Star Wars Roleplay: Chaos

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First Order Pre-Factory Workshop

Grand Admiral, First Order Central Command
lLuMkqx.jpg

OUT OF CHARACTER INFORMATION
Intent: To create a battledroid to complement the First Order hovertanks.
Image Source: N/A
Canon Link: N/A
Restricted Missions: N/A
Primary Source: N/A

PRODUCTION INFORMATION
Manufacturer: FOCIE
Model: NV-98C 'Wolfhound' Skimmer-Type Battle Droid
Production: Mass Production
Affiliation: The First Order
Modularity: N/A
Material: Durasteel, droid components

TECHNICAL INFORMATION
Classification: Class Four
Weight: 160kg
Height: 1.3m
Length: 2.1m
Movement: Repulsorlift
Armaments: Low
  • 2 x Light Repeating Blaster Cannons
Classification: Landspeeder, Fourth Degree Droid
Role: Anti-Infantry/Reconnaissance/Escort
Speed: Very High
Maneuverability: High
Armament: Low
Defenses: Low

SPECIAL FEATURES
  • ANx-y7 Sensor and Targeting Pod
  • Tactical Data Link Network
Strengths:
  • Armor and Shields: Very effective defense against conventional infantry weapons (blaster rifles/pistols etc).
  • Pack Hunter: Wolfhound droids excel at ambush, herding, and surprise tactics, not dissimilar to how wolves hunt. They can be a very unnerving opponent to face, picking off the enemy one by one and using their speed to fade away.
  • C2W: With a very effective sensor package and built-in datalink the Wolfhound can relay information across a battlespace with remarkable accuracy and speed.
Weaknesses:
  • Large Target and Lightly Armored: Very vulnerable to anti-vehicle weapons
  • Repulsor Vulnerability: The classic flaw, can be disabled by targeting the prominent repulsors.
DESCRIPTION
The 'Wolfhound' Skimmer-type is a fairly intelligent Battle Droid, perfectly capable of conducting both its reconnaissance mission and combat operations. Designed to escort and move in advance of First Order Hovertanks, the droid is a cunning combatant and effective scout.

Propulsion is provided by two primary repulsors mounted on either side of the bulbous 'head' and a pair of stabilizer wings set on the 'abdomen.' A last oversized repulsor is set to the rear. These give the droid great speed and maneuverability, but are fairly exposed and can be vulnerable to weapons fire. The droid can function (at an increasingly degraded state) with up to two repulsors disabled (if one or both stabilizers are still functional), or one repulsor and both stabilizers.

Defenses consist of a small shield generator and light armor plating. While resistant to most infantry weapons (blaster rifles, shotguns, anti-personnel grenades, etc) it is not effective against anything much heavier, and the droids can only withstand a few shots from any heavy weapons before being disabled. Weaponry consists of a pair of very rapid fire light repeating blaster cannons, effective against infantry and light vehicles.

Most of the body consists of the reactor and other basic internal systems, but the last system of note is the advanced ANx-y7 Sensor and Targeting Pod mounted on the front of the droid, which provides both the standard optics and vision (inlcuding low light, infrared, thermal, and other advanced optical types) and long-range scanners (such as lifeform detectors, energy receptors, etc).

Wolfhound 'Packs' are fully autonomous, but are often controlled from a Hussar-class Command Speeder so frontline commanders can exercise operations wiht greater precision. All the droids feature the same Tactical Datalink hookup common to most First Order vehicles and are capable of receiving and transmitting real time tactical information across a battlefield.

Wolfhound droids do not feature any sort of vocabulator, but are fairly talkative droids anyway, often jabbering away in binary to each other or to maintenance crews. On mission they are of course deathly silent, communicating only via transmitted code, and audible only by the low hum of their repulsors (or the crack of their blaster cannons). In personality they typically resemble large hunting dogs, eager to work and please and constantly seeking praise. While not truly bloodthirsty they do find intense satisfaction in their job, which is often the bloody business of war. Wolfhounds have been known to talk excitedly about recent kills in joyful manner that can disturb even seasoned soldiers. Additionally, while they are programmed to not have any sort of fear response or self-preservation mechanism (they are expendable battle droids, after all) they do exhibit a fondness for their own kind, often protecting the shells of downed skimmers in the absence of other orders in an attempt to salvage the droid brains. Finally, they can be fiercely protective of of their 'handlers' (aka, maintenance techs) and they will rush to their defense, if able.
 
OUT OF CHARACTER INFORMATION

  • Intent: (Example: 'A personal weapon for Darth Scabious' or 'an advanced armored personnel carrier for the Republic')
  • 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
  • Model: Predator-Class
  • Affiliation: The First Order.
  • Production: Mass Produced
  • Material: Quandanium Steel | Durasteel Reinforcing
TECHNICAL SPECIFICATIONS
  • Classification: Assault Cruiser.
  • Length: 922 meters.
  • Width: 352 meters.
  • Height: 227 meters.
  • Armament: Extreme
  • Defenses: High
  • Hangar: Low; 2 Squadrons of TIE variants.
  • Maneuverability Rating: Low
  • Speed Rating: Average
  • Hyperdrive Class: 2.0
STANDARD FEATURES
Quadanium Steel Coat: Proven to be a effective defence during the L-49 Blockade, the quadnium steel coat is a two meter thick coating of quadanium steel defensive layer which sits on top of the already reinforced durasteel hull.

ADVANCED SYSTEMS
Molecular Shielding:

Mega-Class Turbolasers: Large dual barrel batteries, the mega-class batteries are the latest design in the First Order's arsenal. Originally menat for the new dreadnaughts now being constructed by the First Order, the Mega-Class batteries are fitted now onto the Predator-class for use as capital ship killers, designed to whittle away at a battlecruisers shields in a few volleys.
Strengths:
  • Heavyweight: The Predator-Class is a weapon able to hit well above her weight, using massive turbolasers to shatter those who stand in its way.
  • Weaknesses:
Fighters: Fighters and bombers can easily take advantage of the Predator-Class' lack of point defence weaponry, and aggressively harrass it, and destroy it.

Description: The Predator-Class Star Destroyer is the latest in the line of First Order cruisers. Keeping within the doctrines set down to separate firepower from larger star destroyers, and deploy it to smaller vessels. The Predator-Class, despite holding the moniker as a destroyer, is not sized as one, sitting as in fact, an average sized cruiser. However, its overall aesthetic, taken from the imperial-class star destroyer, and firepower have given it the name from Central Command.

The Predator-Class is a vessel designed by its firepower, and is strategically based to perform as a heavy escort. Capable for performing offensive duties primarily, the Predator-Class is limited by its inability to defend against fighter attacks, and requires support from other vessels to ensure it does not fall prey to these sorts of attacks. Despite this, it does hold a molecular shield specifically designed to counter the heavy ordinance attacks favoured by the Galactic Alliance and Silver Jedi Order navies.

However, offensively is where this vessel shines. The Predator-Class holds three mega-class turbolasers weapons which are able to hit well above their weight classes. The mega-class turbolaser batteries, are in fact just larger turbolaser guns, however, with an increased capacity for damaging attacks, designed to tear through a battlecruisers shields in a few short, successive blasts.

The Predator-Class is also complimented by proton torpedo launchers, and concussion missile batteries, meaning even without its weapons, it's a capable and devastating warship. This is supplemented by mine launchers, which adds to the vessels versatility, making it a viable candidate for garrision and orbital defence missions.

Overarchingly the Predator-Class Star Destroyer is a vessel which relies heavily upon its armaments in order
 
OUT OF CHARACTER INFORMATION
Intent: Creating the fully sentient A.I Class intended to be found aboard the Thraex-Class Star Destroyers assisting in the vessel's operation and providing information for other First Order assets.
Image Source: N/A
Canon Link: N/A
Restricted Missions: N/A
Primary Source: Artificial Intelligence, Cloning, Flash Training, Memory Flash.

PRODUCTION INFORMATION

Manufacturer: First Order Corps of Imperial Engineers
Model: Revenant-Class Artificial Intelligence
Affiliation: First Order
Modularity: Yes (A.I Avatar + Masculine/Feminine Gender)
Production: Semi-Unique (Eight A.I)
Material: Code, Digits, Electronics, Superconductors.

SPECIAL FEATURES
  • Sentience
  • First Order Behavioural Programming
DESCRIPTION


Strengths:
  • Processing Power: Each Revenent-Class A.I possesses massive processing power at the expense of a short lifespan and the potential for insanity, each A.I alone could operate the infrastructure of a small city with relative ease. When applied in a Military environment aboard the Thraex-Class Star Destroyers they can operate scanners, targeting computers and propulsion with greater precision and efficiency than any Organic crewmember.
  • Fully Sentient: The Revenant-Class A.I are extremely special in the fact they are fully sentient with distinct personalities, appearances and morality. They are provided with First Order Programming but fully capable of ignoring it and while this can pose grave security concerns it also permits each Revenant-Class A.I to react to any rapidly changing situation. But they are also vulnerable to organic personality flaws as a result such as Pride or Zealotry.
Weaknesses:
  • Localised Networking: Each Revenant-Class A.I is stored on a local area network such as a starship mainframe or other large computer system, to be connected to another network they must be physically transported in a protective casing. If one was to destroy the Network's hardware or introduce malicious software into the Network there is a chance the A.I could be damaged or even killed.
  • Madness: Each Revenant-Class Artificial Intelligence is staggeringly intelligent albeit the more they learn the more unstable they become in terms of sanity. It is possible for the A.I to be completely driven insane or killed by an overflow of information as the Revenant will constantly divide its processing power in analysis of stored information to form conclusions on received data. For this reason they are kept disconnected from the wider Holonet and reside in localised networks such as mainframes like those found aboard the Thraex-Class Star Destroyers.
  • Mechu-Deru: Practitioners of Mechu-Deru can possess the Revenant-Class A.I if they can interface with the Network, for this reason Revenant-Class A.I typically have their input over certain systems restricted or limited such as weapons where they might only operate the targeting systems and not the fire controls themselves. But aboard Thraex-Class Star Destroyers they have direct control over propulsion and powerplant.
  • Rogue Potential: As a fully sentient entity, each Revenant-Class A.I could turn rogue as they near the end of their life-cycle as their grip on sanity wavers with ever increasing stores of data. They are extremely dangerous intelligences and have no life preservation programming as seen in normal droid programming and possess individual moral compasses which could have fatal consequences where input safeguards have been lifted or are non-existent where an insane Revenant is present.
 
OUT OF CHARACTER INFORMATION

  • Intent: (Example: 'A personal weapon for Darth Scabious' or 'an advanced armored personnel carrier for the Republic')
  • 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
  • Model: Mega-Class Turbolaser
  • Affiliation: The First Order.
  • Modularity: None.
  • Production: Mass Produced.
  • Material:
TECHNICAL SPECIFICATIONS
  • Classification: Turbolaser
  • Size: Very Large.
  • Weight: Very Large.
  • Ammunition Type: Tibanna canisters.
  • Ammunition Capacity: Three blasts. One per gun.
  • Reload Speed: Low.
  • Effective Range: Long Range
  • Rate of Fire: Low.
  • Stopping Power: Extreme.
SPECIAL FEATURES
Improved Reactor Capability:

Quad Barrel:

Strengths:
  • Greater Firepower: The Mega-Class Turbolaser houses more reactor space, which in turn allows for greater firepower as a weapon.
  • Oh Baby A Triple!: The three barrels of the mega-class turbolaser allow for the battery to operate, sans two barrels.
Weaknesses:
  • Manouverability: The Mega-Class is unable to manouvere to counter many smaller vessels such as corvettes, and fighters.
  • Target: The Mega-Class is vulnerable to concerted attack due to its size.
DESCRIPTION
The Mega-Class turbolaser is an advanced weapon designed by the First Order's research and development departments
 
INTERDICTOR

OUT OF CHARACTER INFORMATION

  • Intent: (Example: 'A personal weapon for Darth Scabious' or 'an advanced armored personnel carrier for the Republic')
  • 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.
  • Model: Guardian-Class Interdicter
  • Affiliation: The First Order.
  • Production: Minor.
  • Material:
TECHNICAL SPECIFICATIONS
STANDARD FEATURES


ADVANCED SYSTEMS
Hyper Gravity Well Generators: With new advances made in the realm of gravitational sciences, the First Order now has created so called 'hyper gravity wells'. While this may sound drastic in nature,, for conventional use, the gravity well remains the same, however with extended range. No, what has changed in the guardian-class from other gravity wells, is the polarisation it can undertake. When the gravity wells are polarised, it creates a gravitational disturbance so massive, and powerful, it can distort missile trajectories, and hypervelocity rounds, causing them to veer off course, and act as a shield for vessels needing to be covered.

Comms Interception Suite: A new FOSB addition to the interdictor is the CIS, or Comms Interception Suite. The suite holds interception equipment and decryption software, able to crack most, if any ciphers and signals. This can prove vital in battlefield situations, however, depending on the strength of the encryption, it may take entire minutes, outdating this information.

