Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

First Order Pre-Factory Workshop

dCqLz9U.png

"These weapons can be used on colonies where a wide-scale rebellion has seized control of the Local Government Apparatus and First Imperial Military Infastructure"
-Excerpt From the Warhead's Manual

OUT OF CHARACTER INFORMATION
  • Intent: Creating a weapon that will keep potentially rebellious colonies in-line from fear and providing an extremely potent ground-to-air or air-to-ground missile system capable of inflicting widespread damage to military or civil infrastructure and tactical targets.
  • Image Source: Source
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Nuclear Bomb
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Reentry-Capable Missile/Warhead Delivery System
  • Size: Large
  • Length: 18.0 Meters
  • Diameter: 1.9 Meters
  • Weight: 170 Metric Tons (Very Heavy)
  • Ammunition Type: Plutonium-Uranium Fission Warhead
  • Ammunition Capacity: 1x 750 Kiloton (0.75 Megaton) Plutonium-Uranium Nuclear Fission Warhead

  • Reload Speed: Silo Launched (None)
  • Effective Range: 24,000 Kilometers (Very High)
  • Rate of Fire: Low
  • Fireball Radius: 860 Meters
  • Air Blast Radius (5 psi/Heavy Damage): 6,400 Meters
  • Air Blast Radius (1 psi/Light Damage): 18,000 Meters
  • Thermal Radiation Radius (Burn-Injuries & EMP Effects): 11,000 Meters
  • Stopping Power: Extreme
  • Recoil: Extreme
SPECIAL FEATURES
  • Programmable Detonation Mechanism (Radio/Proximity)
  • ​Fin-stabilised delivery/missile system
Strengths:
  • Air-Burst Detonation: When used to attack a terrestrial target the warheads according to manual and military policy must be set to proximity fuse; this is extremely important as detonating the warhead approximately two to three kilometers above ground-level reduces radiation contamination from the fissile material to minimal virtually eliminating the risk of widespread radioactive damage. The same cannot be said when the warhead is employed as a ground-based bomb, which can cause significant contamination in a radius exceeding twelve kilometers necessitating significant clean-up operations. Regardless they do not render the effected area permanently uninhabitable and this is one of the qualities that distinguishes them from a true superweapon.
  • Annihilation: The fireball created by the Ewok has an eight-hundred and sixty-meter radius this is designed to annihilate any objects within the immediate vacinity of detonation; the 750 kilotons of force is designed to obliterate or demolish hardened military targets such as unshielded Star Destroyers and Battlecruisers. Terrestrial effects are much more pronounced with extreme infrastructure damage and third-degree radiation burns possible out to a radius of approximately eleven kilometers from the detonation site.
  • Electro-Magnetic Pulse: The Thermal-Radiation of the weapon creates a massive electro-magnetic pulse which can disable equipment that isn't EMP hardened within an eleven kilometer radius of the detonation site. This makes it highly effective for disabling civil and military infrastructure within a terrestrial setting but also for disrupting warship systems and shield generators. However this effect is indiscriminate and due to the weapons' optimal range in Space often becomes a double-edged sword and impacts friendly aswell as hostile Warships so its use is generally considered a reckless gambit.
  • Programmable Fuse: The warhead can be detonated either by a remotely received encrypted signal or have its' proximity fuse detonated where the first large object that comes into close proximity to the warhead causes it to detonate; this is the primary method of detonation due to the air-burst capability it provides when attacking ground-targets with the air-burst eliminating the risk of significant fallout, the proximity fuse also removes any risk of the Warhead being prematurely detonated or disabled by hostile EWAR systems.
  • Security Systems: These weapons are resistant to being stolen or hijacked their access key and alphanumeric passcode is unique and known only to the battery commanders, ship captains and other high-ranking officers entrusted with them. These authorisation codes are scrambled and changed every twenty-four hours by Central Command who can also revoke an individual's access key and passcode to prevent rogue senior officers from unauthorised use of the weapons.
Weaknesses:
  • Bunkers: Defensive structures built within the crust of a planet to withstand relentless turbolaser bombardment are also resistant to the effects of the weapon; though they must be located deep underground and not within the radius of the weapon's fireball to escape any description of damage. Ideally such a structure would be constructed from reinforced materials and located two-kilometers underground.
