template of a Gree (Species) and therefore there is no diversity.
  • Force Sensitivity: Rare
Strengths:
  • High Resistance to Diseases and Poisons
  • Highly Resistant to Mental Powers
  • Excellent financial and mathematical skills.
  • Considerable Navigators, Technicians, Inventors
  • They are capable of vast calculations neccessary to cross the intergalactic void
  • Long-Life Span
  • Can Survive in Type I, II and III Atmospheres
  • Advanced Growth for Rapid Populations
Weaknesses:
  • Re-Engineering - the subjects also gained a strange Force signature that made them feel "wrong" or unnatural to Force-sensitives, and which made them frighten non-sentient creatures, such as banthas.
  • Susceptible to Clone Madness
  • Mental Instability.
  • Emotionless
  • High Maintenance for Creation to ensure Proper Intelligence
  • Hive-Mind
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CULTURE

  • Diet: Primarily Omnivorous
  • Communication:
    • Xoli Zurr Way:
      • Useing inaudible pulses of energy in wavelengths that were not perceptible to human eyes for communication
    • Xoli Murr Way:
      • A spoken language which is a strange combination of alien tongue and droid binary code, IE: Xoxca 00011001 Murda.
  • Technology level:
    • The Xoli Kaikrut-guns exhibit a high level of technological advancement, incorporating numerous cutting-edge technologies available to the Trade Federation. They receive all newly developed technologies from the Trade Federation's Armory prior to their release to the public.
  • Religion/Beliefs:
    • As a result of their intense concentration on mathematics, science, and engineering, Xoli Kaikrut-guns tend to regard concepts like Religion and Beliefs as insignificant and hold a sense of contempt towards those who adhere to such unverified theories.
  • General behavior:
The Xoli Kaikrut-guns can be viewed as a collective hive-mind species, much more preferring the company of others of their kind than other sentients. They are known to form tight-knit communities, within the starships and laboratories assigned to them by the Trade Federation, often working together to achive common goals and protect one another from potential threats.

These creatures thrive in groups, finding strength and comfort in numbers. Despite their preference for their own kind, they are not hostile towards other species and can coexist peacefully as long as their claimed dominion is respected. They have been deeply instilled with a strong sense of allegiance towards the Trade Federation, often regarding the organization their 'paternal' figure in a way, unwilling to betray them even with the greatest of promises and rewards from opposing factions.


In the realm of education, the Xoli are known to focus on disciplines such as sciences, finance, and mathematics, positioning themselves in competition with the Muuns and the Givins. While they do not neglect combat training, which aids in protecting themselves from adversaries in business dealings, their strengths lie more in administrative roles rather than direct combat.

HISTORICAL INFORMATION

The Xoli Kaikrut-guns came from the result of many scientific advancements and experimentations with cloning, genetic engineering, and bioengineering conducted by the Trade Federation within a relatively short timespan ranging from 880 ABY to 889 ABY under then Director Rulonom Laborr Rulonom Laborr . A team of the galaxy's finest scientists and engineers were carefully selected for the monumental mission of creating the perfect species.

This extraordinary endeavor aimed to develop a genetically modified creature that excelled in intelligence, loyalty, mathematical abilities, navigation skills, and an array of other essential financial competencies to ensure the Federation's dominance across the galaxy. The team worked tirelessly, pooling their expertise and knowledge to ensure that every aspect of the new species was meticulously crafted to perfection.

Although the early stages were plagued with mutations and genetic defects as a result of so much gene splicing. Some were too week to even stand, while others exhibited violent tendencies that made them uncontrollable.

Despite such setbacks and delays, the team remained determined to see their creation through to perfection. Several years had passed, as they painstakingly analyzed and adjusted the genetic code of the
Xoil Kaikruts-guns, striving to eliminate most of the flaws and weaknesses. It wasn't until the Krevaaki Sith Lord Ohois Qhut'eol was brought on board, that real progress was made and after countless trails and errors, they succeeded in creating the first batch of clones that met their exacting standards.


The recently perfected clones were celebrated as a remarkable feat of scientific accomplishment, showcasing unparalleled intelligence and steadfast allegiance to the Trade Federation. Through the utilization of Sith Magic, they excelled in all essential tests and tasks assigned to them.

The first batch was perfected, and so the second batch was made using strand-casting techniques to enhance them even further, causing the creation of a rather strange hyrbid of cloning technology to ensure a positive outcome.

In 900 ABY, the Trade Federation of Planets embarked on the mass production of the second batch, which was subsequently disseminated throughout the galaxy via specialized colony ships. These ships efficiently transported the batch to numerous oceans and bodies of water scattered across the vast expanse of the galaxy.




 
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Trade Federation Embassy | Tyranus District | Jutrand
TF-div-1.png
OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Structure Name: The Trade Federation Embassy or the Neimoidian Consulate
  • Classification: Embassies
  • Location: The Sith Capital of Jutrand, Tyranus District
  • Affiliation: Trade Federation
  • Accessibility:
The Trade Federation Embassy is located in the Tyranus District, which is part of the Sith Order's Capital of Jutrand. This district is known as a gated community, exclusively accessible to the most influential and powerful Sith lords who visit to present their cases to ambassadors and delegations from different corporate and planetary governments.

The Embassy is linked to the Jutrand Transportation Network through multiple landing pads, allowing specific visitors to land directly within the Embassy's inner courtyard.
Upon arrival at the Embassy, visitors are subjected to rigorous security screenings both upon entry and exit, although certain exceptions are made depending on who is arriving at the time, such as members of the Dark Council and officals from the Emperor's Military.

Furthermore, work areas within the Embassy are fortified with additional layers of physical, energy, shielding, and information security measures to protect the commercially and legally sensitive activities taking place.

  • Description:
The Trade Federation Embassy can be characterized as a heavily fortified edifice, featuring multiple layers of walls and defenses surrounding both the outer and inner perimeters, all designed to safeguard the Trade Federation Delegation from rival corporations and even lesser sith power blocs..

The central structure is a massive, intricately designed building with tall, imposing statues flanking its entrance. These statues have an ethereal quality, with one appearing to have a waterfall cascading from it. The building itself is adorned with detailed geometric patterns and carvings, illuminated by a soft, warm light emanating from within.


POINTS OF INTEREST

Ambassador's Main Office
: The Ambassador's Main Office is a spacious and opulently decorated room located at the heart of the embassy. It features elegant Neimoidian furnishings, including a large desk adorned with holo-displays for monitoring trade routes and diplomatic communications. The walls are adorned with intricate tapestries depicting key moments in Trade Federation history and artifacts from various star systems.

Reception Area: The reception area is designed to impress foreign delegates upon their arrival. It features a grand foyer with towering columns, a marble floor adorned with intricate mosaics, and soft lighting that highlights the prestigious guests' importance. Neimoidian attendants in traditional attire greet visitors with courtesy and guide them to comfortable seating areas while offering refreshments from across the galaxy.

Conference Room: This conference room is where high-stakes negotiations and strategic discussions take place. It boasts advanced holoprojectors that display real-time data and simulations to facilitate decision-making. The room's design promotes an atmosphere of authority and confidentiality, with soundproof walls and encryption measures to ensure sensitive information remains secure during delicate negotiations.

Trade Archives: A secure section of the embassy houses extensive trade archives documenting centuries of commercial agreements, trade disputes, and economic forecasts across Sith-controlled and neighboring star systems. Researchers and diplomats can access these archives to analyze past negotiations and extract valuable insights for current trade strategies.

Holocommunication Center: A state-of-the-art holocommunication center facilitates real-time communications between the embassy and Trade Federation offices across the galaxy. Ambassadors and diplomats use advanced holographic technology to participate in virtual meetings, coordinate trade routes, and resolve disputes swiftly, ensuring the Federation's commercial interests are effectively managed and protected.

Ambassadorial Residence: Adjacent to the embassy is the Ambassadorial Residence, a luxurious private dwelling for the Trade Federation's ambassador and their family. The residence reflects Neimoidian architecture and offers amenities such as private gardens, leisure facilities, and advanced security systems to ensure the ambassador's comfort and well-being while stationed on Jutrand.

Security Command Center: Located deep within the embassy, the Security Command Center monitors surveillance feeds, coordinates security protocols, and oversees defensive measures to protect against potential threats. It operates round-the-clock to ensure the safety and integrity of the embassy and its occupants.

SECURITY

Embassy Shield System: WorldArmor 4 Defensive Shield

Defense Systems: Turbolaser II Emplacement

External Security Systems

Internal Security Systems
Droid & Automated Facilities
Security Personnel
High

HISTORICAL INFORMATION

The Trade Federation Embassy
on Jutrand traces its origins back to a pivotal negotiation in 900-902 ABY between the Trade Monarchy of Neimoidia and Sith Order diplomats. Recognizing the strategic importance of maintaining trade routes through Sith-controlled territories, the Federation sought to establish a permanent diplomatic presence within the Sith capital and therefore established a fortified embassy within the Tyranus District, home to numerous other foreign delegations from nearby planets and systems.


Such a decision was not taken lightly given the Federation's membership within the Galactic Alliance, however the desire to solidify its relationship with the Sith Order outweighed any negative connotations and concerns from the Federation Executive Board. And as such the establishment of a diplomatic mission to the Sith was approved, with a personal ambassador being sent to represent them at the Emperor's Imperial Court.


 
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TFA Apocalyptic-class Seismic Mass Driver Cannon
(Artstation - The Last Jedi) (Gat Tambor Permissions)
"I am proud to announce that we have developed the deadliest weapon in recorded history, at a mere fraction of the cost. "
- Akrigg Luuk, Neimoidian Weapon's Specialist | Trade Federation |

TECHNICAL SPECIFICATIONS
  • Size: Extremely Large
  • Weight: Extremely Heavy
  • Ammunition Type: Super-heavy Caliber Seismic Mass Driver Rounds
  • Ammunition Capacity: Very Large
  • Effective Range: Extreme Range
  • Rate of Fire: Very High
  • Damage Output: Extreme Output
  • Recoil: High
SPECIAL FEATURES
STRENGTHS
  • Exceptionally potent, engineered to potentially penetrate numerous types of reinforced and composite hulls, including those of high-grade and military specifications.
  • Wide Area of Effect
  • Effective against large capital ships
  • Seismic and wave-weapon Explosive Generation makes it extremely effective against most standard shielding systems in use by the galaxy's major powers.
  • Power Efficient - With ATX Energy Pillars and Hyperbattery Systems
  • Extreme Range, Damage Output and very large ammunition capacity
WEAKNESSES
  • Extreme size, heavy weight.
  • Semi-Unique Production
  • Limited Arc/Traversal. (Bow Facing Only)
  • Only able to be equipped to battlecruisers+ sized capital ships
  • Effect can be limited by dispersal of tight enemy formations
  • Disc Shape Area of Effect
  • Extreme Power Consumption
DESCRIPTION

The Apocalyptic-class Seismic Mass Driver Cannon represents a new iteration of the TXA Starbreaker, initially conceived by Technoid Foreman Gat Tambor for the New Imperial Order's Flagship the Dissident Aggressor-class Star Dreadnought, but subsequently manufactured by the Trade Federation of Planets on the orders of Commanding Viceroy Rulonom Laborr Rulonom Laborr who wanted a weapon that would stand the test of time and be unmatched on today's battlefields.

With boundless financial resources allocated to the endeavor and the full backing of the Executive Board, Akrigg Luuk, a notorious Neimoidian Weapon Specialist, promptly commenced his work. The latest iteration was painstakingly designed to surpass its forerunner in every way, demonstrating increased firepower, enhanced precision, and extended reach, thereby establishing itself as a significantly formidable weapon with the potential for immense devastation.

Additionally - it was equipped with state-of-the-art targeting systems and further mechanical and engineering enhancements, to enable it to have supreme range and damage output against any potential enemy fleet. Although it is primarily effective against fleets that have maintained a tight formation and not one that has spread its forces out over a large area.



 
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Zᴀɴɪʙᴀʀ-ᴄʟᴀss Mᴏᴅᴜʟᴀʀ Aʀᴍᴇᴅ Tʀᴀɴsᴘᴏʀᴛ
" Tʜᴇ Zᴀɴɪʙᴀʀ-ᴄʟᴀss Mᴏᴅᴜʟᴀʀ Aʀᴍᴇᴅ Tʀᴀɴsᴘᴏʀᴛ ᴍᴀʏ ɴᴏᴛ ʙᴇ ᴛʜᴇ ʙɪɢɢᴇsᴛ ʙᴜᴛ ɪᴛ ɪs ᴛʜᴇ ʙᴇsᴛ "

Oᴜᴛ ᴏꜰ Cʜᴀʀᴀᴄᴛᴇʀ Iɴꜰᴏʀᴍᴀᴛɪᴏɴ
  • Intent: To create a modular variant of the Zanibar transport for Galactic Syndicated, transforming a well-armed freighter into a multi-role platform capable of serving as a gunship, command vessel, surveillance ship, or specialized hauler based on installed mission pods.
  • Image Source: Zanibar Transport
  • Canon Link: Not Applicable.
  • Permissions: Not Applicable.
  • Primary Source: Zanibar Transport
Pʀᴏᴅᴜᴄᴛɪᴏɴ Iɴꜰᴏʀᴍᴀᴛɪᴏɴ
Tᴇᴄʜɴɪᴄᴀʟ Sᴘᴇᴄɪꜰɪᴄᴀᴛɪᴏɴs
Sᴛᴀɴᴅᴀʀᴅ Fᴇᴀᴛᴜʀᴇs
Aᴅᴠᴀɴᴄᴇᴅ Sʏsᴛᴇᴍs

Triple Universal Hardpoint Mounts: The ship's three double heavy laser cannon turrets have been replaced with reinforced Universal Hardpoints. These standardized mounts accept power, data, and coolant feeds for a wide variety of mission-specific pods.

Creative Module Examples:

"Picket" Weapons Pod: Three Double-Barreled Heavy Laser Cannons and two Energy Torpedo Missile Launchers (standard configuration).
"Nullbeam" Ion Pod: Three Heavy Ion Cannons and two Ion Torpedos Missile Launchers (12 missile payload in each launcher)
"Haymaker" Mass-Driver Pod: Three Mass-driver Cannons and two Advanced Homing Cluster Missile Launchers (12 missile payload in each launcher)
"Panoptes" Sensor Pod: A large, dish-equipped pod containing advanced long-range sensors and hyperwave transceivers for surveillance or bounty hunting.
"Static" ECM Pod: A pod bristling with antennae for jamming communications, scrambling sensors, and providing electronic warfare cover.
"Tractor" Utility Pod: A powerful tractor beam projector for salvage, cargo handling, or disabling small craft.

Sᴛʀᴇɴɢᴛʜs ᴀɴᴅ ᴡᴇᴀᴋɴᴇssᴇs
  • Exceptional Role Flexibility: Can be rapidly reconfigured from a heavy gunship to a surveillance vessel, electronic warfare platform, or specialized transport, allowing a small fleet to cover numerous tactical needs.
  • Surprise Factor: Opponents expecting a standard armed freighter can be blindsided by a focused ion barrage, sensor jamming, or a sudden tractor beam grab.
  • Logistical Simplicity: As with other Syndicated modular designs, maintenance focuses on a library of interchangeable pods rather than completely different ship systems.
  • Power Balancing Act: High-energy modules (like mass-drivers or heavy ECM) draw immense power, often requiring the ship to downgrade shield strength or divert power from engines during operation.
  • Modular Vulnerability: The hardpoint connections, while robust, are critical failure points. A precise hit can sever a pod, crippling the ship's configured role and potentially causing a power feedback surge.
  • "Jack of All Trades": While versatile, a module-configured ship is never as capable as a dedicated vessel. A sensor pod lacks the resolution of a true reconnaissance ship, and its missile payload is smaller than a dedicated bomber's.
Dᴇsᴄʀɪᴘᴛɪᴏɴ

The Zᴀɴɪʙᴀʀ-ᴄʟᴀss Mᴏᴅᴜʟᴀʀ Aʀᴍᴇᴅ Tʀᴀɴsᴘᴏʀᴛ is Galactic Syndicated logical progression of their modular philosophy applied to a larger, more robust frame. By taking the capable, heavily-armed Zanibar transport and replacing its fixed laser turrets with Universal Hardpoints, they have created the ultimate multi-role support vessel.

This ship is the workhorse of a Syndicated flotilla. A single hull can serve as the command ship for a Tsɪʟ-class Swarm deployment (using a Panoptes sensor pod), lead a boarding action against a disabled freighter (with Nullbeam ion pods), or disrupt enemy communications during a raid (with a Static ECM pod). For clients, it is sold as a "freighter-plus," an innocuous-looking transport that can unveil surprising capabilities.

However, this flexibility demands compromise. The ship's systems are constantly strained to support the wildly different power and cooling needs of its various pods. Its true strength lies not in being the best at any one task, but in being good enough at many, allowing a pragmatic commander to adapt their limited assets to the unfolding situation.





