Star Wars Roleplay: Chaos

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First Order Pre-Factory Workshop

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Tracked Casemate Assault Tank, Tracked Mobile Gun System.
  • Role: Infantry Support, Tank Destroyer, Cargo Transport
  • Length: 7.30 Meters
  • Width: 3.70 Meters
  • Height/Depth: 1.83 Meters
  • Weight: 30 Metric Tons
  • Minimum Crew: 1 (Driver)
  • Optimal Crew: 3 (Driver, Gunner/Mechanic, Commander)
  • Propulsion: Double-Pin Rubber pad Tracks
  • Engine: FOCIE 6.2L Supercharged 8-Cylinder Multifuel 900hp (671kW) Combustion Engine.
  • Power/weight: 30hp/tonne
  • Transmission: Electro-Hydraulic Semi-Automatic Transmission (Eight-forward, Eight-reverse gears)
  • Suspension: Durasteel Torsion Bars w/Rotor shock absorbers
  • Operational Range: 760km (472 mi)
  • Combat Radius: 380km (236 mi)
  • Top Speed (Average): 75 km/h (Road), 45 km/h (Off-road)
  • Maneuverability (High): Electro-Hydraulic Semi-Automatic Transmission (Eight-forward, Eight-reverse gears), 2x Front-Mounted Sproket Wheels, 12x Road wheels, 2x Return Wheels, 4x Return Rollers.
  • Armament (Average): 6x Dymek MK 2e/w medium laser cannon (In Dual Mouts), 1x FWMB-10 Repeating Blaster (Pintle-mount, Commander's Cupola)
  • Defenses (Very High): 2x 4-Barrel forward-facing smoke grenade dischargers, Depleted Duranium Composite Armour, Heat-Shedding Laminate, titanium interspersed armor.
  • Passenger Capacity: 12 (Cargo Bed)
  • Cargo Capacity: 5,000kg (Cargo Bed)
SPECIAL FEATURES
  • Air Conditioned Fighting Compartment
  • Auxillary Power Pack
  • Azimuth Indicator
  • Bustle Rack
  • CBRN Overpressure Protection System
  • Convoy Light
  • Commander's periscopic rotating Cupola
  • Commander's Cupola Rotating Pintle-Mount for Repeating Blaster
  • Crew Storage Bins
  • Driver's Episcope
  • Engine Block Heater
  • EMP Hardened
  • Fully Stabilised Armament
  • Hand Tools
  • Liquid Crystal Displays
  • Onboard GPS
  • Passive Night-Vision System
  • Power Tools
  • Spall Liner
  • Thermal Spectrum Vision System
  • Ultraviolet Spectrum Vision System
  • Snorkel-System Compatible
  • Fire Suppression System
  • Vessel Boiling Electric
Strengths:
  • Fighting Compartment Armour: The Armour around the vehicle's fighting compartment is quite formidable and capable of resisting or defeating most Infantry-carried anti-tank weapons.
  • Manoeuvrability: The Tank is very maneuverable with its Semi-Automatic Transmission coupled to a powerful powerplant and pivots with surprising speed.
  • Armament Elevation: With its sponson-mounted weapons the tank can elevate and depress its firing arc approximately eighty-five degrees from the horizontal axis. Making it ideal in an infantry support role within cities or in mountainous terrain.
  • Acceleration: Able to accelerate and maintain a respectable top speed capable of keeping pace with most bipedal assault platforms and other tracked fighting vehicles.
  • Fire-Suppression System: An argon-based fire suppression system is present in the fighting & engine compartment which activates virtually immediately after a fire is detected to prevent detonation of volatile power cells within the hull and reduce the chance ignited liquid that finds its way into the engine compartment and disables the vehicle.
  • Auxillary Battery Pack: An auxiliary battery pack mounted on the back of fighting compartment behind the commander's position allows the vehicle's electronics, armament elevation, and radio systems to maintain power while the engine is either off or disabled.
  • CBRN Overpressure: The Justicar protects its crew from chemical, biological, radiological and nuclear contaminants with an overpressure system, which in essence vacuum seals the fighting compartment.
  • EMP Hardened: Justicar is hardened against EMP and ionic disruption thanks to the use of Reinforced Duraplast within its' hull.
Weaknesses:
  • Casement Design: The Justicar has to physically rotate and shift to traverse ita sponson-mounted laser cannons. The front hull-mounted medium laser cannons are likewise impacted by this thanks to a limited left-right traverse and incapable of elevation or depression. This is most noticeable in close range when the Justicar is attempting to track a fast-moving target.
  • Vulnerable Tracks: As a tracked fighting vehicle the Justicar is at risk of having its twin-pin track connections of being destroyed or blown out by a sufficiently powerful weapon, immobilizing the casemate assault tank and robbing its ability to traverse its weapons. High explosives and mines are particularly useful for this purpose.
  • Front-mounted engine: With a front-mounted engine and accompanying vents for heat dispersion penetrating shots to the hull's right front will most likely disable the powerplant. Likewise, due to the vents, the engine bay can also have foreign corrosive or flammable liquids enter the engine bay and immobilize the tank.
  • Front-Mounted Transmission: Front drive wheels means a cleaner track but higher chance the tank will be immobilized if the lower hull front is penetrated as the projectile will slam straight into the tank's transmission completely immobilizing it.
  • Sponson Blaster Cannons: The Sponson-mounted blaster cannons have no traverse independent of the tank's axis of advance, they're both limited to elevation and traverse.
  • High ground pressure: On ice or in a quagmire the Justicar is at real risk of sinking into the muck or breaking ice beneath its weight due to the pair of narrow tracks which exert an incredible amount of pressure atop the ground.
  • Fuel Tanks: With flammable liquid fuel being necessary for the vehicle's operation a series of tanks are present beneath the armored cargo bed. Abrupt penetration to these fuel tanks can cause a catastrophic explosion inside the engine bay at the front of the vehicle through the connecting fuel lines.
  • Close-in Defence: With but one exposed repeating blaster for close-in defence the tank relies on Infantry support where confronting heavily armed Infantry units.
  • Power Cells: The main armament's power cells are located deep inside the fighting compartment directly behind the sponson-mounted laser cannons and if breached will cause a violent explosion inside the fighting compartment resulting in a complete 'kill' of the armored vehicle.
  • Heat-Venting Chamber: If breached the heat venting chamber will release its thermal energy into the fighting compartment bypassing the fire suppression system and superheat everything inside.
Description: Known as the "Justicar" This TX-225 tanks has been modernized with complete replacement of automotive, fire control and electronic equipment bringing it upto modern standards with a re-designed powerplant to simplify maintenance under field conditions with hand and portable power tools. The Justicar is crewed by a team of Three Stormtroopers; Driver, Gunner and the Commander. The Commander and Driver are afforded their own hatches within the fighting compartment with the driver in their drop-down semi-reclining seat at the commander's feet and the Gunner sitting to the driver's right, deeper within the hull. It is cramped and barely sufficient for purpose when considering its' crews physical characteristics as befitting the Stormtroopers' spiritual lineage; tall and strong. The Justicar is intended to be used in an Infantry Support Role where it can devastate hardened emplacements and fortifications its good length makes it ideal for crossing wide trenches albeit the same can not be said for its weight and narrow tracks which makes operating the vehicle in muddy or icy conditions hazardous, in a defensive posture it makes for an ideal tank destroyer where at long range its strong frontal armour and power to weight radio permit surprising mobility. Many design features of the Justicar maximise crew survivability; the engine has been placed in front of the gunner and the transmission obscures the driver from the frontal arc, providing added crew protection in the event of hull penetration.

The fighting compartment contains a plethora of equipment such as liquid crystal displays for the Commander and Gunner which provide visible light, infrared and ultraviolet imaging feeds from three-hundred and sixty degrees around the fighting compartment via a series of sensors throughout the Hull; additional situational awareness is provided to the crew through a simple episode for the driver and a rotating periscopic cupola for the commander's station, the gunner however beyond the sensors is completely blind to the outside world with no episcopes or periscopes for themselves. Justicar also doubles as a Cargo Transport thanks to its flatbed where it can move a large number of supplies, equipment, weapons, and valuables. Often the Crew use the flatbed to store additional fuel or rations for extended field operations; in addition, the Tank's fighting compartment is also equipped with a crew equipment tank or 'Bustle' rank which extends slightly out over the flatbed. For crew comfort the fighting compartment is equipped with air conditioning and an electric boiling vessel which the consumption of hot beverages and the preparation of meals with a positive impact on crew morale.

The Vehicle's armor envelope is largely uniform in effectiveness an impressive accomplishment possible thanks to the small size of the fighting compartment which permits more of the design weight to be allocated to armor protection and more evenly distributed. The armour is a composite of various metals and plasts which each have a distinct set of material characteristics which together in the Justicar create a high level of protection; It is hardened against electromagnetic pulses and reduces the effectiveness of shoulder-fired rocket systems. As a general rule The vehicle is quite vulnerable to mass driver attacks which due to the sheer kinetic force of the object impacting the hull can cause the tracks to be thrown or even the motor to be shifted from its mounts and render it inert. The roof of the vehicle is no exception to the armour envelope as the vehicle is intended to be capable of supporting Infantry in cities or confined places where the opposing force might be able to achieve significant elevation in comparison to the tank; though the Engine compartment and transmission is still quite vulnerable from this angle. Thworing petrol or alcohol bombs on the glacis plate of the tank could very well allow the flammable liquid into the engine bay and though equipped with a fire suppression system, there is only a finite amount of gas contained within the vehicle. A foreign projectile could also be fired into the weak grates which are designed to permit exhaust gasses to escape disabling the engine thusly. The fighting compartment is equipped with a similar fire suppression system and for this reason, it's important for the crew to always wear their helmet and maintain hermetic seals in combat conditions as the suppression includes argon which will cause the crew to suffocate if they inhale the element.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: First Order Corps of Imperial Engineers
  • Model: TX-225C GAVw "Deliverer" Combat Armoured Personnel Carrier
  • Affiliation: First Order, First Order Stormtrooper Corps
  • Production: Limited (First Order Stormtrooper Corps NPCs & PCs)
  • Material: Depleted Duranium, Quadanium, Titanium, Reinforced Duraplast.
TECHNICAL SPECIFICATIONS
  • Classification: Tracked Armoured Personnel Carrier
  • Role: Infantry Support, Troop Transport, Combat Ambulance, Command & Communication Vehicle, Recovery Vehicle.
  • Length: 5.27 Meters
  • Width: 2.76 Meters
  • Height/Depth: 1.83 Meters
  • Weight: 28 Metric Tons
  • Minimum Crew: 1 (Driver)
  • Optimal Crew: 2 (Driver, Commander)
  • Propulsion: Double-Pin Rubber pad Tracks
  • Engine: FOCIE 6.2L Supercharged 8-Cylinder Multifuel 900hp (671kW) Combustion Engine.
  • Power/weight: 32hp/tonne
  • Transmission: Electro-Hydraulic Semi-Automatic Transmission (Eight-forward, Eight-reverse gears)
  • Suspension: Durasteel Torsion Bars w/Rotor shock absorbers
  • Operational Range: 760km (472 mi)
  • Combat Radius: 380km (236 mi)
  • Top Speed (Average): 80 km/h (Road), 50 km/h (Off-road)
  • Maneuverability (High): Electro-Hydraulic Semi-Automatic Transmission (Eight-forward, Eight-reverse gears), 2x Front-Mounted Sproket Wheels, 12x Road wheels, 2x Return Wheels, 4x Return Rollers.
  • Armament (Very Low): 1x FWMB-10 Repeating Blaster (Pintle-mount, Commander's Cupola)
  • Defenses (High): 2x 4-Barrel forward-facing smoke grenade dischargers, Depleted Duranium Composite Armour, Heat-Shedding Laminate, titanium interspersed armor.
  • Passenger Capacity: 12 (Troop Compartment, Seated)
  • Cargo Capacity: 300kg (Internal)
SPECIAL FEATURES
  • CBRN Overpressure Protection System
  • Engine Block Heater
  • Electric Engine Starter
  • EMP Hardened
  • Stabilised Pintle-Mount
  • Fire Suppression System
  • Passive Night-Vision System
  • Spall Liner
  • Wired Tank-Infantry Comlink
  • Thermal Spectrum Vision System
  • Ultraviolet Spectrum Vision System
Strengths:
  • Well Armoured: A good armour envelope featuring Depleted Duranium and Titanium Interpspersed Armour sandwiched into a heat-shedding laminate the Deliverer's hull can easily withstand small arms fire and even prevent shoulder-fired anti-tank weapons from penetrating the hull.
  • Respectable Speed: It has a high power to weight ratio and is capable of keeping pace with its' sister designs and other vehicles typical of the First Imperial Army and Stormtrooper Corps such as Bipedal and Quadrupedal Walkers.
  • Easy to Maintain: The Deliverer features a multifuel combustion engine and is a simple automotive system when compared to other technology and designs fielded by the First Imperial Military, its' transmission and engine while vulnerable can both be replaced and repaired under field conditions.
  • EMP Hardened: A Reinforced Duraplast sheet impregnated into the armour disperses ionic attacks successfully rendering the vehicle highly resistant to EMP attacks allowing it to operate in a variety of hostile environments.
  • Fire-Suppression System: Fires in the Engine bay or Troop Compartment can be defeated through the use of a Fire Control System before they can inflict too much damage, however, the system is depleted in two charges. It is designed to keep the crew and passengers safe long enough to vacate the hostile area or evacuate the vehicle.
  • CBRN Overpressure: Deliverer is capable of overpressurizing the fighting compartment and preventing Chemical, Biological, Radiological and Nuclear Contaminants from entering the vehicle.
Weaknesses:
  • Lightly Armed: The Deliverer is lightly armed and won't be engaging any hardened fortifications or opposing armored vehicles with much if any success, the pintle-mounted repeating blaster operator is also highly vulnerable to return fire from hostile forces.
  • Vulnerable Tracks: With even more visible and therefore vulnerable tracks compared to the tank designs of the platform; Deliverer is at risk of having its twin-pin tracks destroyed or blown out by sufficiently powerful weapons, immobilizing the armored personnel carrier and leaving its crew and passengers all but helpless.
  • Front-mounted engine: With a front-mounted engine and accompanying vents for heat dispersion penetrating shots to the hull's right front will most likely disable the powerplant. Likewise, due to the vents, the engine bay can also have foreign corrosive or flammable liquids enter the engine bay and immobilize the tank.
  • Front-Mounted Transmission: Front drive wheels means a cleaner track but higher chance the tank will be immobilized if the lower hull front is penetrated as the projectile will slam straight into the tank's transmission completely immobilizing it.
  • High ground pressure: On ice or in a quagmire the Deliverer is at real risk of sinking into the muck or breaking ice beneath its weight due to the pair of narrow tracks which exert higher than average amounts of pressure atop the ground.
  • Fuel Tanks: With flammable liquid fuel being necessary for the vehicle's operation a series of tanks are present inside the Troop Compartment. Abrupt penetration to these fuel tanks can cause a catastrophic explosion inside the engine bay at the front of the vehicle through the connecting fuel lines in addition to fire inside the troop compartment, ravaging the Armoured Personnel Carrier from within.
Description: Deliverer is a tracked armoured personnel carrier based on the TX-225 Platform of tanks though the Deliverer marked as the 'C' For 'Carrier' Variant has had significant modifications made to its hull and chassis, the area which formed the flatbed loading platform has now been converted to a passenger compartment for embarked troops who sit in two rows of six facing each other. The seats are raised off of the floor and mounted to the hull to minimise the risk of injury to embarked troops from anti-tank mines exploding beneath the vehicle, though the Armoured Personnel Carrier does maintain a flat hull bottom. The Deliverer while with a vastly different hull from the other TX-225 based vehicles maintains complete commonality in automotive components to simplify maintenance and maximise production efficiency, one of the focus points of the Deliverer is modularity and the vehicles can be outfitted to perform a variety of functions including; Infantry Support, Troop Transport, Armoured Ambulance and Commander Vehicle to satisfy the need for armoured unit command and control. The Deliverer is notably narrower and shorter than either the Occupier or Justicar lending it greater mobility in very tight cramped city streets. The Deliverer's armour envelope is quite impressive though notably weaker on the hull roof and bottom to ensure weight did not exceed that of the tank variants despite the increase in fighting compartment volume, inside the Deliverer what would be the Gunner's station in the TX-225A Occupier is used for the storage of medical supplies, additional rations and the auxiliary battery pack reducing its vulnerability to damage. The Troop Compartment door is hydraulically powered and opened from inside the vehicle either by the Commander, located adjacent to the door is a wired Tank-Infantry Comlink so troops approaching behind the vehicle can communicate with the Deliverer's commander.