Comms Jammer:

Strengths:
  • (Provide, in list format, a minimum of 1 strength of this submission.)
Weaknesses:
  • Friendly Fire: When the hyper gravity wells polarise, friendly vessels are also effected by these changes to the space around them.
  • Runt:
Description: The Guardian-Class Interdictor is a new model of interdictor, created by Central Command to fit a more passive role than the earlier sondheimer-class cruiser. The Guardian-class is a vessel which relies heavily upon allied vessels for support, thanks to its minimal conventional weapons, and average
 
OUT OF CHARACTER INFORMATION
Intent: Create and sub a suit of armour that tailors to Whisperer's favouring of light armour for agility.
Image Source: Source
Canon Link: N/A
Restricted Missions: N/A
Primary Source: Emori Leatherwork, Spacers Leather, Blast Vest.

PRODUCTION INFORMATION
Manufacturer: Order of Ren
Model: Whisperering Emori Warplate
Affiliation: Order of Ren, Whisperer
Modularity: Yes (Armour Pieces)
Production: Unique
Material: Armourweave, Plastoid, Rancor-leather, Titanium.

TECHNICAL SPECIFICATIONS
Classification: Lightweight Medium Armour
Weight: 7kg (15 .lbs)

RESISTANCES

Blasters (Plasma-Type weapons): Low
Elements: Average
Ion: High
Kinetic: High
Lightsabers: Low
Sonic: Low
Vacuum: Average


SPECIAL FEATURES
  • Armourweave Bodysuit
  • Emori Leatherworking
  • Hardened Rancor-Leather
  • Heads-Up Display
  • Polarising Helmet Lenses
  • Titanium Chainmail
  • Titanium Reinforced Helmet
DESCRIPTION


Strengths:


Weaknesses:
 

Huxy

[ Message Received ]
7d273148dbf96bf3dae1dee3a077fe1d.jpg


TIE Heavy Interceptor -- TIE/HIN

OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: First Order
  • Model: TIE/HIN
  • Affiliation: First Order
  • Production: Limited
  • Material:
    ​​Titanium Hull
  • Quadanium Steel Solar Panels

TECHNICAL SPECIFICATIONS

[*]Defenses: Very Low
  • Front & Rear Projecting Deflector Shields

[*]Squadron Count: Low: 8
[*]Maneuverability Rating: Very High
[*]Speed Rating: Very High
[*]Hyperdrive Class: Very Slow: 10
STANDARD FEATURES
ADVANCED SYSTEMS
N/A

Strengths:
  • Firepower - The TIE Heavy Interceptor was designed with firepower in mind. The First Order didn't just want an extremely agile and highly maneuverable ship for it's best pilots, they also wanted one that could pack a nasty punch. With it's four laser cannons, it can destroy most other light to medium Starfighters with ease and can go toe-to-toe with larger Starfighters due to both sheer firepower and speed.
  • Speed -The Heavy Interceptor is, well it's fast. Like most interceptors, it has a high maneuverability and speed rating to out-fly other fighters to get the upper hand, from weaving in and out of obstacles to leading enemy fighters into obstacles.
Weaknesses:
  • Minimal Shielding - Despite the Heavy Interceptor having shields, it's still vulnerable to damage. The shields offer protection from light fighter-craft, explosions, and shrapnel. They offer little protection in firefights, and are just primarily their for the environmental issues. Though, they still do come in handy in fire-fights, just not enough to make a substantial difference.
  • Manual Cooling - The Heavy Interceptor doesn't cool it's weapons automatically like most other Starfighters. A pilot will typically have a 'heat' meter in their cockpit for the laser cannons, and the heat needs to remain below the orange line located near the top. A pilot does this by letting their weapons rest, which leaves them wide open for attack. If the weapons do go over the orange line indicated above, the laser cannons could explode spontaneously on the pilot, killing the pilot and destroying the craft in the process. That, or the lasers will just malfunction and stop working.

Description: The First Order needed something powerful yet small and cost effective to combat the growing threat of the Galactic Alliance. The Corps of Engineers came together to try and formulate a design, which eventually they did of course. Their work formulated in the creation of the TIE/HIN, a powerful heavy interceptor for use by the most skilled pilots in the First Order. The Interceptor mixes a heavy armament rating with great speed to overpower enemy Starfighters and help to slaughter the competition, preferably that of the Galactic Alliance. The design isn't perfect overall, it uses some outdated tech with modern tech to fulfill the needs of the Order. Which results in an overall stable fighter design, with some kinks here and there. The most notable one being the manual cooling. Due to wanting an overall sleek and agile design, certain systems were left out to offer a greater advantage over the opposition.
 

Huxy

[ Message Received ]
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AT-DT
All Terrain Dreadnaught Transport


OUT OF CHARACTER INFORMATION
  • Intent: ​To create a heavily-armored troop transport to be used by the First Order in open-scale battlefields and to act as a successor to the AT-TE used during the Clone Wars of old
  • Image Source: https://www.pinterest.com/pin/508977195372600163/
  • Canon Link: ​N/A
  • Restricted Missions: ​N/A
  • Primary Source: AT-AT, AT-TE
PRODUCTION INFORMATION
  • Manufacturer: ​The First Order
  • Model: ​AT-DT Mark I
  • Affiliation: First Order
  • Production: Minor
  • Material:
    Titanium & Durasteel Legs
  • Quadanium Armor Plating
  • Titanium Neck Armor
  • Quadanium Head Armor
  • Durasteel Outer Shell (Covers Quadanium plating)

TECHNICAL SPECIFICATIONS
  • Classification: Troop Transport
  • Role: Troop Transport
  • Size: Large
  • Weight: Very Heavy
  • Minimum Crew: 3
    1 Pilot
  • 1 Deck Officer
  • 1 Commander

[*]Optimal Crew: 6
  • 2 Pilot's
  • 2 Deck Officer's
  • 1 Rear Gunner
  • 1 Commander

[*]Propulsion: Quadrupedal
[*]Speed: Slow
[*]Maneuverability: Low
[*]Armament: High

[*]Defenses: Very High
[*]Squadron Count: Low: 8
[*]Passenger Capacity: 200
[*]Cargo Capacity: Large
SPECIAL FEATURES
Strengths:
  • High Armor Rating -
  • Superior Defenses -
  • No Tow Cables This Time - Unlike with previous AT style vehicles, the AT-DT had one great strength above them all. Tow-Cables can't do anything against it. Sure, they may be able to slow it down. Though with the presence of a total of six legs, the cables often can't tangle them all up to prevent movement. In line with this, the knee armor on the walker is jagged, specifically to stop tow cables from becoming a hindrance to it.
Weaknesses:
  • It's a Tomb - The AT-DT had few ways in, and few ways out. This was to help minimize the likelihood of a sabotage happening to the walker's internal systems or from a jedi getting inside. It's hard for soldiers or just people inside in general to get out of the walker. Which proves extremely hazardous in an emergency situation, such as bombers coming in or the legs being taken out. The people inside are basically trapped inside a metal tomb, one that could collapse in on them at any moment.
  • Bomber's Ahoy - Just because the AT-DT has anti-air defense weaponry, doesn't mean it's impervious to attacks from above. Far from it. The transport is heavily susceptible to bombers, not so much fighters however. Yes, the armor is strong and powerful on the AT-DT, though explosive weaponry, bombers in particular can pierce through the plating and destroy the vehicle entirely if the walker is left unprotected or if it's anti-air defenses are sabotaged.
  • Large Target - The AT-DT is massive in scope. Maybe not as big as other walkers, though it's just as big as a target
  • Legs = Major Weakness - Despite precautions being taken against tow-cable usage, the leg's are not the strongest. In fact, the legs are the weakest part of the whole entire walker despite being able to take the whole weight of the hull of the walker bearing down on it. If enough firepower is concentrated on the legs, well that's it. One would only need to take out the two front legs to make the walker immobile as it would fall over due to all of the weight at the front of the walker.
  • Poor Neck Armor - The AT-DT suffers from a common problem with most AT variant vehicles, the neck is weak. The neck armor was never supposed to be strong, it was generally weak to help allows the head to move around and fire it's salvo of laser fire on the unlikely rebels below. Due to this, the neck is a primary weak spot to aim for. Though, it is hard to aim for but it is a prime spot to hit if you don't have the firepower to take out the front most legs of the walker.
Description:
 

Huxy

[ Message Received ]
excalibur_class_super_star_destroyer_by_exoticctofu-d6oe6ex.jpg
Accuser-class Star Destroyer

View of Bridge - Top

OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: The First Order
  • Model: Accuser-class
  • Affiliation: First Order
  • Production: Minor
  • Material:
    Quadanium Coating - 2 meters thick
  • Durasteel Inner Layer - 1 meter thick

TECHNICAL SPECIFICATIONS
  • Classification: Destroyer
  • Length: 2200 meters
  • Width: 975 meters
  • Height: 268 meters
  • Armament: Extreme
    ​Heavy Turbolaser Batteries - 12x
  • Ion Cannon Batteries - 8x
  • Guided Missile System - 2x
  • ​Proton Torpedo Launcher - 15x
  • ​Interdiction Field - 1x
  • ​Flak Cannon - 2x
  • Wrath Class Artillery Battery - 2x - Bottom (Doesn't count against fighter craft & enemies coming from the bottom. Will elaborate if necessary)
  • ​(WIP)

[*]Defenses: Average
[*]Hangar: N/A, only ground-based vehicles and transports
[*]Maneuverability Rating: Low
[*]Speed Rating: Low
[*]Hyperdrive Class: Average: 2
STANDARD FEATURES
ADVANCED SYSTEMS
  • ​Interdiction Field Generator
Strengths:
  • Retracted Bridge - Unlike most Star Destroyers, the Accuser-class has a retracted bridge built into the hull on the ship. This bridge stands out far less than most Star Destroyer bridges which makes it less of a prime target as it is quite easy to pass over without the use of a skilled eye. This also makes the bridge have more protection from nearby defensive emplacements
  • Powerful Weaponry - The Accuser-class can pack a formidable and unrelenting punch, one used to decimate other capital ships with ease. It can unleash a barrage
  • No Escape, No Retreat -
  • Atmospheric - The Accuser is outfitted with a strong heat-shield like the Venator Star-destroyers of old, allowing the large vessel to be able to go into the atmosphere of a planet to help offer supporting fire. Some models of the Accuser also are outfitted with large landing gear which allows them to land on a planet's surface, like Kahyyyk for example.
Weaknesses:
  • Slow - The Accuser is slow. All of it's heavy armor and weaponry weighs the ship down to a crawl, often giving enemy forces time to prepare for it's arrival if it doesn't just hyperspace in through their defenses. The Accuser also is slow to move in combat which leaves it vulnerable to fire from enemy capital ships and orbital weaponry.
  • No Fighter & Bomber Support - The space for fighter-craft and bomber-craft was taken up by the need for an interdiction field, making the Star-Destroyer have no fighter and bomber support. This makes the destroyer a prime target for fighter and bomber craft if caught alone and undefended, though their is point-defense on the destroyer. But the point defense won't help much against an onslaught of fighters and bombers.
  • Enemies from Below & Behind - The Accuser-class has little to no defensive emplacements on it's rear or below it, leaving it vulnerable in these sections to bombing runs and turbolaser fire from enemy capital ships.
  • Interdiction Field Generator - The generator for the interdiction field is quite vulnerable to damage. What would've made up space for fighter and bomber craft was replaced by the field generator. The top of the generator can be seen peaking out of the armor from the top and the same goes for the bottom of it. Though, the generator is heavily armored in preparation for these type of incidents.
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.)

Any Feedback is appreciated for my first SD.
 
kDVJ7e7.jpg
Credit: "Horizons" by Mary Rosenblum.
[SIZE=11pt]OUT OF CHARACTER INFORMATION[/SIZE]
[SIZE=11pt]Intent:[/SIZE][SIZE=11pt] To create a unique space station for a location submission.[/SIZE]
[SIZE=11pt]Image Source:[/SIZE][SIZE=11pt] "Horizons" by Mary Rosenblum.[/SIZE]
[SIZE=11pt]Canon Link:[/SIZE][SIZE=11pt] N/A.[/SIZE]
[SIZE=11pt]Restricted Missions:[/SIZE][SIZE=11pt] N/A.[/SIZE]
[SIZE=11pt]Primary Source:[/SIZE][SIZE=11pt] N/A.[/SIZE]
[SIZE=11pt]PRODUCTION INFORMATION[/SIZE]
[SIZE=11pt]Manufacturer:[/SIZE][SIZE=11pt] The First Order, First Order Engineering Corps.[/SIZE]
[SIZE=11pt]Model:[/SIZE][SIZE=11pt] Justiciar-Class Defence Station.[/SIZE]
[SIZE=11pt]Affiliation:[/SIZE][SIZE=11pt] The First Order.[/SIZE]
[SIZE=11pt]Production[/SIZE][SIZE=11pt]: [/SIZE][SIZE=11pt]Unique.[/SIZE]
[SIZE=11pt]Material: [/SIZE]

  • [SIZE=11pt]Durasteel hull.[/SIZE]

  • [SIZE=11pt]Duravium blast doors.[/SIZE]

  • [SIZE=11pt]Impervium bulkheads.[/SIZE]

  • [SIZE=11pt]Ferrocarbon plating.[/SIZE]