DNA Mutation Animation

Pʀᴀxɪᴜᴍ-ᴛʏᴘᴇ Gᴇɴᴇ Sᴇǫᴜᴇɴᴄᴇ Mᴏᴅᴜʟᴀᴛᴏʀ
" Tʜᴇ Pʀᴀxɪᴜᴍ-ᴛʏᴘᴇ Gᴇɴᴇ Sᴇǫᴜᴇɴᴄᴇ Mᴏᴅᴜʟᴀᴛᴏʀ ɪs ᴛʜᴇ ʙᴇsᴛ ᴡᴀʏ ᴛᴏ ᴄʟᴏɴᴇ ᴀɴ ᴀʀᴍʏ "

Oᴜᴛ ᴏꜰ ᴄʜᴀʀᴀᴄᴛᴇʀ ɪɴꜰᴏʀᴍᴀᴛɪᴏɴ
  • Intent: To create a proprietary genetic sequence for Galactic Syndicated that allows cloners to target and suppress one undesirable genetic trait in a cloned specimen, introducing an element of high-risk, high-reward customization to the cloning process.
  • Image Source: DNA Mutation Animation
  • Canon Link: Cloning
  • Permissions: Not Applicable.
  • Primary Source: Cloning | Spaarti Cloning Cylinder
Pʀᴏᴅᴜᴄᴛɪᴏɴ Iɴꜰᴏʀᴍᴀᴛɪᴏɴ
  • Manufacturer: Galactic Syndicated
  • Affiliation: Galactic Syndicated
  • Market Status: Closed-Market
  • Model: Pʀᴀxɪᴜᴍ-ᴛʏᴘᴇ Gᴇɴᴇ Sᴇǫᴜᴇɴᴄᴇ Mᴏᴅᴜʟᴀᴛᴏʀ
  • Modularity: Yes
  • Production: Mass-Produced
  • Material: Synthesized nucleotide chains, bota stem-cell catalysts, proprietary bio-stabilizers.
Sᴘᴇᴄɪᴀʟ Fᴇᴀᴛᴜʀᴇs
  • Targeted Genetic Silencing (TGS): The Praxium sequence is designed to bind to a specific, pre-programmed genetic locus responsible for an unwanted trait (e.g., a Wookiee's susceptibility to a specific virus, a Twi'lek's low-light blindness, a human's genetic predisposition to a heart condition). It does not splice or edit; it epigenetically "mutes" the expression of that gene sequence.
  • Adaptive Genetic Buffer: To fill the "void" left by the silenced gene and maintain chromosomal stability during rapid clone maturation, the sequence integrates a volatile, semi-randomized nucleotide buffer. This is the source of both its utility and its danger.
Sᴛʀᴇɴɢᴛʜs ᴀɴᴅ Wᴇᴀᴋɴᴇssᴇs
  • Tailored Specimens: Allows clients to commission clones with one specific, known weakness removed, creating seemingly improved infantry, laborers, or specialized agents.
  • Rapid Integration: Works with both Kaminoan-style long-term vat cloning and faster Spaarti methods, though stability decreases with faster growth cycles.

  • The Genetic Slot Machine: The Adaptive Genetic Buffer does not fill the silenced gene's role. Instead, it randomly upregulates or alters nearby gene expressions. This always results in at least one new, unpredictable negative trait, the Praxium Flaw. This could be a physical deformity, a neurological condition, a crippling allergy to a common substance, or a severe psychological instability. You trade a known weakness for an unknown one.
  • Cumulative Instability: The Praxium sequence cannot be safely used to silence more than one major trait per clone template. Attempting to do so causes catastrophic genetic collapse during the cellular differentiation phase.
Dᴇsᴄʀɪᴘᴛɪᴏɴ

The Pʀᴀxɪᴜᴍ-ᴛʏᴘᴇ Gᴇɴᴇ Sᴇǫᴜᴇɴᴄᴇ Mᴏᴅᴜʟᴀᴛᴏʀ is Galactic Syndicateds' answer to a niche but relentless demand in the galactic underworld: the desire for perfect beings. Unlike the legendary Kaminoans, whose artistry lay in flawless replication and stability, Syndicated's approach is one of brutal, pragmatic genetic hacking.

A Hutt crime lord wants a team of Gamorrean enforcers without their species' notorious vulnerability to ion radiation? A rogue Imperial officer wants shock troopers devoid of the typical human empathy that leads to hesitation? Praxium can make that happen. The process is sold as a clean, surgical strike against imperfection.

The reality is a genetic gamble. The sequence's Adaptive Genetic Buffer is a chemical stopgap, a scramble of code thrown into the helix to prevent the DNA from unraveling after the targeted gene is silenced. The buffer's interaction with the genome is chaotic and unpredictable. The client may get their radiation-resistant Gamorreans, but The Genetic Slot Machine might also gift them with clones prone to violent seizures, or with brittle bones that shatter under stress....the Praxium Flaw.





Chemical Factory

Cᴀʀʙᴏʀᴜɴᴅᴜᴍ-ᴛʏᴘᴇ Sʏɴᴛʜᴇᴛɪᴄ Cᴀᴛᴀʟʏsᴛ
" Tʜᴇ Cᴀʀʙᴏʀᴜɴᴅᴜᴍ-ᴛʏᴘᴇ Sʏɴᴛʜᴇᴛɪᴄ Cᴀᴛᴀʟʏsᴛ ɪs ᴛʜᴇ ɴᴇᴡᴇsᴛ ᴀᴅᴠᴀɴᴄᴇᴍᴇɴᴛ ɪɴ ᴄʜᴇᴍɪᴄᴀʟ ᴄᴏᴍᴘᴏᴜɴᴅs "

Oᴜᴛ ᴏꜰ ᴄʜᴀʀᴀᴄᴛᴇʀ ɪɴꜰᴏʀᴍᴀᴛɪᴏɴ
  • Intent: To create a chemical stabilizer that allows for the safe (relative term) hybridization of Spice and various stimulants
  • Image Source: Chemical Factory
  • Canon Link: Spice | Stimulant
  • Permissions: Not Applicable.
  • Primary Source: Spice | Stimulant
Pʀᴏᴅᴜᴄᴛɪᴏɴ Iɴꜰᴏʀᴍᴀᴛɪᴏɴ
  • Manufacturer: Galactic Syndicated
  • Affiliation: Galactic Syndicated
  • Market Status: Closed-Market
  • Model: Cᴀʀʙᴏʀᴜɴᴅᴜᴍ-ᴛʏᴘᴇ Sʏɴᴛʜᴇᴛɪᴄ Cᴀᴛᴀʟʏsᴛ
  • Modularity: Yes
  • Production: Mass-Produced
  • Material: Synthetic polymer compounds, stabilized bota derivatives, molecular binding agents
Sᴘᴇᴄɪᴀʟ Fᴇᴀᴛᴜʀᴇs
  • Bio-Aptitude Catalyst: Enhances the body's ability to process disparate chemicals simultaneously without immediate organ failure.
  • Timed-Release Encasement: Allows the mixture to be delivered via injection, inhalation, or dermal patch with a consistent absorption rate.
  • Molecular Locking Matrix: The catalyst's core function is to form a stable, synthetic polymer shell around the disparate molecules of spice (e.g., glitterstim, rys) and stimulants (e.g., boost). This shell prevents the compounds from reacting with and neutralizing each other during storage and ingestion.
  • Controlled Metabolic Release: The polymer shell is designed to dissolve at specific rates under different conditions (stomach acid, bloodstream chemistry), allowing a designer release profile for the combined high, stimulant first for alertness, followed by the spice euphoria, for example.
Sᴛʀᴇɴɢᴛʜs ᴀɴᴅ Wᴇᴀᴋɴᴇssᴇs
  • Reduced Dose Volume: Instead of taking two separate doses, the Amalgam-V compresses the mixture into a single, high-potency application.
  • Synergistic Product: Creates a novel, potent drug that offers users the perceived best of both worlds: the heightened awareness, reflexes, and fatigue resistance of stimulants combined with the euphoric, empathic, or psychotropic effects of high-grade spice.

  • The "Dual-Crash" Phenomenon: When the drug wears off, the user suffers the combined withdrawal symptoms of both substances simultaneously, often leading to total physical collapse or respiratory distress.
  • Severe Neuro-Degradation: Frequent use creates pathway scarring in the brain, as the mind struggles to return to a baseline state without the chemical bridge.
  • Telltale Vein-Fire: Upon injection, the compound causes the user's veins to briefly glow or darken visibly (depending on the Spice type), making it impossible to hide the use in a professional or social setting.
Dᴇsᴄʀɪᴘᴛɪᴏɴ

The Cᴀʀʙᴏʀᴜɴᴅᴜᴍ-ᴛʏᴘᴇ Sʏɴᴛʜᴇᴛɪᴄ Cᴀᴛᴀʟʏsᴛ is Galactic Syndicated coldly logical answer to a simple market force: demand for a bigger, better, more potent escape. Developed in clandestine biolabs, it is not a drug itself, but the key to a new class of drugs. By solving the ancient problem of spice-stimulant incompatibility, Syndicated chemists didn't create a safer product; they created a more efficiently dangerous one.

The catalyst works by imprisoning the volatile drug compounds in a synthetic shell, forcing them into a temporary truce until they hit the user's bloodstream. The intended effect, a powerful, layered high of hyper-clarity followed by blissful detachment makes it devastatingly popular in gritty entertainment districts, high-stakes gambling dens, and among mercenary units preparing for a raid. For a short time, the user feels invincible.

However, Carborundum is the embodiment of a deal with a devil. The catalyst's greatest flaw is that it succeeds too well. It delivers the full, unadulterated toxicity of both component drugs in a single, coordinated assault on the body.

The "Sunburn" blend (glitterstim + boost) might keep a pilot awake for a 72-hour run and make the stars seem beautiful, but it also leaves them a twitching, paranoid wreck begging for another dose. The Syndicate markets it with slick, underground datastreams highlighting the euphoria, while their medical contractors quietly research the long-term neurological damage for liability assessment.





Umbaran Scotus-Class Cruiser 00

Umbaran Scotus-Class Defender 00

Trade-Federation-Factodex

Trade-Federation-Factodex

Trade-Federation-Factodex

Trade-Federation-Factodex

Trade-Federation-Factodex

Trade-Federation-Factodex

  • High Armament Classification
  • Very High Defense Classification
  • High Hanger Allocations
  • Large Cargo Space
  • Advanced Long-range sensors
Trade-Federation-Factodex

  • Very Low Manueverability Classification
  • Low Speed Rating
  • Droid Control Computer
  • Thermal Shielding need 5 Minute Recharge
Trade-Federation-Factodex

Passengers

Cargo capacity
Consumables
  • Supplies for 4 years
The Trade Federation Providence-class II carrier/destroyer is a limited-produced modernized variant of the Providence Class Carrier/Destroyer used by the Confederacy of Independent Systems and the orginial Trade Federation during the ancient conflict known as the Clone Wars, with its remergence on the galactic stage being attributed to the rise of the Mandalorian Neo-Crusaders as the threat of planetary raids become more and more apparent.

The latest iteration of the providence class has undergone significant modifications from its stock variant, featuring a streamlined but overall longer design and standard enhancements that include augmented firepower, advanced weaponry sourced from various regions of the galaxy, and improved shielding capabilities.

These enhancements allow it to endure direct engagements with larger and more formidable battlecruisers, and to a certain degree, with smaller super star destroyers, provided there is a sufficient number present on the battlefield. However, it is uncommon for the Trade Federation to execute such a substantial deployment away from their headquarters on Cato Neimoidia.

 
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Starfighter | V-27

Tsɪʟ-ᴄʟᴀss Mᴏᴅᴜʟᴀʀ Nᴇᴇᴅʟᴇ Fɪɢʜᴛᴇʀ
" Tʜᴇ Tsɪʟ-ᴄʟᴀss Mᴏᴅᴜʟᴀʀ Nᴇᴇᴅʟᴇ Fɪɢʜᴛᴇʀ ɪs ɴᴏᴛ ᴊᴜsᴛ ᴛʜᴇ ᴜʟᴛɪᴍᴀᴛᴇ ꜰɪɢʜᴛᴇʀ ɪᴛ ɪs ᴛʜᴇ ᴏɴʟʏ ꜰɪɢʜᴛᴇʀ"

Oᴜᴛ ᴏꜰ Cʜᴀʀᴀᴄᴛᴇʀ Iɴꜰᴏʀᴍᴀᴛɪᴏɴ
  • Intent: To create a modular variant of the classic Needle Fighter for Galactic Syndicated, transforming a dedicated remote control starfighter into a versatile tactical platform that can be rapidly reconfigured for different combat roles.
  • Image Source: Loronar Needle Fighter top and side view
  • Canon Link: Not Applicable.
  • Permissions: Not Applicable.
  • Primary Source: Needle Fighter
Pʀᴏᴅᴜᴄᴛɪᴏɴ Iɴꜰᴏʀᴍᴀᴛɪᴏɴ
Tᴇᴄʜɴɪᴄᴀʟ Sᴘᴇᴄɪꜰɪᴄᴀᴛɪᴏɴs
Sᴛᴀɴᴅᴀʀᴅ Fᴇᴀᴛᴜʀᴇs
Aᴅᴠᴀɴᴄᴇᴅ Sʏsᴛᴇᴍs

CCIR Swarm Intelligence Network: Each drone is mindlessly independent, but when connected to a Centrally Controlled Independent Replicant. They operate as a single, terrifyingly coordinated swarm. The controlling software can execute complex group maneuvers, focus fire, and adapt formation in real-time.

Tsil-Derived Power Core: The drone's energy comes from a harnessed Tsil ,a quasi-organic, photosynthetic crystal from Nam Chorios. This provides immense power in a tiny package, enabling their laser and flight systems.

Modular Central Weapon Module (CWM): The fighter's entire forward fuselage, from the cockpit forward, is a detachable unit. This "Needle Tip" can be swapped in a hangar bay within 15 minutes by a trained crew. The module contains the weapon, its dedicated power feed, targeting computer, and ammunition/fuel.

Common Variants:

"Stinger" Module: Houses a single, high-output Heavy Laser Cannon. Optimal for dogfighting and anti-starfighter duty.

"Nullifier" Module: Replaces the laser with a powerful ion cannon. Designed for disabling strikes against freighters, shuttles, and lightly shielded vessels.

"Pile Driver" Module: Integrates a Mass-driver Cannon firing solid slugs. Effective against armored targets, stationary defenses, and capable of causing significant hull trauma.

"Swarm" Module: Contains a single Energy Torpedo Missile Launchers. Used for saturation attacks against enemy fighter formations or unshielded ground targets.


Sᴛʀᴇɴɢᴛʜs ᴀɴᴅ ᴡᴇᴀᴋɴᴇssᴇs
  • Tactical Flexibility: A single squadron of Tsɪʟ-class fighters can be rapidly reconfigured in the field to meet specific threats—swapping to ion cannons for a capture mission or mass-drivers for an assault on a fortified position.
  • Simplified Logistics: Maintenance crews need only stockpile a few types of interchangeable CWM units rather than parts for multiple specialized fighter models, streamlining supply chains for mercenary bands and planetary defense forces.
  • Surprise Factor: Opponents expecting a standard needle fighter's laser cannon can be caught off-guard by an ion discharge or a salvo of missiles, providing a crucial moment of advantage.
  • Single Point of Failure: All offensive power is concentrated in one modular component. A critical hit to the CWM connection ring or the module itself disarms the fighter completely.
  • Power Balance Issues: Heavier or more energy-hungry modules like the ion cannon can slightly impact maneuverability and draw power from shields, creating a temporary vulnerability spike during intense combat.
  • Not a True Multirole: The fighter can only fulfill one specialized role at a time. It cannot dogfight and bomb a target in a single sortie; it must return to base and physically swap its tool.
Dᴇsᴄʀɪᴘᴛɪᴏɴ

The Tsɪʟ-ᴄʟᴀss Mᴏᴅᴜʟᴀʀ Nᴇᴇᴅʟᴇ Fɪɢʜᴛᴇʀ is Galactic Syndicated answer to a common logistical problem faced by their diverse clientele: how to maximize combat capability without the budget or hangar space for multiple specialist squadrons. By taking the proven, agile frame of the Needle Fighter, Syndicated engineers performed radical surgery.

They redesigned the forward fuselage into a self-contained
Central Weapon Module (CWM), attached via a reinforced universal coupling. This innovation transforms the fighter from a dedicated interceptor into a versatile combat tool.

A pirate gang can outfit their Tsɪʟ fighters with Swarm missile pods for a quick, devastating raid on a freighter convoy, then return to their asteroid base and swap in Nullifier ion modules to disable and board a prize.


A planetary militia can patrol with standard "Stinger" lasers and rapidly convert to Pile Driver mass-drivers if an enemy capital ship enters the system. However, this flexibility comes with inherent compromise. The modular connection, while robust, is a vulnerability.

The fighter's performance is ultimately at the mercy of the installed module's weight and power draw. Galactic Syndicated markets the Tsɪʟ-class not as a superior fighter, but as a cost-effective force multiplier for organizations that need to adapt quickly.