The Commander is provided with situational awareness by a pair of two liquid crystal display in front of their station within the armoured hull while behind them is the Troop Compartment and any embarked troops. Thanks to a Comprehensive Sensor suite equipped to the Deliverer the Commander is able to monitor movement around the tank in Ultraviolet and Infrared/Thermal Spectrums in addition to having their rotating periscopic cupola equipped with both a passive night-vision device the pintle-mounted repeating blaster. The driver comparatively is blind with only a passive night-vision capable episcope relying on their commander for guidance and navigation. Though it was not designed to engage the enemy directly the Commander can use their pintle-mounted repeating blaster to provide covering fire for disembarking troops and suppress hostile dismounted Infantry albeit at great risk to their own person as the Pintle-mount lacks any sort of gunshield or other protection. While its' not an excellent fighting vehicle it does function admirably in its role as a Troop Transport providing embarked Stormtroopers with confidence in safety while within its' air-conditioned and heated hull able to prepare hot meals and beverages using the Deliverer's Boiling Vessel Electric. The Deliverer is a jack of all trades true workhorse able to fulfill many different roles in the theatre though not particularly excelling in either one.

The Fire Suppression System is effective in preventing foreign flammable liquids from disabling the powerplant at least temporarily until the crew either neutralize or retreat from the threat. It also stops the fuel tanks after penetration from gutting the vehicle and rendering it unrecoverable or posing a danger to the crew as the fuel tanks are stored on either side of the fighting compartment internally in armored tanks. Ironically embarked troops and crew must be mindful to keep their helmets on and hermetic seals engaged at all times as the fire suppression system activates near instantly after detecting a fire and floods the fighting compartment with Argon which leads to fatality through suffocation when inhaled. The Hull front one might note is sloped at a steep angle and this is thanks to the Driver's hull-down position where they are positioned in a reclined posture in their seat, when driving with the hatch open the seat can be raised and angled forward to allow the driver to observe the terrain with their head above the Hull. When the driver is in the reclined 'hull-down' position they are largely obstructed from the frontal arc by the transmission and gearbox providing an added layer of protection from the frontal firing arc. To aid in navigation there is two pairs of lights on either trackguard; one light in each pair is a normal high-powered LED light while the other is an Infrared light which is more difficult to identify or detect from a distance, when moving in a single-file convoy each vehicle's driver tracks the vehicle ahead of them via an infrared convoy light mounted on the rear fighting compartment door.
 
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[SIZE=11pt]Production Information: [/SIZE]​

  • [SIZE=11pt]Manufacturer: Kyrel Ren [/SIZE]​

  • [SIZE=11pt]Model:N/A[/SIZE]​

  • [SIZE=11pt]Affiliation: Kyrel Ren [/SIZE]​

  • [SIZE=11pt]Modularity: No [/SIZE]​

  • [SIZE=11pt]Production: [/SIZE][SIZE=11pt]Unique [/SIZE]​

  • [SIZE=11pt]Material: Phrik, Durasteel Duraplast, armorweave robes.[/SIZE]​
[SIZE=11pt]Technical Specifications: [/SIZE]​

  • [SIZE=11pt]Classification: Other[/SIZE]​

  • [SIZE=11pt]Weight: 7.3 Kg [/SIZE]​

  • [SIZE=11pt]Resistances:[/SIZE]​

  • [SIZE=11pt]Blasters: [/SIZE][SIZE=11pt]High[/SIZE]​

  • [SIZE=11pt]Kinetic: [/SIZE][SIZE=11pt]Average[/SIZE]​

  • [SIZE=11pt]Lightsabers: [/SIZE][SIZE=11pt]High[/SIZE]​

  • Other:​

  • EMP/Ion: Average
[SIZE=11pt]Special Features: [/SIZE]​

  • Dark Side Imbued: During the crafting of the armor, the Dark Side of the Force was Imbued into the armor, making the armor bonded to the wielder and to any of those that wield the light corrupted when possessing the armor.

  • Link to Central Command Biocomm Network: The armor comes in place with a link to the Central Command Biocomm Network placed inside the helmet, it is how Kyrel is able to receive orders from high command regarding missions, and priority targets for him to take out.

  • Acumen Electronic Suite: The HUD of the Helmet is equipped with the Acumen Electronic Suite provided by Jaeger Solutions. Despite some of its flaws such as it's weakness to Ion damage and taking a lot of power, it is able to help Kyrel though missions such as providing layouts of enemy bases, where nearby enemies are, and intercepting enemy communications.

  • SG-1001 Vishnu Military Shield: Yet another component by Jaeger Solutions, The Military shield is able to give Kyrel the edge he need's against enemy soldiers and blaster bolts, whether it either comes taking on Blaster bolt's from mounted Turrets or delivering powerful shocks of electricity to those in his vicinity.

  • Corpus Skin Suit: The Corpus Skin Suit one of the many components provided to him by Jaeger Solutions, is a layer underneath his robes and his armor able to protect Kyrel from Radiation, Chemicals, Extreme Temperatures and Pressure and even the vacuum of Space

  • Osseus Class ExoSkeleton: Ever since losing his mechanical limbs, and his armor, Kyrel was not able to command as much strength as he used to, but with the exoskeleton given to him, he is able to retain his former strength and lives up to his name as the Enforcer of Ren by allowing him to last longer in combat.

  • NADIR P Series Craushgaunts: given a pair of Crushgaunts as well, even though they are a lower form of the notorious Mandalorian Craushgaunts, Kyrel is able to crush bone with little ease.

  • Xayianas Class Slicer Droid: As a final gift given to him, he was given a slicer droid able to easily attach itself onto the back of his armor and hidden by his dark robes, the droid is capable of hacking enemy systems, and acquiring information.

  • Wrist Datapad: The datapad on the wrists of his armor, comes equipped with a holoprojector and is capable of transferring information from the Xayianas Class Slicer droid to the interface in order for Kyrel to retrieve the Information.

  • Electronic Voice Processor: A voice processor was added into the helmet to help hide Kyrel's identity, hiding the soft Core World Accent with a much deeper and sinister tone
[SIZE=11pt]Weaknesses and Strengths: [/SIZE]​
[SIZE=11pt]Strong against Lightsabers: Due to the Armor being made with Duraplast, Durasteel. And Phrik the armor is able to withstand one or a couple of Lightsaber strikes from opposing Force Users. [/SIZE]​
[SIZE=11pt]Dark Side Imbued: With the Armor being Imbued with the Dark Side of the Force, the Armor is capable of bonding with it’s Master, but will corrupt those that walk the Light.[/SIZE]​
[SIZE=11pt]The strength of 10 Men: With the help of the Craushgaunts, and the ExoSkeleton, Kyrel is able to lift men and break bones with ease. [/SIZE]​
[SIZE=11pt]Hacking 101: The Xayianas Class Slicer droid is able to get Kyrel enemy information quickly and is able to feed it through his wrist Datapad or his Hud[/SIZE]​
[SIZE=11pt]Shields up: The Vishnu Military Shield can prevent blaster bolts from hitting the armor and can block more up to 50 shots from heavy turrets. [/SIZE]​
[SIZE=11pt]Weak to Ion blasts: The armor’s systems are vulnerable to Ion blasts and can easily disable communication systems as well as the Slicer Droid and the armor's HUD System. [/SIZE]​
[SIZE=11pt]What is made can be broken: Despite the armor’s materials, weapons such as Lightsabers, or even intense explosives can destroy the armor or pierce through it after extensive damage.[/SIZE]​
[SIZE=14.6667px]Charge Time: Despite the Shields able to recharge and bring back a layer that has been brought down, if the armor is put into a heavy barrage of high powered explosives, the shields would shut down leaving the armor only it's plating with limited resistance to enemy fire. [/SIZE]​
[SIZE=14.6667px]Extreme Cold: Even though the Corpus Skin Suit underneath the Armor and robes can protect the wearer from anything ranging up to extreme temperatures and pressure to even Cold Space, if it was in an [/SIZE][SIZE=14.6667px]enviroment where extreme cold were[/SIZE][SIZE=14.6667px] to persist, it could leave the skin suit's systems damaged and without such protection could leave the wearer to the point of near death. [/SIZE]​
[SIZE=11pt]Description: [/SIZE]​
[SIZE=11pt]The Armor of the Enforcer was made within the Bastion of Ren on Virigilla as an armor for Kyrel Ren, the self-proclaimed Enforcer of Ren. He constructed the armor in 851 ABY following the reclamation of his human form. He decided that new armor was to be made, imbuing it with the power of the dark side, the armor was made to be intimidating and ready for combat, despite the heavy power armor that was Vader’s Armor, Kyrel crafted a more medium type armor that allows him to hold his own in combat, and is able for him to move much faster. Contacting Jaeger Solutions he secretly made himself known by the name of Thomas. Asking for an armor unlike any other, the company was able to provide him with components for him to use, while the rest of the armor such as the plating and robes were already made. Now finally crafted for the dark times that are coming, the Enforcer would be able to make himself known through a different face. [/SIZE]​
 
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Source: Armoured Warfare (Video Game)