  • Cost: Due to the cost of the weapons there is a hard-limit of how many can be stationed on any one Colony or Starship and that number is precisely four, for this reason mass-produced Warships cannot feature them as weapons due to their value and power.
  • Indiscriminate: The Nuclear Warhead's detonation causes widespread and wanton destruction without distinction between friendly and hostile targets this makes them highly dangerous when deploying in a terrestrial or space engagement given its' large blast radius. In close-range encounters within space the weapon could very well inflict damage to friendly vessels.
  • Pre-Launch Detonation: Damage to the missile's warhead prior to launch can cause a pre-launch detonation which has the potential to cause catastrophic damage, this risk is highest on warships where the missiles cannot be stored securely in underground Silos. In a terrestrial environment the missile batteries for this reason are located far from any densely populated areas to minimize accidental damage or casualties.
  • Radioactive Signature: Modern military sensor equipment don't have a hard-time identifying these weapons once they've left their silos permitting other forces to calculate their flight-paths with a high amount of precision thus small craft can easily avoid them and point-defence systems can identify them as a high-threat and prioritise interdiction the missiles which isn't too difficult when you consider the missile system is unguided.
  • Recoil: The system's launch thrust is so violent the vessels that can launch it offensively as a weapon cannot be any smaller than large frigates under the Anaxes War College System, they cannot be launched from sub-capital craft such as fighters either. Ground-based missiles are stored in protected Silos due to their size and violent take-off thrust.
  • Reload: Most Warships equipped with these missiles carry no more than a handful of them in part because of their volatility and extreme expense of construction and maintenance. Because of their sizes magazines filled with these missiles don't exist once one is fired their entire silos is empty so Captains should be careful and sparing in their use.
  • Two-Stage Liquid Propellant: Their engine uses a two-stage liquid propellant this means that each missile must be fuelled shortly before firing , this fuelling process can take upto fifteen minutes at worst which makes the threat of unconventional or surprise attack on ground-based silos a distinct possibility. It also means their use has to be anticipated and Warship Captains must decide whether or not to fuel any missiles stored aboard their ship. Any damage to the missile system which creates a fuel-leak renders the missile unable to launch safely without crashing back down towards the silo within terrestrial setting if at all.
  • Unguided: As a trade-off for protection against guidance jamming or deactivation suites the Missiles are "Dumb Guided" and have a pre-programmed flight path that they follow post-launch which can permit sub-capital craft such as freighters and fighters to easily avoid an anticipated or identified missile at range as their trajectory can usually be calculated quickly. The weapon is intended for use against stationary or large-slow moving capital ships such as cruisers and above. Optimal range for use in a Space-Combat setting is between the ranges of 1,500-3,000 meters because of this shortcoming which also can endanger the warship launching the missile.
DESCRIPTION
The UGM-51 Ewok I is a pre-flight path programmed or "Dumb Guided" fission missile delivery system with a powerful seven-hundred and fifty kiloton warhead that's designed to inflict massive amounts of damage to its' target especially dense metropolis or massive warships within an exoatmospheric setting. Another secretive reason for its' development is the fear of a local planetary militia force becoming so powerful they seize their local colonies' government apparatus and First Imperial Army equipment; A scenario that become all too common within Sheev Palpatine's Empire and often cited as one of the reasons why the Galactic Empire collapsed instead of pooling their resources foolishly into a single weapon of fear the First Order has opted for a more practical and strategically sound option in the development of Nuclear Weapons which can be stationed discretely both on the inner and outer colonies for use in colonial defence or rebellion suppression.

The missiles are infamous within Central Command for their capability to completely demolish cities with widespread fatalities and infrastructure collapse caused by a five pound per square inch overpressure projected to occur within a 6.4 Kilometer radius from the blast. Tall buildings in test environments completely collapsed littering the affected area with massive amounts of industrial debris with the potential to inflict mass secondary casualties on unarmoured and lightly armoured individuals caught within the five-pound per square inch over-pressure radius.