Star Wars: Ahsoka Eye of Sion Assembly

Osᴍɪᴜᴍ-ᴄʟᴀss Hʏᴘᴇʀᴘᴀᴛʜ Eɴɢɪɴᴇ XG
" Tʜᴇ Osᴍɪᴜᴍ-ᴄʟᴀss Hʏᴘᴇʀᴘᴀᴛʜ Eɴɢɪɴᴇ ɪs ᴛʜᴇ ʟᴀᴛᴇsᴛ ɢᴇɴᴇʀᴀᴛɪᴏɴ ᴏꜰ Pᴀᴛʜ Eɴɢɪɴᴇs "

Oᴜᴛ ᴏꜰ ᴄʜᴀʀᴀᴄᴛᴇʀ ɪɴꜰᴏʀᴍᴀᴛɪᴏɴ
Pʀᴏᴅᴜᴄᴛɪᴏɴ Iɴꜰᴏʀᴍᴀᴛɪᴏɴ
  • Manufacturer: Galactic Syndicated
  • Affiliation: Galactic Syndicated
  • Market Status: Closed-Market
  • Model: Osᴍɪᴜᴍ-ᴄʟᴀss Hʏᴘᴇʀᴘᴀᴛʜ Eɴɢɪɴᴇ
  • Modularity: Yes
  • Production: Mass-Produced
  • Material: Quadanium, Durasteel, and Impervium, Faraday Cage Components, Electronic Components Computing Components
Sᴘᴇᴄɪᴀʟ Fᴇᴀᴛᴜʀᴇs
  • Maw Tech Core: Built around a reverse-engineered Path Engine captured from the Brotherhood of the Maw. Allows access to hyperpaths otherwise known as Paths. Short routes through hyperspace.
  • Impossible to Possible Emulation Matrix II (IPEM-II): An upgraded droid-brain network featuring parts taken from Star Navigator Droids and Advanced Nav Droids, which combined are able to translate the Paths into navigational data, reducing the chance of the system rejecting said data as being impossible as regular systems have done.
Sᴛʀᴇɴɢᴛʜs ᴀɴᴅ Wᴇᴀᴋɴᴇssᴇs
  • Access to the Paths: Provides unstable access to the legendary Paths, allowing for hyperspace jumps impossible for conventional drives.
  • Tactical Surprise: Enables sudden, unexpected appearances and retreats.
  • No Force-Sensitive Required: Replaces the need for a unique path-focused force user with technology.
WEAKNESSES
  • Navigational Decay: Unlike a Force-user who can feel the shifting currents of the Paths, the IPEM-II relies on static data snapshots. These routes decay as celestial bodies move; using a Path older than a few weeks increases the risk of collision or dropping out into deep space by 400%.
  • Dimensional Stress: The Osmium-class engine exerts incredible pressure on a ship's hull. Frequent use without dry-dock maintenance can lead to micro-fractures in the Quadanium frame, potentially leading to catastrophic hull failure during transit.
  • Calculation Latency: Because the IPEM-II must convince the ship's computer to ignore standard physics, jump calculations take significantly longer than a standard nav-computer often three to five times longer for complex routes.
Dᴇsᴄʀɪᴘᴛɪᴏɴ

The Osᴍɪᴜᴍ-ᴄʟᴀss Hʏᴘᴇʀᴘᴀᴛʜ Eɴɢɪɴᴇ represents Galactic Syndicated's most pragmatically amoral doctrine: if a weapon exists, it can be commodified. This principle was violently validated in the aftermath of the Brotherhood of the Maw's defeat. While larger factions sifted the ruins of Exegol for political advantage, Syndicated salvage teams, operating under ruthless corporate mandates, scavenged the scorched and half-melted Path Engines from Maw raider wreckage from the former Maw Corridor.

The core technological breakthrough is the Emulation Matrix II (IPEM-II). Lacking a Force-user's intuitive grasp of the living Paths, Syndicated engineers built a substitute from butchered Star Navigator and Advanced Nav Droid brains.

It takes the screaming, illogical coordinates of a Path and, through recursive brute-force calculation, produces a jump solution by overwhelming the ship's own computers with probabilistic arguments. The process is agonizingly slow, Calculation Latency means a pilot must commit to a jump vector long before a conventional fighter would, a deadly pause in a dogfight.

Additionally dimensional stress often resonates through every durasteel beam, requiring exhaustive dry-dock scans for microfractures after mere handfuls of jumps. Furthermore, the IPEM-II works with static data. A Path is not a hyperspace lane, but a momentary and often inaccessible route. The Navigational Decay is severe; a route mapped a month prior is now a cosmic game of chance.






Starfighter | V-27

Mᴏʀᴛᴀʀɪᴜᴍ-ᴄʟᴀss Mᴏᴅᴜʟᴀʀ Sᴛᴀʀꜰɪɢʜᴛᴇʀ Fʀᴀᴍᴇ
" Tʜᴇ Mᴏʀᴛᴀʀɪᴜᴍ-ᴄʟᴀss ɪs ᴛʜᴇ ʙᴇsᴛ ᴡᴀʏ ᴛᴏ ᴅᴇꜰᴇɴᴅ ʏᴏᴜʀ ɪɴᴛᴇʀᴇsᴛs "

Oᴜᴛ ᴏꜰ Cʜᴀʀᴀᴄᴛᴇʀ Iɴꜰᴏʀᴍᴀᴛɪᴏɴ
  • Intent: To create a versatile, mass-produced starfighter chassis that can be modified and refitted into multiple specialized roles (Interceptor, Bomber, Scout, etc.), providing a cost-effective and logistically simple platform for factions and private operators.
  • Image Source: Starfighter | V-27
  • Canon Link: Not Applicable.
  • Permissions: Not Applicable.
  • Primary Source: Not Applicable.
Pʀᴏᴅᴜᴄᴛɪᴏɴ Iɴꜰᴏʀᴍᴀᴛɪᴏɴ
Tᴇᴄʜɴɪᴄᴀʟ Sᴘᴇᴄɪꜰɪᴄᴀᴛɪᴏɴs
Sᴛᴀɴᴅᴀʀᴅ Fᴇᴀᴛᴜʀᴇs
  • Standard single-pilot cockpit with basic flight controls, life support, and emergency ejector seat.
  • Standard sensor suite (short-range targeting/tracking).
  • Winglet mounts with basic atmospheric flight stability.
  • Standard sublight engine mount and power coupling.
  • Universal weapon hardpoint connections (power, data, mounting clamps).
  • Basic astromech socket or equivalent droid interface port.
Aᴅᴠᴀɴᴄᴇᴅ Sʏsᴛᴇᴍs

Modular Airframe & Universal Hardpoint System: The Mortarium-frame's core innovation is its adaptable skeleton. Key systems are not integral but are mounted onto standardized hardpoints and slots.

Modular Nose Assembly: The entire forward section can be swapped. Options include a sensor/communications pod for scouts, a heavy laser cannon package for interceptors, a bomb/torpedo aiming computer and launch tube for bombers, or a light cargo container for courier work.

Swappable Wing Modules: The standard winglets can be replaced with extended long-range wings for scouts, reinforced pylons with multiple weapon hardpoints for fighters, or stubby, armored wings for atmospheric superiority roles.

Mission-Specific Aft Section: The rear housing can be modified to accept a more powerful engine for interceptors, an expanded shield generator and capacitor for a dogfighter, or a small cargo hold/sensor jammer suite for special operations.

Common Variants:

Interceptor Refit ("Stinger"):
Lightweight armor, enhanced engines, and a nose module with 2-4 linked laser cannons. Shields are minimal to save weight.

Space Superiority Fighter Refit ("Brawler"): Balanced shields and armor. Equipped with 6 Mass-driver Cannons and 2 ion cannons on the wings, and a Medium Energy Torpedo Missile Launchers in the nose.

Light Bomber/Attack Refit ("Pioneer"): Reinforced hull, slower engines. Equipped with 2 Mass-driver Cannons, 1 rotating laser turret, and 2 bomb ordnance chutes with options for concussion missiles, proximity mines, and cruise missiles.

Reconnaissance/Scout Refit ("Pathfinder"): Extended-range wings, advanced long-range sensors and comms in the nose, and a hyperdrive motivator upgrade (Hyperdrive Class: 1.0). Typically unarmed or lightly armed with a single rear-mounted blaster.

Courier/Light Freighter Refit ("Carrier"): Shield generator reinforced, nose replaced with a secure cargo pod (~5-10 metric tons capacity). Lightly armed for self-defense.


Sᴛʀᴇɴɢᴛʜs ᴀɴᴅ ᴡᴇᴀᴋɴᴇssᴇs
  • Extreme Customizability: Can be tailored from a bare frame into a wide array of starfighter roles based on the owner's needs and budget.
  • Logistical & Maintenance Simplicity: A fleet using a common Mortar frame base simplifies spare parts, repair protocols, and pilot training pipelines. Damaged modules can be swapped in the field.
  • Not Optimized: A refitted frame will always be a compromise. A bomber-refit will be less durable than a dedicated bomber; an interceptor-refit may lack the raw thrust of a purpose-built interceptor.
  • Refit Dependent: In its base form, it is a fast but completely unarmed tin can. It requires time and credits spent on modules to become combat-effective.
Dᴇsᴄʀɪᴘᴛɪᴏɴ

The Mᴏʀᴛᴀʀɪᴜᴍ-ᴄʟᴀss Mᴏᴅᴜʟᴀʀ Sᴛᴀʀꜰɪɢʜᴛᴇʀ Fʀᴀᴍᴇ is Galactic Syndicated answer to the need for flexible, small-scale aerospace power. Delivered as a minimal, flyable shell, the Mortarium consists of a sturdy durasteel frame, a cockpit, a standard engine, and little else. Its surface is a grid of universal hardpoints, and its structure is designed to accept plug-and-play modules.

This philosophy allows a single chassis to fulfill multiple squadron roles without requiring completely different supply chains. A planetary defense force, for example, could purchase a batch of Mortarium frames and then outfit half as interceptors with speed-focused modules and the other half as light bombers with ordnance pods, all while sharing 80% of their core components.

The standard model is crewed by a single pilot, with potential space for an astromech droid to manage advanced sensors or hyperdrive calculations. Its performance is entirely defined by its configuration. A scout refit might have a cargo capacity of a few cubic meters for sensor probes, while a bomber refit sacrifices all internal space for munitions. Its consumables are typically sufficient for a standard 3-5 day patrol, extendable with module upgrades.





Bruce-yu-sbc5 (1)

Cᴇᴍᴇɴᴛᴜᴍ-ᴄʟᴀss Mᴏᴅᴜʟᴀʀ Sʜᴇʟʟ
" Tʜᴇ Cᴇᴍᴇɴᴛᴜᴍ-ᴄʟᴀss ɪs ᴀ ʙɪɢ ʙʟᴀɴᴋ ᴄᴀɴᴠᴀs ꜰᴏʀ ᴀʟʟ ʏᴏᴜʀ ɴᴀᴠᴀʟ ɴᴇᴇᴅs "

Oᴜᴛ ᴏꜰ Cʜᴀʀᴀᴄᴛᴇʀ Iɴꜰᴏʀᴍᴀᴛɪᴏɴ
  • Intent: To create a versatile, mass-produced capital ship hull that can serve as a modular platform for factions, companies, and independent operators. It is designed to be customized into various roles (battleship, carrier, logistics vessel, etc.) to meet diverse strategic needs.
  • Image Source: 3Dcoat Spaceship design Space Hall
  • Canon Link: Not Applicable.
  • Permissions: Not Applicable.
  • Primary Source: Alliance One, Censorate-class Executive Cruiser.
Pʀᴏᴅᴜᴄᴛɪᴏɴ Iɴꜰᴏʀᴍᴀᴛɪᴏɴ
Tᴇᴄʜɴɪᴄᴀʟ Sᴘᴇᴄɪꜰɪᴄᴀᴛɪᴏɴs
Sᴛᴀɴᴅᴀʀᴅ Fᴇᴀᴛᴜʀᴇs
  • All standard communications arrays, sensor suites (short/medium-range), and navigation systems.
  • Standard life support and artificial gravity.
  • Standard internal lighting and environmental controls.
  • Basic crew facilities (bunks, mess halls, sanitation).
  • Central power distribution core and capacitor banks.
  • Standard docking ports and external maintenance airlocks.
  • Pre-fabricated conduit runs and hardpoints for weapon, shield, and system installation.
Aᴅᴠᴀɴᴄᴇᴅ Sʏsᴛᴇᴍs

Modular Internal Architecture:
The ship's interior is a vast, empty space (approximately 60% of total volume) supported by a rigid durasteel lattice. This space is subdivided by standardized structural hardpoints and universal conduit/ power feed junctions. Entire decks are absent, allowing purchasers to install pre-fabricated mission-specific deck modules (e.g., hangar bays, barracks decks, factory modules, cargo holds, power plants, spinal weapon mounts). The hull exterior is studded with universal weapon emplacement hardpoints and shield projector nodes.

  • Variants & Configuration:
    • The Cementum-class is not a finished warship but a blank slate. Customers purchase the hull and commission a refit to install mission-specific modules. Common variants include:
      • Combatant Refit:
        • Installation of heavy turbolaser batteries, ion cannons, and missile launchers on external hardpoints, coupled with reinforced shield generators and armor plating over critical areas. Internal space is allocated to ammunition magazines, power generator expansions, and fire control centers.
      • Carrier Refit:
        • Vast internal volumes are converted into multi-level hangar bays, maintenance decks, and pilot ready rooms. External armament is limited to point-defense systems. Flight decks and launch tubes are installed along the flanks.
      • Logistics/Support Refit:
        • The hull becomes a mobile depot, filled with cargo racks, refrigerated holds, repair workshops, and manufacturing bays for parts. Docking arms and heavy tractor beams are added. Defenses remain minimal.
      • Command & Control Refit:
        • The interior is fitted with advanced sensor suites, long-range hyperwave transceivers, dedicated server farms, and strategic planning rooms. Redundant communications and enhanced ECM/ECCM systems are installed, often at the expense of raw firepower or hangar space.
      • Industrial Refit:
        • Converted for mining or salvage, with internal spaces dedicated to refineries, smelters, and material processors. External hardpoints mount heavy tractor beams, mining lasers, and drone control suites.
  • Additional Variants:
    • The modular nature of the Cementum-class allows for nearly endless specialization. Beyond standard military and industrial roles, enterprising (or nefarious) owners have created countless unique configurations:
      • Mobile Refinery ("Smelter" Refit):
        • The hull is packed with ore processors, molecular furnaces, and chemical distilleries. Massive intake ports suck in asteroid fragments or scooped nebulae gases, while external docking arms service swarms of mining drones. It often features heavy armor over its volatile processing cores and minimal weaponry, relying on a tender or combat escort for protection.
      • Pre-Fabrication & Assembly Yard ("Forge" Refit):
        • This variant functions as a mobile factory. It contains automated fabricators, droid-run assembly lines, droid production and vast stores of raw materials. It can produce everything from infantry kits and droid parts to prefabricated ground base modules and even starfighter components, serving as a self-sufficient logistical backbone for long-term campaigns or colonial efforts.
      • Criminal Stronghold ("Rogue's Redoubt" Refit):
        • A fortress for pirates, smugglers, or syndicates. Outwardly, it may appear derelict or under-armed. Internally, it contains hidden compartments for contraband, encrypted communications hubs, prisoner holds, vaults, and lavish quarters for leadership. Defenses are deceptive, often featuring hidden heavy turbolasers, quick-launch bays for interceptors, and powerful sensor jammers to create a "blind spot" in space. Docking bays are modified to quickly accept a wide variety of civilian and stolen craft.
      • Floating Casino & Luxury Resort ("Sabaac Suite" Refit):
        • A vessel of hedonism and high-stakes dealings. Its interior is a glittering maze of casinos, fine dining establishments, luxury suites, theaters, and entertainment decks. It boasts advanced holographic projectors for ambient scenery, powerful deflector shields for guest safety, and a discreet but robust security force. Docking ports are designed for luxury yachts and shuttles. Its weapons are typically limited to point-defense systems, and its true defense is its clientele—attacking such a vessel can make powerful enemies across the galaxy.
      • Deep-Space Research Facility ("Theatorium" Refit):
        • Dedicated to dangerous or secretive inquiry. Laboratories are isolated with independent power, quarantine fields, and emergency purge vents. It features advanced, long-range sensor arrays, astronomy domes, containment units for exotic specimens, and heavily-shielded chambers for volatile experiments. It may have specialized hangars for science probes and reconnaissance vessels. Crew numbers are low, with a high proportion of droids and automated systems to minimize risk to organic researchers.
      • Mobile Colonization Hub ("Seed Vessel" Refit):
        • Designed to transport a colony to a new world. Its cavernous holds contain prefabricated habitat units, agricultural domes with seed and livestock banks, terraforming equipment, and ground vehicles. It carries a large civilian population in cryo-sleep or in spacious, generation-ship-style living quarters. Defenses are moderate, focused on planetary entry shields and point-defense against asteroids. Its hangars carry colony shuttles and atmospheric craft.
      • Prison Barge ("Penal Works" Refit):
        • A mobile penitentiary. The interior is a series of high-security cell blocks, guard stations, and automated stun-turret grids. It features heavy internal shielding to contain riots, minimal external viewports, and industrial workshops where inmates perform labor. It is slow, heavily armored against internal and external threats, and equipped with powerful tractor beams to capture fleeing prisoner transports.
      • Broadcast & Propaganda Ship ("Echo" Refit):
        • A tool of information warfare. It is studded with powerful subspace transceivers and holonet broadcast arrays capable of overriding local signals. Inside are studios, editing suites, and server farms for generating and transmitting propaganda, entertainment, or disruptive noise. Its defenses are electronic powerful ECM and signal jammers with minimal physical weaponry.
Sᴛʀᴇɴɢᴛʜs ᴀɴᴅ ᴡᴇᴀᴋɴᴇssᴇs
  • Extreme Versatility: Its empty, modular design allows it to be refitted for almost any capital-scale role, providing incredible strategic flexibility.
  • Easily Repaired & Upgraded: The standardized hardpoints and modular design mean damaged sections can be isolated, ejected, and replaced with new modules, simplifying repair and modernization.