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: First Order Corps of Imperial Engineers
  • Model: TX-230A "Equaliser" GAVw Combat Assault Tank
  • Affiliation: First Order, First Order Stormtrooper Corps
  • Production: Limited (First Order Stormtrooper Corps NCPs & PCs)
  • Material: Depleted Duranium, Quadanium, Titanium, Reinforced Duraplast.
  • Squadron Count: 4x TX-230A "Equaliser" GAVw Combat Assault Tank (Inc. PLTCOM Vehicle)
TECHNICAL SPECIFICATIONS
  • Classification: Tracked Assault Tank
  • Role: Infantry Support, Tank Destroyer.
  • Length: 10.77 Meters
  • Width: 3.66 Meters
  • Height/Depth: 2.9 Meters
  • Weight: 70 Metric Tons
  • Minimum Crew: 1 (Driver)
  • Optimal Crew: 3 (Driver, Gunner/Mechanic, Commander)
  • Propulsion: Double-Pin Rubber pad Tracks
  • Engine: FOCIE 6.2L Supercharged 8-Cylinder Multifuel 900hp (671kW) Combustion Engine.
  • Power/weight: 13hp/tonne
  • Transmission: Electro-Hydraulic Semi-Automatic Transmission (Eight-forward, Eight-reverse gears)
  • Suspension: Hydropneumatic Suspension
  • Operational Range: 450km (279 mi)
  • Combat Radius: 225km (140 mi)
  • Top Speed (Low): 48 km/h (Road), 30 km/h (Off-road)
  • Maneuverability (Low): Electro-Hydraulic Semi-Automatic Transmission (Eight-forward, Eight-reverse gears), 2x Rear-Mounted Sproket Wheels, 12x Road wheels, 2x Return Wheels, 8x Return Rollers.
  • Armament (High): 1x 120mm Chemical Mass-Driver Cannon (40 Rounds), 1x FWMB-10 Repeating Blaster (Coaxial Mount), 1x FWMB-10 Repeating Blaster (Pintle-Mount, Commander's Cupola).
  • Defenses (Very High): 2x 4-Barrel forward-facing smoke grenade dischargers, Depleted Duranium Composite Armour, Heat-Shedding Laminate, titanium interspersed armor.
  • Passenger Capacity: 4 (Engine Deck).
  • Cargo Capacity: 200kg (In Turret Bustle Rack).
SPECIAL FEATURES
  • Air Conditioned
  • Auxiliary Power Unit
  • CBRN Overpressure Protection System
  • Engine Block Heater
  • Electric Engine Starter
  • Electic Turret Drive
  • EMP Hardened
  • Fully Stabilised Armament
  • Fire Suppression System
  • Manual Turret Traverse Handwheels (Horizontal + Vertical Axis)
  • Passive Night-Vision System
  • Smoke Generator
  • Spall Liner
  • Wired Tank-Infantry Comlink
  • Thermal/IR Spectrum Vision System
  • Ultraviolet Spectrum Vision System
Strengths:
  • Autoloader: Equipped with a Hydraulically Powered Autoloader the Equaliser has significant internal volume for ammunition storage and what's more the Autoloader can complete a loading cycle in approximately four seconds. The only drawback of the loading cycle is that the gun must be depressed back to the horizontal by the Gunner.
  • CBRN Overpressure: TX-230 tanks are equipped with a CBRN Overpressure system to prevent the entrance of chemical, biological, radiological and nuclear contaminants from entering the vehicle. Effectively vacuum sealing the vehicle against contaminants though in these kinds of environments the vehicle cannot discharge the main armament.
  • Ease of Maintenance: One of the few saving graces of this Tank's automotive design and construction is the ease of maintenance for the engine bay. The entire powerplant and transmission along with the final drives can be completely replaced with new parts within a couple of hours provided the crew has access to the necessary utility equipment to physically lift the Tank's engine up and out of its' bay.
  • EMP Hardened: The TX-230 is equipped with a reinforced duraplast sheet in its superstructure and turret which creates a highly resistant armoured vehicle against Ionic attacks and Electromagnetic Pulses.
  • Fire Suppression System: To ensure the automotive components receive minimal damage in the event of a fire the Engine bay will be snuffed with Argon to suffocate it there is only sufficient Argon stored in the tank for two dischargers in total; two in the Fighting Compartment, Two in the Engine Bay. The System in the Fighting Compartment is designed to minimise the risk of crew injury and ammunition detonation.
  • Hydropneumatic Suspension: The tank offers unparallelled comfort to its prestigious Stormtrooper Crew while moving over terrain at speed, adapting to whatever surface the vehicle is travelling across with the suspension effectively "Cushioning" hard blows to the crew and armament this also assists in the accuracy of the Equaliser's armament minimising the impact of harsh terrain on the sighting.
  • Main Armament: The Equaliser is equipped with a Mass Driver cannon capable of propelling 120mm diameter ammunition at velocities in excess of 1.0km/s creating a massively devastating weapon useful for neutralizing Armoured Vehicles and Fortifications accurately at ranges up to seven kilometres. The Cannon is capable of adequately defeating armoured vehicles even of formidable armour protection.
  • Stabilised Armament: Stabilisation is provided by a gyroscope system on the x and y axis meaning that as the Tank moves over terrain even at high speed their accuracy is not impacted and the Cannon will continue to track the Gunner's target with droid-like accuracy.
  • Potent Armour: Equipped with dense and tough materials in its thick armour envelope the Equaliser tanks are capable of withstanding tremendous amounts of punishment to their hull front, sides and turret front and sides. Engaging the vehicle from the front with a shoulder-fired anti-tank rocket system would be folly unlikely to do anything but scratch the tank's paint job and maybe induce a highly distressing event for its crew.
Weaknesses:
  • Bridges Beware: Due to its sheer weight the Equaliser will destroy most land crossings it encounters if it attempts to cross forcing the vehicle to prepare its' snorkel system or find another way across a body of water.
  • Carousel Autoloader: The Carousel ammunition Compartment for the tanks' hydraulically powered autoloader system is set deep in the hull but despite this, it is vulnerable to catastrophic ammunition detonate when penetrated by high explosive ammunition or laser weapons typically. A detonation of this type will without a question render the vehicle inoperable, more than likely separate the turret from the turret ring and kill most if not all of the crewmen inside an Equaliser's hull.
  • Compact Engine Bay: Penetrating shots to the engine bay are likely to impact one of the following critical automotive components, Motor, Transmission, Radiator and Fuel Tanks. Any damage to most automotive components within the Engine bay can severely reduce the vehicle's performance or outright disable it depending on the component destroyed or damaged.
  • Engine Deck: The deck plating covering the engine bay is very thin and under-protected when compared to the rest of the hull and can be easily penetrated by modern shoulder-fired anti-tank weapon systems carried by Infantry. The Engine deck features exhaust opening where one could, in theory, pour flammable liquid inside in an attempt to disable the tank, though it is worth mentioning many of the openings on the engine deck itself have armored coverings to prevent ingress of foreign liquids.
  • Elevation & Traverse: Equaliser model tanks have quite a limited elevation of traverse for the main armament due to the breech of about -10 Degrees for Depression and +20 Degrees for Elevation, making it impossible forthe Equaliser to bring its cannon to bear against enemies who are at a great elevation or depression and in close proximity to the vehicle. presenting a real vulnerability in metropolis and built-up urban environments.
  • Limited Munition: TX-230 Model tanks carries approximately 40 rounds of ammunition; with all 40 rounds ready to fire and loaded into the Autoloader Carousel and while the loading cycle is very fast at four seconds there is only a finite supply and this can be a detriment in long-endurance fights with significant amounts of hostile armour or fortified positions. It also puts the vehicle at a disadvantage when fighting hostile armoured units with energy-based weapons.
  • Mechanical Reliability: With an overworked powertrain and gearbox the Equaliser suffers a large number of casualties to mechanical breakdown particularly in the final drives when turning on the move due to the sheer weight of the tank. Failure of the power plant and transmission most often occurs on sharp inclines and the final drives gives out when traversing the hull, this is the reason why the tank turns slowly and is not very maneuverable.
  • Side Sponsons: The side sponsons protected by the Titanium Armoured Skirts above the wheels but beneath the hull is vulnerable to penetration from high-powered shoulder-fired anti-tank weapon systems which can lead to penetration of the ammunition carousel for the Autoloader and trigger a catastrophic explosion inside the fighting compartment.
  • Sluggish Turret Traverse: The Equaliser's turret traverse and elevation are powered by an electric drive and traverse is notably sluggish with a rotation speed of 19.0 Degrees/Second which is sluggish when compared to many examples of bidedal walkers and even other tracked combat vehicles. It, as a result, struggles to track fast moving targets particularly speeders in close quarters.
  • Tracks: Without sufficient maintenance, the tracks are liable to shear under strain they're also highly vulnerable to high explosives such as mortar rounds or mines. They can also be damaged and destroyed using anti-tank weapons and even concentrated laser cannon fire that would be otherwise incapable of penetrating the hull.
  • Turret Roof: The rear turret roof doesn't feature Depleted Duranium Armour and the Titanium Interspersed Armour there itself is thin enough to be liable to penetration from most modern Shoulder-Fired anti-tank weapon systems, shots fired in this area from directly above the tank can hurtle down the turret through the carousel's titanium roof and into the ammunition beneath detonating any ammunition the tank is carrying for its mass driver armament.

Description: The TX-230A is the next generation of First Imperial Armoured Fighting Vehicles; equipped with 120mm diameter chemical-based munitions and a mass driver cannon to propel them protected by Composite Duranium Armour the Equaliser tank of the Stormtrooper Corps is a match for virtually any tracked vehicle on the battlefield and can take just as much if not more punishment than it dishes out at least over the Frontal Arc which is an extremely valuable quality when engaging targets from long range. Crew requirements is three; Commander, Gunner and Driver. The Commander is seated on the right-side of the turret while the Gunner is seated on the left separated down the middle of the turret by the Mass Driver's large gun breech and the Autoloading system. Of interest is the Gunner's sight is positioned on the right-side of the turret just fore of the Commander's Position both the Gunner and Commander share this sight through their liquid crystal displays which reduces the crew's situational awareness significantly. Each of the Crew Members have some form of Periscope or Episcope; both the Driver and Gunner have a simple forward-facing Episcope equipped with Passive Night-Vision Capability but the Commander is Afforded the privilege of having in addition to the Gun's sight a Periscopic Cupola providing three-hundred and sixty degrees of vision with a rotating Periscope in their Cupola's hatch with an LED spotlight mounted beside the rotating periscope, all periscopes and episcopes are equipped with passive night-vision technology. Close-In Defence is provided by a stabilised Pintle-Mounted Repeating Blaster equipped to the Commander's Cupola which the Commander can operate while providing target and situational awareness information to the Gunner.

The Driver's Station is without a doubt the most comfortable station in the entire vehicle with a fully-reclining leather seat, when reclined in the hull-down position they have access to a pair of instrument and control panels for the Vehicle's Automotive functions and also provide diagnostic information in the event of an issue. Their only source of vision is a single forward-facing Episcope which provides quite a narrow field of view so they rely heavily upon the Commander for navigation especially in Metropolis or Urban areas. The Commander and Gunner while cozy at their stations are actually quite comfortable with the vehicle being large enough to provide more than sufficient leg room for Stormtroopers and the turret itself also features a Boiling Vessel Electric; a kettle for the preparation for hot beverages and meals which has a positive impact on morale. Situational awareness in the vehicle is an issue so when in combat it is imperative that the Commander attempt to fulfill a "Hunter" Role with their rotating Periscope while the Gunner engages targets. The only downside to this is the Periscope features no image magnification which usually forces the Commander to forgo the relative safety of their Equaliser's turret to scan the Terrain with Macrobinoculars. The Gunner's primary sight for the armament is quite sophisticated and has the capability of viewing the Ultraviolet and Thermal/Infrared Spectrums, allowing the Gunner and Commander to identify targets which might be equipped with comprehensive passive camouflage out to ranges exceeding five kilometres. The Commander's station is equipped with a Commander's Master Override which allows them to assume all of the Gunner's controls, this is particularly useful if the Gunner is injured or the Commander needs to slew their Gunner onto a new target quickly. The Turret's Electrical Drive traverses the turret at a speed of nineteen degrees a second which is a distinct weakness of the vehicle's especially in close quarters fighting where it might need to engage multiple targets or sight new targets on vastly different bearings quickly. Both the Gunner and Commander are provided with Analogue Azimuth Indicators to determine the current bearing of the turret's axis relative to the Hull's which is extremely important for situational awareness when buttoned up.

The Vehicle's primary deficiencies revolve around its' automotive components; they were designed for a vehicle which weighs approximately 40 tons less than the Equaliser and though they were quite powerful for those TX-225 based tanks the same cannot be said for the Equaliser which has a greater total surface area of armour covered along with a rotating turret. Breakdowns are frequent with it not uncommon for Equaliser tank units reporting the minimum readiness rating of 40%; the majority of casualties to these units is projected to come from breakdowns particularly due to self-ignited fires inside the engine bay on motor startup and final drive breakdown, the only reconciliation here is that the breakdowns such be relatively easy to rectify under field conditions with spare parts and enough time. The final drives are spared some pain when stationary as the transmission features a neutral gear but when on the move and attempting to turn particularly in low gears the final drives suffer and are quite prone to failing, often forcing the Driver and Commander to turn only either at speed or when stationary if they want to be sure to minimise the risk of final drive breakdown. Like other modern First Imperial Armoured Vehicles the TX-230 is equipped with an Auxiliary Battery Pack positioned externally in an armoured housing on the back of the turret which allows the tank's electronics, turret electrical drive, engine starter and other electrical systems to remain functional when the engine is offline, however, the autoloader will not function without the engine functioning as it runs off of hydraulic principles and relies on the motor for power.

Navigation and driving guidance is provided by three high-powered Lights; On the Left-side of the vehicle besides the track mudguard fore of the driver's position is a tactical Near-Infrared Light while the right side features one high-powered LED foglight, in addition, the Commander has a Spotlight that shares a viewing axis with their rotating periscope in their hatch. The tank usually leaves the factory with a dark yellow or gunmetal grey paint coat and has any of six passive camouflage patterns applied by units it is delivered too, another passive camouflage system featured on the vehicle is the ability for it to dump vaporised fuel into its rear exhaust creating a dense thick white fog from which it can retreat when necessary or depending on the wind direction use to cover an advance. Smoke Grenades are also stored in two dischargers on the turret front edge vertice; one on either side of the main armament. Crew belongings are stored in a skeletal bustle rack that extends from the turret's rear to help free up space inside the fighting compartment, in the event the crew need to evacuate quickly through the turret; the Turret can be rotated to the nine o' clock position which allows the Driver to disengage his seat and slide it back into the turret where he can then squirm around the Autoloading system and the Carousel's roof and up out of either the Commander or Gunner's hatch. The Equaliser is capable of fording through river's and streams of 1.5m in depth without preparation but for anything greater than that must have its snorkel erected and the engine-bay waterproofed before attempting a crossing, with the snorkel erected the vehicle can wade through depths of six meters. For communication with the Outside world the vehicle features two long-range com-link antennae which provide signal broadcast and reception for the vehicle's radios in excess of 1,000km in addition the vehicle features a Global-Positioning System for the Driver and Commander which allows the crew to track their own movements and the movements of friendly units with the inclusion of hostile unit positions based on their last reported position providing good battlefield situational awareness. A tank-infantry wired comlink sits in a discrete armoured housing beside one of the two reverse lights on the tank to permit dismounted Infantry to communicate with the tank commander if they do not share a frequency.