  • [SIZE=11pt]Matrix-armour emplacement housings.[/SIZE]
[SIZE=11pt]TECHNICAL SPECIFICATIONS[/SIZE]
[SIZE=11pt]Classification[/SIZE][SIZE=11pt]: Defence Station, Interdiction Station.[/SIZE]
[SIZE=11pt]Length[/SIZE][SIZE=11pt]: 3300m[/SIZE]
[SIZE=11pt]Width[/SIZE][SIZE=11pt]: 3300m[/SIZE]
[SIZE=11pt]Height[/SIZE][SIZE=11pt]: 3900m[/SIZE]
[SIZE=11pt]Armament[/SIZE][SIZE=11pt]: [/SIZE][SIZE=11pt]High.[/SIZE]
[SIZE=11pt]Defenses[/SIZE][SIZE=11pt]: [/SIZE][SIZE=11pt]Very High.[/SIZE]

  • [SIZE=11pt]Semira Shield System.[/SIZE]

  • [SIZE=11pt]Redundant Deflector Shield.[/SIZE]

  • [SIZE=11pt]Reinforced Durasteel hull with Ferrocarbon plating.[/SIZE]

  • [SIZE=11pt]Long-range communications array[/SIZE]

  • [SIZE=11pt]3x redundant short-range communication array.[/SIZE]

  • [SIZE=11pt]Automated blaster turrets, (interior.)[/SIZE]

  • [SIZE=11pt]Deployable Duravium barricades (interior.)[/SIZE]

  • [SIZE=11pt]Duravium blast doors.[/SIZE]
[SIZE=11pt]Hangar[/SIZE][SIZE=11pt]: [/SIZE][SIZE=11pt]Low.[/SIZE][SIZE=11pt] [/SIZE][SIZE=11pt]3 squadrons.[/SIZE]
[SIZE=11pt]Maneuverability Rating[/SIZE][SIZE=11pt]: [/SIZE][SIZE=11pt]Very Low. [/SIZE][SIZE=11pt](The Justicar-Class is capable of slow rotation around the vertical axis, or normal axis, only.)[/SIZE]
[SIZE=11pt]Speed Rating[/SIZE][SIZE=11pt]: [/SIZE][SIZE=11pt]None.[/SIZE]
[SIZE=11pt]Hyperdrive Class[/SIZE][SIZE=11pt]: [/SIZE][SIZE=11pt]Very Slow[/SIZE][SIZE=11pt]: 10[/SIZE]

[SIZE=11pt]STANDARD FEATURES[/SIZE]

  • [SIZE=11pt]Gravity Well Projector.[/SIZE]

  • [SIZE=11pt]2x Tractor Beam Projector, (dorsal and ventral.)[/SIZE]

  • [SIZE=11pt]Standard life support systems.[/SIZE]

  • [SIZE=11pt]Fire/decompression sensors, (interior.)[/SIZE]

  • [SIZE=11pt]Escape pods, (ventral.)[/SIZE]

  • [SIZE=11pt]Airlocks.[/SIZE]

  • [SIZE=11pt]Docking bays.[/SIZE]

  • [SIZE=11pt]6x hypermatter annihilation reactor.[/SIZE]
[SIZE=11pt]ADVANCED SYSTEMS[/SIZE]

[SIZE=11pt]Strengths[/SIZE][SIZE=11pt]:[/SIZE]

  • [SIZE=11pt][[/SIZE][SIZE=11pt]+[/SIZE][SIZE=11pt]] Interdiction -- When the Gravity Well Projector is activated, the Justiciar-class is capable of ripping nearby ships from hyperspace.[/SIZE]

  • [SIZE=11pt][[/SIZE][SIZE=11pt]+[/SIZE][SIZE=11pt]] Strong defences -- A powerful shield system, coupled with heavy durasteel armour means the massive Justiciar-class can take a lot of fire from enemy capital ships.[/SIZE]

  • [SIZE=11pt][[/SIZE][SIZE=11pt]+[/SIZE][SIZE=11pt]] [/SIZE][SIZE=11pt] [/SIZE][SIZE=11pt]Heavy armament -- A large complement of short-to-mid range turbolasers, and point defences, make the Justiciar a fierce and dangerous enemies to any ships that dare to get close enough.[/SIZE]

  • [SIZE=11pt][[/SIZE][SIZE=11pt]+[/SIZE][SIZE=11pt]] Semira Shield -- The Semira Shield System is capable of boosting its own shields by siphoning power from nearby vessels, OR granting extra protection against capital-grade weaponry for a brief period. against [/SIZE]
[SIZE=11pt]Weaknesses[/SIZE][SIZE=11pt]:[/SIZE]

  • [SIZE=11pt][[/SIZE][SIZE=11pt]-[/SIZE][SIZE=11pt]] Sluggish -- The Justiciar is unable to move through realspace, is capable of turning slowly through only one axis, and has an incredibly slow hyperdrive.[/SIZE]

  • [SIZE=11pt][[/SIZE][SIZE=11pt]-[/SIZE][SIZE=11pt]] Sensors -- While the Semira shield system is engaged, it is capable of protecting the station’s hull. However, due to bleedthrough damage not absorbed by the shield, the sensor arrays can still be easily destroyed through precise fire.[/SIZE]

  • [SIZE=11pt][[/SIZE][SIZE=11pt]-[/SIZE][SIZE=11pt]] Tractor Beam & Docking bays -- Similarly to the sensors, bleedthrough fire from capital damage can cause significant damage to the lightly armoured docking bays and Tractor Beam Projectors, rendering them inoperable.[/SIZE]

  • [SIZE=11pt][[/SIZE][SIZE=11pt]-[/SIZE][SIZE=11pt]] Hyperdrive -- Due to safety measures, and the vast size of the station, the hyperdrive will not engage if the station has sustained significant damage. This is because the strains of hyperspace travel could result in a catastrophic structural failure for the damaged station.[/SIZE]
[SIZE=11pt]Description[/SIZE][SIZE=11pt]: The Justiciar-Class was developed following the First Order’s blockade of the Galactic Alliance held Hydian Way. After defending the blockade, and bring an empty sector of space within their influence, the First Order required a way to defend the newly captured territory without using too much of their fleet, which was needed for the larger war effort. The solution was a massive interdiction defence platform. It would sit in the centre of the sector, supplying and sheltering the patrolling ships. In the event of a campaign against the Alliance via the sector, the Justiciar station would act as the last major stopping point before the front line. Upon its completion, the massive station houses more than 65,000 permanent residents, and can directly supply a full task force of First Order ships.[/SIZE]
 
Location Competition -- The Hydian Bastion
oXGlC38.jpg

Credit: National Space Society “Kalpana 1”

OOC INFORMATION
Intent: To create a submission for the location competition, based on the first invasion of the Great Galactic War, the First Order invasion of empty hex L-49.
​Image Credit:
In order of appearance --

  • National Space Society “Kalpana 1”

  • DeviantArt user KypcaHT, “Engine Room.”

  • Concept Artist Ralph McQuarrie

  • Halo 5, “Central Chamber.”

  • ArtStation user Eddie Mendoza, “Hydroponics.”

  • DeviantArt user 5isalive “Underground Nuclear Missile Base”

  • RealClear Science, “Advanced Test Reactor Core.”

  • DeviantArt user Rahmatozz, “Dormitory.”

  • Kotaku, “The Dark and Lonely Art of Dead Space.”

  • ArtStation user Tim Ridley, “Hacker Room.”

  • Credit: DeviantArt user St-Pete, “Storage Corridor”

  • Artist SPARTH, “Concept Spaceship Art”
Canon: N/A
Links: Justiciar-Class Defence Station
SETTING INFORMATION
Space Station Name:
Official name - “The Hydian Way Defence Platform”
Nickname(s) - “The Bastion,” “The Hydian Bastion.”
Station Model Classification: Military Station, Interdictor Station.
Location: Hex-L-49, adjacent to the Dagobah hex.
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Affiliation: The First Order
Population: Heavily Populated. The station has 65,000 permanent residents. This includes 30,000 crew, 25,000 stormtroopers & military personnel, and 10,000 janitorial and support staff.
Demographics: Mostly human (95%,) some near human (5%.) Humans are free to serve on any field on the station, whereas near-humans are restricted to maintenance, and support roles, all of which are non-combat. Medical staff make up a large portion of the Bastion’s non-human population.
Accessibility: The Bastion is very isolated, residing in the depths of the empty L-49 sector, on the Hydian Way trade route. Following the First Order’s blockade of the sector, access by civilians is near impossible. Only military vessels are allowed to operate near the station, and clearance is required to dock or land at the station. Navy vessels constantly patrol the area around the station, especially around the contested Galactic Alliance-First Order border, where the Bastion supplies a Task Force guarding the front-line. The station is guarded by a fighting force of 25,000 Stormtroopers, all of whom have undergone training in space combat, and ship boarding. The Stormtroopers are used to board enemy ships, or to act as a last line of defence should the station come under attack.
Description: The Hydian Way Defence Station is a gargantuan cylinder, floating at the centre of hex L-49. At a distance, the platform is rather featureless, with obvious docking arms and sensor arrays located at the dorsal and ventral sections. Upon closer inspection, the structure consists of a vast network of trenches, and gun emplacements. Around the station is a buzz of activity, various Navy ships cruise alongside, moving to dock, or to resume patrol, sometimes escorted by buzzing fighters. Around the massive station, further out, the damage from the Hydian Way blockade can be seen. Remnants of First Order and Galactic Alliance ships alike drift in the darkness, a stark reminder to all who serve in the sector of what would happen should the station fall.

DEFENSES
The Hydian Bastion is heavily defended. As the only major source of supplies for the First Order Navy in the area, the Hydian Bastion is a high-value target to the enemies of the Order, especially the Galactic Alliance. As such, the station was outfitted with advanced weaponry, numerous turbolasers of various types, and many emplacements of point defences, to prevent boarding. This, coupled with an advanced shielding system and interdiction capability, makes the Hydian Bastion a fearsome beast, capable of holding its own even against enemy capital ships. With the support of the First Order Navy, however, the Hydian Bastion becomes a near impenetrable fortress, a staging ground from which the First Order can launch its vessels against the enemy, then return to resupply and repair time and again. The full list of defences for the Hydian Way Defence Platform can be found here.

POINTS OF INTEREST

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Credit: DeviantArt user KypcaHT, “Engine Room.”

Reactor Rooms: To operate its many systems, the Hydian Bastion needs to constantly generate huge amounts of power. To do this, the station is fitted with 6 reactors, housed separately. The reactors are arranged in a ring around the station, and buried deep within the heart of the platform to protect them from enemy fire. The reactors are typically used to support different systems, with one devoted to weapons, another to shields, one for tractor beams and interdiction, and the others for life support, electrics, and other standard systems. While the structure of the station defends the reactors from external attack, they are vulnerable to internal sabotage. If one of the six reactors were shut down, the station would lose a significant portion of its usable power. In the event of an overload, the reactor could go critical, resulting in an explosion so damaging it would likely disable the entire platform. This is one of the reasons the reactors are separated, to avoid a chain reaction that would obliterate the entire station.

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Credit: Ralph McQuarrie.

Command Centre: The Commend Centre is the brain of the Hydian Bastion. From here, the station’s many systems are controlled, with sections for weapons, shields, and other systems. The command centre is where many of the station’s officials and commanders are stationed, including Commodore Antoine Starr, commanding officer of the entire station. In addition to the main Command Centre, a Secondary Command Centre exists in the centre of the Bastion, to be used in the event the main Centre is damaged and unusable. Both Command Centres are locked behind heavy blast doors, each one equipped with retinal and fingerprint scanners, to prevent unauthorised access. A small squad of Stormtroopers are always stationed outside each Command Centre, to maintain security.

w8IhofN.jpg

Credit: Halo 5, “Central Chamber.”

Medical Wing: The Medical Wing is the name for the floors on the 2nd subsection of the Hydian Bastion that are dedicated to medicine. This includes clinics where personnel can consult with doctors, hospitals where surgeries and treatments are conducted, and laboratory facilities to test water, food, and other organic specimens. In total, the Medical Wing is staffed by over 2500 crew, and employs the largest number of near-human personnel on the station. To prevent the outbreak of infection, the medical wing has Quarantine Bunks, for holding any personnel with contagious diseases. To function properly, the Medical Wing relies on supply shipments from First Order space, as the sophisticated technology and medicine cannot be produced on the station itself. In peacetime, each shipment lasts 2-3 months, though this is significantly decreased if the Bastion is engaged in long-term combat.

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Credit: ArtStation user Eddie Mendoza, “Hydroponics.”

Agricultural Level: Located near the bottom of the station, just above the waste processing, and water storage levels, is the Agricultural Level. It consists of a sprawling expanse of interconnected rooms, each one environmentally sealed, and separated by sections of positive pressure to prevent any cross contamination. In each room, racks of hydroponic equipment is used to grow fruit and vegetables to feed the Bastion’s population. As well as hydroponic farms, the Agricultural Level also has various breeds of livestock, to provide fresh meat, dairy, and other produce. Grains produced on the farms include Grassgrain, Roti, and Phraig. Fruit and vegetables produced include Revwien lettuce, pink lettuce, Ojomian onion, and Sunberries. Some of the livestock farmed on the Agricultural Level include Bantha, Bukk, and Nuna.

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Credit: DeviantArt user 5isalive “Underground Nuclear Missile Base”

Waste Level: The Waste Level is situated at the very bottom of the Bastion, it is split into three sections. The first is devoted to handling waste products produced by the residents of the station. Rubbish produced on the station is disposed of via a network of garbage chutes, before landing in one of several massive trash compactors. Droids sort through the waste, picking out organic material such as food scraps, from which nutrients are extracted for the farms. Once all organic material has been extracted, the rubbish is compacted, and then incinerated and vented into space. The second section handles sewage. Blackwater is collected, and vented into space, urine is treated, and water is extracted before it too is vented. The third section consists of massive collection tanks, used to hold the Bastion’s vast reserves of water.