  • Blank Slate: In its base configuration, it is virtually unarmed and poorly defended even with its base deflector shielding. It has no inherent combat capability and is vulnerable until a full, expensive refit is completed.
  • Compromised Design: A jack-of-all-trades is a master of none. A refitted Cementum will almost always be less optimized than a warship designed from the keel up for a specific role. A carrier-refit will lack the dedicated fighter direction systems of a true carrier; a battleship-refit will have less efficient armor distribution.
Dᴇsᴄʀɪᴘᴛɪᴏɴ

The Cᴇᴍᴇɴᴛᴜᴍ-ᴄʟᴀss Mᴏᴅᴜʟᴀʀ Sʜᴇʟʟ is the ultimate product of Galactic Syndicated philosophy of scalable, pragmatic solutions. It is not a starship in the traditional sense, but a capital-scale framework. Conceived to meet the diverse and ever-changing needs of their clientele, the Cementum is a 2000-meter long skeleton, delivered with only the most basic systems required for mobility and life support.

Its interior is a cavernous, echoing void, punctuated by the orderly grid of structural hardpoints and pre-laid conduit runs. There are no dedicated engine rooms, bridge towers, or citadels only marked zones on schematics indicating where such things can be installed.

The bridge is initially a small, spartan control pod welded to the hull's surface. This deliberate emptiness is its defining feature. Customers be they fledgling factions, megacorporations, or wealthy warlords receive this shell and then work with Syndicated contractors or their own engineers to fill in the blanks.

They install the decks, the weapons, the power plants, and the hangar bays that suit their mission profile. A standard base hull requires a skeleton crew of 200 to operate its basic functions, but a fully refitted vessel can see crews numbering in the thousands. Cargo capacity, passenger space, and consumable duration are entirely dependent on the final configuration.

The Cementum-class is a statement of potential. It represents a foundation upon which empires can be built, a canvas for a commander's vision, or, for the unprepared, a gargantuan and very expensive liability. It is the shipyard's raw material, delivered to your doorstep. What it becomes is up to you.





umbaraobj1.png

[Tags for Right Now]
F L A G // :
Iron Crusader| Tambor Pattern Lucrehulk Class III | 4,810m

DESTROYERS //:

3x Minotaur-class Robot Ramship, Packed Full of Hypermatter | 1,600m
  1. (Shields 100%/Hull 100%)
  2. (Shields 100%/Hull 100%)
  3. (Shields 100%/Hull 100%)
2x Providence Class Carrier/Destroyer
  1. (Shields 100%/Hull 100%)
  2. (Shields 100%/Hull 100%)

CRUISERS //:

3x Manticore-class Heavy Cruiser | Heavy Artillery Variant
  1. (Shields 100%/Hull 100%)
  2. (Shields 100%/Hull 100%)
  3. (Shields 100%/Hull 100%)
5x Militor-class Autocruiser
  1. (Shields 100%/Hull 100%)
  2. (Shields 100%/Hull 100%)
  3. (Shields 100%/Hull 100%)
  4. (Shields 100%/Hull 100%)
  5. (Shields 100%/Hull 100%)

CARRIERS //:
4x Mandalorian Neo-Crusader Carrier

  1. (Shields 100%/Hull 100%)
  2. (Shields 100%/Hull 100%)
  3. (Shields 100%/Hull 100%)
  4. (Shields 100%/Hull 100%)
FRIGATES //:
4x Harpy-class Medium Escort

  1. (Shields 100%/Hull 100%)
  2. (Shields 100%/Hull 100%)
  3. (Shields 100%/Hull 100%)
  4. (Shields 100%/Hull 100%)
GUNSHIPS/CORVETTES'//:
4x Hellstorm-class Strike Corvette

  1. (Shields 100%/Hull 100%)
  2. (Shields 100%/Hull 100%)
  3. (Shields 100%/Hull 100%)
  4. (Shields 100%/Hull 100%)

4x Looted BSD-DP40 Heavy Gunships

  1. (Shields 100%/Hull 100%)
  2. (Shields 100%/Hull 100%)
  3. (Shields 100%/Hull 100%)
  4. (Shields 100%/Hull 100%)
STARFIGHTERS DEPLOYED //:
Imperial Phlac-Arphocc Hyena Tactical Bomber
Imperial Phlac-Arphocc 23 Model Droid Tri-Fighter

Umbaran Long-Range Attack Starfighter
flat-post-divider.png
Cassus fett the most wanted man in the galaxy after the Mandalorian Wars. :  r/Mandalorian
Vreegan stood at the heart of the command bridge, his visor locked onto the swirling mass of warships forming beyond the nebula-streaked void. The glow of tactical holoprojections cast harsh shadows across his Beskar-plated form, the amber light reflecting off the golden crusader sigil that adorned his shoulder pauldron.

Mandalorians did not wait and they certainly did not suffer intruders who thought themselves conquerors. The Confederacy had finally gathered the courage to strike, and Vreegan would make sure they learned the cost of their arrogance. With a silent hand signal, the bridge crew sprang into action.

The Iron Crusader, his Lucrehulk flagship, began its slow pivot to present its full dorsal weapons array. A formation of Manticore-class Heavy Cruisers surged forward, their long-range mass drivers aligning with precision, ready to test the resolve of the enemy's shields.

"All units, hold formation," Vreegan's voice rumbled through the comms. His eyes remained locked on the Confederate fleet. "Let them come."

Beyond the towering bulk of his warships, swarms of Hyena Tactical Bombers and Droid Tri-Fighters streaked into the void, their formations tightening as they prepared to meet the enemy advance. The Mandalorian Neo-Crusader Carriers launched wave after wave of Umbaran Attack Fighters, their sleek forms vanishing into the planet's atmosphere to provide air-support.

Harpy-class Escorts and Hellstorm Corvettes maneuvered into a layered perimeter, ensuring any Confederate strike craft that tried to punch through would meet a swift and fiery demise. Yet, Vreegan knew that a battle won in space alone would not decide this war. The fight on the ground was equally critical.

"Push them back. Take what ground you can. These aruetiise fight for their Independent Systems, remind them why such a great power had been banished to the annals of history!"

As his words settled across the transmissions frequency, the Confederate fleet finally made its move. The CNV Requiem, along with its escorts, began advancing in a textbook wedge formation disciplined, efficient, but predictable. Vreegan's lip curled beneath his helmet. The enemy commander likely believed the Mandalorians would break under the weight of sheer firepower.

Vreegan lifted a hand. "Deploy the Minotaurs." At once, the three Minotaur-class Robot Ramships surged ahead, accelerating at full burn toward the Confederate lines, their heavily armored hulls prepared to withstand blistering enemy fire before unleashing their devastating hypermatter payloads.

 
Last edited:

Star Wars Finally Hints How The High Republic's Force Predator Really Works  - & Sets Up A Terrifying Dark Side Power

|:| Candorian Blight 17 - CAN-BL 17 |:|
"I was taken aback when I was commissioned by Field Marshal Vreegan Fett to develop a lethal virus aimed at countering the Sith Order. However, I am pleased with the outcome and have named my creation Candorian Blight 17, a powerful biochemical virus designed to equalize the odds and exact retribution against the Butcher-King of the Kainite." --- Dr. Fobro Phan-lav
Trade-Federation-Factodex

Trade-Federation-Factodex

  • Scientific Name: Candoribacterium blightiae 17
  • Abbreviation: CB-17
  • Common Name: Candorian Blight
  • Virus Family: Necroviridae (a homebrew family based on its destructive properties)
  • Origins: The Slice
  • Other Locations: Just Starting to Spread to the New Territories
  • Description:
    • Candorian Blight 17 is a highly contagious and lethal virus that not only attacks the body's organs but also spreads through natural environments, poisoning the planet's ecology. It affects both biological organisms and environmental systems, corrupting ecosystems and making planets uninhabitable. It takes the Blue Shadow Virus' rapid infection abilities and amplifies them by introducing a biotoxin that disrupts plant and animal life, causing rampant ecological collapse.
Trade-Federation-Factodex

  • Morphology:
    • The virus has an unusual dual structure, appearing spherical when viewed in isolation but mutating into a multi-faceted, spiky form as it attaches to cells. It resembles a mutated polyhedral structure with protruding spikes, similar to viral forms found in highly pathogenic microorganisms.
  • Size:
    • CB-17 ranges from 300 nm to 400 nm in diameter, making it larger than most typical viruses, contributing to its ability to infiltrate a wide range of cell types.
  • Color:
    • Under a microscope, CB-17 appears as an iridescent blue with streaks of green and purple, with the spikes reflecting light in a unique, almost shimmering pattern.
  • Distinctions:
    • The unique trait of CB-17 is its "double-host" infection. It doesn't just infect biological hosts, it also infects plant life and other organisms, spreading in the environment and disrupting local ecosystems. Unlike most viruses, it can corrupt an entire planet's environment, rendering entire areas barren and toxic, thereby making it a bioweapon of unprecedented potential.
Trade-Federation-Factodex

  • Source:
    • Synthetic – Initially a military experiment, it was designed to be a bioweapon that could destroy both life and ecosystems, based on the destructive properties of the Blue Shadow Virus and the Blight.
  • Host Species:
    • CB-17 can infect humans, humanoid species, and numerous non-humanoid species such as Rodians, Wookiees, and Twi'leks. It is also capable of infecting various flora and fauna.
  • Host Range: Broad (Many Species).
    • The virus targets a wide range of living organisms, including many mammals, humanoids, and various plants and fungi. However, certain species, like droids, are immune.
  • Viability:
    • The virus thrives in temperate, oxygen-rich environments, where it can rapidly mutate and adapt. It can survive in harsh conditions for a period but requires a stable atmosphere to truly spread and infect.
  • Lethality: High
    • Infected individuals have little chance of surviving once symptoms appear, with the virus rapidly deteriorating both health and environmental conditions.
  • Severity: Extreme
    • The effects of infection lead to rapid organ failure, respiratory collapse, and environmental decay, causing devastating consequences and eventually a Blight-like State.
  • Infectivity: Extreme
    • The virus spreads rapidly in densely populated areas and is airborne, spreading to both humans and plants alike. Its spores can travel great distances through the air or be carried by animals.
  • Modes of Transmission:
    • Airborne, contact transmission, and vector transmission via infected animals or plants. Additionally, direct exposure to contaminated water supplies can also spread the virus.
  • Incubation Period:
    • The incubation period typically lasts between 5 to 25 hours, after which symptoms begin to appear.
  • Re-Infection:
    • There is no natural immunity once infected, and the virus has been known to reinfect individuals within a short period if they survive an initial infection, making treatment and immunity difficult to attain.
  • Vaccine/Cure:
    • There is currently no known cure or vaccine for CB-17. Efforts to create an antiviral serum have been hindered by the virus's rapid mutation rate. Experimental treatments have shown some promise, but none have been proven effective on a large scale. Individuals' with mastery over Control Disease will have a high chance of survival.
Trade-Federation-Factodex

  • Initial Symptoms:
    • Fever
    • Headache
    • Nausea
    • Dizziness
  • Progression:
    • Severe coughing and shortness of breath
    • Vomiting blood
    • Rapid necrosis of skin, tissue, and muscle
    • Total Blight-like State within 72 hours of infection
  • Long-Term Effects (on the environment):
    • Ecological collapse, with the virus killing plants, animals, and causing widespread contamination of water sources.
    • Loss of biodiversity, leading to barren landscapes.
Trade-Federation-Factodex

  • Extremely Infectious
    • CB-17 can spread rapidly across a wide range of environments and species.
  • Destructive Potential
    • It can destroy entire ecosystems, rendering planets uninhabitable and leaving nothing behind but a toxic wasteland.
  • Lack of Control
    • Once unleashed, the virus can spread uncontrollably and harm both intended and unintended targets.
  • Inconsistent Mutation
    • Its rapid mutation rate can lead to unforeseen variants, some of which may be less effective or harder to track.
Trade-Federation-Factodex


The Candorian Blight 17 was first engineered by Dr. Torgath Warsaw for Field Marshal Vreegan Fett as a way to wipe out enemy forces by destroying their agricultural resources and rendering planets uninhabitable. CB-17 was initially intended for strategic purposes but quickly spiraled out of control.

During a containment breach in the research facility, the virus escaped and began spreading through local populations. The outbreak resulted in the deaths of thousands and the eventual collapse of the planet's ecological system, turning an unknown planet within The Slice into a barren wasteland.

Efforts to contain the virus have largely failed, and there are rumors that the Mandalorian Neo-Crusaders attempted to weaponize CB-17 for use on rebellious planets, but its uncontrollable nature prevented its widespread use.

The virus now threatens to spread to other parts of the galaxy, and it is feared that no one is truly safe from its wrath.





Gentlemen of Leisure: Force in Focus: The Clones Wars Season 7 Episode 02

T H E - R U L E S - O F - C O M M E R C E
Trade-Federation-Factodex

Trade-Federation-Factodex


GENERAL INFORMATION
  • Media Name: The Rules of Commerce
  • Format: Holobook
  • Distribution: Inter-Planetary
  • Length: Long
  • Description: The Rules of Commerce is a holobook written by Rulonom Laborr Rulonom Laborr , the retired Viceroy of the Trade Federation of Planets. It is not a motivational text or a glance into physiology, it is meant as a step-by-step guide to economic warfare, legal manipulation and the treatment of all galactic affairs through the lens of net profit and net loses.
Trade-Federation-Factodex

TradeFederationDatacron

  • Author: The Trade Federation | 900 ABY |
  • Publisher: The Trade Federation | 900 ABY |
  • Reception: Laborr's holobook can be considered a rather controversial work. Among hyper-capitalists, megacorp executives, and certain Hutt kajidics, it is a revered, almost sacred text, praised for its unflinching honesty. To the major galactic powers, the Force Orders and systems victimized by Trade Federation practices, it is considered a dangerous and evil piece of propaganda that lays bare the monstrous ideology behind corporate greed.
Trade-Federation-Factodex


The Rules of Commerce
The holobook is structured around a multi-layered data core, organized for maximum referential clarity and strategic utility. This includes:
  • Interface & Interactivity: The holobook version features a stark, minimalist interface. Data is organized into a master table of contents, cross-referenced with financial appendices and annotated case studies. Selecting a data point launches supporting holographic flow-charts, profit/loss projections, or contract excerpts.
  • Core Components:
    • Doctrinal Axioms (e.g., foundational philosophies, definitions of profit, asset classification)
    • Operational Case Studies (e.g., analysis of blockades, corporate acquisitions, hostile negotiations)
    • Bureaucratic Protocols (e.g., meeting structures, liability delegation, datawork obfuscation)
    • Financial Appendices (e.g., predictive algorithms for pacification costs, depreciation schedules for droid armies)
Trade-Federation-Factodex