Fire Control Systems on the Equaliser are sophisticated and efficient and though in the event they fail the Main Armament is Provided with a pair of hand-cranks to traverse the turret and elevate or depress the gun. The Targeting Computer is very effective and uses a laser rangefinder to determine range, wind speed and direction along with identifying the angle of attack necessary to get steel on the sighted target. The FCS also allows the Commander to queue upto five targets prior to engaging which the FCS will then track based on their infrared profile and signature while the Gunner engages the First Target, after the shot is fired the turret will automatically traverse and depress the gun appropriately once the loading cycle is complete by the autoloader the gun will then sight the designated target. This massively decreases the tank's reaction time when the crew has to engage multiple targets.
 
[SIZE=9pt]OUT OF CHARACTER INFORMATION[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Intent:[/SIZE][SIZE=9pt] To update the First Order’s starfighter capability. [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Image Source:[/SIZE][SIZE=9pt] (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Canon Link:[/SIZE][SIZE=9pt] (Please link the canon link if applicable canon item.)[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Restricted Missions:[/SIZE][SIZE=9pt] (If your submission uses any Restricted Items link the threads you completed the missions in here)[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Primary Source:[/SIZE][SIZE=9pt] (Please link and cite the sources which you are modifying for your use in your submission.)[/SIZE]
[SIZE=9pt]PRODUCTION INFORMATION[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Manufacturer:[/SIZE][SIZE=9pt] First Order Corps of Engineers.[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Model:[/SIZE][SIZE=9pt] Twin Ion Engine Fighter.[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Affiliation:[/SIZE][SIZE=9pt] The First Order.[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Production[/SIZE][SIZE=9pt]: Mass Produced.[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Material: [/SIZE][SIZE=9pt]Alurasteel, Quandanium Steel and Transperisteel[/SIZE]
[SIZE=9pt]TECHNICAL SPECIFICATIONS[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Classification[/SIZE][SIZE=9pt]: Starfighter[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Length[/SIZE][SIZE=9pt]: 9.25m[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Width[/SIZE][SIZE=9pt]: 6.4m[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Height[/SIZE][SIZE=9pt]: 7.5m[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Armament[/SIZE][SIZE=9pt] Rating: Very High[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Armament List:[/SIZE]
  • [SIZE=9pt]2x Blaster Cannons[/SIZE]
  • [SIZE=9pt]1x Lb-14 Dual Heavy Laser[/SIZE]
  • [SIZE=9pt]1x Concussion Warhead Launcher[/SIZE]
  • [SIZE=9pt]1x Proton Torpedo Launcher[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Defences[/SIZE][SIZE=9pt]: Low[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Defence List: Flares | Shield[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Squadron Count[/SIZE][SIZE=9pt]: 6[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Maneuverability Rating[/SIZE][SIZE=9pt]: Very High[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Speed Rating[/SIZE][SIZE=9pt]: Extreme [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Hyperdrive Class[/SIZE][SIZE=9pt]: None.[/SIZE]
[SIZE=9pt]SPECIAL FEATURES[/SIZE]
[SIZE=9pt]Turret: The TIE/SF III is equipped with a turret which is enabled with 360 degree access around the vessel, and is operated by a gunner. The turret can change its ordinance mid-flight, able to perform strafing runs with its Lb-14 dual heavy laser battery, or alternatively, launch concussion missiles and mag pulses in bombing runs. [/SIZE]
[SIZE=9pt]Flares: The TIE/SF III is fitted with an anti-missile countermeasure system, which comes in the form of flares. Pilots are trained to use these to avoid the homing missiles and other armaments favoured by the Galactic Alliance amongst other organistions. [/SIZE]
[SIZE=9pt]Ammo Magazines:
Strengths:
[/SIZE]
[SIZE=9pt]Gotta Go Fast: The TIE/SF III is a fighter which strives to use its speed and manouverability as the key weapons at its disposal to simultaneously avoid fire and at the same time deliver devastating attacks on enemies with speed and precision. [/SIZE]
[SIZE=9pt]Gun Coverage: The rear turret has 360 degree access around the vessel, meaning it can [/SIZE]
[SIZE=9pt]Versatility: The new armament on the TIE/SF III means that it has more versatility than previous models. It can perform bombing runs, as well as fighter superiority projection.[/SIZE]
[SIZE=9pt]Quick Reload: A TIE/SF III can quickly return to any friendly hangar, and receive ammunition for their torpedo or missile launchers. [/SIZE]

[SIZE=9pt]Weaknesses[/SIZE][SIZE=9pt]:[/SIZE]
[SIZE=9pt]Hyperdrive Away!: The TIE/SF III is totally reliant upon carriers and destroyers to transport it around. [/SIZE]
[SIZE=9pt]Weak Shields: The TIE/SF III has weak shielding, and because of this, is vulnerable to enemy attacks.[/SIZE]
[SIZE=9pt]Two For One: TIE/SF III squadrons are smaller than their cousins, due to the fact that these fighters draw upon more manpower than other squadrons.[/SIZE]
[SIZE=9pt]Limited Ammunition: The TIE/SF III does not have extensive ammunition reserves. It is stocked with four concussion warheads, and six proton torpedos. [/SIZE]

[SIZE=9pt]Description[/SIZE][SIZE=9pt]: The TIE/SF III is the continuation of First Order technological advances. With war constantly on the mind of the weapons designers within the Empire, the idea to create a fighter superior to those fielded by its enemies has always been an objective. The TIE/SF III is the latest marker in that goal. Improvements have been made to the engine, ensuring greater speed, and strong manouverability.

However, the fighters now come with increased firepower. An acknowledgement from the Galactic Alliance-First Order War of the role of fighters, and the expansion of them. With these new arms, the fighter promises to expand the First Order’s
[/SIZE]
 

Progflaw99

Well-Known Member
OUT OF CHARACTER INFORMATION

  • Intent: To create a non-standard armor for First Order special operations personnel, aimed at being lightweight enough for use in starfighters, but also be resilient enough for assault operations.
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
  • Canon Link: N/A
  • Restricted Missions: (If your submission uses any Restricted Items link the threads you completed the missions in here)
  • Primary Source: Storm Commando Armor | FO-02 Stormtrooper Armor
PRODUCTION INFORMATION
  • Manufacturer: First Order Corps of Imperial Engineers, Brandt-Volcata Industries
  • Model: FO-SF Mk I "Commando"
  • Affiliation: The First Order
  • Modularity: Plates and Guards (Greaves, Gauntlets, Shoulder Pads), Environmental, Load Bearing Equipment, Enamel Coating (Camouflage, Matte, Gloss, Reflec)
  • Production: Limited
  • Material: Reinforced Duraplast and Duravlex Composite Ablative Alloy, Flex-Armour, Environmental/ Vacuum/ Compression - sealed Armourweave and Duravlex Bodyglove, Integrated Shockpadding, EMP/Ion Resistant Materials, Fire Retardant Textiles, Military-grade Electronics (Helmet and Body Armour.), Sonic Dissipator/Dampening Overlay, Advanced Bio-Restorative Underlay, Sound Baffling materials.
TECHNICAL SPECIFICATIONS
  • Classification: Environmental, Anti-ballistic, Anti-blaster Commando Armor
  • Weight: 7 kg
  • Resistances
- Blasters (And other plasma type weapons): Very High
- Kinetic: High
- Lightsabers: Very Low
- EMP/ION: Average
- Sonic: Average
- Elemental: High

SPECIAL FEATURES
  • Multi-Frequency Targeting and Acquisition System:
    The Multi-Frequency Targeting and Acquisition System, also known as MFTAS, was a sensor system used in helmets that provided assistance in acquiring targets in conditions of poor visibility and at long ranges. ~ Wookiepedia (x)

[*]Faraday Cage (Helmet):
  • The brain of the tactical advantages provided by the HUD are housed within the helmet. To prevent electrical or ion interference, the helmet has been designed with an internal Faraday Cage to diffuse excess electrical charges. This is not infallible however, and should the helmet be physically damaged, it is possible the Faraday cage will not perform as advertised.

[*]Holographic HUD (Biometrically Blink-Command Capable.):
  • Tied into the MFTAS and locked to the wearer's irises, this HUD is capable of displaying terrain-following tactical readouts, detecting energy emissions, night vision (Infrared and Ultraviolet), and designated target magnification. Additional to the standard systems, a lifeform scanner has been integrated into the HUD system, allowing the user to detect all but the most hidden of life signs. Based off of Scout Trooper Armor used during the reign of the Galactic Empire, this HUD also provides the advantage of an included Macro-binocular, able to increase visibility up to 1 km as well as a rangefinder. This data is visible on the HUD itself, but can also be projected to a Forearm-mounted Comms/Holo-Projector/Data-streaming Device.

[*]Sonic/Aural Dampeners:
  • Like any good soldier will tell you sound is a powerful tool on the battlefield, that and being able to tell where the sound came from. The Sonic/Aural Dampeners ensure that any excess or sudden loud noises will not overwhelm the wearer on the battlefield and assist in preventing ruptured eardrums.

[*]Tongue-activated Comm Link:
  • Entirely hands free, a tongue depressed device rests near the user's mouth in the form fitting helmet. This allows the user to activate, deactivate, and otherwise manipulate the integrated encrypted comm system all while performing battlefield duties simultaneously.

[*]Rebreather/ Environmental/ Oxygen Filtration System:
  • Designed to function just as well in the void of space as it does in atmosphere, the FO-SF Mk I is a fully sealed combat suit, supplemented with a rebreather/ Environmental/ Oxygen Filtration systems to allow the wearer to traverse even the most toxic of environments. This fully contained system allows for the integration of external oxygen supply tanks worn either as a pack or in some cases, strapped to the wearer's thigh and connected by a durable flex-weave tube into the helmet.

[*]Self Contained/Pressurized Body Glove:
  • Fully sealed, the body glove is made from blaster resistant fabrics, supplemented by an armorweave layer allowing the user's extremeties and unprotected bits some protection from blasters. While much of the wearer is protected by plates and padding, the body suit provides additional protection and capability allowing the user to operate in all environments, pressurized or not. As well the body glove is temperature regulated, shedding the worry of extreme temperatures in either direction.

[*]Auto-Adrenal Injection System:
  • In the moment of flight or fight, everything seems to move slowly around you as your heart hammers within your chest. The Auto-Adrenal Injection system detects your body's increased need for strength, alertness, and it responds in kind. Set up to either function automatically or manually (Both available to wearer), the injection system is rigged to supply much needed adrenaline to the wearer, allowing them unparalleled reflexes, strength, and speed to overcome the obstacle in their path. Note: This could be used to deliver other substances to the user, however this is highly discouraged and a violation of regulations.

[*]Advanced Bio-Restorative Underlay:
  • Included in the armor's bodysuit is a Bio-Restorative Underlay. This allows the bodysuit to apply chemicals and medications to the affected parts of the body rapidly and effectively not only to stop traumatic bleeding, but to enhance the speed at which the wearer's body will heal. In tandem with the auto-adrenal injector, this allows the wearer to truck through injuries that might incapacitate or otherwise prevent the soldier from continuing on without medical treatment.

[*]Mag-lock Capable Surfaces:
  • Containing several HUD activated mag-lock capable surfaces, the FO-SF Mk I armor provides the user unparalleled control of both their body and their weapons systems. In space, activated mag-lock boots help root them to the surface of a starship before they cut their way into the hull. On the ground, a mag-lock capable glove ensures the wearers weapon isn't jarred from their hands as they dive behind cover to avoid an incoming blaster bolt.

[*]Reinforced Gauntlets (Optional):
  • An important feature of the FO-SF Mk I is its reinforced gauntlets. While the armor itself has very weak lightsaber resistance, the gauntlets are designed to be able to take several strikes from one, allowing the user at least a short moment for a last ditch attempt to render the lightsaber wielder ineffective before they die. Though it is somewhat resistant to lightsabers, these can be easily rendered useless by a quick strike across the elbows.

[*]Energy Sinks & Combat De-ionizer:
  • If utilized as intended, the user of the FO-SF Mk I is likely to come under heavy fire at some point during its use. As such, two integrated Energy Sinks and a Combat De-ionizer have been designed into the armor. As an added capability, the wearer is able to supplement their suit's energy with this stored energy, however they should be wary that if the Energy Sinks are damaged, it could cause an overload rendering their HUD (Arguably the most comprehensive piece of the armor) useless.

[*]Sound Baffle System (Integrated):
  • Just like its predecessor Storm Commando Armor, the FO-SF Mk I comes with a proprietary sound baffling system which enables the wearer to move more quietly. While in complete silence some movements may still provoke noise, in anything more the sound of movement is suppressed. The field only extends with a radius of one meter, and while sound of movement is suppressed, a standard weapon discharge would be unaffected by this system, easily revealing the location or presence of the wearer (Unless the weapon in question is suppressed inherently).

[*]Power Gloves
  • While nowhere near as powerful as a Mandalorian Crushgaunt, Power Gloves allow the wearer increased physical strength in gripping or forcibly handling detainees. With strength enough to break bones, these gloves are also capable of delivering an unpleasant and possibly incapacitating shock to anyone gripped by the wearer. These gloves are supplied by a power pack integrated into the armor itself, however it can be supplemented by siphoning energy from the Energy Sinks or Combat De-ionizer. Control is relegated through the HUD system but also has a manual input on the wrist strap.