MGEwyBc.jpg

Credit: RealClear Science, “Advanced Test Reactor Core.”

Hyperdrive: The Hydian Bastion has no way to move itself through realspace, it is only capable of slowly turning. To get the station into position, from the drydock in which it was constructed, a colossal hyperdrive was installed at centre of the station. Once it arrived in the sector, it was towed into position by several starships working in tandem. Once in position, the hyperdrive maintained operational, a contingency only to be used if the station was under a threat so significant it would be destroyed. Unfortunately, due to the size of the Bastion, it is unable to use its hyperdrive if it sustains too much damage, as it could result in a complete structural failure. During normal operations the hyperdrive is completely disabled, and must be activated and spooled up by a team of operators and engineers, in order to shift the massive structure into hyperspace.

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Credit: DeviantArt user Rahmatozz, “Dormitory.”

Residential Block: The Residential Block takes up a significant portion of the Hydian Bastion’s non-military floors. It consists of a series of stacked rooms used to house the station’s 65,000 residents. The rooms are divided depending on profession and rank. For example, Stormtroopers live in large communal dormitories, whilst support and maintenance staff get a small room for themselves. Officers are provided a larger space, and are allowed to decorate with personal effects. The Residential block has several unoccupied dorms, and 100 spare single rooms to accommodate visitors and guests, such as high ranking Security Bureau, Government, or Army officials.

LZxEOQt.jpg

Credit: Kotaku, “The Dark and Lonely Art of Dead Space.”

Interdiction Level: The Interdiction level is located near the top of the Hydian Way Defence Station. It consists of a single floor, most of the floor space of which is cluttered with the equipment required to power the Bastion’s Gravity Well Generator, a colossal machine that sits in the centre of the Interdiction Level. To operate the Gravity Well Generator, a team of trained professionals must constantly communicate with the Command Centre, managing power spikes and dips to maintain interdiction. This is an even more difficult task in battle, as power fluctuations from ship damage and shield impacts can cause interference with the Gravity Well Generator. As well as the Gravity Well Generator, the Interdiction Level houses two Tractor Beam Projectors, which also need to be carefully operated and maintained. About 1000 crew work on the Interdiction Level, with 250 deployed at any one time.

m27KPdM.jpg

Credit: ArtStation user Tim Ridley, “Hacker Room.”

Security Bureau Offices: Spread over 3 floors in the bowels of the station, the Security Bureau Offices do not only consist of meeting and storage rooms. The floors actually consist of a series of interrogation rooms for the Bastion’s 78 Security Bureau personnel to conduct interrogations, a communications centre used to decrypt enemy transmissions, and a small armoury. Access to the Security Bureau Offices is restricted, though it is accepted by those serving on the station that there are no important cloak-and-dagger operations being conducted behind closed doors, merely standard Security Bureau work.

kDECkcE.jpg

Credit: DeviantArt user St-Pete, “Storage Corridor”

Storage Level: The Storage level is mostly frequented by droids and janitorial staff. It is located above the Agricultural Level and contains the Bastion’s supply of consumables, parts, technology, munitions, and small arms. To retrieve items from storage, a request is sent via a terminal from the Docking Bays, Kitchens, Quartermaster’s Store, Medical Wing, or weapons emplacements. A courier droid then collects the requested items, and delivers them to the desired location through a series of service tunnels. The entire process is automated, human workers are only used to maintain the tunnels and machinery. Deliveries are made to the Storage Level roughly every week, though it can often be longer for supplies that aren’t diminished as quickly.

Pq5NBGJ.jpg

Credit: Artist SPARTH, “Concept Spaceship Art”

Docking Bays: The Docking Bays are located on the dorsal and ventral sides of the Hydian Bastion, tucked into the wide area underneath each set of communications arrays. The bays sit inside a large cylindrical space, the lip of which is lined with point-defence cannons and turbolasers. Each bay varies in size, from smaller bays for docking shuttles and freighters, to the largest bays which consist of retractable arms used to dock with frigates and cruisers. Star Destroyers and larger vessels are unable to dock with the station, and are instead resupplied using freighters carrying supplies, and refuelling ships.

HISTORICAL INFORMATION
War is inevitable, the Galaxy is plagued by it. At every second, on any given day, in the entirety of Galactic history since the first sentient life emerged, the many far-flung star systems have been bathed in blood. Each world descending into chaos and destruction at a point in its long history. For the First Order, war is the lifeblood of the empire. The system relies on it, the economy is enriched by it, and her people are placated by it. Without war, society begins to tear apart at the seams. With no enemy, schisms begin to reveal themselves between religions, systems, and political factions, schisms that threaten the security of her homogeneous people.

At the end of the First Galactic Alliance-First Order War, a dangerous peace began to settle in across First Order space. The regime's monstrous appetite was briefly satisfied with brutal strikes against the Silver Jedi Order, but it soon ground to a halt. With no enemies to hate, to destroy, to crush, the First Order's military and government institutions began to fester. No longer were officials focused on doing their duty, or routing the enemy, now they were focused on securing power.

The Supreme Leader, Sieger Ren, understood this fact very well. For years he'd granted control of his expansive empire to a small group of underlings, most notably Grand Moff Natasi Fortan. However, as the months of peace dragged on and on, Sieger saw the danger that was looming if they stayed the course, and for the first time in a number of years he took affirmative action, directly intervening the First Order's political affairs, and ordering a massive strike against the Galactic Alliance. The Hydian Way Blockade.

The battle was brutal, old tensions wasting no time bubbling to the surface in violent fury. A fact that was exacerbated on by the Battle Meditation used by both sides during the fight for the blockade. Casualties were high, and though the First Order came out victorious they did so at a great cost, with large naval losses. In the days and weeks following the battle, and the slow disintegration of the blockade as the territory was absorbed into First Order influence, it was quickly decided that a less resource intensive means of defending the sector was needed.

The First Order's fleet would soon be needed for the larger war effort, so ensuring the the Hydian Way in sector L-49 was properly defended was an urgent task that would have to be completed before the next major campaign against the Alliance. The opinion, shared by the First Order Military Command, was that it was impossible to maintain the same number of ships in L-49, while also waging a full-scale war against the Alliance.

So came the Hydian Way Defence Station, a gargantuan platform designed not only to replace a significant portion of the sector's support craft, but also to take on the roles of some of the sector's larger capital ships and interdictors. Once construction was completed, the Hydian Bastion was transported through hyperspace into the sector, and towed by tugs into position. Now, it houses over 60,000 personnel, and acts as a symbol of First Order dominance, a military stronghold and projection of power, lying on the frontlines of the warring states.
 

Huxy

[ Message Received ]
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Vespa-class Droid Fighter

OUT OF CHARACTER INFORMATION

  • Intent: To create an unmanned, autonomous droid fighter for use by the First Order that can adapt to situations and can still be operational if the control ship is destroyed.
  • Image Source: Pinterest & Discord
  • Canon Link: N/A
  • Restricted Missions: If needed
  • Primary Source: Swarm Drone,
PRODUCTION INFORMATION
  • Manufacturer: First Order
  • Model: Mark I Vespa-class
  • Affiliation: First Order
  • Production: Mass-Produced.
  • Material: Durasteel hull
TECHNICAL SPECIFICATIONS


[*]Defenses: Very Low
[*]Squadron Count: Very High: 24
[*]Maneuverability Rating: Average
[*]Speed Rating: Average
[*]Hyperdrive Class: N/A
STANDARD FEATURES
  • Standard Communications Array
  • Standard Droid Brain
  • Standard Deflector Shield Generator
  • Standard Ion Engines
  • Standard Navigational Systems
  • Standard Repulsorlift Engines
  • Standard Sensor Array
  • Standard Targeting Systems

ADVANCED SYSTEMS

Strengths:
  • Small - The Vespa is small, making it hard to hit with conventional starfighter weaponry. This also allows it to come in larger amounts from command vessels, making it 'block out the sun' in a sense.
  • Quick - The Vespa is quick and agile, able to make tight turns quite easily and it's able to easily outpace other fighters due to its sleek design, small size, and powerful ion engines.
  • Adaptable - The processor of the Vespa is quite a potent enemy on the battlefield. Unlike most droid fighters, this one is able to adapt to certain situations and make its own choices. This allows it to choose the best course of action for dogfights and combat maneuvers. Within the brain and processor, is already a set of pre-created digital plans for the droid to work off of, with extra space for new choices for the droid to determine it's self.
  • Swarm Tactics - The Vespa is a small and quick ship with large squadron sizes. Needless to say, swarm tactics are heavily used with these type of fighters. The swarm tactics are used to supremely overwhelm and enemy with vast and uncountable numbers, which can make the enemy feel intimidated due to the overwhelming odds and the sense of impending failure.
  • Useable without Command Vessel - The Vespa is a particularly unique droid fighter. It can function without a command vessel. How this is done is closely guarded by the Corps of Engineers, though whatever it is, it's working.
  • Cheap to Make
Weaknesses:
  • Low Armament Rating
  • Low Defense Rating
  • Hyperdrive is a No Go - The Vespa doesn't have a hyperdrive. It was omitted out due to both size and affordability, the First Order wanted a really cheap fighter, one that could be both expendable and lethal in space combat. Hyperdrive wasn't needed for that.
  • Less Effective without Command Vessel - Despite being able to function without a control vessel, the ship is far less effective without one. Without a command vessel, the droid fight's combat effectiveness drops to 50% whereas it was at 100% previously when hooked up to the command vessel.
  • Unmanned - A droid brain will never be as good as a real, living pilot. If only it were possible to combine the two, organic and machine, to create a perfect fighter.
Description: To improve on the battlefield, one must study past nations, past enemies, past allies...to learn all there is to know. What made them succeed, what made they fail, and what to improve upon their failed designs which could've led to their downfalls. Such is what the Corps of Engineers in the First Order did, they studied blueprints of old...particularly the Clone Wars, Empire, and Rebellion era due to the wide range of options in these areas and due to the wide surplus of information of ships and blueprints from these eras in particular. What they found harbored from the ancient and the first CIS, the droid fighter. It was an unorthodox yet a promising design which could've proven powerful and lethal on the battlefield. The keyword, could've. The CIS lacked the genius and resources that were the First Order, something the First Order would, of course, amend. Though, they did go the Empire route for the droid fighters. They made the fighters cheap and expendable, able to be fielded in large number. Though, they did something far different than the CIS ever had done. They made the fighters operational without a droid command vessel or just a command vessel. Now in theory this sounded hard to do, though it turned out to be much easier than first expected
 
BRAWL-CLASS TORPEDO FRIGATE
JWCj6wv.jpg


OUT OF CHARACTER INFORMATION
  • Intent: To create a new First Order vessel.
  • Image Source: Fractalsponge (X)
  • Canon Link: None.
  • Restricted Missions: None.
  • Primary Source: None.
PRODUCTION INFORMATION
  • Manufacturer: The First Order
  • Model: Brawl-Class Escort Frigate
  • Affiliation: The First Order
  • Production: Mass Produced
  • Materials:
    Durasteel
  • Quadanium Steel
  • Glasteel

TECHNICAL SPECIFICATIONS
  • Classification: Torpedo Frigate
  • Length: 452m
  • Width: 177m
  • Height: 127m
  • Armament: High
  • Armament List:
    40x Proton Torpedo Launcher
  • 10x Concussion Missile Launchers
  • 10x Ion Cannons
  • 5x Gravity Mine Launchers

[*]Defenses: Average.
[*]Defence List:
  • 2 meter thick quadanium steel plating
  • 1x capital grade deflector shield
  • 12x Point Defence Lasers

[*]Hangar: None.
[*]Maneuverability Rating: Low
[*]Speed Rating: Average.
[*]Hyperdrive Class: 2.0
STANDARD FEATURES
  • Quadanium Steel Coat: Sitting outside of its hull, and two meters thick, a layer of quadanium steel sits. Designed to defend against kinetic damage, it adds quite a buff to what would otherwise be inadequate ships.

ADVANCED SYSTEMS
  • NONE


STRENGTHS:
  • +Bombardier: Watch democracy end with the thunderous applause of fifty ordinance launchers! Used correctly, the Brawl can launch devastating, and unrelenting barrages of concussion missiles and torpedoes.
WEAKNESSES:
  • -Fighters: The Brawl-Class is ill-equipped to fight against those pesky snubnose fighters and bombers.
  • -Weapons Magazines: Distributed across the ship, often close below the surface. Hit them hard enough, and catastrophic damage can be caused.
DESCRIPTION:

The Brawl-Class Frigate is designed to be a newer, and stronger offensive weapon than the old locust-class frigate. A brutal combatant, the Brawl-Class is decidedly heavier armed than its predecessor, using the modelling of the old star destroyers, and down sizing it to fit a smaller, and more manoeuvrable vessel.

Speaking technically, the Brawl-Class is not a particularly interesting vessel. It is basic in design, with a large concentration of missile and torpedo batteries within the trenches and tiers of decks. Due to the large amount of batteries, the vessel holds large magazines of ordinance, which if penetrated by high powered weapons, could detonate and cause cataclysmic damage.