Volume I: Foundation (Axioms 1–50)
VolumeAxiom #Axiom Text
I: Foundation1Profit is the ultimate measure of all things.
I: Foundation2A contract is a weapon. Wield its clauses with precision.
I: Foundation3Politics are a marketplace. Votes are a commodity.
I: Foundation4Loyalty is a fiction created to lower security costs.
I: Foundation5Sentient resources are inefficient. Automate wherever possible.
I: Foundation6A credit withheld from taxation is a credit earned.
I: Foundation7Never negotiate from a position of weakness; redefine the negotiation.
I: Foundation8Charity is a strategic allocation of resources for future market access.
I: Foundation9Tradition is an obstacle to efficiency.
I: Foundation10The only legitimate use of force is the protection of assets.
I: Foundation11Emotion is an accounting variable, not a guiding principle.
I: Foundation12All things have a price. The art is in discovering it.
I: Foundation13A monopoly is not a market condition; it is the only logical endpoint.
I: Foundation14Goodwill is an intangible asset. Depreciate it quickly.
I: Foundation15A promise is a debt without collateral.
I: Foundation16Bankruptcy is not a failure; it is a strategic liquidation event.
I: Foundation17The customer is a variable in a profitability algorithm.
I: Foundation18Never spend your own credits when you can spend an investor's.
I: Foundation19A loss leader must always lead to a greater capture of market share.
I: Foundation20The best product is the one with the highest markup, not the highest quality.
I: Foundation21Supply should always be constricted to meet demand, never exceeded.
I: Foundation22A brand is a shield against accountability.
I: Foundation23Quality control is a cost center. Minimize it.
I: Foundation24A warranty is a suggestion, not a guarantee.
I: Foundation25Planned obsolescence is a form of future revenue assurance.
I: Foundation26A patent is a temporary monopoly, granted by the state. Exploit it fully.
I: Foundation27A trade secret is a perpetual monopoly. Guard it absolutely.
I: Foundation28The value of a name is directly tied to its credit rating.
I: Foundation29Reputation is a currency that can be devalued overnight. Do not hoard it.
I: Foundation30An exclusive contract is a wall around your assets.
I: Foundation31A partnership is a shared liability.
I: Foundation32A handshake agreement is worth less than the air used to convey it.
I: Foundation33Always be the first to define the terms of any agreement.
I: Foundation34The fine print is where the true agreement resides.
I: Foundation35A signed document is a captured system.
I: Foundation36Verbal assurances are non-binding and therefore valueless.
I: Foundation37The longer a contract, the more places to hide unfavorable terms.
I: Foundation38Ambiguity in a contract is a feature, not a bug, if it favors you.
I: Foundation39The law of averages guarantees profit over time. Volume is key.
I: Foundation40A sunk cost is a lesson, not an investment.
I: Foundation41Sentimentality is a drain on the balance sheet.
I: Foundation42Nostalgia is a accounting error for time misspent.
I: Foundation43History is a list of previous market conditions, irrelevant to the present.
I: Foundation44Innovation is only valuable if it can be patented and monetized.
I: Foundation45Research is a expense. Development is an investment.
I: Foundation46A discount is a reduction in profit. Frame it as a "value add."
I: Foundation47A sale is not complete until the funds are cleared and cannot be recalled.
I: Foundation48Debt is a tool. Too little is inefficient, too much is dangerous.
I: Foundation49Leverage multiplies gains and losses. Always calculate the odds.
I: Foundation50Liquidity is survival. Illiquid assets are graves.
Volume II: Expansion (Axioms 51–120)
VolumeAxiom #Axiom Text
II: Expansion51A competitor is a resource pool that has not yet been acquired.
II: Expansion52Litigation is a cheaper form of warfare.
II: Expansion53The value of a system is its resources minus pacification costs.
II: Expansion54Regulations are barriers to entry for smaller competitors.
II: Expansion55A vast bureaucracy is a defensive fortification against accountability.
II: Expansion56A rival's failure is your opportunity. Accelerate it.
II: Expansion57Espionage is market research by other means.
II: Expansion58Acquire, never invent. It is cheaper.
II: Expansion59A struggling business is a ripe target for asset stripping.
II: Expansion60Never buy a company for its brand; buy it for its customer list and real estate.
II: Expansion61A hostile takeover is simply an unsolicited restructuring proposal.
II: Expansion62A board of directors can be persuaded, or replaced.
II: Expansion63A proxy war is an investment in a future puppet government.
II: Expansion64A blockade is a reassessment of shipping logistics.
II: Expansion65A "protection service" is a recurring revenue stream.
II: Expansion66Piracy is an unlicensed competitor. Eliminate or acquire them.
II: Expansion67Smuggling is duty-free shipping.
II: Expansion68A trade route is a artery. Control it.
II: Expansion69A shipping lane is a tangible asset.
II: Expansion70A port is a fortress. Own it.
II: Expansion71A customs official is a gatekeeper. Own them.
II: Expansion72Tariffs are a weapon to be wielded against foreign goods.
II: Expansion73Subsidies are free credits from the state. Maximize them.
II: Expansion74A government grant is non-repayable capital.
II: Expansion75A bailout is a reward for strategic failure.
II: Expansion76Bankruptcy protection is a legal shield from creditors.
II: Expansion77A shell corporation is a mask for your operations.
II: Expansion78Off-world accounts are essential for financial privacy.
II: Expansion79Insolvency is a strategic position, not a financial one.
II: Expansion80Always have a scapegoat subsidiary for illegal ventures.
II: Expansion81A competitor's product recall is a marketing opportunity.
II: Expansion82A industrial accident is a chance to acquire assets at a discount.
II: Expansion83Environmental damage is a future liability. Delay payment indefinitely.
II: Expansion84A public scandal is a distraction from quarterly earnings.
II: Expansion85The media is a tool to shape perception. Use it.
II: Expansion86Bad publicity is still publicity. Monetize it.
II: Expansion87A celebrity endorsement is a high-risk, high-reward investment.
II: Expansion88Social status is a currency that can be exchanged for access.
II: Expansion89A political donation is an investment with a variable return.
II: Expansion90Lobbying is the fine-tuning of legislation for profit.
II: Expansion91A senator is a high-value asset requiring constant maintenance.
II: Expansion92A judicial ruling is a market correction.
II: Expansion93A war is a sector-wide liquidation event.
II: Expansion94War profiteering is sound business strategy.
II: Expansion95Surplus military hardware is a product line.
II: Expansion96Mercenaries are short-term security contracts.
II: Expansion97A droid army is a depreciating asset.
II: Expansion98A clone army is a recurring personnel expense.
II: Expansion99Pacification is the process of converting resistance into compliance.
II: Expansion100Rebellion is a market disruption.
II: Expansion101Insurgents are unlicensed competitors.
II: Expansion102A martyr is a brand that cannot be controlled.
II: Expansion103Propaganda is marketing for a new political reality.
II: Expansion104A conquered populace is a new consumer base.
II: Expansion105Reparations are a startup cost for a new administration.
II: Expansion106Infrastructure damage is a future construction contract.
II: Expansion107Reconstruction is the most profitable industry.
II: Expansion108Disaster relief is a market-entry strategy.
II: Expansion109Famine creates a seller's market for food.
II: Expansion110Plague creates a seller's market for medicine.
II: Expansion111Fear is the greatest driver of demand.
II: Expansion112Security is a product you sell, not a service you provide.
II: Expansion113A panic is a market fluctuation. Capitalize on it.
II: Expansion114A crisis is an opportunity to rewrite the rules.
II: Expansion115Chaos is a ladder.
II: Expansion116Order is a platform for commerce.
II: Expansion117Stability is predictable profit.
II: Expansion118The past is irrelevant. The future is a derivative to be traded.
II: Expansion119The present is a transaction.
II: Expansion120The galaxy is a market. Conquer it.
Volume III: Bureaucracy (Axioms 121–200)
VolumeAxiom #Axiom Text
III: Bureaucracy121Delegate authority, but never liability.
III: Bureaucracy122The objective of a meeting is to establish consensus for a pre-made decision.
III: Bureaucracy123Public Relations is the art of framing asset protection as humanitarian aid.
III: Bureaucracy124The most secure secret is buried under layers of datawork.
III: Bureaucracy125Profit from every outcome, including loss.
III: Bureaucracy126A memo is a weaponized document.
III: Bureaucracy127The minutes of a meeting are the official reality. Control the droid.
III: Bureaucracy128Data is the new currency. Hoard it.
III: Bureaucracy129Information asymmetry is power.
III: Bureaucracy130Knowledge is an asset. Ignorance is a liability in your competitors.
III: Bureaucracy131A secret is only valuable if no one else knows it.
III: Bureaucracy132Compartmentalization is the key to operational security.
III: Bureaucracy133Need-to-know is the principle that minimizes risk.
III: Bureaucracy134A loyal employee is one with golden handcuffs.
III: Bureaucracy135An ambitious subordinate is a threat. Channel their ambition.
III: Bureaucracy136Promote incompetence in rivals. Promote loyalty in allies.
III: Bureaucracy137A sycophant is useful for morale, dangerous for advice.
III: Bureaucracy138A whistleblower is a faulty component. Dispose of them.
III: Bureaucracy139An audit is a weapon. Wield it against enemies.
III: Bureaucracy140An accountant is a soldier on the front lines of finance.
III: Bureaucracy141A lawyer is an artillery piece.
III: Bureaucracy142A lobbyist is a precision-guided missile.
III: Bureaucracy143A secretary controls access. They are the gatekeeper.
III: Bureaucracy144A middle manager is a shock absorber for failure.
III: Bureaucracy145An executive is a figurehead. They must be magnificent and malleable.
III: Bureaucracy146A board member is an investor. Their loyalty is to their dividend.
III: Bureaucracy147A shareholder is a necessary nuisance.
III: Bureaucracy148A quarterly report is a work of fiction with legally required footnotes.
III: Bureaucracy149Creative accounting is a art form.
III: Bureaucracy150A tax haven is a sovereign state's gift to commerce.
III: Bureaucracy151A loophole is a feature of the legal code.
III: Bureaucracy152Compliance is optional if the fine is less than the profit.
III: Bureaucracy153A warning is a cost-benefit analysis.
III: Bureaucracy154A cease and desist is an opening negotiation.
III: Bureaucracy155A lawsuit is a business transaction conducted in a courtroom.
III: Bureaucracy156A settlement is a calculated loss to avoid a greater one.
III: Bureaucracy157A non-disclosure agreement is a gag order you pay for.
III: Bureaucracy158A non-compete clause is a wall around a former asset.
III: Bureaucracy159A severance package is the price of silence.
III: Bureaucracy160An exit interview is an intelligence-gathering operation.
III: Bureaucracy161The org chart is a map of power and influence.
III: Bureaucracy182A demotion is a public humiliation to encourage resignation.
III: Bureaucracy183A transfer to a remote outpost is a slow-acting poison.
III: Bureaucracy184A promotion is a increase in responsibility and a decrease in freedom.
III: Bureaucracy185A title is a cheap form of compensation.
III: Bureaucracy186A corner office is a gilded cage.
III: Bureaucracy187Perks are substitutes for salary increases.
III: Bureaucracy188A bonus is a incentive for achieved results, or a bribe for future ones.
III: Bureaucracy189Profit-sharing is a myth to encourage productivity.
III: Bureaucracy190A stock option is a bet on the company's future, paid for with present labor.
III: Bureaucracy191The stock price is the only true measure of a company's health.
III: Bureaucracy192A dividend is a apology for a stagnant stock price.
III: Bureaucracy193A merger is a hostile takeover with better publicity.
III: Bureaucracy194A acquisition is a cannibalization of a weaker entity.
III: Bureaucracy195A corporate restructuring is a purging of inefficiencies.
III: Bureaucracy196Downsizing is a necessary pruning of dead weight.
III: Bureaucracy197Outsourcing is the exportation of liability.
III: Bureaucracy198A franchise is the replication of a successful model without the overhead.
III: Bureaucracy199A trademark is a legally protected identity.
III: Bureaucracy200A legacy is the final line on a balance sheet. Ensure it is in the black.
Trade-Federation-Factodex


Penned in 903 ABY, "The Rules of Commerce" was the final work of Rulonom Laborr, composed not in the halls of power but in the quiet seclusion of his forced retirement. Pushed out from his position as Viceroy of the Trade Federation in a quiet coup by the Neimoidian Faction lead by Lodd Grimmin Lodd Grimmin .

This abrupt end, however, did not breed a desire for vengeance. Instead, it provided a moment of stark clarity. From his unique vantage point, Laborr observed the same cyclical patterns of rise and fall: ambitious enterprises blossomed, only to be crushed by larger conglomerates or to collapse under the weight of their own naive principles. He saw the galactic economy not as a game to be won by a single player, but as an ecosystem that was perpetually out of balance, stifling true growth and innovation.

He came to believe that the Federation's greatest downfall and his own was a propensity for myopic greed over sustainable, strategic prosperity. His purpose was to arm the next generation of entrepreneurs, the small planetary syndicates and the fledgling shipping cartels, with the unvarnished truths of galactic commerce that he had learned through costly experience.

He intended to give them the tools not merely to compete, but to survive and flourish in an arena dominated by predatory giants and bureaucratic quagmires. He detailed the realities of economic warfare, legal manipulation, and corporate strategy not to encourage malice, but to provide a defense against it.




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T R A D E - F E D E R A T I O N - P L A T I N U M - A C C O U N T
Trade-Federation-Factodex

Trade-Federation-Factodex

  • Manufacturer: The Trade Federation | 900 ABY |
  • Affiliation: The Trade Federation | 900 ABY |
  • Market Status: Open-Market
  • Model: Trade Federation Platinum Credit Account
  • Modularity: No, any alterations will see the amount frozen until physical verification can be made on the integrity of the device.
  • Production: Mass-Produced
  • Material:
    • Electronic Form
      • Binary
      • AvTech Codebase
      • Electronic Microcomputer Pieces
    • Physical Form
Trade-Federation-Factodex

ECONOMIC FRAMEWORK

Backing Reserve Structure:
The Platinum Account is denominated in Trade Federation Credits (TFC), with instantaneous equivalence support for TradeCoin and certified Duggot values. The account's solvency is guaranteed through a three-tiered reserve:
  • Tier I – Fiat Reserve (TFC): A minimum 1:1 reserve ratio is maintained for all TFC-borne transactions through the Trade Federation's Central Treasury Vaults, ensuring direct liquidity in case of systemic bank withdrawals or financial crises.
  • Tier II – Crypto Reserve (TradeCoin): 25% of all Platinum Account transactions are dual-logged on the TradeCoin blockchain, offering transparency and decentralized insurance. This reserve is tied to the market's confidence in TradeCoin mining guilds and their quarterly coin burns.
  • Tier III – Tangible Assets (Duggot): High-volume clients can collateralize portions of their account with physical assets, such as Outer Rim commodities, sovereign-backed Duggot metals, and hypermatter securities. These holdings function as embedded credit extensions or payment anchors during volatile market cycles.

CARDHOLDER TIERS & BENEFITS

Platinum Level (current submission level):
  • 10M TFC credit ceiling per standard cycle
  • Priority dispute resolution in Trade Federation arbitration courts
  • Access to Trade Federation diplomatic zones and consular privileges
  • Blockade Bypass Clearance: Class I
  • Integrated TradeCoin staking rewards (quarterly dividend returns)
  • Exclusive access to the Intergalactic Exchange Network (IGEN)
Black Level (Future Unlock via IC Events or Mandates):
  • Unlimited sovereign liquidity tethered to planetary-scale ventures
  • Immunity from most planetary economic sanctions
  • Emergency Asset Exfiltration from hostile markets
  • Integrated AI trading assistant powered by IGBC analytics core
  • Invitations to the Trade Federation Annual Closed Session on Eriadu

INTEROPERABILITY

Federation Systems Supported:
  • Standard Credit Infrastructure (SCI): Seamless usage across all Federation-backed markets
  • TradeCoin Exchange Link (TCEL): Real-time price indexing and trade token access
  • Duggot Collateral Registry (DCR): Automated conversion of tangible holdings into digital liquidity
External System Integration:
  • Recognized by InterGalactic Banking Clan (IGBC) under Clause 8 of the Mutual Solvency Accord

SECURITY AND ENFORCEMENT PROTOCOLS

  • Biometric-Chain Locking: Ensures card is unusable by anyone but the registered client, including cloned biometrics or synthetic proxies.
  • Quantum Signature Chip (QSC): Prevents duplicate or counterfeit card replication via quantum entanglement tagging.
  • Federation Watchdog Trigger (FWT): Triggers Federation intervention if card is used in blacklisted systems or during sanctioned conflicts.
Trade-Federation-Factodex


STRENGTHS

  • Intergalactic Prestige and Access: Holders gain top-tier economic access, diplomatic immunity perks, and recognition across most galactic territories.
  • Unlimited Liquidity Scaling: Transaction limits flex based on the Federation's backing, allowing purchases exceeding 10 million credits.
  • Multi-Asset Flexibility: Works with credits, TradeCoin, Duggot hedging assets, and even digital bearer markets for agile trading.
WEAKNESSES
  • Federation Dependency: Value fluctuates with the Trade Federation's political strength and economic stability.
  • Non-Transferable: Use restricted to registered biometric profile. Cannot be passed or traded.
  • Recall Authority: Card can be terminated without appeal by the Trade Federation Directorate.
Trade-Federation-Factodex


The Trade Federation Platinum Card is more than a credit account, it is a badge of status, allegiance, and trust backed by the vast machinery of Trade Federation markets. Constructed using encrypted hardware and embedded TradeCoin blockchain circuitry, the card interfaces with key galactic economic hubs to facilitate transactions of immense value.

Holders enjoy full access to the Federation's sovereign vault systems, diplomatic lounges, and secured trade corridors. It enables business beyond typical credit ceilings, allows access to diplomatic immunity within Federation-aligned corporate systems, and can bypass customs and trade restrictions via high-level override protocols.

Designed with both convenience and control in mind, the card also operates as a temporary bearer bond when registered within TradeCoin-backed exchanges. Its usage is a mark of absolute trust in the Trade Federation. However, that trust can be revoked in a moment cards may be disabled by economic tribunal ruling or in times of political betrayal.

Despite its immense power, it is ultimately a symbol of loyalty, cooperation, and reliance on the Trade Federation's continued economic dominance across the galaxy.


[/div]


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T H E - N E I M O I D I A N - R E C O V E R Y - F U N D
Trade-Federation-Factodex

  • Intent: Flesh out the Trade Federation's Financial Sector and explain how they fund projects across the galaxy.
  • Image Credit: Headers and Above Picture was provided by Kalantha
  • Canon: Not Canon
  • Permissions: No Permission for Submission
  • Links: The Trade Federation | 900 ABY | |:| The Black Fund - COMPNOR
Trade-Federation-Factodex

  • Media Name: TF-359C Financial Fund for Government Assistance, mostly known and referred to as The Neimoidian Recovery Fund
  • Format: Holobook/ledger
  • Distribution: Rare
  • Length: Long
  • Description: The ledger represents the record-keeping system for The Neimoidian Recovery Fund's financial data, with debit and credit account records validated by a trial balance. It provides a record of each financial transaction that takes place and holds account information. Transaction data is segregated by type, into accounts for assets, liabilities, equity, revenues, and expenses.
Trade-Federation-Factodex

Trade-Federation-Factodex


"Prosperity Rebuilt. Fortunes Reforged."

The Neimoidian Recovery Fund is a vast financial ledger established by the Trade Federation after the Fall of the New Imperial Order in order to improve post-war economic stabilization and fund new governments operating within the galaxy beneath the notice of the Galactic Alliance.