[*](Short brief detail list on any advanced systems with a respective link to the technology if available. What are the types of advanced systems that this armor has? This includes stealth, Bio-restorative technology, power armor, Force Enhancements, Alchemy Enhancements, Force Imbuement enhancements, or any similar or equivalent Force or technologies that may be rare or specialized. - If these are notable enough to be strengths, you must add them to strengths)
Strengths:
  • I See You:
    The complex HUD system of the armor is likely the most important feature, feeding tactical and environmental data to the wearer. Additionally, the HUD allows the wearer to interact and control the sub-systems of the armor making them even more deadly in a fight. Capable of boosting the wearer's vision up to 1 km and providing numerous ranges of visual attenuation, the HUD is what gives the wearer an almost unhindered view and understanding of the battlefield.

[*]I'm the Juggernaut, Schutta!:
  • The Auto-adrenal injection system is likely the secondary most notable system of the armor that makes it stand out among the armors of the First Order. Capable of delivering a heavy hitting chemical cocktail to the wearer upon detection of need or manual input, it could be said that it makes the wearer unkillable. While that isn't exactly true, it does turn the wearer into an almost unstoppable force. Wounds no longer seem to matter, and the user's natural abilities are enhanced and amplified. Faster, stronger, they seem driven by death itself. This obviously comes with drawbacks. Depending on the chemical cocktail involved, it can be very taxing on the body, resulting in addiction.

[*]Any Clime and Place:
  • Designed to be resilient in all manner of atmosphere, or lack of atmosphere, this armor, due in part to the armorweave and duravlex body glove, is capable of operating in most environments provided the additional equipment is acquired (Such as oxygen tanks in low O2 environments). Underwater, in space, in extreme cold or heat - this armor does it all.

[*]Honey, I Shrunk the Kids:
  • Unlike the majority of combat armor, the FO-SF Mk I has been streamlined, cutting out the unnecessary weight and decreasing overall target profile. Designed to fit within the tight confines of First Order TIE fighters, this armor is designed to be both comfortable and allow them sufficient room to move without restriction as mobility is key.

[*]High Voltage:
  • Due to the Power Gloves included as a feature of this armor, increased grip strength (Bone breaking pressure if applied) and the ability to shock enemies or detainees into compliance is literally at your fingertips. A useful and possibly unexpected tool that could give the wearer a temporary advantage in a fight. The shocking mechanism can be supplemented by siphoning energy from the Energy Sinks or Combat De-ionizer. Control is relegated through the HUD system but also has a manual input on the wrist strap

Weaknesses:
  • Vlad the Impaler:
    While this armor provides great blaster and kinetic protection, this time the lightsaber is not your friend. Designed for breaching vessels of war and heavy conflict zones, lightsabers weren't a consideration when testing vulnerabilities. It goes without saying, should a lightsaber be used against the wearer it would be much better to surrender and sort it out later - unless you want to be missing body parts or a Jedi's pincushion.

[*]Turn That Trash Down!:
  • While the armor does provide a modicum of sonic protection, it's definitely not the primary or even secondary function of the armor. If you're fighting an enemy who's utilizing sonic weaponry in this armor, your best bet is to find another route.

[*]Lack of Durability:
  • Though a stout defense against blasters and kinetic weaponry, the armor won't last long under repeated fire. Should one portion of the armor be focused on, it won't be long before it is rendered useless. Likewise, if the body suit is damaged significantly and cannot self seal, it becomes worthless in the void or extreme temperature zones.

[*]Exposed Joints:
  • Making anything comfortable or mobile usually means it's missing something somewhere. The FO-SF Mk I is no different. Using armorweave and Duravlex to protect the user's joints has drawbacks, as it creates distinctive weak spots in the armor. Designd to be lightweight and flexible, the armor pays for it in the joints.

DESCRIPTION

Created to provide a special forces specific armor, the FO-SF Mk I is the first in a proposed line of combat armors tailored to the specific needs of the special forces community. A few key factors were discussed by the manufacturers until a prototype design was developed and tested based off of the FO-02 Stormtrooper Armor - those tests failed miserably. After receiving the test results and scratching their heads, it was determined that they would go back to the drawing board. After the success of the FO-02 pattern, engineers decided to invite a panel of actual operatives and special forces troopers to oversee development and testing of the armor. Why talk about it and make pretty pictures when they could go to the source. What did the special operations community want?

Several key descriptors came up: Intel, Mobility, Versatile. What they got was the FO-SF Mk I.

Designed and tested in a lab environment, the armor performed well and the special forces operators loved it. It was just what they needed. Something smaller than the FO-02 model, allowing for more mobility and the ability to be agile in enclosed spaces. Something more versatile than a full combat kitted armor, both in weight and capability - it had to be able to be tailored to their individual mission, something that couldn't be said quite as much about the FO-02. For the general forces of the Stormtrooper Corps the FO-02 was a blessing, but for some of the more covert and surgical applications, the FO-SF Mk I would become the standard go to of both Special Forces and FOSB Operatives.
 
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G-11F In the Standard Left-Handed Configuration
Source(x)

OUT OF CHARACTER INFORMATION
  • Intent: Creating a Standard-Issue Rifle for the Elite Stormtrooper Corps as a Successor to the Venerable E-11 and F-11D
  • Image Source: Source
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: E-11 Blaster Rifle, F-11D Blaster Rifle
PRODUCTION INFORMATION
  • Manufacturer: First Imperial Corps of Engineers
  • Model: G-11F Blaster Rifle
  • Affiliation: First Order Stormtrooper Corps
  • Modularity: Yes (Underslung Accessory Rail, Scope Layout)
  • Production: Limited (First Order Stormtrooper Corps PCs & NPCs)
  • Material: Durasteel, Reinforced Duraplast, Quadanium.
TECHNICAL SPECIFICATIONS
  • Classification: Repeating Blaster, Blaster Rifle.
  • Size: Hand-Held.
  • Length: 680mm (27 In)
  • Weight: 2.5 Kilograms (5.5 .lbs)
  • Ammunition Type: Power Cell, Tibanna Gas Cartridge.
  • Ammunition Capacity: 100 Shots (Power Cell), 500 Shots (Tibanna Gas Canister)
  • Effective Range: 200 Meters (Effective Range), 300 Meters (Maximum Range)
  • Rate of Fire: Semi-Automatic, Fully Automatic (360 Rounds/Minute).
  • Muzzle Velocity: 130 Meters/Second
SPECIAL FEATURES
  • Adjustable Foregrip
  • Ambidextrous Power Cell Release
  • Ambidextrous Power Cell Wells
  • Ambidextrous Safety Catch
  • Cooling Coils
  • Fixed Stock
  • Heat Sink
  • Iron Glows Sights
  • Modular Platform
  • Magnatomic High-Adhesion Grips
  • Picatinny Rail
  • Red Dot Sight
  • Stamped Barrel
  • Stun Setting
  • Thumbhole Fixed Stock
  • Underslung Accessory Mount
  • 1.5x Optical Sight
Strengths:
  • Frighteningly Lethal: The G-11F is compact albeit exceptionally powerful with its Tibanna Gas based projectile being equally effective against Droids as Organic target and creating the distinct blue colour of Tibanna Gas when used in high-quality gas cylinders. At close-range in close quarters the weapon is lethal in the extreme; capable of dismembering limbs, causing explosions in the circulatory system and passing straight through the target.
  • High Capacity: With its Tibanna Gas Cartridge the Rifle can discharge approximately 500 rounds before depleting, however the Tibanna Gas Cartridge poses problems to the wielder if catastrophically breached.
  • Modular: With ample customization to fulfill the requirements of the theatre at hand one of the few components that cannot be readily modified is the stock everything else can be easily replaced; Both scopes and Foregrip can be exchanged for other accessories or removed completely.
Weaknesses:
  • Explosive Gas: Tibanna is a volatile substance and if the gas cartridge were to be breached the result would be a violent explosion incinerating everything in the immediate vicinity around the weapon or gas cartridge, meaning a Stormtroopers' own weapon or utility belt where extra cartridges are stored can post a danger to them.
  • Automatic Overheating: Sustained automatic fire rapidly overheats the barrel until the heat sinks are full at which point the weapon will cease firing and force a vent down through the stamped holes at the bottom of the barrel cowl, the force of which is known to be enough to sprain the wrists of unsuspecting, careless or more feeble Troopers. The recoil also becomes progressively uncontrollable leading up-to the vent adversely impacting the rifle's accuracy.
  • Air Resistance: The weapon's impact power is inversely proportional to target range; meaning that the further away the Target is from the Blaster the less potent the impact. So while at close range impacts can dismember limbs and cause explosions within the circulatory system of lights-armoured before passing through them foes at the rifle's terminal range might only receive third degree burns.
  • Lacks Targeting Computer: While most modern blasters feature some kind of targeting computer to compensate for their users' lack of skill the G-11F has no such feature to cut down on weight and weapon bulk, this contributes to inaccurate fully automatic fire at range as there is no targeting computer to compensate in any scope model compatible with the weapon.
  • Muzzle Flash: When firing from a concealed or camouflaged position the Blaster creates a bright blue flash at the end of the barrel for lack of a flash hider or suppression system this will quickly the shooter's position to observers making it a weapon ill suited to use when attempting to conceal a position from enemy identification.
  • Odd Design: On the Left-Handed configuration of the rifle the power cell is located on the right-hand side on the weapon and while this makes it easier to access in a firefight it also makes it impossible corresponding dominant left so left-handed shoulders must holster their weapon on their right side and right-handed shooters must holster it on their left. This will significantly increase the draw time of Stormtroopers.
  • Deflection: As with most blaster-based weapons the superheated magnetically contained cobalt tibanna bolts can be deflected harmlessly and even back at the firer by skilled force wielders armed with a lightsaber, combined with the blaster's inherent lethality this creates a danger for Stormtroopers facing the likes of Jedi and Sith who could very well find themselves killed by their own weapon.
DESCRIPTION

The G-11F Blaster Rifle is a Blaster Rifle with repeating full auto capability selectable from an ambidextrous safety catch located above the trigger with a design obviously reminiscent of the F-11D indeed the G-11H is an update of that old design with the intention of creating a more accurate and lethal weapon system at the expense of increased cost limiting its' issue to the Elite First order Stormtrooper by whom it shall be wielded. The G-11H places an emphasis on modularity and ease of use regardless if the shooter is left or right-handed with attachments including an adjustable foregrip, 1.5x optical sight, reflex sight and forward iron glow sights as standard though the foregrip can be traded by a Grenade launcher or laser pointer to aid with target tracking and accuracy. Both the main trigger grip and foregrip feature high-traction magnatromic grips which aid the Trooper in controlling the often wild recoil of Automatic fire or when the weapon's heat sinks suddenly vent their stored thermal energy. The G-11H is a Power-Cell powered directed energy weapon that uses highly volatile superheated ionized Tibanna Gas as its fuel to create a blaster that is both highly effective against organics and droids creating blue bolts once ubiquitous with the Clone Troopers of the Galactic Republic. The weapon is usually operated in the Semi-Automatic firing mode as it allows high control over shot placement though it maintains fully automatic functionality where it can discharge approximately 360 rounds in a minute or 6 rounds each second.

Lethality of the weapon benefits the level of training First Order Stormtroopers usually receive; Extraordinary. The G-11H inflicts terrible wounds on even armoured targets with injuries consistent with third-degree burns and at close range it is not unusual for the weapon to outright dismember lightly armoured targets oftentimes passing straight through them and erupting fluids such as blood and water in the circulatory, cardiovascular and digestive systems taking but a single impact to send the victim into shock with plummeting blood pressure and flow through the body as the wound is additionally cauterised by the extreme burns, shots to the unarmoured or lightly armoured upper torso of humanoids tends to kill or disable the target immediately as the heart of the victim and blood inside is vaporised along with the blood circulating through the nervous system. Close contact or near-misses with unprotected skin is enough to cause secondary heat injuries such as mild burns, heat stroke and other heat injuries. In close-quarters such as the corridors of starships or hallways in buildings its' particularly effective where shots that miss their target and impact debris or scenery can create splash damage where super-heated particles are thrown through the air into the eyes or onto the skin of hostiles. It's not difficult to see why this ruthless weapon might not be as equally feared as its wielders.


The rifle, however, is not without drawbacks as the Tibanna Gas Cartridge on the side of the weapon beside the scope is highly volatile and liable to explode if penetrated offering an attractive target to hostile marksman as Troopers often also carry spares in their utility belts; The results of one of these cartridges exploding is particularly ghastly and unpredictable with Stormtroopers being bisected, disembowelled, dismembered and completely obliterated when their gas cartridges detonate in their equipment belts or rifles. Another drawback of the rifle is that its scopes do not feature any kind of targeting system or enhanced imaging and while this can be rectified for most Stormtroopers who will simply use their helmet's imaging systems it can present an issue if a Stormtrooper is attempting to track their target without a helmet equipped in low-light, dense fog or through walls for example. While some were concerned by this design omission some Stormtroopers dismissed these concerns believing such targeting systems erode true marksmanship skill promoting complacency from the Trooper. Instead the weapon's scopes are simple optics designed to capitalise of its relatively short maximum range of 300 meters. The Blaster Rifle also features a Stun Setting which has quite a short range of about fifty meters, designed as a less-than-lethal option for Troopers who might be deployed in a Civilian Environment or otherwise want to subdue instead of kill their target.
 
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Source (x)
"His will be done!"
-Fireteam Sturm Battlecry
OUT OF CHARACTER INFORMATION

Intent: Creating a tiny albeit terrifying force of Shadowy tier-one First Order Special Forces personnel that will appear occasionally within invasions, faction and public threads to provide antagonists for the 'Good Guys' or protagonists in any given story where they appear.
Image Credit: Source
Role: Shadowy Commando Unit, Covert Praetorian Team, Crack Capture & Retrieval Team, Jedi Hunters, First Order Antagonists.