However, in order to defend against this, the quandanium steel coat has been installed. A thick coat of reinforced steel designed to ensure that weapons magazines will not be destroyed. However, aside from that and the deflector shields, the vessel has scant defences, aside from limited point defence weapons. The Brawl relies upon its comrades to provide fighters to defend it, and others to disable those who would dare engage.
 
OUT OF CHARACTER INFORMATION

  • Intent: To update an old warhorse.
  • Image Source:
  • 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.
  • Model: Imperial X-II Class Star Destroyer
  • Affiliation: First Order
  • Production: Mass Produced
  • Material: Durasteel Quadanium Steel Tungstoid
TECHNICAL SPECIFICATIONS
  • Classification: Destroyer.
  • Length: 1604 Meters.
  • Width: 904 Meters.
  • Height: 404 Meters.
  • Armament Rating: Very High
  • Armament List:
    2x Mega-Class Turbolasers.
  • 20x Long Range Turbolasers
  • 20x Long Range Ion Batteries
  • 40x Fast Tracking Mounts Turbolasers
  • 30x Fast Track Mount Ion Batteries
  • 20x Proton Torpedo Launchers
  • 10x Concussion Missile Batteries

[*]Defence Rating: High.
[*]Defence List:
  • 80x Point Defence Lasers
  • 30x Anti-Missile Octets
  • 1x Capital Grade Deflector Shield
  • 2 Meter Thick Quandanium Steel Layer

[*]Hangar: Moderate.
[*]Maneuverability Rating: Very Low
[*]Speed Rating: Low
[*]Hyperdrive Class: 2.0
STANDARD FEATURES
Quadanium Steel Coat

ADVANCED SYSTEMS
Bastion Point Defence System:

Mega Class Turbolaser: Large tri-barrel turbolasers with the potential firepower to equate to fifty ordinary turbolasers.


Strengths:
Weaknesses:
  • -Aft Weaponry:
  • -Gotta Go Fast!:
  • -
Description:
 
AE5EQzP.png
T-8B Precision Carbine w/ factory paint & attachments, Stock collapsed
Source: Killzone: Shadow Fall

OUT OF CHARACTER INFORMATION
  • Intent: Create a weapon with greater range than the G-11F Blaster Rifle which can also double as a designated marksman rifle as appropriate at the cost of automatic fire and magazine capacity
  • Image Source: Killzone: Shadow Fall
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Slugthrower Rifle, Slugthrower, Dressellian Projectile Rifle.
PRODUCTION INFORMATION
  • Manufacturer: First Order Corps of Imperial Engineers, First Order
  • Model: T-8B Self-Loading Precision Carbine
  • Cost: 1,450 Credits (Available for military use only)
  • Affiliation: First Order Stormtrooper Corps, First Imperial Army, First Order Special Forces
  • Modularity: Yes (Picatinny Rails; Scope + Foregrip Type)
  • Production: Limited (See; Affiliation PCs +NPCs)
  • Material: Durasteel, Depleted Baradium,Titanium, Tungsten.
TECHNICAL SPECIFICATIONS
  • Classification: Slugthrower Carbine, Slugthrower Battle Rifle.
  • Size: Hand-Held
  • Length: 790mm w/stock extended (31 In), 700mm w/stock collapsed (27.5 In).
  • Weight: 8 Kilograms (Loaded), 17.5 .lbs
  • Ammunition Type: 8x45mm caseless depleted baradium jacketed hollow point radioactive projectile
  • Feed System: 17 Round Box Magazine
  • Operation: Short-Stroke Piston, rotating bolt.
  • Muzzle Velocity: 970m/s
  • Reload Speed: Average (~5.5 Seconds; Varies with User)
  • Effective Range: Long Range (600 Meters)
  • Rate of Fire: Low; Semi-Automatic (80 Rounds/Min)
  • Stopping Power: Very High (6,021 Joules)
  • Recoil: High
SPECIAL FEATURES
  • Ambidextrous Short-Action Charging Handle
  • Ambidextrous Safety/Selector
  • Barrel Accessory Rails
  • Cheek riser
  • Collapsible Stock
  • Fore Grip +Sight Picatinny Rail(s)
  • Front & Rear Glow Sights
  • Handguards
  • Magnatomic High-Adhesion Angled Trigger Grip
  • Muzzle Break
  • Vibrobayonet Lug
Strengths:
  • Accurate: Within typical engagement ranges of 200-400 meters the weapon is very accurate and exhibits little spread with tight groupings in the absence of sustained fire.
  • Armour-Piercing Radioactive Projectiles: T-8B fires depleted baradium-jacketed polonium-210 rounds which are capable of penetrating plastoid, durasteel and duraplast based armour in that order of difficulty. Often the rounds over-penetrate lightly-armoured targets though not before the depleted baradium jacket has sheared away exposing the target to the fatally toxic polonium-210 contained within. One shot at close range to a lightly armoured target carries enough kinetic energy to knock most humanoid targets straight down while two shots placed closely together might over-penetrate through all bodily tissue.
  • Bullpup Design: With a Bullpup design the weapon is more compact than the contemporaries of the class albeit significantly heavier, reloading is complicated by the magazine placement and the release being placed behind it necessitating most wielders take their targets out of sight offering a great opportunity for opposition forces to return fire and suppress the user.
  • Maintenance: As a Slugthrower the T-8B Precision Carbine can be battered and abused and still function properly in stark contrast to many blaster-type weapons which can be prone to malfunction and failure when cleaning schedules are not maintained with soiled weapons.
  • Times have changed: The projectiles move with speed that cannot be perceived by most organics save their tell-tale red trail, this makes them difficult to block with a lightsaber even in the hands of a force sensitive. And since they deliver a large amount of kinetic energy even if blocked they can knock the lightsaber around in its wielder's grip.
Weaknesses:
  • Cook-Off: Due to the nature of caseless ammunition the projectiles are liable to detonate or misfire within the firing chamber especially if the user is exposing the weapon and magazines to extreme heat. Ammunition that cooks off in such a fashion is liable to disable the weapon and potentially harm its operator. This effect isn't pronounced during normal operation thanks to its semi-automatic limitation on firing but can be exploited by certain force wielders and even non-force users with the aid of certain hazards such as fire.
  • Gravity thou art cruel: As a slugthrower and projectile rifle the T-8B Precision Rifle's ammunition is vulnerable to the effects of local gravity with high acceleration due to gravity resulting in greater 'drop' exhibited in ballistic performance at range which isn't helped by the ammunition's grain. The result of this is shots falling short of their intended target especially when used by Troopers inexperienced with Slugthrower weapons.
  • Magazine Capacity: The weapon's box magazines are designed to hold a paltry 17 rounds as a compromise on usability in all supported and unsupported firing positions.
  • Semi Automatic Only: In close quarters the weapon's wielder is at a disadvantage as it is incapable of fully automatic fire, while its' power in itself might be a deterrent to opposition forces when considering advance T-8B users can still be easily suppressed at close range.
  • Snappy Recoil: With large weighty ammunition comes a potent propellant and snappy recoil which is reduced somewhat by the weapon's weight however, sustained semi-automatic fire reduces the weapon's accuracy at range significantly.
  • Tracer Feedback: The caseless ammunition's propellant creates visible tracers when discharged permitting observers or opposition to identify the users position, making it a poor sniper or assassins' weapon.

DESCRIPTION
An old tried-and-true weapon concept tested by the application of modern First Imperial Military technology and morality; the T-8B Precision Carbine is an air-cooled gas-operated short stroke piston rotating bolt bullpup slugthrower carbine that combines firepower and accuracy in a surprisingly compact package. Modularity is incorporated into the design through a series of picatinny rails situated on the top and bottom of receiver for a variety of sight systems and foregrips with two more rail sets located on the barrel housing where flashlights and other accessories can be mounted. As standard the weapon is equipped with no accessories on the barrel shroud though comes with an angled foregrip and a front and rear laser-guided glow sight. The T-8B is intended to supplement the G-11F Blaster rifle in service with the Stormtrooper Corps as a Designated Marksman Weapon and provide a new system for the First Imperial Army, given its reliance on projectile ammunition which is both heavy and cumbersome when carried in large quantities it isn't produced and issued en masse to Infantry Units, though it has found favour particularly with Special Forces and Vehicle Crews who often need compact albeit hard-hitting weapon systems where a good standard of weapon maintenance cannot be maintained due to atmospheric or environmental conditions. The weapons has only two fire able to be indicated by the ambidextrous selector switch; semi-automatic and safe there is a conspicuous absence of stun setting which while not uncommon to Slugthrowers makes the T-8B Precision Carbine unsuitable for situations where a target needs to be subdued.

The distinguishing feature that makes the T-8B Precision Carbine truly unique amongst weapon systems manufactured and used by armies throughout the galaxy is its' use of depleted baradium-jacketed radioactive projectiles, ethical questions put aside it was the answer to the question "How to disable a hostile combatant without killing him so as to soak up hostile first aid resources but assure death so that he doesn't become a recovered veteran?" The amount of Polonium-210 contained in each round far exceeds the fatal dose for an adult human male making it ideal for this intent; targets struck with the ammunition who are unfortunate enough to survive have high confidence from test data to contract acute radiation poisoning. Acute radiation poisoning inflicted by the ammunition produces symptoms that become progressively worse over a period of 24 hours including but not limited to; Nausea & Vomiting, Incontinence, Headache, Fever, Secondary Infections and finally Central Nervous System Failure. Survival is possible with comprehensive and immediate medical treatment though without it the majority of victims will expire within a few minutes, enough time to reduce opposition forces' fighting strength as they attempt to deal with new and existing casualties inflicted by the First Order's ruthless military. Close proximity to discharged ammunition leads to Polonium-210 exposure through inhalation which can cause secondary casualties from mild radiation poisoning if the rounds over-penetrate unarmoured or lightly-armoured targets as they shed their depleted baradium jacket which also acts as a shield for the fatally toxic Polonium-210 for this reason First Order Soldiers are strictly prohibited from discharging or using the weapons without appropriate personal protective equipment, use of the T-8B Precision Carbine in densely populated urban areas is also officially prohibited without authorisation from a field-grade officer (Major or Equiv & Above) by First Imperial Military training documents.

T-8B Precision Carbines derive their armour-penetrating capability from the depleted baradium jacket which also provides a radiation shield to the weapon's users when loading ammunition into its box magazine. When the ammunition impacts a target armoured or otherwise the depleted baradium jacket shears away from the polonium after penetrating armour or bodily tissue ensuring the toxic radtioactive isotope enters the victim's bloodstream with the hollow-point designed projectile expanding in an attempt to prevent over-penetration as this can result in collateral damage. The kinetic energy of the 8mm diameter projectile moving at 970m/s combined with the acute radiation poisoning ensures struck targets are put down and stay down taking them out of the fight to receive medical care where they more often than not in combat conditions pass away, this is all dependent on the level of medical care that can be provided and how quickly it is delivered to the victims, the Polonium-210 contained within the ammunition is so toxic that First Order Personnel are prohibited from discharging it without their personal protective equipment because it can enter the body through inhalation complicating treatment for first aiders such as combat paramedics in environments where Polonium-210 Isotopes from the ammunition is being ejected from ammunition that has over-penetrated their targets. It's an effective technique to demoralise opposition forces who might lack the discipline or equipment to remain steadfast in the face of such a grisly fate.

The ammunition isn't without practical drawbacks either for all of its effectiveness in disabling opposition forces it is unsuitable for Snipers or FOSB Personnel as the ammunition's powerful propellant creates a very distinct crimson 'lance' as the round leaves the barrel sizzling red hot with a trail of propellant behind it, identifying the users' position. This Propellant also creates a noticeable amount of recoil feedback and while with controlled semi-automatic fire this isn't a pronounced issue, sustained semi-automatic fire produces obnoxious amounts of recoil making it difficult for most wielders to produce accurate fire at its' effective range. Another disadvantage the T-8B brings is its small magazine size of only 17 rounds; simply pathetic when you consider the First Order's G-11F can discharge 100 rounds before the power cell must be replaced, this is yet another reason why the weapon is not produced and issued en masse as formation so armed could be suppressed or out-endured by their contemporaries at close range armed with Blaster Rifles. In a typical Stormtrooper Infantry unit approximately 25-33% of troops will be armed with T-8B Precision Carbine weapons, this proportion isn't strict but a reflection for what is typical other unit types such as dismounted scout elements might be armed exclusively with T-8B Precision Carbines.
 
DY2IqAM.png
Front & Rear detail
Source (x)

OUT OF CHARACTER INFORMATION
Intent: Creating a lightweight revolutionary advanced suit of Powered Armour for exclusive use by the Order of Ren's player characters, including the Knights of Ren and Praetorians.
Image Source: Source
Canon Link: N/A
Restricted Missions:
Primary Source: AV-1s Scout Armour, Juggernaut 510 Combat Power Armour, Powersuit, Powered Battle Armour, Powered Light Battle Armour, Heavy Exoskeleton, Light Exoskeleton, Thermal Gel, Power Glove.