Ledger Format & Financial Infrastructure

The Fund's accounting system is structured around a master galactic-standard ledger, encompassing all transaction data required for financial oversight and strategic forecasting. This includes:
  • Revenue Streams (e.g., shipping fees, salvage auctions, interest on war bonds)
  • Expenditures (e.g., bribes, reconstruction contracts, mercenary retainers)
  • Capital Investments (e.g., droid foundries, trade routes, orbital facilities)
  • Asset Holdings (e.g., seized starships, planetary real estate, cargo stockpiles)
  • Liabilities & Debt Obligations (e.g., reparations, indentures, and cartel loans)
Trade-Federation-Factodex

  • Event Name: [ This can be the name of the event in-character, or the name of the thread it houses. ]
  • Links: [ If these events happened actively in RP threads, include any applicable links here. ]
  • Participants: [ Provide links to the participants of this event on either side. If organizations (i.e: factions, companies, NPC groups) are listed, individual characters do not need to be. If there are multiple sides, please separate them and their participants using bullet points or other similar formatting. ]
  • Overview: [ Provide an overview of the event, any particular high notes, interesting twists, What was achieved? Did a group make a monumental discovery? Did a faction obliterate a populace? Who won? ]

  • Event Name: [ This can be the name of the event in-character, or the name of the thread it houses. ]
  • Links: [ If these events happened actively in RP threads, include any applicable links here. ]
  • Participants: [ Provide links to the participants of this event on either side. If organizations (i.e: factions, companies, NPC groups) are listed, individual characters do not need to be. If there are multiple sides, please separate them and their participants using bullet points or other similar formatting. ]
  • Overview: [ Provide an overview of the event, any particular high notes, interesting twists, What was achieved? Did a group make a monumental discovery? Did a faction obliterate a populace? Who won? ]

  • Event Name: [ This can be the name of the event in-character, or the name of the thread it houses. ]
  • Links: [ If these events happened actively in RP threads, include any applicable links here. ]
  • Participants: [ Provide links to the participants of this event on either side. If organizations (i.e: factions, companies, NPC groups) are listed, individual characters do not need to be. If there are multiple sides, please separate them and their participants using bullet points or other similar formatting. ]
  • Overview: [ Provide an overview of the event, any particular high notes, interesting twists, What was achieved? Did a group make a monumental discovery? Did a faction obliterate a populace? Who won? ]

  • Event Name: [ This can be the name of the event in-character, or the name of the thread it houses. ]
  • Links: [ If these events happened actively in RP threads, include any applicable links here. ]
  • Participants: [ Provide links to the participants of this event on either side. If organizations (i.e: factions, companies, NPC groups) are listed, individual characters do not need to be. If there are multiple sides, please separate them and their participants using bullet points or other similar formatting. ]
  • Overview: [ Provide an overview of the event, any particular high notes, interesting twists, What was achieved? Did a group make a monumental discovery? Did a faction obliterate a populace? Who won? ]

Trade-Federation-Factodex


Example of Content Information in Table Format

1. Revenue Accounts [R-ACCT Series]
Account CodeDescriptionFrequencyOriginating Sources
R-1101Colonial Port TariffsDailyCato Neimoidia, Nar Shaddaa, Koru Neimoidia
R-1103Salvaged Asset LiquidationVariableFormer Trade Fed holdings, wreckage auctions
R-1107Contracted Droid Labor RoyaltiesQuarterlySub-licensed Baktoid prototypes
R-1120Debt Servicing InterestMonthlyMid-Rim planetary bonds, syndicate-backed loans
R-1180Covert Trade LeviesUndisclosedShadow market taxation (Classified)

Trade-Federation-Factodex


Following the tumultuous collapse of the New Imperial Order, the galactic landscape fragmented into a multitude of nascent governments, warlord factions, and independent polities. This period of widespread instability, while presenting undeniable challenges, also revealed unprecedented opportunities for the Trade Federation.

However, the Galactic Alliance, with its renewed emphasis on transparency and regulated trade, began to cast a scrutinizing gaze upon the Federation's often unconventional financial dealings with the former Imperial power.

It was in this delicate strategic environment that the Neimoidian Recovery Fund was conceived. Commissioned by a clandestine directive from the Lodd Grimmin Lodd Grimmin inner circle with the assistance of Senator Monaray Dod Monaray Dod and Senator Sentapoth Findos Sentapoth Findos its development was a top-priority, highly classified initiative.

The intent behind The Ledger was singular and crucial: to establish a secure, untraceable mechanism through which the Trade Federation could provide significant financial backing credits, resources, and strategic investments to emerging governments and sympathetic factions.

The primary objective was to cultivate loyalty and influence within these new powers, securing preferential trade agreements, vital resource access, and advantageous market positions before the Galactic Alliance could fully assert its own diplomatic or economic dominance.

Crucially, The Fund was meticulously designed to ensure these funding initiatives remained entirely off the Alliance's official financial records and intelligence scans, providing the Trade Federation with plausible deniability and shielding its true reach from detection.
[/div][/div]
 
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G A L A C T I C - C O R P O R A T E - P O L I C Y - L E A G U E
Trade-Federation-Factodex

Trade-Federation-Factodex

dk3r9gx-1e2aae2e-32a4-406a-9da3-2f938fa9b7ca.png

  • Organization Name: The Galactic Corporate Policy League
  • Classification: The Galactic Corporate Policy League (GCPL) is a public interest and lobbyist group that seeks to repeal restrictions on slavery, mining, free trade, and the like and supports Major Governments with pro-corporate agendas.
  • Affiliation:
  • Organization Symbol: Symbol provided on the Right ---->
  • Description: The GCPL is a politically powerful trade and economic policy organization comprised of leading corporate entities. It exists to protect corporate interests, advocate for free trade, and influence the passage of galactic legislation favorable to commerce, industry, and banking. Its decisions often shape the economic landscape of entire sectors.
Trade-Federation-Factodex

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Trade-Federation-Factodex

  • Hierarchy:
    • Executive Board (1 Representative per major member corporation)
    • Corporate Delegates (Mid-level representatives with advisory roles)
    • Chief Facilitator (Elected figurehead/spokesperson)
    • Regional Directors (Oversee operations in major economic hubs)
  • Membership:
    • Approx. a few hundred member corporations and lobbying agents. Membership requires being a registered corporate entity with significant economic influence or value. New members must be voted in by the Board.
  • Climate:
    • Internally competitive and politically driven. Members often jockey for influence, but mutual economic interest keeps the organization cohesive. Think of it as part senate floor, part boardroom warzone.
  • Reputation:
    • Feared and respected in equal measure. Seen by critics as greedy manipulators of the Major Powers such as the Galactic Alliance and the High Republic, but admired by pro-business worlds for bringing economic growth.
  • Curios:
    • Members often carry encrypted GCPL identi-tags allowing access to restricted meetings and databases. Executives may wear signet rings embossed with the GCPL sigil.
  • Rules:
    • The GCPL follows a strict corporate-neutrality clause and a code of confidentiality regarding trade deals.
    • Believes in economic supremacy over military expansion.
  • Goals:
    • Influence Major Governments to ensure favorable trade, banking, and tariff policies.
    • Promote economic deregulation and protect member assets.
    • Counter populist or Jedi-led movements that threaten privatized control of galactic commerce.
    • Create an inter-corporate network powerful enough to rival even galactic governments.
Trade-Federation-Factodex


[ 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. ]

Trade-Federation-Factodex
Image fx (4) (1)

The Galactic Corporate Policy League was originally formed during the waning years of the New Imperial Order as an economic bloc of the galaxy's most influential corporations.

Founded by the Trade Federation | 900 ABY |, The Techno Union and The InterGalactic Banking Clan and others, the GCPL emerged as a counterweight to growing anti-corporate rhetoric among the various galactic powers such as the Galactic Alliance.

The League's primary mission was and remains the defense of corporate interests in galactic governance. Over time, it evolved into a lobbying powerhouse, crafting legislation, swaying elections, and leveraging trade influence to bend entire systems to its will. The organization survived the Clone Wars, laying low during Imperial rule, and has since re-emerged in modern galactic politics.

Now revitalized amid a divided galaxy, the GCPL sees opportunity. With Sith resurgence and Jedi scrutiny growing, the League positions itself as the protector of order through commerce. Its vision for the galaxy is simple: prosperity through profit, security through structure, and influence through capital.




1-dooku-bio-1_copy_d3514fc0.jpeg

G A L A C T I C - C O R P O R A T E - P O L I C Y - L E A G U E
Trade-Federation-Factodex

Trade-Federation-Factodex

dk3r9gx-1e2aae2e-32a4-406a-9da3-2f938fa9b7ca.png

  • Organization Name: The Galactic Corporate Policy League
  • Classification: The Galactic Corporate Policy League (GCPL) is a public interest and lobbyist group that seeks to repeal restrictions on slavery, mining, free trade, and the like and supports Major Governments with pro-corporate agendas.
  • Affiliation:
  • Organization Symbol: Symbol provided on the Right ---->
  • Description: The GCPL is a politically powerful trade and economic policy organization comprised of leading corporate entities. It exists to protect corporate interests, advocate for free trade, and influence the passage of galactic legislation favorable to commerce, industry, and banking. Its decisions often shape the economic landscape of entire sectors.
Trade-Federation-Factodex

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Trade-Federation-Factodex

  • Hierarchy:
    • Executive Board (1 Representative per major member corporation)
    • Corporate Delegates (Mid-level representatives with advisory roles)
    • Chief Facilitator (Elected figurehead/spokesperson)
    • Regional Directors (Oversee operations in major economic hubs)
  • Membership:
    • Approx. a few hundred member corporations and lobbying agents. Membership requires being a registered corporate entity with significant economic influence or value. New members must be voted in by the Board.
  • Climate:
    • Internally competitive and politically driven. Members often jockey for influence, but mutual economic interest keeps the organization cohesive. Think of it as part senate floor, part boardroom warzone.
  • Reputation:
    • Feared and respected in equal measure. Seen by critics as greedy manipulators of the Major Powers such as the Galactic Alliance and the High Republic, but admired by pro-business worlds for bringing economic growth.
  • Curios:
    • Members often carry encrypted GCPL identi-tags allowing access to restricted meetings and databases. Executives may wear signet rings embossed with the GCPL sigil.
  • Rules:
    • The GCPL follows a strict corporate-neutrality clause and a code of confidentiality regarding trade deals.
    • Believes in economic supremacy over military expansion.
  • Goals:
    • Influence Major Governments to ensure favorable trade, banking, and tariff policies.
    • Promote economic deregulation and protect member assets.
    • Counter populist or Jedi-led movements that threaten privatized control of galactic commerce.
    • Create an inter-corporate network powerful enough to rival even galactic governments.
Trade-Federation-Factodex


[ 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. ]

Trade-Federation-Factodex
Image fx (4) (1)

The Galactic Corporate Policy League was originally formed during the waning years of the New Imperial Order as an economic bloc of the galaxy's most influential corporations.

Founded by the Trade Federation | 900 ABY |, The Techno Union and The InterGalactic Banking Clan and others, the GCPL emerged as a counterweight to growing anti-corporate rhetoric among the various galactic powers such as the Galactic Alliance.

The League's primary mission was and remains the defense of corporate interests in galactic governance. Over time, it evolved into a lobbying powerhouse, crafting legislation, swaying elections, and leveraging trade influence to bend entire systems to its will. The organization survived the Clone Wars, laying low during Imperial rule, and has since re-emerged in modern galactic politics.

Now revitalized amid a divided galaxy, the GCPL sees opportunity. With Sith resurgence and Jedi scrutiny growing, the League positions itself as the protector of order through commerce. Its vision for the galaxy is simple: prosperity through profit, security through structure, and influence through capital.






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T H E - I M P E R I A L - R E C L A M A T I O N - S E R V I C E
Trade-Federation-Factodex

Trade-Federation-Factodex

Galactic Empire | Imperial Reclamation Service

  • Organization Name: The Imperial Reclamation Service
  • Classification: Military unit that conducts archaeological research and field expeditions to recover ancient artifacts and technologies.
  • Affiliation: The Galactic Empire
  • Organization Symbol: Symbol provided on the Right ---->
  • Description: The Imperial Reclamation Service (IRS) is a military-archaeological division within The Galactic Empire tasked with locating, recovering, and securing ancient artifacts, cultural relics, and advanced technologies across the galaxy. Part museum, part intelligence arm, and part relic-hunting expeditionary corps, the IRS operates with near-autonomous jurisdiction on Imperial worlds and contested frontiers but reports to both Grand Vizier or Executor Creuat. It serves both to protect the Empire's cultural authority and to exploit alien discoveries for military innovation.
Trade-Federation-Factodex

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Trade-Federation-Factodex

  • Hierarchy:
    • Lord Curator – Oversees all IRS operations
    • Museum Trusts Coordinator - Oversees the Financial Funding of the Imperial Museums.
    • Regional Reclaimers – Sector-specific expedition leaders
    • Artifact Custodians – Handle containment, study, and transport
    • Field Surveyors & Recovery Agents – On-the-ground operatives and scouts
    • Imperial Specialist – Military liaisons assigned to high-risk missions
  • Membership:
    • Roughly 3,000 personnel across military, archaeological, scientific, and administrative fields. Recruits are drawn from Imperial universities, academies, and loyalist worlds. Field service requires advanced education or exemplary field performance. To join IC, characters must be sponsored by a superior or prove skill in artifact recovery, xenoarchaeology, or relevant sciences.
  • Climate:
    • Professionally militant with a scholarly undertone. High-risk missions, long deployments, and political scrutiny are common. Loyalty to the Empire is expected above all else.
  • Reputation:
    • Respected by the Imperial military, distrusted by Outer Rim locals and historians. Seen as both preserver and pillager. Many in the scientific community view it as a tool of cultural suppression.
  • Curios:
    • Each IRS agent is issued a relic-code medallion, a data-encrypted sigil that grants access to IRS vaults, field posts, and tracking logs. High-ranking officers carry Imperial issue chronosteel signets which are marks of artifact command clearance.
  • Rules:
    • All artifacts are property of the Empire.
    • Unauthorized usage or concealment is treason.
    • Alien religions are to be documented but not practiced.
    • All sites must be cataloged and sealed unless cleared for study.
  • Goals:
    • Recover lost Sith and Jedi relics for study or containment
    • Secure dangerous Force-based technologies before rival factions
    • Rewrite and shape galactic history to favor Imperial narratives
    • Expand IRS operations into unknown regions and lawless sector
Trade-Federation-Factodex


[ 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. ]

Trade-Federation-Factodex

Screenshot 2025-07-02 220525

The Imperial Reclamation Service was founded after the fall of the Dark Empire to the Mandalorian Neo-Crusaders and the humanitarian organization known as the Foundation on the orders of the Grand Vizier to preserve the knowledge of Darth Solipsis and his New Sith Order amidst the turmoil of the Imperial Ruling Council whose interest in their own power bases were detrimental to the continuation of that particular empire.

The organization remained hidden and gathered whatever artifacts it could find before the Galactic Alliance moved back into the core.

It was only now with the rise of the Galactic Empire amidst the rebellion of the Kuat and Balmorra systems that the Service has revealed itself once more underneath the direction of Lord Curator Remowa Remowa , the brother of Admiral Thassilion Bumble of the Imperial Navy.

 
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H e i n i t e - S e r u m [ T h e - U n d e r w o r l d ' s - P o i s o n ]
Drug Operation
Trade-Federation-Factodex

Trade-Federation-Factodex

  • Manufacturer: The Trade Federation
  • Affiliation: The Trade Federation
  • Market Status: Open-Market
  • Model: The Heinite Serum
  • Modularity: Various dubious street versions can produce atypical side effects.
  • Production: Mass-Produced
  • Material: Pharmaceuticals, though mainly popular Spice and Stimulants
Trade-Federation-Factodex

Drug Operation

  • Enhanced Accuracy -
    • Through the chemical amalgamation of the stimulants referred to as Dead-Eye Prototype and Longsight, Heinite Users experience enhanced proficiency in managing ranged weaponry. This enhancement enables them to more effectively strike their targets on the battlefield, even from a distance, due to their heightened focus.
  • Boosted Aggression -
    • The chemical introduction of the stimulant referred to as Pentabenzedralyne causes Heinite users to exhibit heightened aggression, making them more prone to resorting to unnecessary violence rather than engaging in dialogue. It is advisable to administer this substance solely upon arrival in hostile environments, as the individual will be unable to distinguish between allies and adversaries.
  • Adrenal Overdrive -
    • The chemical introduction of the stimulants referred to as Hyper Adrenal Stimulant, Battle Stimulant and Hyper Battle Stimulant, results in Heinite Users experiencing a blindfold effect that shields them from all distractions, including any damage incurred. This phenomenon, in turn, facilitates enhanced concentration on battlefield engagement. Furthermore, users benefit from heightened movement speed, absorption of damage and an accelerated attack rate.
  • Pain Suppression -
    • The chemical introduction of the stimulant referred to as Gylocal, results in Heinite Users becoming insensitive to pain. Consequently, they continue to engage in combat even after sustaining severe injuries on the battlefield that would typically compel an average person to retreat.
  • Self-Replenishment -
    • The chemical introduction of the stimulant known as The Buzz, leads to the Heinite Serum acquiring a self-restorative characteristic. This implies that as long as a small amount remains in the syringe, an additional dosage can be administered to an individual on the battlefield.
  • Reflexes Enhanced -
    • The major chemical introduction of the stimulants known as Quesh Adrenal, Neutron Pixie and Booster Blue enables Heinite users to experience enhanced reflexes. This enhancement facilitates their ability to evade, navigate, and engage more efficiently with adversaries in combat situations. Effects included ecstasy, increased reaction time, perceived feelings of strength and endurance, and resistance to pain. It is not uncommon to have users be able to dodge blaster bolts.
  • Yaladai Focus and Force Boosting -
    • With the introduction of Yaladai into the chemical compound known as Heinite, Users experience extreme clarity of thought and enhanced focus, allowing them to maintain mental sharpness even after extended activity. The spice induces a refreshing sensation that counters mental fatigue and promotes relaxation, making it particularly valuable for high-stress tasks requiring sustained concentration. In addition, those with sensitivity to the Force commonly find that Yaladai enhances their ability to touch and exercise the Force.
  • False Invincibility Response -
    • The introduction of Pyrepenol into the chemical mixture, produces an intense sensation of invulnerability. Heinite users become fearless and highly assertive, often advancing into dangerous situations without hesitation. This feature should be deployed with strict oversight as the user's risk assessment capabilities are severely compromised.
Trade-Federation-Factodex
Drug Operation