GENERAL INFORMATION

Group Name: Fireteam Sturm
Classification: Close Personal Protection Detail, Covert-Operation Capable Praetorian Guard, Advanced Recon Commando Team.
Headquarters: Dosuun
Loyalties: Sieger Ren, Asharad Graush, Natasi Fortan, The First Order
Group Sigil: Fireteam Sturm's sigil is a stylised version of the First Order's classic roundel with emphasis on the inner sigil design which is supposed to be vaguely reminiscent of the Galactic Republic; An indirect insult with the unspoken assertion that the First Order is the true successor to the Republic's legacy and that any who seek to mimic those ideals will be crushed by the Order's crimson maw.
Description: Fireteam Sturm is a Part-time special mission unit capable team of Praetorian Guard who often act beyond just simple bodyguards for the Supreme Leader and those he deems worthy of such protection, they're akin to hands that can reach out across the void on behalf of the First Order's space on behalf of their Dark Father and whoever else would have need of them to strike out, perform reconnaissance in sensitive areas occupied by the Supreme Leader's enemies and subdue or abduct high-value targets. What's better is Fireteam Sturm ostensibly operates as a Special Forces Team hailing from the Stormtrooper Corps obscuring their sensitive command structure and nature.

SOCIAL INFORMATION

Hierarchy:
  • Sieger Ren: Sieger Ren is the Supreme Commander of Fireteam Sturm; with its members made up exclusively of Praetorians who have volunteered to take on the additional duties of being an elite strike force and commando team capable of operating outside of First Order jurisdiction and with considerable autonomy inside of it.
  • A'sharad Graush: Asharad Graush as the Supreme Commander of the First Imperial Military is the de-facto commander of Fireteam Sturm when the Fireteam is active.
  • Natasi Fortan: Fireteam Sturm also accept Orders and Directives from Grand Moff Natasi Fortan and members of their Ministry when deployed in support of miscellaneous Government Operations and Close Personal Protection details.
  • Special Operations Command: Ostensibly a team of Special Mission Unit Capable Stormtroopers, Fireteam Sturm fall under Special Operation's Command Jurisdiction for the sake of identification and integration with the First Imperial Military when active where each Praetorian is provided a commissioned officer rank to ensure the team's autonomy.
Membership:
  • Mind Probe: Every new member of Fireteam Sturm must willingly submit to a mind probe where several members of the Praetorian Guard as a whole engage in the mind probe searching for seditious or traitorous thoughts within the target's mind. Only when the Praetorians are unanimously in agreement that the individual carries no seditious or treasonous sentiments in their mind is the Praetorian Guard permitted to join the team and entrusted with the autonomy that comes with it.
  • The Test: Praetorians who volunteer to serve in Fireteam Sturm must face a current member in disarmed fighting and either defeat their opponent or last long enough to impress another member of the guard acts as an umpire and decides when the prospect has lasted long enough against their opponent or confirms their victory. The test isn't necessarily to emphasize the superiority of the team's members over their fellow guardsmen as much as it is to permit the newcomer and participating team member to learn from one another; believing disarmed fighting is a raw vicious form of communication.
Dogma/Doctrines:
  • Absolute Loyalty: Each member of Fireteam Sturm is unconditionally obedient and trained to be absolutely loyal to their Dark Liege; they're all fiercely protective of Sieger Ren and execute their duties against his enemies with extreme prejudice regardless if they are within or without the First Order's jurisdiction.
  • No Surrender: Fireteam Sturm has a code that demands that they do not meekly surrender to opposition forces instead they will fight until they're either dead or incapacitated in honour of their ruinous trust and loyalty to the First Order's Dark Father.
  • Anonymous Ghosts: Each member of Fireteam Sturm assumes a new identity when deployed and the Troopers are sworn to mutual secrecy in regards to their true role within the First Order in addition to their prohibition on identifying themselves or each other by their true identities.
Curios:
  • Holotags: Each member of Fireteam Sturm is provided a pair of holotags which contains each Praetorian Guard's assumed identity, curiously the personnel files associated with the identities are inaccessible for all with the exception of the highest ranking members of the First Imperial Military and Government.
  • Sith Amulets: Attempts to conceal their identities do not begin with Holotags; Sith Amulets gifted to the members of Sturm help conceal their presence in the force so as to better catch Force Sensitive targets unaware though it isn't perfect. Individuals acutely attuned to the light-side of the force will sense the distinct taint of the Dark Side and an ever-increasing malevolent glee that grows stronger as the Guards draws closer.
Goals: Protecting the Person and Interests of Sieger Ren, Capturing and Retrieving High-Value Targets, Engaging in Espionage and Clandestine Operations.

MEMBERS
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Source (x)
Col. Ubricko 'Brick' Varken: The leader of Fireteam Sturm; a veteran elite Praetorian Guard with an extensive history of clandestine operation and covert operations training and experience. Colonel Varken is additionally like his subordinates force-sensitive and trained in the ways of the Dark Side with staggering amounts of Melee and disarmed fighting experience, what sets the good Colonel apart from the other two Praetorians in Sturm, however, is that he has also received extensive marksman training so he doubles as Sturm's Designated Marksman in addition to the team leader. Varken leads Fireteam Sturm by severe example with a zealotry only the most fanatical could hope to match with a deep-seated affection for his fellow Guardsmen loving them as if they were his Junior siblings.
Source (x)
Lt Col. Anda 'Andy' Demek: This Praetorian fulfills the role of the team's Second-In-Command. Within the guard itself, they're known as "Whisperer" for their anxiety-driven habit of speaking softly that has persisted for years though progressively relented with age and continued training. Major Demek is extremely talented in disarmed and melee fighting with a record of standing her own against far more experienced and trained foes using superior dexterity and agility to overcome brute force, Anda functions as Sturm's Radioman and Slicer receiving flash training as a foundation to help fulfill these designated roles permitting the team to access secure areas that would otherwise be locked-down.


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Source (x)
Maj. Keldak 'Dakka' Falori: A Praetorian Guardsman with expertise in heavy ranged weapons of all description; repeating blasters, rotary blasters, rocket launchers and missile launchers. If it's bigger than a man and makes a loud noise when fired chances are he's all over it like a jawa salesman on a used droid; demolition jobs are his game and Falori is always eager to reduce a barrier or stubborn obstacle down to nothing with friendly competition between himself and Demek for whatever obstacles she cannot clear with her slicing he will gleefully obliterate. Falori lacks subtlety both on and off the field wielding a grandiose electro whip as his preferred choice of melee weapon within the Guard, interestingly he's the least skilled concerning disarmed fighting and fixed blade combat.


HISTORICAL INFORMATION
"Over the sand dune these Stormies with red markings jumped us on the way to a slave auction; I got out just in time felt the landspeeder get hit with a grenade and watched it tumble into the ravine with Keev still in the driver seat, never laid eyes on him or those Stormies again."
-Anonymous Slaver
  • 850 ABY: Fireteam Sturm is formed from three volunteers amongst Sieger Ren's Praetorians who shared prior service history together performing duties as uniformed members of the Guard, they each received additional training and flash training to better prepare them for the roles they'd assume as part-time members of the Shadowy Strike Force. While the Special Forces Soldiers and Shadowtroopers might have loyalties to their individual organizations and families Fireteam Sturm would have no loyalty save to one man exclusively above all others; Sieger Ren. Fireteam Sturm becomes a force capable of reaching through every corner of First Imperial space and beyond to enforce the Supreme Leader's vision for the galaxy upon it, subduing problem targets who had proven difficult to retrieve or hitting hardened hostile and criminal positions. Assassinations are often performed by Fireteam Sturm where concealing or reducing the importance of sponsorship or the target is desired as the team itself ostensibly consists of Specially trained Stormtroopers. During this year Fireteam Sturm was responsible for capturing several junior Ssi-Ruuk Imperium leader figures, discovering several suppliers of Ssi-Ruuk slaves before surgically terminating each supplier in a series of Operations throughout the unknown regions and outer rim, sometimes in spectacular displays of ingenuity thanks to Lieutenant Colonel Demek and Major Falori.
 
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Source (x)
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: First Order Corps of Imperial Engineers
  • Model: Thraex-Class Star Destroyer
  • Affiliation: First Imperial Navy
  • Production: Semi-Unique (Eight Vessels)
  • FIV Thraex (AI: Lunor)
  • FIV Essedarius (AI: Jik)
  • FIV Lanista (AI: Hosdu)
  • FIV Lorarius (AI: Kraven)
  • FIV Provocator (AI: Eryn)
  • FIV Rudiarius (AI: Kaldak)
  • FIV Samnite (AI: Harbinger)
  • FIV Velites (AI: Yulari)
TECHNICAL SPECIFICATIONS
  • Classification: Light Battlecruiser
  • Role: Fast Battlecruiser, Cruiser-Killer
  • Length: 2,200m
  • Width: 1,200m
  • Height: 1,100m
  • Installed Powerplant: SFJS III-a1a primary hypermatter-annihilation reactor
  • Minimum Crew: 10,000
  • Optimal Crew: 45,000
  • Passenger Capacity: ~8,000
  • Consumables: ~4 years
  • Propulsion: 10x Engine Units
ARMAMENT
Armament Rating: Low
DEFENCES
Defences Rating: Low
HANGER
Hangar Rating: None
MANEUVERABILITY
Manueverability Rating: Extreme
SPEED
Sub-light Speed Rating: Extreme
HYPERDRIVE
Hyperdrive Class: 2.0 (Primary)
  • 8.0 (Backup)
NON-COMBAT ATTACHMENTS
SPECIAL FEATURES
  • Artificial Intelligence: Each Thraex-Class Star Destroyer is equipped with a unique fully sentient Artificial Intelligence which massively reduces manpower requirements onboard each Destroyer leaving greater amounts of volume within the hull for other purposes. The Artificial Intelligence also aids in a variety of combat tasks and non-combat related tasks; including targeting, sensor operation, and data analysis. Each artificial intelligence resides within the vessel's computer core although they can be removed when desired or necessary.
  • Codebreaking Room: FOSB Operatives are stationed aboard the Thraex-Class Star Destroyers which often operate in deep space, these Operatives with the help of the Shipboard A.I apply ciphers to encoded messages in order to read them.
  • Commissary: To aid in relieving boredom and sometimes monotonous journeys the Thraex-class Star Destroyers take in hostile deep space or along the First Order's massive border each vessel is fully stocked with a Commissary where all crewmembers can purchase goods for their own use or consumption.
  • Fitness Centres: There are several fully equipped Gymnasiums across each Thraex-Class Star Destroyer to ensure the crew or embarked troops do not Physically atrophy on their long journeys, permitting vessel leadership to promote and continue physical training while aboard.
  • Long-Range Subspace Transceiver: For help in aiding in dangerous deep space operations far from First Order facilities or colonies the Thraex can maintain sub-space communication at distances of approximately 300 light-years roughly three times the range of the old decommissioned Imperial-Class Star Destroyers.
  • Onboard Hospital: Thraex-Class Star Destroyers are fully equipped for expeditionary warfare in deep space, the outer rim, and unknown regions. Thraex's onboard medical and healthcare facilities including but not limited to a fully equipped hospital with a massive capacity for the ships' embarked passengers and crew.
  • Simulator Rooms: Each Thraex-Class Star Destroyer is equipped with simulator rooms where Stormtroopers, Marines and Navy personnel can engage a variety of simulated environments where they can hone their combat skills, performing crucial exercise to ensure that their combat readiness and efficiency doesn't deteriorate on long voyages.
Strengths:
  • Active Tracker: The Thraex-Class Star Destroyer is equipped with a hyperspace active tracking device permitting the vessel to track targets even after they've executed a hyperspace jump; Thraex then proceeds to exploit its superior fuel reserve banks and firepower when compared to smaller vessels and pursue them until its target either surrenders or depletes its' fuel reserves, at which point the Thraex can usually obliterate or subdue its prey with impunity.
  • Anti-Missile Suite: Not completely without defence capabilities, the Thraex features an anti-missile suite for disabling the guidance systems aboard munitions such as missiles and can even interrupt their flight paths. This is a crucial survival system for Thraex which simply cannot afford to permit missiles to bombard its hull with impunity on account of its thin armor.
  • Artificial Intelligence: An ambitious vessel with ambitious design goals the Thraex houses a massive computer core deep within its hull, home to a fully sentient artificial intelligence system. This permits a massive reduction in required crewmembers aboard the Thraex when compared to other vessels. In theory, the entire vessel could be operated by its' A.I alone with all of the input security safeguards disabled though for obvious reasons this is prohibited under normal circumstances and each vessel's A.I shackles can only be lifted by the vessel's commanding officer.
  • Astonishing Maneuverability: The Thraex's size belies an incredible maneuverability and grace that permit it to pursue vessels much smaller than itself making sharp turns and capable of taking evasive maneuvers with surprising speed and small reaction time in part thanks to each Thraex's onboard A.I.
  • Blistering Speed: Anybody who has ever seen the Thraex's powerplant knows it is foolish to underestimate the large vessel in a straight-line capable of reaching sub-light speeds comparable to a TIE Fighter at the sacrifice of its maneuverability. This makes the Thraex an ideal option for enforcing a blockade or interdicting noncombatant vessels or smaller warships.
  • Long-range Powerful Tractor Beams: Thraex comes equipped with twelve powerful long-range tractor beams that it can use to move space debris and even subdue ships as large as a cruiser; using them as a localized interdiction weapon on individual warships or other spacefaring vessels.
Weaknesses:
  • Aft-Firing Arc: The Thraex suffers from the bane of most dagger-shaped Star Destroyers vessels with limited capacity for the vessel's armament to rotate and hit a target directly behind it. The only exception to this is when the Target has extreme elevation or depression in relation to the Thraex.
  • Deflector Shield Projectors: Thraex's two most important deflector shield projectors sit atop the bridge; vulnerable to attack by fighters or mass driver attack when the particle shields are lowered, destruction of those Deflector Shield Projectors leaves the Bridge and most of the aft superstructure vulnerable to attack.
  • Missile Magazines: Given the nature of missiles they're stored in pods close to the Titanium Hull's surface; penetration to these areas can cause a pre-launch detonation inside of the Thraex's hull which can deal severe damage depending on the pod's location; additionally magazines, where additional missiles are stored, can be struck without intention or knowledge on the part of the enemy causing detonations deeper within the hull.
  • No Fighter/Bomber Squadrons: Thraex has not one fighter or bomber craft to its' hanger complement, boasting only transport craft for its Troop Complement, this forces the Thraex to rely on escorts or carriers for comprehensive fighter screening or when attempting to deploy an expeditionary force. It puts even greater pressure on the Thraex's point-defence system increasing the risk of bombers being able to perform their sorties without fear of damage or retaliation when the Destroyer is being swarmed.
  • Prominent Bridge Tower: With its shields disabled the vessel's conning tower is extremely vulnerable to damage; it could take one lucky shot to potentially destroy the transparisteel panels and vent the entire bridge crew into space completely paralyzing the executive decision making aboard the vessel in addition to disabling the helm controls; leaving the Thraex to drift steadily towards the nearest source of substantial gravity such as a celestial body or interdictor-type vessel.
  • Reactor Bulge: When examining the Thraex from the ventral surface towards the aft the vessel's reactor bulge protrudes down from the armor-belt. Concentrated firepower here risks breaching the armour belt and penetrating the reactor proper which is highly likely to cause one of the following things: Reactor Shutdown, Catastrophic Explosion or at the least a Scram where most power is lost.
  • Sub-par Armament: Thraex is designed to punch down on Destroyers and Cruisers, it cannot stand up to ships of its own class in terms of raw firepower; Even large heavily armed Star Destroyers could stand to outgun the Thraex.
  • Sub-par Armour Envelope: Thraex's speed and maneuverability comes at reduced armor thickness across the entire superstructure rendering the Battlecruiser to be more susceptible to damage and vulnerable to attacks from smaller vessels equipped with heavy weaponry. Notably; Thraex exhibits a startling vulnerability to high-powered plasma-based weapons which often rip straight through the Titanium Hull.
Description: The Thraex-Class Star Destroyer alternatively known as the Thraex-Class Battlecruiser it is an exotic and rare model of Star Destroyer/Battlecruiser in service with the First Order Navy's 6th Fleet with eight vessels constructed in a great amount of secrecy and mystery for much of the Thraex's technology was designed ship-specific and given a hull design reminiscent of the Venator-Class and Imperial-Class of Star Destroyers that were once ubiquitous with the Galactic Republic and Galactic Empire; the First Order's predecessor governments. Thraex-Class Star Destroyers have been constructed to function as dedicated Fast Battlecruisers that exhibit excellent speed and mobility at the cost of armour and significant firepower, they're dubbed "Cruiser-Killers" for their ruthless efficiency at dispatching vessels approximately 1,000 meters in length, while exhibiting incredible speed and agility permitting Thraex-Class Destroyers to keep their quarry within lethal envelope of their guns. It also serves to be the Thraex's greatest defense against large Star Destroyers or Battlecruisers as the Thraex can simply move out of range of their enemy at great speed. The Thraex-Class Star Destroyer is capable of reaching speeds comparable to a TIE fighter in a straight line at the cost of mobility much like the Resurgent-Class Star Destroyer fielded by the original First Order. Thraex-Class Destroyers feature three-multilevel hangers; one ventral just fore of Reactor and one on both the Starboard and Port Side positioned amidships, this is where Thraex finds her Achilles heel; A complete absence of fighters or bombers within her complement coupled with a mediocre point-defence system the vessel can be easily swarmed with sufficient numbers of small craft. Anti-fighter Escorts and a Carrier are necessary for the Thraex-Class Star Destroyer to function at full capacity, it's hardly a multirole warship like the Venator-Class Star Destroyer and it does not have the Armour or Firepower for its era to be comparable to an Imperial-Class Star Destroyer.