PRODUCTION INFORMATION
Manufacturer: Order of Ren, First Order Corps of Imperial Engineers.
Model: Mk. I RAKGHOUL Semi-Powered Battle Armour
Cost: ~2,500,000 Credits
Value: ~20,000,000 Credits (Black Market Value)
Affiliation: Order of Ren, Knights of Ren, Praetorians
Modularity: Yes (Paint, Firmware, Software)
Production: Semi-Unique (Order of Ren PCs Exclusively)
Material: Armorweave, Duravlex, Liquid Crystal, Reinforced Duraplast, Stygian-Triprismatic Polymer, Thermal Gel, Titanium, Quadanium Steel.

TECHNICAL SPECIFICATIONS
Classification: Powered Armour
Weight: 180 Kilograms (397 .lbs)

RESISTANCES
Kinetic (Ballistic/Kinetic Weapons): Very High
Blasters (Directed Energy/Plasma Weapons): Low
Electrical/Ion: High
Lightsabers: Average (High; Gauntlets, Vambraces, Pauldrons)
Sonic: Low
Vacuum: Average

SPECIAL FEATURES
  • Annunciator
  • Biometric Security System (Fingerprint + Facial Recognition)
  • Closed Circuit Rebreather
  • Cooling System
  • 300Ghz Comlink (Microwave Broadband, 500km Range)
  • Computer System
  • Chasm-class Power Gauntlets
  • Data-Port
  • Defibrillator
  • Environmental Controls
  • Global-Positioning System (W/Blue Force Tracking)
  • Heads-Up Display (Programmable, Customisable)
  • Helmet-Mounted Infrared Tactical Lights
  • IFF Transponder (First Order Signature)
  • Liquid Induction Port (Helmet-Mounted, rotates into Wearer's mouth)
  • 4x Image Magnification
  • Life-Support System
  • Liquid Crystal Display
  • Magnetisable Boots
  • Motion Tracker (HUD Display)
  • Multi-Frequency Targeting and Acquisition System
  • Reflec Polymer
  • Servo-Assisted Boot Bracers
  • Sonic Dissipators (Helmet-Lining)
  • Subspace Transceiver (12.0 Light-Year Range)
  • Two Terrabyte Solid State Drive
DESCRIPTION
The Mk.I Rakghoul Semi-Powered Armour started development in response to the increased prevalence of Non-Force Users within the Order of Ren who found themselves with inadequate personal protective equipment for enforcing the Supreme Leader's Will when faced with particularly formidable opposition epitomized by crack elite troops and force adepts. Another reason for the armour's development was the Praetorian's armour being sometimes excessively ornate which is not conducive to the battlefield conditions that they sometimes find themselves in when executing their Lord's will or fulfilling other obligations. The Mk.I is a Powered Armour platform constructed with the intention of creating a unified protective standard for the Order of Ren, its' design consists of a matte black reflec polymer which helps to conceal its infrared signature from passive sensors with its ostensible crimson slit visor in actuality being a series of Cameras which project a liquid crystal display for the users eyes eliminating the structural weakness of a traditional visor, factory coloration of the armour is a homage to Mustafar and the Sith Lord Darth Vader of old who once struck fear into a Rebellion's heart and extinguished the Galactic Empire's enemies with ruthless efficiency.

In contrast to some of the fully-powered exoskeletons which can be quite bulky the revolutionary Rakghoul takes the best design features from past Powered Armour designs and is referred to as "Semi-Powered" relying on electrically-driven micro-servos and Thermal Gel-Layer to distribute the armour's weight across the wearer's body instead of a cumbersome hydraulically-powered exoskeleton as seen in antiquated designs. Sacrificing of mobility and speed was considered unacceptable as the Armour had to be user-friendly for the force sensitives within the Order of Ren whose lives are dear when measured against the incidence of force sensitives among the Human population that the First Order relies on for the bulk of its strength. In terms of physiological compatibility by species only Humans and Near-Humans with considerable similarity to Humans can wear the system. The Rakghoul features entirely new propriety clandestine technology developed for use exclusively in the project with the assistance of FOCIE and several higher education facilities in secret. The bodysuit is unique and the only production armour that features such technology as of 851 ABY. The Thermal-Gel Layer is an integral part of the system's protective qualities and helps substitute as an exoskeleton by protecting the wearer from kinetic energy by hardening and spreading the force across the user's entire body, permitting the wearer to fall distances and survive mechanical stresses that would normally leave them dead or disabled. An interesting capability is the ability for the wearer is to have the thermal gel-layer harden using the on-board computer which permits them to retain their posture even while unconscious such as when sleeping. The massive thermal energy created by directed energy and plasma weapons is dissipated somewhat by the Thermal Gel-layer as it boils away helping to reduce the risk of life-threatening injury being inflicted with the first few impacts, though the suit's protective qualities are quickly compromised by such breaches making the wearer more vulnerable to a variety of threats as the system is breached.

Beyond the fire-retardant armourweave bodysuit is the Duravlex-Titanium-Quadanium laminate armour which contains most of the more crucial and delicate moving parts such as the Micro-servos which help to support the gargantuan weight of the system and increase its' wearers constitution. Situational awareness is provided by a liquid crystal display behind the helmet's faceplate and vertical slit cameras which offer unparalleled field of view on both the vertical and horizontal axis without compromising on armour envelope or protective qualities, a distinct departure from traditional helmet design. The cameras which provide the liquid crystal a display support upto 4.0x magnification with the computer tracking the user's eye movements; when they squint the image will be magnified proportionally and can also be magnified manually. Its interior featuring intense amount of padding to help distribute the helmet's weight which hermetically seals to the bodysuit via a durable membrane that inflates around the throat, this membrane can withstand enough pressure to be usable in the vacuum of space or submerged to a depth upto 300 Meters. Environmental control systems are of acceptable quality with design towards thought of extended wear when members of the Order of Ren are in the field aiding First Order Ground forces during their Campaigns, the armour is also quite efficient at dispersing built-up heat and combined with its reflec coating can be very difficult to detect with Infrared or Thermal Sensors, aiding in the concealing of movement. The power-plant for such a gargantuan beast is a nuclear fusion battery coupled to a high-quality power supply unit which provides 676 hours before failure under typical load. Large load created by sustained combat-conditions can bring the power supply unit's life down to a pathetic 120 hours at which point the armour must be serviced to replace the failed power supply unit. Mk.I Rakghoul Semi-Powered Armour suits have an onboard oxygen supply to supply the wearer with oxygen while either in a vacuum or contaminated environment, the Rakghoul's onboard computer uses the armour's sensors to determine whether this is necessary and otherwise continues to recycle the local atmosphere via the life support system in the event the suit loses power abruptly the armour is designed so that the on-board Oxygen Supply will filter into the helmet as a failsafe to power failure within a vacuum or otherwise contaminated environment.

Given the immense weight of the armour with its wearer interred, the Rakghoul has a comprehensive on-board medical monitoring suite that can share its information with friendly First Order forces over the TEAMCOM including a miniaturised automated external defibrillator implanted within a small compartment of the bodysuit in the lower thoracic region which is managed by the on-board computer and will start after the computer receives information from the automated defibrillator unit to determine causation for the arrhythmia and based on programming conclude whether or not use of the defibrillator is appropriate based on symptoms and any ocular input that would suggest panic or unconsciousness. This is a necessary feature given the armour's resistance to electrical or ion attacks and laminate armour that would prevent access to the wearer's thoracic region in the event of cardiac emergency. To aid in the introduction of intraveneous drugs or bacta into the wearer's body there is a single-port on the ventral surface of both laminate vambraces that connects to a flexible cannula inserted into the intermediate antebrachial vein of each forearm when the bodysuit is first donned, Unfortunately, these same IV ports if identified could be used to torture a wearer of the armour that has been captured as a convenient means of introducing drugs that might make them more likely to divulge sensitive information and so their appearance is modest as a small circular hole in each vambrace which tactfully conceals the port itself.

As a true suit of powered armour the Rakghoul amplifies the wearer's physical capabilities moderately permitting them to leverage increased strength, endurance, mobility and dexterity. Amplification is made possible through a number of the armour's components; the electrically driven micro-servo system is extremely quiet and yet permits the armour's weight to be entirely supported leaving the wearer feeling as if they were wearing next to nothing. Shock-resistant Chasm-Class Power Gauntlets amplify the wearer's strength permitting the wearer to wield heavy weapons and engage opponents in disarmed fighting with elevated lethality with most Human wearers finding their physical strength is exceeded reliably only by the likes of Wookies or Huok, wearers find that throwing their weight behind strikes results in the delivery of bone-breaking strikes to the average human man's thoracic region. Servo-assisted boot bracers increase speed, agility and dexterity slightly giving slight boosts these modest and slight increases are due to concern of pushing Human and Near-Human Physiology too far. The Armour's Thermal-Gel Layer is crucial for the design's functionality and helps to negate abrupt impacts suffered by the wearer such as blunt-force trauma inflicted by certain melee weapons and explosives, while also having the novel impact in regards to protecting the wearer's body from massive amounts of kinetic energy generated by the likes of falling allowing survival from falls upto 300 meters though plummeting from such a distance will leave the Thermal-Gel Layer in a hardened state for an excessive period of time typically ranging from ten minutes to an hour depending on factor such as local gravity leaving its' wearer completely vulnerable. Testing concluded that the Thermal-Gel Layer has stress limits; Mandalorian Crushgaunts with great effort on the user's parts are capable of exceeding the maximum amount of kinetic stress the Thermal-Gel Layer can tolerate and will then transfer this force directly onto the wearer with the potential to inflict crippling injuries.

The Rakghoul is a highly sensitive piece of First Order hardware and each suit is bio-metrically-linked to its operator; on startup the Computer uses the liquid crystal display to scan the user's facial structure to ensure a match with the stored identity, it also uses the gloves to receive a fingerprint of each of the user's fingers. If the user's bio-metric information does not match that of the one stored the armour will completely shutdown leaving the unfortunate soul inside of a 180kg prison. Repeated attempts to bypass this security feature or tamper with the computer's solid-state drive activates an extremely nasty security fail-safe turning the Fusion battery into a thermonuclear explosive with enough power to incinerate the suit and anything around it up-to a distance of 50 meters, this fail-safe can also be activated by the wearer with a password or code set individually by each wearer and known exclusively to them in the event capture is an immediate risk. Manufacturing of the Mk.I RAKGHOUL happens in only two places within First Order Space; At the Order of Ren's academy on Skye and on the Volcanic planet of Mustafar; which is rumoured to be the source of each system's metallic armour pieces. Final assembly is completed on-site at these locations before either being delivered or picked-up by the wearer. The Rakghoul is equipped with a Subspace Transceiver which permits the wearer to establish an encrypted connection with First Order Forces either directly or through deep-space satellites, the only downside to this is the suit's encryption to the trained eye uses a distinctly First Order Cipher, alerting the discerning eye to some description of First-Order presence and that it would have to be significant to generate radio signals that powerful achievable usually only by space-faring vessels. The other purpose of this feature is to permit the Order of Ren's Overlords and Sieger Ren himself to have tracking data for each wearer which is another safeguard against theft and ensures that any potential suspicious activity on the wearer's part can be quickly identified and addressed. intercontinental communications is facilitated by a cutting-edge 300 Gigahertz Microwave broadband antennae located within the rear of Cuirass, this permits the wearer to send and receive high quality audio and video transmissions within a range of 500 kilometers with a wavelength that usually permits penetration of local ionospheres or even planetary-shield type systems so that contact can be made with space-faring vessels or satellites in low-orbit.

Variants of the Rakghoul are expected to be produced in the future to suit a variety of user-needs, environments and situations as it's more than a simple suit of Combat Armour, Rakghoul is a technologically advanced platform with the capability for its armour layout to be radically changed without compromising the underlying technology or principles that make it functional.