STRENGTHS
  • Combat Hyper-Specialization: The serum is engineered to create a temporarily super-soldier. A single dose can transform an ordinary individual into a highly aggressive, pain-resistant, and reflex-enhanced combatant with sharpened aim and perceived invincibility.
  • Extreme Addictive Potential: The combination of potent stimulants and spice creates a powerful psychological and physiological dependency. Users crave not just the effects, but the overwhelming sense of power and focus, ensuring repeat customers and a loyal, dependent user-base for the Trade Federation.
  • Self-Replenishing Dosage: The unique chemical property derived from "The Buzz" means a single syringe can theoretically administer multiple doses from a small remaining amount, making it logistically efficient for field operations.
WEAKNESSES
  • Catastrophic Biological Instability: The concoction is a volatile amalgamation of conflicting chemicals. Prolonged or repeated use inevitably leads to severe side effects, including systemic organ failure, violent psychosis, cerebral hemorrhaging, and permanent neural damage. Overdose is common and fatal.
  • Loss of Tactical Discernment: The "Boosted Aggression" and "False Invincibility Response" severely impair judgment. Users cannot distinguish friend from foe, ignore sound tactical retreats, and will charge into suicidal situations, making them a danger to themselves and their allies.
  • Severe Crash and Dependency: The aftermath of the serum's effects is a devastating physical and mental crash, leaving the user debilitated, paranoid, and in intense pain, fiercely craving another dose to escape the withdrawal. This cycle rapidly breaks down the body and mind.
  • Persistent Salivary Contamination: A direct side effect of the unstable chemical mixture is the constant, involuntary seepage of a viscous, orange-tinged fluid from the salivary glands. This stream is both a glaring identifier of a user and a hygiene hazard, often causing severe dehydration, chemical burns to the mouth and chin, and social ostracization. In combat, it can leave a tell-tale trail.
Trade-Federation-Factodex


Forged in the clandestine laboratories of the The Trade Federation in the tumultuous years following 904 ABY, Heinite Serum was engineered not as a mere recreational drug, but as a tool of economic and strategic control.

By reverse-engineering and violently combining the galaxy's most potent and popular combat stimulants with refined spice, Federation bio-chemists sought to create the ultimate battlefield commodity, a product that would be irresistibly sought after by mercenaries, pirates, rebellion factions, and desperate planetary militias alike.

The Serum performs its function with terrifying efficiency. Upon injection, the user is subjected to a cascading chemical avalanche. The adrenal and battle stimulants flood the system, overriding natural limiters.

Spice-derived compounds sharpen focus and alter perception, while pain-suppressants and reflex enhancers create a feeling of effortless, unstoppable prowess. In the short term, it excels against conventional, disciplined forces, as Heinite-charged combatants fight with a frenzied, unpredictable ferocity and resilience that can shatter morale and break defensive lines.

However, Heinite Serum is the epitome of a Faustian bargain. Its primary limitation is the very body it enhances. The humanoid system is not designed to withstand such a corrosive cocktail of extreme chemicals. The "invincibility" is a lethal illusion; users often fight until their hearts explode, their brains hemorrhage, or their muscles tear from their bones.


The Trade Federation, aware of these fatal flaws, markets it primarily through back-channels to disposable assets, criminal cartels, and conflict zones they wish to destabilize. It is a product designed for maximum profit with zero regard for the user, creating a cycle of dependency, devastation, and death that enriches the Federation while crippling its consumers and the societies they come from.

On the black markets, it is both a dreaded and coveted poison, a syringe of temporary godhood with a permanent price.


Sketches





Tiber
OUT OF CHARACTER INFORMATION
  • Intent: An elegant, flexible protective tunic for non-combatant noblemen and noblewomen.
  • Image Source: Artstation - Tiber
  • Canon Link:
  • Permissions:
  • Primary Source:
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose
  • Weight: Lightweight
  • Resistances:
    • Energy: High Resistance
    • Kinetic: High Resistance
    • Lightsabers: None
    • Other: Average
SPECIAL FEATURES
  • The Nobleman's Protective Tunic is designed with a layered approach, blending traditional noble attire with hidden protective materials. The outermost layer is typically made of fine synth-silk fabrics, giving it the appearance of a standard, non-armored garment. Beneath this, a flexible layer of durafiber and a mesh of plasteel provides resistance to energy and kinetic attacks. A final, thin layer of phrik-weave is integrated to increase its durability without sacrificing comfort or flexibility.
STRENGTHS
  • Discreet Protection: The tunic's design makes it virtually indistinguishable from regular noble attire, allowing the wearer to have a layer of protection in situations where traditional armor would be inappropriate or draw unwanted attention.
  • Lightweight and Comfortable: Thanks to the use of flexible durafiber and bonded plasteel, the tunic is light and comfortable enough for daily wear, allowing for free movement and prolonged use without fatigue.
WEAKNESSES
  • Limited Protection: While it offers decent protection against blasters and kinetic impacts, the tunic is not designed for heavy combat and will not withstand sustained fire or powerful attacks.
  • Not Meant for Melee: The tunic provides very little protection against close-quarters attacks from melee weapons like knives or swords. The flexible fabric can be easily pierced, cut, or torn, offering minimal defense.
DESCRIPTION

The Nobleman's Protective Tunic
was developed by the Trade Federation of Planets in 902 ABY to meet a growing need for discreet, defensive wear among the galactic elite. As political tensions and private feuds became more common, many noblemen and noblewomen found themselves at risk of assassination attempts or street violence. However, wearing obvious armor was considered a breach of etiquette and often drew unwanted attention.

The Trade Federation's solution was to create a garment that seamlessly integrated protective materials into the luxurious fabrics and elegant designs of high-society fashion.

The tunic became a popular item on the open market, particularly among diplomats, politicians, and wealthy merchants who frequented dangerous areas or had personal rivals. It was never intended for military use or front-line combat, but rather as a defensive measure to protect against unexpected attacks in social settings.





Ithorians
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
SPECIAL FEATURES
  • Acoustic Amplification: The collar contains multiple sonic emitters that can amplify an Ithorian's natural concussive scream.
  • Concealed Blaster: A small, automatic blaster pistol is concealed within the collar's chassis and can be deployed with a quick hand gesture or neural trigger.
STRENGTHS
  • Unconventional Weaponry: The sonic amplification of the Ithorian's natural sonic bellow is an unexpected and potent weapon against unarmored or lightly armored foes.
  • Hidden Firepower: The concealed automatic blaster pistol provides a surprising, last-resort option for a pacifistic species not expected to be armed.
WEAKNESSES
  • Limited Use: The collar can be used for a maximum of three concussive blasts before a recharge period is needed, and the Ithorian user is left physically exhausted.
  • Species-Specific Use: The collar's primary function is entirely dependent on the unique anatomy of an Ithorian, specifically their four throats. It is completely unusable by any other species.
DESCRIPTION

Outwardly, the Mark II Ithorian Amplification Collar resembles a standard Ithorian translation collar, allowing its wearer to communicate in Galactic Basic Standard. However, its true function is to enhance the Ithorian's sonic bellow.

The collar operates by detecting the vibrations from the Ithorian's four throats and then channeling this raw acoustic energy through a network of resonant crystals and miniature sonic emitters. The device focuses and amplifies the Ithorian's scream into a devastating, high-frequency blast that can stun, disorient, or even rupture the organs of unarmored targets.

To further its deceptive purpose, it also includes a concealed blaster. This small, automatic blaster pistol, made from standard blaster components, is hidden within the collar's durasteel chassis. With a simple neural command or a subtle movement of the Ithorian's head, the blaster can be deployed from the underside of the collar.





Canyon Village

OUT OF CHARACTER INFORMATION
  • Intent: A modular hovering tent system created by the Trade Federation, designed for rapid deployment as dwellings, market stalls, or clandestine outposts in frontier or underworld settings.
  • Image Source: Artstation - Canyon Village
  • Canon Link: Not Applicable.
  • Permissions: Not Applicable.
  • Primary Source: Hover platform | Repulsorcraft System
PRODUCTION INFORMATION
SPECIAL FEATURES
  • Repulsorlift Platform: HoverHabs float 0.5–1 m above terrain without the need for ground preparation
  • Modular Connection Ports: Enables swift assembly into marketplace corridors or small settlement grids
  • Energy shield Sealing: Temperature control and dampened energy signature for low observability
  • Quick-Deploy Design: Setup or breakdown in under 15 minutes
  • Packable Structure: Collapses into sealed crates for covert mobility
  • Configurable Interiors: Customizable for living quarters, vendor booths, or secure meeting areas
STRENGTHS
  • Rapid Deployment: Fully operational in under 15 minutes, enabling instant settlement or marketplace creation.
  • Modular Adaptability: Links seamlessly with other units to form corridors, plazas, or entire floating towns.
  • Environmental Flexibility: Operates on virtually any terrain, urban ruins, swamps, deserts, even shallow water.
WEAKNESSES
  • Fragile Defense Profile: Provides minimal protection, highly vulnerable to sustained blaster fire or explosives.
  • Power Reliance: Entire structure fails if energy cells or repulsorlift drives are disabled.
  • Weather Susceptibility: Extreme storms, acid rain, or high winds can damage canopy integrity.
DESCRIPTION

The "HoverHab" was developed by the The Trade Federation as a flexible shelter system for frontier colonies and humanitarian missions—officially marketed as a mobile habitat solution. Its repulsorlift foundation eliminates dependence on stationary infrastructure, enabling rapid, flexible deployment.

Constructed from durable plasteel and synthweave, paired with energy shield insulation, the HoverHabs offer environmental protection with moderate stealth. Units interconnect via clip-on landbridges, enabling the formation of impromptu floating marketplaces or mercenary encampments. Packed into crates, they're ideally suited for black-market setups, quick to erect, quick to vanish.

Although immensely versatile, HoverHabs lack hardened defenses and rely on users for security. Poor weather and extended operations without resupply pose risks. Nevertheless, their adaptability makes them strategic assets for frontier chaos, covert trade, and opportunistic settlement, civilian gear turned covert instrument through Federation engineering.





OUT OF CHARACTER INFORMATION
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PRODUCTION INFORMATION

  • Manufacturer: The Trade Federation
  • Affiliation: The Trade Federation
  • Market Status: Closed-Market
  • Model: TF-AAS "Lux-Form"
  • Modularity: Yes (Software updates for new patterns/textures, power cell replacement)
  • Production: Minor (High-demand luxury item, in steady production)
  • Material: Nanoweave Synsilk, Electro-chromatic polymers, Thermal-regulating micro-fibers, Integrated micro-power cells
SPECIAL FEATURES
  • Dynamic Material Shifting: Seamlessly alters color, pattern, and even texture (e.g., silk to durafiber to scale-like) on user command.
  • Personalized Climate Control: Actively heats or cools the wearer to maintain optimal comfort in diverse environments.
  • Integrated Biometric Scan & Fit: Automatically adjusts to the wearer's precise body shape for a perfect, form-fitting appearance.
  • Subtle Concealed Pockets: Nanoweave allows for hidden compartments that appear only when accessed by the user.
  • Communication & Data Display: Can project subtle holographic interfaces onto the fabric itself for discreet comms or data display.
STRENGTHS
  • Ultimate Versatility: Replaces an entire wardrobe with a single garment, adaptable to any social or environmental situation.
  • Unparalleled Comfort: Maintains perfect body temperature regardless of external conditions.
  • Enhanced Personal Security/Discretion: Can change appearance instantly for disguise or project discreet information.
WEAKNESSES
  • Power Dependent: Requires regular charging; loss of power means loss of adaptive features.
  • Vulnerable to Cuts/Tears: While durable, a significant tear can permanently damage the nanoweave functionality in that area.
  • Not Armor: This is not designed to offer protection from blasters, lightsabers or slugthrowers.
DESCRIPTION

The Trade Federation "Lux-Form" Adaptive Apparel System
is more than just clothing; it's a statement of ultimate personal versatility and luxury. This awe-inspiring garment, crafted from revolutionary nanoweave synsilk infused with electro-chromatic polymers, grants its wearer the unprecedented ability to instantly transform their attire.

Imagine stepping off a starship, and with a mere thought or subtle gesture, your formal durafiber suit shifts to a casual, breathable synsilk tunic, then to a protective, scale-like texture for an unexpected hazardous landing. Beyond aesthetics, the Lux-Form offers intelligent climate control, actively warming or cooling to maintain perfect comfort regardless of the external environment.

It even subtly conceals pockets that become visible only when accessed by the wearer and can project discreet holographic data displays onto its surface. For the galaxy's elite, who demand both impeccable style and practical adaptability, the "Lux-Form" represents the pinnacle of personal freedom and expression. It's not just a wardrobe; it's a living garment, guaranteeing immense sales in the high-end consumer market.





OUT OF CHARACTER INFORMATION

0TlmZxp.png
PRODUCTION INFORMATION


  • Manufacturer: The Trade Federation
  • Affiliation: The Trade Federation
  • Market Status: Closed-Market
  • Model: TF-APS "Nyx-Weave"
  • Modularity: No
  • Production: Limited Scale (Advanced components and demanding manufacturing process)
  • Material: Micro-filament Agrinium coils, Duraplast casing, Adaptive energy deflectors, Quantum energy capacitors
SPECIAL FEATURES

  • Adaptive Energy Field: Automatically adjusts its frequency and density to optimize protection against various incoming threats (blasters, kinetic projectiles, even some forms of lightsaber impact).
  • Minimal Visual Signature: Generates a low-profile, almost invisible shimmer rather than a bulky bubble shield, allowing for discretion.
  • Integrated Kinetic Dampening: Reduces the impact force of physical attacks, mitigating concussive damage.
  • Situational Awareness Augmentation: Links to user's optical implants or comms to highlight incoming threat vectors.
  • Energy Draw Modulation: Prioritizes protection in threatened areas, minimizing overall power consumption during calm periods.
STRENGTHS

  • Superior All-Around Protection: Offers enhanced defense against a wider range of attacks compared to traditional personal shields.
  • Unobtrusive & Agile: Allows for full mobility and does not hinder vision or combat effectiveness.
  • Intelligent Threat Response: Reacts instantaneously to perceived threats, providing passive security.
WEAKNESSES

  • Power Cell Dependence: While efficient, sustained heavy fire or continuous activation will rapidly drain power, requiring recharge.
  • Not Lightsaber Proof: Can deflect glancing blows or absorb minimal contact, but a direct, sustained lightsaber strike will eventually breach it.
  • Vulnerable to Overload: Directed ion blasts or powerful EMPs can momentarily disrupt or overload the shield generator.
DESCRIPTION

The Trade Federation "Nyx-Weave" Adaptive Personal Shield Generator is the pinnacle of personal defense, moving beyond simple deflection to intelligent, multi-threat protection. Unlike older, bulky personal shields, the Nyx-Weave projects a discreet, nearly invisible energy field around the user, allowing for unrestricted movement and vision.


Its awe-inspiring capability lies in its adaptive nature: a sophisticated AI constantly analyzes incoming threats, instantly recalibrating the shield's frequency and density to optimally counter blasters, slugthrowers, or even the glancing force of a lightsaber. It also incorporates kinetic dampening, softening blows that manage to connect.

For high-stakes operatives, corporate executives, or anyone who values their life, the "Nyx-Weave" offers a new level of personal security and confidence. While it requires power and isn't entirely impervious to focused attacks, its ability to intelligently protect against a spectrum of dangers makes it an indispensable, highly sought-after device on the galactic market, promising to keep its wearer safer than ever before.




OUT OF CHARACTER INFORMATION

0TlmZxp.png
PRODUCTION INFORMATION


  • Manufacturer: The Trade Federation
  • Affiliation: The Trade Federation
  • Market Status: Closed-Market
  • Model: TF-APS "Nyx-Weave"
  • Modularity: No
  • Production: Limited Scale (Advanced components and demanding manufacturing process)
  • Material: Micro-filament Agrinium coils, Duraplast casing, Adaptive energy deflectors, Quantum energy capacitors
SPECIAL FEATURES

  • Adaptive Energy Field: Automatically adjusts its frequency and density to optimize protection against various incoming threats (blasters, kinetic projectiles, even some forms of lightsaber impact).
  • Minimal Visual Signature: Generates a low-profile, almost invisible shimmer rather than a bulky bubble shield, allowing for discretion.
  • Integrated Kinetic Dampening: Reduces the impact force of physical attacks, mitigating concussive damage.
  • Situational Awareness Augmentation: Links to user's optical implants or comms to highlight incoming threat vectors.
  • Energy Draw Modulation: Prioritizes protection in threatened areas, minimizing overall power consumption during calm periods.
STRENGTHS

  • Superior All-Around Protection: Offers enhanced defense against a wider range of attacks compared to traditional personal shields.
  • Unobtrusive & Agile: Allows for full mobility and does not hinder vision or combat effectiveness.
  • Intelligent Threat Response: Reacts instantaneously to perceived threats, providing passive security.
WEAKNESSES

  • Power Cell Dependence: While efficient, sustained heavy fire or continuous activation will rapidly drain power, requiring recharge.
  • Not Lightsaber Proof: Can deflect glancing blows or absorb minimal contact, but a direct, sustained lightsaber strike will eventually breach it.
  • Vulnerable to Overload: Directed ion blasts or powerful EMPs can momentarily disrupt or overload the shield generator.
DESCRIPTION

The Trade Federation "Nyx-Weave" Adaptive Personal Shield Generator is the pinnacle of personal defense, moving beyond simple deflection to intelligent, multi-threat protection. Unlike older, bulky personal shields, the Nyx-Weave projects a discreet, nearly invisible energy field around the user, allowing for unrestricted movement and vision.