Thraex-class Star Destroyers are equipped to support expeditionary warfare and for this purpose, it can carry thousands of embarked troops which are normally Stormtroopers and support fully armoured and mechanized battalions plus their logistical and recovery needs. Close-air support cannot be provided by the Thraex alone so these vessels are usually escorted by Vindicator-Class light carriers with smaller frigate-sized vessels proving anti-fighter support to both the Thraex and light carriers. In terms of Armament, the Thraex has a healthy mix of directed energy weapons such as turbolasers, missile & torpedo launchers along with some heavy mass driver weapons. The 'Mauler' Turbolaser turrets can be found on ventral and dorsal surfaces positioned in a file of six turrets on the port and starboard side of barracks what is commonly seen as the second step of the vessel's superstructure towards the aft. Energy torpedo launchers are located at the bow on port and starboard sides and share their firing axis with the Thraex, this goes with the four hypervelocity guns which are stored on retracting platforms on the bow's ventral surface; targets in front of a Thraex are vulnerable to having the Star Destroyer's entire armament come down on them. Baradium missile launching silos are located on the dorsal and ventral surface aft and offset to the port and starboard sides respectively with two silos on each surface. The majority of the other Turbolaser and Ion weapons find their emplacements situated mainly on the port and starboard sides in the vessel's 'trenches' with Point-Defence Turrets scattered across every surface. Antimissile Octets are scattered across the hull to reduce the effectiveness of guided munitions such as missiles against the Thraex-Class Star Destroyer, they are an incredibly important weapon for the vessel's defence so much that they're normally operated by the A.I because of their superior targeting capacity.
 
Grand Admiral, First Order Central Command
[member="Dako Asturo"]

Worth noting that the ACS Binary Fusion and Helliod Missiles are proprietary tech of ArmaTech, acquired once upon a time by a deal between Cyrus and Draco for the construction of the Darr Itah's, but they are not part of hte standard First Order inventory.

This ship is beautiful tho for real.
 
OUT OF CHARACTER INFORMATION

Intent: To create a standard issue Operator’s uniform for the First Order Security Bureau.
Image Source:
Canon Link: Mimetic Suit.
Restricted Missions: If Required.
Primary Source: Mimetic Suit, Chameleon Clothing, Thermoguard Bodyglove, TYI Flex-Armour, Spun-Plast, Plastoid,
PRODUCTION INFORMATION

Manufacturer: First Order Security Bureau - Special Projects Division.
Model: FOMS-MK01 Tactical Operations Suit. Codename: GhestPlate.
Affiliation: First Order Security Bureau - Field Agents, Operators, Spooks.
Modularity: Yes; Exterior Attachments, External Camouflage.
Production: Limited.
Material: Advanced Shadowskin (Reflec-Enhanced.) Coverings and Enamel, Reinforced Flex-Armour Mesh (Plastoid Composite.), Integrated Anti-Ion Mesh, Shadowsilk Thermoguard Bodyglove, Sonic Dampener Padding, Various Body Armour and Bodyglove [Military-Grade.] Components, Power Glove / Crushgaunt (Reactive Fabric.) Technology.

TECHNICAL SPECIFICATIONS

Classification: Modular Stealth (Non-Cloaking.) Operational Uniform.
Weight: 5 KG (Including Standard-Issue Exterior Attachments.)
Resistances:
  • Energy Weapons: [Average.]
  • Kinetic Projectile Weapons and Shrapnel: [Moderate.]
  • Lightsabers: [None.]
  • Sonic Weapons: [Average.]
  • Ion and EMP Weapons: [Average.]
  • Environmental and Elemental: [Low.]​
STANDARD FEATURES
  • Spun-Plast Combat Boots, High Comfort and Sonic Dampener Padding..
  • Tactical Vest with External Combat Webbing, Sonic Dampened.
  • Utility Belt and Woven Pouches, Sonic Dampened.
  • Cushioned Plastiod Flex Armour Knee and Elbow Pads.
  • Compact Rebreather, with Integrated Toxin and Water Filters, and Portable Oxygen Supply. [Two Hours.]
  • Spun-Plast Vambraces, with Concealed Anti-Security Blades and Laser Lockpicks.
  • Exterior Plastoid Mountings and Clips, for External Attachments.​
SPECIAL FEATURES
  • Tactile Imperial Power Glove(s). [Strength Augmentation / Crushgaunts.]
  • Plastiod Flex-Armour Composite, Thermoguard Bodyglove.
  • Advanced Shadowskin (Reflec-Enhanced) Coverings, and Enamel. ​
STRENGTHS:
  • Mobility.
  • Armoured Stealth Suit.
  • Modularity.​
WEAKNESSES:
  • No Lightsaber Resistance.
  • No Integrated Cloaking Technology.
  • Light Armour, Limited Areas of Protection.
  • Limited Elemental Resistance.​
Description: The FOMS-MK01 (First Order Mimetic Suit, Mark One.) Tactical Operations Suit was a specifically designed bodysuit, that adopted the physical shape of the bearer and clung tightly to their figure, which made it nearly impossible to hear it’s movement through conventional methods. It weighed just over three and a half pounds, unloaded, and held a thickness nearly one-quarter inch thick. While much of the exterior was swaddled in a layer of reflec-enhanced shadowskin, the underlying layers of the suit were made from a specialized weave of composite material that was not only light enough to allow for the freedom of movement but enough to offer the Operator a form of protection from hostile sources. This was by no means comparable to the safeguards provided to frontline Stormtroopers, or even their lightly armoured cousins in the Scout Troopers, but it would be more than enough to protect the Operative from harm should the inevitable revelation occur.

~ More coming soon.
 
Cyrus Tregessar said:
[member="Dako Asturo"]

Worth noting that the ACS Binary Fusion and Helliod Missiles are proprietary tech of ArmaTech, acquired once upon a time by a deal between Cyrus and Draco for the construction of the Darr Itah's, but they are not part of hte standard First Order inventory.

This ship is beautiful tho for real.
Thanks for the heads-up I've replaced the weapons in question with their closest canon equivalents Cyrus. Do you think the replacements are suitable for the originals' purpose?
 
Grand Admiral, First Order Central Command
[member="Dako Asturo"]
Should work fine, but we've also got quite a bit of proprietary tech that fits the bill. I'm rather fond of the Annihilator Turbolasers personally. The Shortbow follows the same process as the Longbow but with a higher rate of fire (and shorter range). You've also got a 127mm HVC to complement the 240's, and the Particle Lances which can pierce shields.

Finally if you're gonna make a ship at Minor production or below, you may as well stick Bastion on it.
 
Cyrus Tregessar said:
[member="Dako Asturo"]
Should work fine, but we've also got quite a bit of proprietary tech that fits the bill. I'm rather fond of the Annihilator Turbolasers personally. The Shortbow follows the same process as the Longbow but with a higher rate of fire (and shorter range). You've also got a 127mm HVC to complement the 240's, and the Particle Lances which can pierce shields.

Finally if you're gonna make a ship at Minor production or below, you may as well stick Bastion on it.
Alright, it's done, I'm probably gonna add some quip about how the onboard A.I operates the Bastion system, I think the armament section is done now I'm pretty happy with it anything to add biglad?
 
4Y5r8wL.png
​​
Source (x)
Whisperer wearing the outfit w/o outfit's collar

OUT OF CHARACTER INFORMATION
Intent: Fleshing out what is envisaged as a set of clothing featuring lightweight armor for Whisperer to wear when environment, situation or mission will allow for more modest and unassuming appearance.
Image Source: Source
Canon Link: N/A
Restricted Missions: N/A
Primary Source: Light Armor

PRODUCTION INFORMATION
Manufacturer: Various, Whisperer (Modification).
Model: Whisperer's Travelling Outfit
Affiliation: Whisperer
Modularity: Yes (Armour Configuration, Cape/Shawl Attachment)
Production: Unique
Material: Armorweave, Baffleweave, Fleximetal, Leather, Titanium, Tomuon Cloth.

TECHNICAL SPECIFICATIONS
Classification: Light Armour, Clothing
Weight: 8kg (15 .lbs)

RESISTANCES
  • Blasters (Plasma-Type weapons): High
  • Elements: Average
  • Ion: Low
  • Kinetic: High
  • Lightsabers: Very Low
  • Sonic: Very Low
  • Vacuum: None
SPECIAL FEATURES
DESCRIPTION
Whisperer's Travelling Outfit is the Praetorian Guard's principal dress when not garbed in either the ubiquitous scarlet armour of the Guard or her modified Stormtrooper Armour used when active as a member of 'Fireteam Sturm' often Whisperer requires less than fully fledged military body armour such as in day-to-day life and when deployed on worlds neutral or outright hostile to the First Order where discretion is a must. With a focus on discretion, all pockets are lined with baffleweave to prevent sensors or scanners from detection the contents of Whisperer's person at any given time, this is where she'll often carry sensitive equipment, personal effects, and concealed weapons. Whisperer's Travelling outfit undergarments consists of a charcoal-coloured loosely fitting Imperial-styled blouse and trousers constructed from fine and expensive Toumon Cloth with a thin layer of baffleweave and armourweave materials woven into the cloth to provide sensor-jamming and limited protective qualities.

The form-fitting Titanium and Fleximetal armour find itself sheathed in leather firstly to conceal the armour and secondly for increased warmth in colder climates. The cuirass is of layered hot-rolled Fleximetal and Titanium construction, conferring excellent protection against energy and kinetic weapons albeit energy weapons have their power converted into blunt force trauma with sufficiently powerful blasters still fully capable of inflicting debilitating injuries. The remaining armor components are constructed exclusively of welded titanium and sheathed in ornate leather and sports artistic design of distinctly non-imperial origin. A novel protective quality featured by the outfit is fire retardation, it will not ignite when exposed to a naked flame although this doesn't protect the wearer from receiving burns or suffering other effects of being around fire for extended periods of time such as smoke inhalation or high ambient temperature.