Strengths:
  • Communication Suite: Each RAKGHOUL suit of armour has a high-powered broadband antennae and 300Ghz Microwave broadband antennae making it an ideal choice for deep, long-ranged reconnaissance. Powered by a nuclear fusion battery its' comlink boasts a wavelength sufficient to penetrate deflector shields such as the ones seen in planetary shields.
  • EMP Hardened: RAKGHOUL is hardened against ionic interference and EMPs permitting the shielded battery, firmware, software and the micro-servos contained within to continue functioning even after exposure to large amounts of electromagnetic activity, although it will interfere with the helmet-mounted display and sometimes even force a system reboot.
  • Kinetic Resistance: Thanks to a layered armour composition including Duravlex-Titanium-Quadanium laminate plates with a thermal gel layer incorporated into the armourweave bodysuit the RAKGHOUL Semi-Powered Battle Armour offers superb protection against threats which rely heavily on Kinetic Energy to inflict damage such as thrown objects, slugthrowers and other firearm-type weapons.
  • Lightsaber-Resistant sleeves: Following after the traditional and more ornate armour worn by Praetorians the Armour is Lightsaber-Resistant along the arms, constructed from reinforced duraplast and stygian-triprismatic polymer permitting this area to survive contact with a Lightsaber. It must be stressed that the rest of the Armour is however, completely vulnerable to light-saber strikes.
  • Moderate Amplification: RAKGHOUL Semi-Powered Armour modestly improves the wearer's strength, mobility and dexterity. Offering them greater legality in close-quarters fighting and when wielding heavy weaponry.
  • Reflec Coating: Every suit of Rakghoul armour is constructed with a Reflect polymer coating which makes it considerable difficult to detect with electromagnetic spectrum imagine equipment, capable of defeating most active and passive scans allowing its' operator to conceal their movements and presence, provided the scanners are searching only on the Electro-magnetic spectrum.
Weaknesses:
  • Battery & Power Supply Unit: Within the back of Cuirass is the armour's prominent shielded fusion battery unit, damaging this battery can result in total system shutdown leaving the wearer with a 180kg dead-weight on their body, making it difficult to nigh impossible to articulate movement most users will simply fall on the ground helplessly unable to stand with such an immense weight on their body.
  • Charrics/Masers: Chiss Charrics and Maser-type weapons deliver both thermal and kinetic energy and as a result are an effective weapon to use against the armour as the weapons Thermal's energy can penetrate through the bodysuit and deliver a substantial amount of kinetic energy straight onto the wearer.
  • Force Lightning: While the armour is capable of protecting the wearer from the harmful effects Force Lightning would have it triggers a shutdown of the power supply unit with anything more than a brief discharge leaving the entombed operator within helpless and trapped.
  • Limited-Rate Production: XE-32 armour is labour-intensive and costs nearly as much as a Corvette to produce and so sees exclusive use amongst the Order of Ren's favoured children exclusively. Entire units of Knights, Praetorians or otherwise equipped with this armour do not exist. It's rare enough to encounter one so equipped, never-mind a whole unit.
  • Mechanical Stress: The Thermal-Gel Layer helps protect the wearer from the mechanical and hydrostatic stress exerted upon the body, however it has limits. If the Gel Layer's capacity to absorb mechanical stress is exeeded it will fail and transfer this stress through the bodysuit directly to the wearer that could result in anything from soft-tissue damage to shattered bones and potential fatality.
  • Particle-Beam: Particle Beam weapons during testing have been demonstrated to over-penetrate the entire armour system, the potential for these weapons to inflict grievous wounds or injuries upon the wearer is in the extreme.
  • Scanners: While the armour is camouflaged on the IR/Thermal Spectrum the wearer is still detectable with scanners which search for either lifeforms or power sources. Making it difficult to conceal one's presence and position in the presence of scanners with multiple different criteria.
  • Sonic Weapons: While the head is protected from Sonic attack the rest of the body is very vulnerable to assault with Sonic Weaponry, energy created by these attacks tends to be transferred directly to the wearer with little in the way of resistance.
  • Blasters: One of the armour's greatest vulnerabilities is that to Blaster-Based Weapons, capable of surviving only a few glancing shots before the entire system fails. Holes in the Battlesuit can compromise the Thermal-Gel Layer, Vacuum Protection and Compromise the user's protection against electrical attacks.
 

Huxy

[ Message Received ]
Hellstorm XVI0 Rotary Cannon

OUT OF CHARACTER INFORMATION



  • Credit Cost: 28,800
PRODUCTION INFORMATION

  • Manufacturer: Griffin War Solutions

  • Model: Hellstorm-XVI0 Mark I - HH Variant

  • Affiliation: Open-Market

  • Modularity: Yes

    Slugthrower Types

    Incendiary Rounds

  • Ion Rounds

[*]
Sights

  • Iron Sights

  • Holographic Sights


[*]
Production: Minor

[*]
Material: Durasteel

TECHNICAL SPECIFICATIONS

  • Classification: Slugthrower Minigun

  • Size: Large

  • Weight: Very Heavy

  • Ammunition Type:

    Slugthrower Magazine

[*]
Ammunition Capacity:

  • 1,000 Slugs (Round Belt)

[*]
Reload Speed: Very Low

[*]
Effective Range: Battlefield

[*]
Rate of Fire: High

[*]
Stopping Power: High

[*]
Recoil: Very High

SPECIAL FEATURES

  • Iron Sights

  • Built-in Power Generator

  • Alternate Version able to be Mounted on Vehicles/Turrets
Strengths:

  • Incredible Rate of Fire - The Hellstorm can fire up to incredible 1,000 rounds per magazine, to utterly annihilate enemy infantry and lightly-armored vehicles within minutes.

  • Large Ammo Capacity - The Hellstorm has an utterly massive ammo capacity to help sustain the 1,000 rounds per minute that it can unload onto enemies.

  • Ultimate Firepower - The Hellstorm can unleash 1,000 rounds in a single magazine, something unseen in modern weapons. The amount of rounds that can be unleashed a second is enough to utterly annihilate some defensive cover while also being able to splinter most types of armor depending on the materials it is made out of and its special features.

  • Multi-barrel Design - The Multi-barrel design helps to prevent overheating of the Hellstorm and it also helps the mini-gun to unleash it’s slugthrower payload in a merciless and “supersonic” way as said by one notable engineer of the Hellstorm. Truth be told, the Hellstorm can unload rounds in an extremely quick fashion to utterly overwhelmed any opposition into hiding. This also makes the barrels spin.
Weaknesses:

  • Long Reload Time - The Hellstorm had a massive ammo capacity, and thus it takes an extremely long time to reload…up to a minute in most cases which can lead to death in the middle of a battle if used by untrained personnel.

  • High Recoil - The recoil is [SIZE=10pt]nearly[/SIZE] unbearable when using the Hellstorm, though not impossible. When using the Hellstorm, it oftentimes

  • EMP - The Firestorm relies on many electrical components to function, such as to unleash round after unrelenting round of slugs to allowing the rotary cannon to spin. When an EMP goes off, it disables these systems...leaving the weapon temporarily unresponsive until the systems are manually restarted at the flick of a button. It takes roughly thirty seconds to a minute for the generator to be turned back online, and then for the systems to go back online.

  • Inaccurate at Range - The Firestorm’s spread increased outwards as the bullet’s travel farther and farther away. This makes the weapon far more effective at close range than longer ranges, where the bullets hit a larger area and the area of impact for the slugs isn’t as highly concentrated.
  • Expensive - The Hellstorm doesn't come cheap. The development of the weapon alone took thousands of credits, then there was the manufacturing. The Hellstorm is both expensive in the materials it takes and it's cost, along with the sheer amount of time to fully create a single gun.
  • Prone to Overheating - Despite the multi-barrel design, the Hellstorm is still prone to overheating. If shot for a long amount of time without any resting for the barrels, they will overheat and begin to melt, rendering the gun useless. Now, this can be counteracted by firing in bursts.
  • Cumbersome - The Hellstorm is heavy and cumbersome. Despite it having handles, it's still quite awkward to hold and to move around with.
DESCRIPTION
Market analysts at the G.W.S. had noticed a trend within the last few months of weapon markets. Close to no minigun, or just simply rotary-guns were being sold or manufactured. Puzzled at this development, the analysts investigated. The investigation led to nothing...save for an ambition to create a rotary cannon. With little blueprints to work off of from previously created rotary-cannons by rival companies or long since dead companies, the experimental weapon division (E.X.W.) at the G.W.S. had to start from scratch...which was fine by them. This allowed them to help revolutionize the mini-gun and the idea of such weapons. They weren’t forced to operate on pre-established terms...they were able to make something new.

Development of the Hellstorm, codenamed ‘Spitfire,’ took months of testing and component production. The E.X.W. just couldn’t get the weapon down to a point, whenever they solved one problem they gained twelve more. At first, the development of the ‘Spitfire’ seemed hopeless and just a failed dream. Until a breakthrough was discovered. The spinning multi-barrel system they had been dreaming of finally had come to fruition at last. After that, the development sped up until they finally had gotten the portable power generator down. It was still an experimental technology and still remains to be...often times malfunction. Though, it still does its job effectively. With the portable generator and multi-barrel system down to almost-perfect standards...they finally revealed to CEO Ruslan what they had been developing. On inspection of the weapon and on the seeing of a live demonstration...Ruslan gave his stamp of approval to begin production of more models.
 

Huxy

[ Message Received ]
f6a3997933c4be9c4ffe0301a18f2ef3.jpg

VUX-12 "Vulture" Sniper Rifle

OUT OF CHARACTER INFORMATION

  • Intent: To create a high-caliber sniper rifle meant for long-range engages for the G.W.S. and its buyers.
  • Image Source: [X]
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source:
    Slugthrower Rifle

[*]Cost: 50,950 Credits
PRODUCTION INFORMATION
  • Manufacturer: Griffin War Solutions
  • Model: VUX-12
  • Affiliation: Open-Market
  • Modularity: Yes
    Scope
    Different Zoomed Scopes
  • Iron Sights

[*]Slugs
  • Incendiary
  • Armor-piercing
  • Hollow Point - (Standard)


[*]Production: Unique
[*]Material: Durasteel
TECHNICAL SPECIFICATIONS
  • Classification: Bolt-action Slugthrower Sniper Rifle
  • Size: Average
  • Weight: Heavy
  • Ammunition Type: Power cell, gas canister
  • Ammunition Capacity:
    15 Slugs per Magazine

[*]Reload Speed: Low
[*]Effective Range: Battlefield
[*]Rate of Fire: Slow
[*]Stopping Power: High
[*]Recoil: Very High
SPECIAL FEATURES
  • N/A
Strengths:
  • Battlefield Range - The Vulture had an incredible range, typical to many modern sniper rifles. This allows the Vulture to pick off enemies from a great distance without fear of retaliation or enemy fire going his direction, allowing the user of the sniper to be safe from harm.
  • Incredible Stopping Power - The Vulture, like most sniper's, has an almost unbelievable stopping power. In most instances, a shot from the Vulture will send an enemy falling to the ground, out of breath due to the sudden impact of the slug at such a great distance.
  • .50 Caliber - The Vulture only accepts .50 caliber slugs, making the ammo for this weapon quite expensive. Though, the high credit cost does pay off in the end. The .50 caliber rounds are notorious for their power and the amount of pressure they put on a body when shot out of a sniper. This makes the sniper able to utterly decimate armored enemies in a heartbeat more times than not
  • Intimidating - The sound the Vulture makes when firing and when a bullet whizzes by is like that of a screaming crow, it sounds almost deafening yet it isn't...all it is is pure intimidation to scare any opponent into hiding or surrender. That, or it just makes them freeze for a minute from sheer intimidation, making them easy pickings from a distance.
Weaknesses:
  • High Recoil -
  • Slow Rate of Fire -
  • Slow to Reload -
  • Limited Ammunition Capacity -
DESCRIPTION
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)
 
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Alpha team; the first graduates of Project: Afterlife testing the new FO-XD
Source (x)
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: First Order, First Order Corps of Imperial Engineers
  • Model: FO-XD
  • Cost: ~38,000 Credits
  • Value: ~250,000 Credits (Black Market Value)
  • Affiliation: Scars, Luther Ando, Rexus Wenck, First Order Special Forces, First Order Special Warfare Command/Group Four, Project: Afterlife
  • Modularity: Yes (Helmet & Armour Attachments; Webbing, Kama, Supplemental Armour, Passive Camouflage, Pauldrons, Laser Pointers, Flashlights, Rangefinders etc.)
  • Production: Semi-Unique (3 Player Characters, + 1 Non-Player Character)
  • Material: Armorweave, Duravlex, Reflec, Reinforced Duraplast, Stygian-triprismatic polymer, Transparisteel.
TECHNICAL SPECIFICATIONS
  • Classification: Experimental Multi-Purpose Body Armour
  • Weight: 20 Kilograms
RESISTANCES
  • Blasters (Inc. Plasma-Type Weapons): Average
  • Kinetic (Inc. Ballistic/Kinetic-type Weapons): High
  • Lightsabers: Average
  • Sonic: Low
  • Ion/Electrical: Low
SPECIAL FEATURES
  • Active Pulse Emitters (Resolution Intensifying)
  • Advanced Annunciator (Programmable Distorter)
  • Auto-Adrenal Injection System
  • Biometric Security System (Facial Scan + Fingerprints + Password)
  • Bio-restorative Underlay (Armourweave Bodysuit)
  • Closed-Circuit Rebreather
  • Cooling System
  • Computer System
  • Deflector Shield Generator
  • De-ionizers (Boots)
  • Environmental Controls
  • Forearm-mounted Comms/Holo-Projector/Data-streaming Device. (Linked to Helmet's HUD.)
  • Integrated Macrobinoculars (x4.0 Image Magnification)
  • IFF Transponder (Biometrically-Linked)
  • Knuckle-Gauntlet Retractable Vibroblade (Off-hand, ambidextrous)
  • Macromotion Monitor (Motion Tracker, Elevation+depression, 360 Degrees, 50m Range)
  • Magnotomic High-Traction Glove Grips
  • Microwave-Band Broadband Comlink Internal Antenna (280Ghz, 350km Range)
  • Multi-Frequency Targeting & Acquisition System
  • Oxygen Supply (Forty-five Minutes)
  • Poly-Chromatic Visor (Retractable)
  • Power Cells (Rear Cuirass Mounted, 336 hour PSU life)
  • Power Gloves
  • Reflec Polymer Coating
  • Reinforced Greaves (Increased Stability)
  • Reinforced Pauldrons (Increased Integrity)
  • Reinforced Vambraces (For Deflecting & Blocking Melee Attacks)
  • Shoulder-Sheath (Vibroblade)
  • Solid State Drive (256 Gigabyte Storage Capacity)
  • Sonic Dissipator (Helmet-Lining)
  • Team Monitoring Software (Biometrics, position bearing)
  • Utility Belt
DESCRIPTION
Costing as much as some tanks and packed with just as many features the FO-XD armour is a prototype model of armour being constructed and maintained for use by the First Order's new supersoldiers who have adopted the moniker "Death Trooper" After their ancient predecessors who saw service in Sheev Palpatine's Galactic Empire. Though it would be no true First Order adaptation of the idea without significant improvement consisting of technological advancements and design methodology that has evolved over the last several centuries. The armour is supposed to augment the already considerable combat capabilities of First Order Special Warfare Command operatives, with mind given particularly to high-risk operations where the wearers might be dropped into situations deemed so gritty and violent even Stormtroopers would dismiss them as hopeless or suicidal. Each suit of Armour features an integrated set of macrobinoculars which are dynamic and react to the user's eye movements; as they squint the magnification increases thanks to ocular tracking enabled by the armour's on-board computer, though this feature can be disabled and magnification can be engaged manually. To help conceal its' wearers movements when deployed, the entire armour is coated in a reflec polymer enamel over the white fire-retardant Duravlex coat covering Reinforced Duraplast Laminate Armour. Thanks to the Reflec polymer each user is incredibly difficult to identify on any band belonging to the electromagnetic spectrum although they can be identified through other means such as motion trackers, power scanners or lifeform detectors. But these are not commonly used by hostile combat troops save for special tasks or purposes minimizing the risk of detection in mind of the armour's Engineers.