Its awe-inspiring capability lies in its adaptive nature: a sophisticated AI constantly analyzes incoming threats, instantly recalibrating the shield's frequency and density to optimally counter blasters, slugthrowers, or even the glancing force of a lightsaber. It also incorporates kinetic dampening, softening blows that manage to connect.

For high-stakes operatives, corporate executives, or anyone who values their life, the "Nyx-Weave" offers a new level of personal security and confidence. While it requires power and isn't entirely impervious to focused attacks, its ability to intelligently protect against a spectrum of dangers makes it an indispensable, highly sought-after device on the galactic market, promising to keep its wearer safer than ever before.




OUT OF CHARACTER INFORMATION

0TlmZxp.png
PRODUCTION INFORMATION


  • Manufacturer: The Trade Federation
  • Affiliation: The Trade Federation
  • Market Status: Closed-Market
  • Model: TF-APS "Nyx-Weave"
  • Modularity: No
  • Production: Limited Scale (Advanced components and demanding manufacturing process)
  • Material: Micro-filament Agrinium coils, Duraplast casing, Adaptive energy deflectors, Quantum energy capacitors
SPECIAL FEATURES

  • Adaptive Energy Field: Automatically adjusts its frequency and density to optimize protection against various incoming threats (blasters, kinetic projectiles, even some forms of lightsaber impact).
  • Minimal Visual Signature: Generates a low-profile, almost invisible shimmer rather than a bulky bubble shield, allowing for discretion.
  • Integrated Kinetic Dampening: Reduces the impact force of physical attacks, mitigating concussive damage.
  • Situational Awareness Augmentation: Links to user's optical implants or comms to highlight incoming threat vectors.
  • Energy Draw Modulation: Prioritizes protection in threatened areas, minimizing overall power consumption during calm periods.
STRENGTHS

  • Superior All-Around Protection: Offers enhanced defense against a wider range of attacks compared to traditional personal shields.
  • Unobtrusive & Agile: Allows for full mobility and does not hinder vision or combat effectiveness.
  • Intelligent Threat Response: Reacts instantaneously to perceived threats, providing passive security.
WEAKNESSES

  • Power Cell Dependence: While efficient, sustained heavy fire or continuous activation will rapidly drain power, requiring recharge.
  • Not Lightsaber Proof: Can deflect glancing blows or absorb minimal contact, but a direct, sustained lightsaber strike will eventually breach it.
  • Vulnerable to Overload: Directed ion blasts or powerful EMPs can momentarily disrupt or overload the shield generator.
DESCRIPTION

The Trade Federation "Nyx-Weave" Adaptive Personal Shield Generator is the pinnacle of personal defense, moving beyond simple deflection to intelligent, multi-threat protection. Unlike older, bulky personal shields, the Nyx-Weave projects a discreet, nearly invisible energy field around the user, allowing for unrestricted movement and vision.


Its awe-inspiring capability lies in its adaptive nature: a sophisticated AI constantly analyzes incoming threats, instantly recalibrating the shield's frequency and density to optimally counter blasters, slugthrowers, or even the glancing force of a lightsaber. It also incorporates kinetic dampening, softening blows that manage to connect.

For high-stakes operatives, corporate executives, or anyone who values their life, the "Nyx-Weave" offers a new level of personal security and confidence. While it requires power and isn't entirely impervious to focused attacks, its ability to intelligently protect against a spectrum of dangers makes it an indispensable, highly sought-after device on the galactic market, promising to keep its wearer safer than ever before.


OUT OF CHARACTER INFORMATION


0TlmZxp.png
PRODUCTION INFORMATION


  • Manufacturer: The Trade Federation
  • Affiliation: The Trade Federation
  • Market Status: Closed-Market
  • Model: TF-APS "Nyx-Weave"
  • Modularity: No
  • Production: Limited Scale (Advanced components and demanding manufacturing process)
  • Material: Micro-filament Agrinium coils, Duraplast casing, Adaptive energy deflectors, Quantum energy capacitors
SPECIAL FEATURES

  • Adaptive Energy Field: Automatically adjusts its frequency and density to optimize protection against various incoming threats (blasters, kinetic projectiles, even some forms of lightsaber impact).
  • Minimal Visual Signature: Generates a low-profile, almost invisible shimmer rather than a bulky bubble shield, allowing for discretion.
  • Integrated Kinetic Dampening: Reduces the impact force of physical attacks, mitigating concussive damage.
  • Situational Awareness Augmentation: Links to user's optical implants or comms to highlight incoming threat vectors.
  • Energy Draw Modulation: Prioritizes protection in threatened areas, minimizing overall power consumption during calm periods.
STRENGTHS

  • Superior All-Around Protection: Offers enhanced defense against a wider range of attacks compared to traditional personal shields.
  • Unobtrusive & Agile: Allows for full mobility and does not hinder vision or combat effectiveness.
  • Intelligent Threat Response: Reacts instantaneously to perceived threats, providing passive security.
WEAKNESSES

  • Power Cell Dependence: While efficient, sustained heavy fire or continuous activation will rapidly drain power, requiring recharge.
  • Not Lightsaber Proof: Can deflect glancing blows or absorb minimal contact, but a direct, sustained lightsaber strike will eventually breach it.
  • Vulnerable to Overload: Directed ion blasts or powerful EMPs can momentarily disrupt or overload the shield generator.
DESCRIPTION

The Trade Federation "Nyx-Weave" Adaptive Personal Shield Generator is the pinnacle of personal defense, moving beyond simple deflection to intelligent, multi-threat protection. Unlike older, bulky personal shields, the Nyx-Weave projects a discreet, nearly invisible energy field around the user, allowing for unrestricted movement and vision.


Its awe-inspiring capability lies in its adaptive nature: a sophisticated AI constantly analyzes incoming threats, instantly recalibrating the shield's frequency and density to optimally counter blasters, slugthrowers, or even the glancing force of a lightsaber. It also incorporates kinetic dampening, softening blows that manage to connect.

For high-stakes operatives, corporate executives, or anyone who values their life, the "Nyx-Weave" offers a new level of personal security and confidence. While it requires power and isn't entirely impervious to focused attacks, its ability to intelligently protect against a spectrum of dangers makes it an indispensable, highly sought-after device on the galactic market, promising to keep its wearer safer than ever before.

OUT OF CHARACTER INFORMATION


  • Intent: A personal, wrist-mounted holographic projection and data manipulation system for rapid information processing.
  • Image Source: Not Applicable.
  • Canon Link: Not Applicable.
  • Permissions: Not Applicable.
  • Primary Source: Holographic display | Datapad
0TlmZxp.png
PRODUCTION INFORMATION


  • Manufacturer: The Trade Federation
  • Affiliation: The Trade Federation
  • Market Status: Open-Market
  • Model: TF-HPGS "Omni-Scribe"
  • Modularity: No
  • Production: Minor (Advanced for the burgeoning professional and luxury market)
  • Material: Lightweight Alusteel casing, Micro-projectors, Quantum processors, Haptic feedback emitters
SPECIAL FEATURES

  • Dynamic Holographic Interface: Projects a full, multi-layered, interactive 3D holographic workspace from the wrist.
  • Intuitive Gesture Control: Manipulates data and interfaces with natural hand movements and gestures.
  • Integrated Data Storage & Encryption: Stores vast amounts of data with advanced security protocols.
  • Universal Connectivity: Seamlessly interfaces with most galactic computer systems and networks.
  • Real-time Translation: Built-in linguistic analysis and holographic text/audio translation.
STRENGTHS

  • Unprecedented Productivity: Allows for rapid data manipulation, analysis, and communication in any environment.
  • Highly Immersive & Intuitive: Transforms complex data into easily navigable, interactive 3D holograms.
  • Portable & Discreet: A powerful workstation condensed into a sleek, wearable vambrace.
WEAKNESSES

  • Vulnerable Projection: Holographic projections can be disrupted by strong electromagnetic interference or direct energy fields.
  • Power Consumption: Sustained complex holographic displays or heavy processing can rapidly drain power cells.
DESCRIPTION

The Trade Federation "Omni-Scribe" Holographic Vambrace is the ultimate personal computing and communication device, turning any location into a dynamic workstation. This sleek, wrist-mounted vambrace projects a vibrant, multi-layered holographic interface that floats before the user, displaying everything from intricate schematics and real-time market data to secure communications.

Its awe-inspiring feature is its intuitive gesture control: users can manipulate complex data, design blueprints, or navigate vast information networks with natural hand movements, eliminating the need for cumbersome screens or keyboards. With massive encrypted data storage, universal connectivity, and even real-time language translation, the "Omni-Scribe" empowers individuals to work, trade, and communicate with unprecedented efficiency and style.

While its high-fidelity projections demand energy, its ability to transform how individuals interact with information makes it an indispensable tool for corporate executives, interstellar traders, engineers, and even high-level criminals. The "Omni-Scribe" is set to become the most sought-after personal device, promising unparalleled productivity and a powerful statement of technological sophistication on the galactic market.

OUT OF CHARACTER INFORMATION


  • Intent: A top-tier cybernetic eye replacement offering multi-spectral vision, advanced targeting, and integrated comms.
  • Image Source: Not Applicable.
  • Canon Link: Not Applicable.
  • Permissions: Not Applicable.
  • Primary Source: Cybernetic eyes Mod III | Optical Sensors
0TlmZxp.png
PRODUCTION INFORMATION


SPECIAL FEATURES

  • Multi-Spectral Vision: Allows vision across infrared, ultraviolet, night vision, and even basic thermal spectrums.
  • Enhanced Zoom & Targeting: Variable magnification with integrated rangefinding and predictive targeting overlays.
  • Integrated Secure Comlink: Discreet, encrypted audio and visual communication.
  • Data Recording & Playback: Records everything the user sees for later review or transmission.
  • Adaptive Light Filtering: Automatically adjusts for extreme light conditions, reducing glare and enhancing detail.
STRENGTHS

  • Unparalleled Environmental Awareness: Provides vision far beyond organic capabilities, revealing hidden details and threats.
  • Superior Accuracy: Greatly enhances precision for targeting, surveillance, and detailed observation.
  • Discreet Intelligence Gathering: Records everything seen and heard, facilitating covert operations.
WEAKNESSES

  • Vulnerability to Heavy EMP/Ion Blasts: While protected by Iron Surge Shielding, Intensive Direct energy bursts can temporarily blind or cause malfunction of the implant.
  • Potential for Sensory Overload: Extreme visual or data input can cause disorientation or discomfort if not properly managed by the user.
DESCRIPTION

The Trade Federation "Oculus" Hyper-Spectral Visual Implant is an awe-inspiring leap in personal perception, transforming the user into an unparalleled observer. This advanced cybernetic eye replacement offers not just perfect vision, but a revolutionary ability to see across multiple spectrums – infrared, ultraviolet, thermal, and enhanced low-light.

Imagine navigating a pitch-black alley as if it were daylight, spotting hidden heat signatures through walls, or analyzing subtle energy fluctuations undetectable to the naked eye. The "Oculus" also features variable zoom, integrated rangefinding, and predictive targeting overlays, making the user an exceptional marksman or scout. With an integrated secure commlink and data recording capabilities, it becomes an indispensable tool for intelligence gathering and tactical coordination.

While it's a significant investment and requires specialized care, the "Oculus" provides a truly unfair advantage in observation and situational awareness. It is set to become the standard for any professional who relies on their eyes and wits, making it a high-demand, high-profit item on the galactic market.
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obj4ca

The Fate of Coruscant
The Chiss Woman vol. 1
|:| Issue #2: Defending the Capital w/
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Standing on the landing platform of the Imperial Palace, Remowa observed the battle for Imperial Center with an expression of emptiness. The atmosphere was tinged with betrayal as whispers spread that one of their own had conveniently assumed control of the Palace's defenses, replacing the Galactic Emperor.

Such gossip did not unsettle her or the Dark Side Elite, for their loyalty lay with their true master, regardless of which power-hungry fool attempted to seize his throne. The silence was disrupted by the thunderous roar of incoming engines and the distant impact of heavy ordnance striking the planetary shield.

A transport, marked with the insignia of the invaders, made a sharp turn toward the palace district.

Remowa's hand fell to her hip, her fingers gripping a hilt that resembled a lash more than a saber. With a sharp hiss, the lightwhip unfurled, crackling with amethyst energy that sizzled as it struck the stone of the platform. It lacked the steady hum of a conventional blade, instead emitting an erratic thrum that echoed the turmoil within her own mind.

"Only a fool would dare to assault Imperial Center," she said, her voice surprisingly clear above the howling wind. Her eyes appeared to shine brightly red, reflecting the fiery skies overhead. "But do not worry, the Dark Side Elite is more than ready to deal with unruly jesters on the Palace grounds."

As the first wave of attackers jumped from their hovering craft, Remowa sprang into action. The lightwhip lashed out with a fluid motion, a crack of thunder that sliced through the air to incinerate flesh and bone.



obj4ca

FOOD: Not Sure Yet, Somebody at Palace
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Krasskorr stood on one of the elevated terraces of the Imperial Palace, his pupils narrowing into thin slits against the harsh brightness of the distant skyscrapers as the artificial clouds dispersed, driven by the external pressure from the transports. Once proud vessels of the Imperial Fleet or the daring vanguard of the Sith Covenant were stripped of their hulls before crashing with a gratifying explosion.

Had he not been ordered to safeguard the Imperial Palace from intruders, he would have descended to evaluate the damage and salvage any remaining meat from the deceased troopers within. There was no reason to squander valuable organic rations, especially while the planet was under siege by an enemy intent on their annihilation.

A snarl emerged from the hybrid's throat.

"It has been to long since the Emperor has called a hunt. It seems he has answered my beseechment." His left claw tightened around the railing of the terrace, the reinforced metal groaning and buckling under his immense strength. He didn't need a briefing from Imperial Command to understand the stakes, as if the Imperial Palace were to fall it would mean the end of the Galactic Empire.

Krasskorr reached for the massive hilt at his hip. The lightclub felt heavy, a comforting weight that promised a violent end to any sorcerer bold enough to cross the palace threshold. He felt the Dark Side roiling through the district, not the cold, calculated chill of the Emperor, but a frantic, hungry tide of ambition.

Someone powerful was coming, an entourage of shadows aiming for the throne, and they were cutting a bloody swathe through the security sectors to get there. The Saurton shifted his weight, his armor clanking as he turned toward the primary entrance of the Palace.

The hunt was coming to him. He ignited the lightclub, the massive crimson blade snapping into existence, casting a long, monstrous shadow against the palace walls.






Outskirts factory

OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
  • Image Credit: [ Provide credit to the original artist of the images in your submission. Link to the web page where it can be found and state the name of the original artist if possible. Each image used must be credited. Use TinyEye, Google Image Search, or the Image Credit FAQ to help.]
  • Canon: [ Is this a canon location? If yes, link to the original wiki article here, if no simply put N/A. ]
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  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
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SETTING INFORMATION

  • Structure Name: [ Name of the structure. ]
  • Classification: [ What kind of structure is this? Options include, but are not limited to: School, Temple, Laboratory, Homestead, Industrial plant, Farm, Shop, etc. ]
  • Location: [ Link the planet or other place where this location resides. ]
  • Affiliation: [ Who owns this structure? A person? A faction? A government? Link any relevant characters, faction pages or groups. ]
  • Accessibility: [ Describe logistical information on how easy it is to find/access this location. Is it hidden? Is it isolated from society or is it in the middle of civilization? Is it guarded? Open to the public or private access only? ]
  • Description: [ Provide a description of this structure at a glance. More in-depth descriptions can be added in points of interest. ]
POINTS OF INTEREST
[ What areas within the structure are significant? Give a description of each point listed. ]

SECURITY
[ Provide a Security Rating (choose from: None, Low, Medium, High, Maximum) and any specific security assets in list format. What defenses does this location have, including internal and perimeter defenses? Please note that the rating is relative to the type of location this is. Normal civilian structures have a different scope in security, compared to military bases. As such a civilian structure with a Maximum security rating is not on the same level as a military base with a Maximum rating. A civilian structure with a Maximum rating could be the seat of a planetary government, or the headquarters of an inter-galactic corporation. Private security, alarms, perhaps even a defensive shield, but they should not have entire armies within or enough armament to destroy a fleet above. Please link rare or uncommon tech/equipment to the SW wiki article or Factory-approved submission. Common canon items do not need to be linked. ]

HISTORICAL INFORMATION
[ Include a description on the structure's history here. Detail how it came to be created and why. Talk about the people involved in this structure's history and what role it played and still plays. For historical structures, if you so desire, you can include historical events from the Chaos Canon timeline or board history where appropriate. ]


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