STRENGTHS
Baffleweave: Baffleweave helps prevent scanners or sensors from receiving accurate readings on the wearer's pockets or their person, permitting the concealment of weapons or other sensitive equipment.
Cut Resistant: Thanks to a reinforced fiber construction the high-quality fabric is resistant to cuts and slashing which makes it useful for situations where encounters with encounters with foes wielding simple bladed weapons are expected or for use in environments where sharp edges are a landscape feature while also providing protection from hostile wildlife.
Minimalistic: With an outwardly minimalistic appearance the outfit is excellent when used in clandestine operations where avoiding detection by blending into a civilian populace a must while providing practical functionality.
Protection: The armored portions of the outfit provide good protective qualities against kinetic weapons or ranged plasma-based weapons, permitting its Praetorian Guard wearer to put themselves in low-intensity combat situations where weapons of this type are commonly used.

WEAKNESSES
Armour Surface-Area: The kinetic and blaster resistances are limited in effectiveness by the concentration of armour on the forearms, deltoids, biceps, triceps, abdomen and lower thorax. Anywhere else on the outfit is still extremely vulnerable.
Electrical/Ion Attacks: Ion or Electrical attacks have an immediate effect on the wearer encountering little resistance, however, electrical attacks conducting through a stood-upon surface will be insulated by leather boots.
Lightsabers: Lightsabres find extremely little resistance here, they'll cut through the outfit like a hot knife through butter even through the armoured components.
Not Sealed: With no sealed envirosuit to speak of the wearer is completely vulnerable to toxic inhalants or the vacuum of space, it also compromises elemental safety as the wearer's skin is exposed to climate extremes.
Sonics: The Outfit provides little in the way of protection from sonic weapons with the head and body all extremely vulnerable to the concussive forces created by sonic blasters.
 

Vaucris Macroe

"Captain Macroe of the First Order reporting for d
orion_persp.jpg

OUT OF CHARACTER INFORMATION
Intent: To create a medical ship for the First Order
Image Source: http://tvtropes.org/pmwiki/pmwiki.php/Main/StandardHumanSpaceship?from=Main.ISOStandardHumanSpaceship
Canon Link: N/A
Restricted Missions: N/A
Primary Source: N/A
PRODUCTION INFORMATION

Manufacturer: The First Order
Model: V-OW Corvette/ Valkyrie class Corvette
Affiliation: The First Order
Production: Mass Produced
Material: Durasteel Plateing
TECHNICAL SPECIFICATIONS
Classification: Corvette
Length: 75M
Width: 30M
Height: 20M
Armament: Low
4x Pursuit class defensive missile system (2 above ship, 2 bellow)
http://starwarsrp.net/topic/78012-pursuit-class-defensive-missile-system/
1x Turbolaser (In the centre of the upper side of the ship)
Defenses: None
Hangar: 5, Never outfited with ships, but can load damaged ships to give pilots medical attention.
Maneuverability Rating: Moderate
Speed Rating: Very High
Hyperdrive Class: None
STANDARD FEATURES
Biocomm network connection
http://starwarsrp.net/topic/103258-huginn-biocomm-network-first-order/#entry1490974
Medbay
Hangar
ADVANCED SYSTEMS
High power engine
Mining Laser Tractor beam conection
Strengths:
Tractor beam - Allows the ship to evacuate injured personel from damaged ships.
Fast - The Valkyrie is very fast, allowing it to quickly evacuate injured personnel from ships that are under fire
Weaknesses:
Low armerment - The valkery has little in the way of weaponry, making it difficult to chase of pursuers.
No defences - The valkery is deffended only by the metal that holds it together - a few hits from an enemy craft and it explodes, something damaging nearby ships in the process, particularly when connected via. tractor beam.
Description:
The Valkyrie is a ship that keeps a relatively low number of special features, but does what is does well. Like all modern First Order ships, this ship is connected to the biocomm network. Being a medical ship it includes a large med-bay. This is mostly an emergency area, but also includes a ward for treating minor injuries of non-critical crew members. The Valkyrie contains a hangar, which allows starfighter pilots in a critical state to dock and seek medical attention.
The ship is outfitted with a high-power engine so it can quickly reach ships with critical crew members. It is also rather manoeuvrable due to it's light weight and lack of size. When dealing with larger ships, it uses it's Tractor beam and mining laser to reach them. The mining laser destroys debree, whilst the tractor beam is able to recover damaged enemy ships. It is powerful, and can even pull in smaller frigates. When connecting to ships much larger than it, the Valkyrie class must connect by typical means such as via the patient's ship's tractor beam or docking bay.
 
o1ypktU.png
Source (x)
OUT OF CHARACTER INFORMATION
  • Intent: Create a Lightsabre resistant sword for Whisperer.
  • Image Source: Source
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Force Pike, Electro-Plasma Weapons
PRODUCTION INFORMATION
  • Manufacturer: Order of Ren
  • Model: Gladius Praetorii
  • Affiliation: First Order, Order of Ren, Whisperer
  • Modularity: Yes (Sheath + Pommel Design)
  • Production: Unique (Whisperer)
  • Material: Leather, Phrik.
TECHNICAL SPECIFICATIONS
  • Classification: Electro-Plasma Sword
  • Length: 85cm (o/a), 68cm (Blade).
  • Width: 7cm (Widest Point)
  • Weight: 1kg (Very Light)
SPECIAL FEATURES
  • High-Traction Grip: The weapon's grip is designed for maximum adhesion and makes it difficult to disarm a user trained in the use of the weapon far beyond average.
  • Power Pack: Gladius blades feature a power pack within the weapon's hilt to provide a method of ignition for the weapon's Tungsten Filament.
  • Superconducting Tungsten Filament: The Gladius has a Superconducting Tungsten Filament along the blade's edge that when powered by the on-board battery super-heats instantly to create the blade's cutting power properties and ability to survive contact with lightsabres.
Strengths:
  • Armour Piercing: The Gladius' edge provides the weapon capability of slicing through common and even exotic body armor constructed from Titanium or Duraplast with varying difficulty depending on the thickness of armour and material's properties.
  • Devastating Injuries: With a blade that burns at about 2,000 degrees celsius oftentimes when slicing through tough armour the Gladius won't cauterize its' victims wounds causing grievous and demoralising injuries.
Weaknesses:
  • Blaster Bolts: While it possesses armor-piercing characteristics not dissimilar from the lightsabre it cannot reflect around blaster bolts or other projectiles. A projectile slamming into a gladius will have the force of that impact translate into the weapon.
  • Thick Doors & Armour: Burning at a modest two-thousand degrees celsius the blade unlike a lightsaber cannot cut through thick blast doors or armoured fighting vehicle armour, leaving its use limited to armoured infantry or unarmoured targets. Exotic armour that is constructed from Phrik or Songsteel are completely impervious to the Gladius
DESCRIPTION
Gladius Praetorii is a weapon utilized by the Praetorian known as "whisperer" either as a main weapon or secondary weapon to augment their melee capabilities as it is long enough to have a significant reach but be short enough that it can be sheathed on their belt and concealed beneath robes. The Gladius in its entirety is constructed from Phrik so as to make it resistant to lightsabre strikes as lightsabres are often wielded by force users hostile to the First Order and even the Knights of Ren. The Blade's edge glows with red plasma as a result of a pair of magnets contained within the hilt placed on either side of blade to create a magnetically contained filament of plasma shaped around the blade's edge that can be used for cutting through armour worn by infantry. Compared to a lightsaber the Gladius ignites and burns at a temperature far lower and as a result has greater difficulty cutting through tough armour on the part of wielder but inflicts far more demoralising and grievous wounds that are not cauterised; veins, arteties and organs near the wound site can experience flash vaporisation of their contents sending the victim into shock while also experiencing blood loss with a corresponding reduction in blood pressure that leads to shock and death by cardiac arrest. While an opponent struck with a lightsaber might be instantly killed or rendered unconscious a victim of the Gladius Praetorii will usually be left fully conscious and with the excruciating pain of its superheated blade passing through them and have to face their own traumatic haemorrhaging before entering shock; A casualty of this description is likely to demoralise any co-assailants at the sight of seeing their comrade weep and cry out in agony.
 

Progflaw99

Well-Known Member
OUT OF CHARACTER INFORMATION

  • Intent: To develop a new limited run of battlecruisers for the First Order
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
  • Canon Link: (Please link the canon link if applicable canon item.)
  • Restricted Missions: (If your submission uses any Restricted Items link the threads you completed the missions in here)
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
PRODUCTION INFORMATION
  • Manufacturer: The First Order [Non FOCIE]
  • Model: (Example: TIE (Twin Ion Engine). For submissions where a model wouldn’t be appropriate, such as a custom walking stick, put ‘N/A’ for ‘Not Applicable’.)
  • Affiliation: (Individual Character Name (an individual PC/NPC who is permitted to use this item), Company Name(s) (Companies authorised to use this submission), Faction Name(s) (Factions authorised to use this submission, Closed-Market (Any character can use this if they have explicit permission through, for example, a marketplace purchase), Open-Market (May be used by any character without permission from the Manufacturer), other potential options include a submitted NPC unit, or another general organisation/group. Optional. If you chose Limited, Semi-Unique, or Unique in Productivity above please list what groups/characters can use this submission in role-plays. For Affilation limitations on who can field what, please see For more details see the Star Ship rules)
  • Production: (The scale is Unique (Only One Character), Semi-Unique (Only A Handful of Characters), Limited (Only A Select Group Of NPCs/PCs), Minor (Any Character, Only Select Groups Of NPCs), Mass-Produced. (Anyone. For production limitations on who can make what, please see For more details see the Star Ship rules)))
  • Material: (What is your submission made out of? Certain materials are more resistant, or vulnerable, to certain weapons. Example: 'Durasteel.' See pre-requisites for: Restricted Materials. Link: Manufacturing Compounds, Metals, Compounds)
TECHNICAL SPECIFICATIONS
  • Classification: (Destroyer, Assault, Escort, Exploration, Medical, Patrol, Transport, Dedicated Carrier, Command Ship, Escort, Heavy Carrier, Planetary Assault Carrier)
  • Length: (Via Metric System. Max: 5000 meters. Examples: Venator-class Star Destroyer: 1137 meters, Imperial-class Star Destroyer: 1600 meters, Allegiance-class Battlecruiser: 2200 meters)
  • Width: (Via Metric System. Max: 5000 meters. Examples: Venator-class Star Destroyer: 548 meters meters, Imperial-class Star Destroyer: 900 meters, Allegiance-class Battlecruiser: 1100 meters)
  • Height: (Via Metric System. Max: 5000 meters. Examples: Venator-class Star Destroyer: 268 meters, Imperial-class Star Destroyer: 400 meters, Allegiance-class Battlecruiser: 450 meters)
  • Armament: (You may provide your armament in list format and must provide your vessel an Armament Rating. (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. Armament Ratings are scaled in relation to the class of ship, meaning a Starfighter will not equate to a Destroyer. For example an average 900m ship will outgun an average 600m ship. Armament Ratings provide only basic weaponry unless the ship also has a description of weapons. Please link to all Factory Submissions used. Links: Starship Weapons, Approved Technology)
  • Defenses: (You may provide your shield and armor systems in list format and must provide your vessel an Defense Rating. (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. Where None is a man in a space suit hanging on to an engine, Average is typical defense, and Extreme is heaviest defense with heavy armor plating and multiple layers of powerful shields. Defensive Ratings are scaled in relation to the type of ship, meaning a Starfighter will not equate to a Destroyer. You should list particular systems under advanced systems. Please link to all Factory Submissions used. Links: Approved Technology)
  • Hangar: (Please provide the amount of fighters this submission can hold in it's hangar by count of Squadrons, which hold 12 average Starfighters. The higher your squadron count, the lower your Armament and number of advanced systems should be. [Very Low: 4 | Average: 8 | Very High: 16])
  • Maneuverability Rating: (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. How agile is your ship? Can it take tight turns? This is relative to the size of the vessel (e.g. a Corvette with Low Maneuverability will be more agile than a Star Destroyer with a Low rating.
  • Speed Rating: (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. How fast is your ship in normal space? How fast can it take off, how fast can it speed through a planet's atmosphere? This is relative to the size of the vessel (e.g. a Corvette with Low Speed will be quicker than a Star Destroyer with a Low Speed.
  • Hyperdrive Class: (The lower the number, the faster the ship. You may use decimals. [Very Slow: 10 | Average: 2 | Very Fast: 0.3] Going below 1 typically requires balancing out with other weaknesses. Links: Hyperdrive, Hyperdrive Comparisons)
STANDARD FEATURES
(Provide all of your submission's standard features, including non-combat items, here in a list. This includes all features that are common for vessels of this class. Please link to all Factory Submissions used. Links: Starship Weapons, Approved Technology, Shields, Engines)

ADVANCED SYSTEMS
(Provide all of your submission's advanced systems, including non-combat items and special weapons, here in a list. Please link to all Factory Submissions used. Stealth technology and other advanced systems may require other weaknesses or reduced ratings for balance. Ensure significant capabilities from systems are included in the Strengths and Weaknesses lists. Examples include: Stealth systems, Advanced ECM systems, Crystal gravfield traps, HIMS, Molecular shields. Links: Starship Weapons, Approved Technology, Shields, Engines)
Strengths:
  • (Provide, in list format, a minimum of 1 strength of this submission.)
Weaknesses:
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)
Description: (Describing your submission's history is optional. Please provide a detailed account or link of each special feature that is listed in this submission. All miscellaneous descriptive elements go here, such as Cargo Capacity, Passengers, Consumables, Crew, etc.. There is no requirement for amount of words here so long as you meet the minimum requirements for your advanced systems.)
 

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