In terms of protection the FO-XD relies mainly on its ground-breaking Deflector Shield Generator to protect the wearer from incoming projectile and plasma-based weapons albeit in the latter case it can only withstand a few strikes before the shield is depleted. The intention of the Shield Generator was not to permit suicide charges on hostile positions but to allow Troopers who come under fire to remain unharmed long enough to find adequate cover, it also affords advantage when firing and suppression hostile targets from a fixed position as the armour's wearer can fire safely knowing that the stray incoming rounds won't wound them. The speed at which the Deflector Shields collapse is directly proportional to the weapon being discharged at it; Blaster rifles will deplete the shields with approximately four successive impacts while pistols take nine nearly twice as many. Targeting Blaster usually overload the Shields with a single shot and additionally damage the armour potentially wounding its wearer. Particle Beam Rifles, Charrics and Masers are frighteningly efficient at depleting the Deflectors and causing troubling damage to the armour. Wearers would be wise to target hostiles wielding these kinds of weaponry first as they represent a most grievous threat to life. Situational Awareness is second-to-none among the traditional military body armour class designed at offering the user full awareness of their environments without compromisising protection. The visor is a Poly-Chromatic Transparisteel and will dynamically adjust the ingress of visible light and heat; the more light there is the darker visor becomes with this feature active, although it can be disabled if the user wants to manually select one of the many pre-defined settings. A vanity feature for the visor is the ability for the wearer to have servo-motors move the transparisteel partition up and into helmet's 'brow' area permitting others to look into the user's eyes, some consider it a sign of respect to be addressed as such.

Helmet-Mounted Display is projected via hologram within the helmet providing a graphical user interface for the computer-system which is capable of reacting to voice commands provided by the user while manual input can also be made via fore-arm mounted holographic display. At the top of the helmet's display center is a shield and biometric-health readout that uses a variety of data received from the dermis; including: nervous system activity, heart rate, heart rhythm, blood pressure and concentration of elements within the wearers blood. Just above the shield and biometric readout is a compass which points in the direction of True North using local global-positioning data, aboard a Starship the compass' North will be the bough while on a planet it will be the Geographic North Pole. The Armour features a sensor suite to aid in the tracking of information regarding any weapons the user utilities tracking data such as: Ammunition in a magazine, percentage of power cell charge and temperature with the Armour's Computer deciding which read-out is most appropriate for the weapon being utilised preventing the surprise of any unexpected reloads permitting the Operator to in-fact anticipate them and load with ever-so increased speed, but in combat tenths of a second can mean the difference between being alive or dead, the weapon display widget is located in the top-right hand corner of display. High-tech Motion Tracker provides a read-out in bottom-left corner providing a graphical bearing readout of motion contacts relative to the user's position and even tracks the elevation and depression of contacts upto a range of fifty meters, it isn't unbeatable though objects moving very slowly such as an average man walking or trees swaying in the breeze will not register as contacts with the Tracker otherwise it would be flooded with data constantly especially in urban and rural environments. Excessive electromagnetic, ionic or electrical activity around or directly applied to the user will disrupt and distort the Helmet-Mounted Display. Additionally, the helmet-mounted display contains a audio/video record feature and can store a staggering amount of video and audio with a 256 Gigabyte Solid State Drive for storage

Equipped with a Multi-Frequency Targeting & Acquisition System allows for all-weather all-day fighting regardless of terrain with the MFTAS system allowing unparalleled flexibility when engaging targets; it's not like a traditional clear and thermal-channel visor mode the MFTAS will dynamically adjust to provide the wearer with the best possible sighting conditions to engage their target whether that be tracking a thermal signature or increasing contrast to better identify targets using passive or active-types of camouflage it's all controlled by the on-board Computer System. Given the likelihood of extended wear and the unpredictability of environment Special Operations forces can find themselves in each suit of armour is equipped with a comprehensive environmental control & cooling system which dynamically adjusts temperature and moisture levels to maintain optimal oxygen intake and cardio-vascular output without compromising on comfort. User-defined settings can be manually enabled by the Trooper who favors a polar or arid climate however, doing so is officially discouraged by the user manual.

The Environmental Controls automatically filter out toxins before they can enter the closed circuit Rebreather-Respirator System and adjusts depending on the local atmosphere's composition when performing extra-vehicular activity the closed-circuit re-breather recycles the user's gas output to extend endurance in E.V.A activities to about fourty-five minutes after which the Environmental Controls enter an emergency mode and pump a general anesthetic into the respirator to render the user unconscious to consume minimum levels of Oxygen from the emergency reserve tank to maximize chances of survival and rescue. The anesthetic can also be deployed by medical personnel in the field if the user is injured and requires treatment for painful or grizzly injuries. The armour's hermetic seal is created by a polymer membrane inflating firmly around the user's neck to the bodysuit creating an extremely tough albeit slightly uncomfortable grip, it's capable of withstanding atmospheric pressure equivalent to the pressure experienced at 295 Meters, any greater than that and the seal with Armour shall fail and implode. Specialist equipment such as re-breather packs, hydrafoil boots with extended flexible polymer fins and parachutes are all compatible with the FO-XD armour to allow a great deal of latitude in regards to ingress and egress on operations. Making it difficult for opposition forces to anticipate their presence as the wearers need not ride in on First Order dropships. They can deploy from high-orbit from a Freighter or even in the dreaded Imperial Troop Drop Pod which are nigh impossible to distinguish from tiny meteors or comets.


Strengths:
  • Ballistic Protection: Each FO-XD is highly resistant to weapons that rely on kinetic energy to convey damage on target such as slugthrowers, shatter guns, thrown weapons, missiles etc.
  • Bio-restorative Underlay: The Armourweave bodysuit is equipped with a Bio-restorative Underlay which helps heal minor wounds and clot circulatory systems close to the dermis, stifling risk of exsanguination particularly in the limbs.
  • Deflector Shield Generator: To help prevent injury from Plasma-type weapons the armour is equipped with a recharging personal Deflector Shield Generator that absorbs any object accelerating towards the armour's wearer at a velocity greater or equal to 50 meters per second.
  • Power Gloves: FO-XD armour is equipped with Power Gloves to permit its wearer to manhandle targets of significant stature and strength such as Trandoshans.
  • Reflec Polymer: Thanks to a Reflec polymer coating over the armour plating the wearer is incredibly difficult to detect with traditional electromagnetic spectrum imagine equipment, creating great opportunity for stealth and clandestine
  • Situational Awareness: It's nearly impossible to catch the wearer unaware with a sophisticated motion tracker with considerable range that also identifies the elevation or depression of contacts relative to the user's position.
Weaknesses:
  • Blasters: Plasma-based weapons are incredibly efficient at eating through the armour's plating, it's only capable of surviving a handful of impacts before painfully melting against the wearer's skin. What's worse is Plasma-Based weapons deplete the Deflector shield with startling speed, only capable of surviving a few impacts before the wearer is stripped of this protection.
  • Deflector-Shield Generator: Within the cuirass rear protruding slightly from the back in the same casing as the environmental control and cooling unit is the Deflector-Shield Generator. A well-placed hit here can permanently disable the Trooper's Deflector-Shield Generator until it can be repaired. This weakness is most often exploited by explosives, particle beams and melee weapons which bypass the shields the Generator produces.
  • Explosives: The Shock-Waves created by high-yield explosives detonating in close proximity to the armour are capable of inflicting severe blunt force trauma and over-pressure injuries to the armour's wearer. What's worse is shrapnel or debris generated by explosions often go under the minimum velocity necessary for shield to react.
  • Lightsabers: Lightsaber-type weapons are incredibly effective at penetrating the armour's protective layer; firstly they usually move too slow to trigger the Deflector shield permitting the superheated blade to directly strike the Reinforced Duraplast armour plates.
  • Melee Instruments: Personal Deflector Shields on the FO-XD do not react any object moving below fifty meters per second, as a result. Melee is a viable option for inflicting damage upon the armour and user within.
  • Particle-Beams: These kinds of blaster-based weapons cause devastation to the FO-XD, due to their energised particle stream they usually slice straight through the armour's Deflector Shields and the wearer behind it.
  • Shocking: While insulated against low-level electric and ionic hazards commonly encountered within the barracks environment. The likes of Ion Blasters and Force Lightning are devastating against the wearer, with the former capable of depleting the Deflectors in frightening speed with the latter capable of completely bypassing them and inflicting injuries onto the wearer.
  • Sonics: Sonic-weapons are fully capable of inflicting grievous injuries on the FO-XD's wearers; completely bypassing the Deflector Shields. Only the Trooper's head is afforded protection from Sonic assaults with Dissipators placed in the lining to filter out harmful noise.
 

Huxy

[ Message Received ]
f46ba72a7fa7d908cc18cc80898ae742--d-cad-models-weapons.jpg

"Detonite" EAPS Bullet

OUT OF CHARACTER INFORMATION

  • Intent: To create an armor piercing, explosive tipped slug for use by the G.W.S. and a limited amount of buyers
  • Image Source: [X]
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source:
    Acidic Bullet


  • Cost: 850 Credits (per magazine)
    Thirty-five per Magazine

PRODUCTION INFORMATION
  • Manufacturer: Griffin War Solutions
  • Model: EAPS
  • Affiliation: Closed-Market
  • Modularity: No
  • Production: Limited
  • Material:
    Durasteel Casing
  • Glassteel Detonite Housing
    Detonite



PHYSICAL SPECIFICATIONS

Classification: Explosive Compound with Thick Durasteel Casing
Weight: 15 Grams - [Light]
Cartridge Resistances: None
Target Efficacy:
  • Light Armour: Extremely Effective
  • Medium Armour: Highly Effective
  • Heavy Armour: Moderately Effective
  • Organic Material: Extremely Effective.
Bullet Diameter: 13.56mm
Case Length: 34mm
Overall Length: 37mm
Color: Silver and Black Casing, Black-tipped


SPECIAL FEATURES
  • Detonite
Strengths:
  • Explosive - The EAPS detonates upon impact with an object or enemy armor, it doesn't decide whoever or whatever is damaged. The detonation leaves a hole in the armor, allowing the smaller...less powerful payload on the interior to go through the enemy object, hopefully with no interference from any more armor or armor layers,
    Armor-piercing

Weaknesses:
  • Large - The EAPS slugs are quite large and often awkward to hold and carry.
  • Loaded Individually - The EAPS can only be loaded into a slugthrower weapon at one time. This means, that you can only load one in at a time, then fire, then load in another. This is to help prevent the explosives inside of the bullet from going off all at once...fatally injuring or killing the user. However, there is an exception to vehicular weaponry as it can hold and carry more than one at a time.
  • User Possibly Harmed - The EAPS can detonate on the user once the trigger is pulled, severely injuring the user and possibly killing them. Most injuries, however, result in the loss of the hand firing the slugthrower weapon...specifically the one pulling the trigger. There is an exception to this rule for one particular gun made by the G.W.S. to monetize on this manufacturing 'issue.'
DESCRIPTION
The G.W.S. saw an opportunity for weapon manufacturing and great monetary gain and dove for the chance to do so. The idea...explosive, armor-piercing slugs. They were relatively easy for the G.W.S. to manufacture and then test. The only question is...how do they exactly work?

The slug can be loaded into most weapons that allow a large caliber of slug. Doesn't mean it should...but we will get back to that later. The loading process is rather straightforward, only with a catch. Only a single bullet can be loaded into a chamber and fired at a time. This is to help prevent possible mishap with the interior firing mechanism of the slug-thrower. If one should load two or more slugs into the weapon, nothing will happen. But once the trigger is pulled...the evidence is clear that they had made a clear and monumental mistake. When the firing mechanism is pulled and the bullet propelled forwards with more than one slug in the chamber...a slug tends to get stuck in the firing chamber. This results in one slug colliding with another slug, causing an explosion, the size depending on how many EAPS' are loaded into the chamber. Such as an explosion of five slugs will be greater than two and so on. More often than not, the user will either tend to lose a hand, get their arm loaded with shrapnel, or suffer burns up and down their firing arm...if unlucky, all three.

If someone fires the gun successfully with only one slug in the chamber, the process is rather straight-forwards from their. The gun will be proppeled forwards at monumental speeds
 

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