Light damage to infastructure occurs out to an 18.0 kilometer radius under test conditions glass-based products such as windows broke or shattered and buildings generally received some form of light cosmetic or structural damage, injuries received in the one-pound overpressure area generally derive from close-proximity to a glass window which hasn't been tempered and as a result can break into large hazardous pieces. Thermal Radiation emitted by such an explosion is tremendous and to those not wearing appropriate protective equipment such as hermetically sealed body armour with environmental controls can receive upto third-degree burns in an 11.0 kilometer radius around the warhead's detonation.

The Most dangerous place to be roughly within two-kilometers of detonation with the fireball having an eight-hundred and sixty meter radius which can outright obliterate anything unfortunate to have been caught within it, this is what makes it such an ideal weapon for use against Star Destroyers and Battlecruiser-class vessels as it can could completely consume most of these vessels if detonated within close proximity. Despite their effectiveness in tests against large Warships deflector shields drastically reduce the warhead's destructive power so it is recommended they be used against warships in excess of 1,000 meters in length only if the target's shields have already been disabled.


An often overlooked feature of many Nuclear Weapons including the Ewok is its' ability to generate an incredibly powerful electro-magnetic pulse; equipment that isn't EMP hardened can often shut-down and fail immediately such as vehicles, powered exoskeletons and warships. The weapon's EMP radius is exactly the same as the radius where significant amounts of thermal radiation is present; that is to say approximately eleven kilometers from the detonation site. These EMP effects are indiscriminate and usually precede the landing of First Imperial Troops to significantly reduce hostile resistance whether it's on a rebellious First Imperial Colony or hostile world that has become a First Order target where the potential infrastructure destroyed isn't a concern.

While the Ewok missile is a devastating weapon they're expensive to manufacture and as a result are not mass-produced despite being affiliated with a large number of factions. Most terrestrial Army batteries are equipped with four missiles with the maximum of one battery per colony, batteries operated by other organisations are very far and few between mostly they're employed as Bombs by the Stormtrooper Corps and Special Forces as a scorched Earth tactic when authorized by Central Command, although they do see service with the Navy where no more than four missile are found on any Warship regardless of Size or class.
 
l61ScDw.png
"I made a promise to Eryn, to find our daughter no matter how long or much it costs me and that's exactly what I intend to do, understand? And if we can open the eyes of our countrymen in the process to the evil actions demanded of them in the name of civility and order; actions which offend basic Human no SENTIENT dignity, all the better."

OUT OF CHARACTER INFORMATION
  • Intent: Creating an Antagonist for ALPHA Team and trying to provide more depth into Kyli's backstory by exploring the loyalties and personality traits of her Father; Kyli is an unknowing reflection of her Father in quite a number of ways despite possessing no memory of him though the two have divergent goals and loyalties. Both characters are going to go on a journey which will eventually end with them being reunited in some way possible before or after they understand one another's significance.
  • ​Image Credit: Source
  • Role: Antagonist, Wayward Traitor Father.
  • Links: Kyli DT-6767
PHYSICAL INFORMATION
  • Age: 53 (Standard Years)
  • Force Sensitivity: Non-Force User
  • Species: Human
  • Appearance: Asho is a middle-aged Human Male of considerable stature with a body that carries signs of once being carefully sculped though what was once an Iron Shod physique has been whittled away by the sands of time and a responsibility of command that sees him far from regular exercise. His eyes burn as two bright intense emerald in a pair of almond-shaped sockets straddled by a pair of thick arched and groomed albeit greyed eyebrows, his hair is kept neat and tidy cropped close to his scalp and tapered towards his scalp with it never straying beneath his ears or atop the back of Collar; A Remnant from his time with the One Sith's Army and then the First Imperial Army.
SOCIAL INFORMATION
  • Name: Asho 'Ash' Wehr
  • Rank: Praetor (Forsaken Sons), Colonel (Formerly; First Imperial Army), Captain (Formerly; One Sith Army).
  • Loyalties: Jedi Reformation (Secretly), Forsaken Sons.
  • Wealth: Exorbitant (Owns large amount of Capital and Stocks in Intergalactic Companies with private properties owned throughout the Galaxy)
  • Notable Possessions: Imperial-II Class Frigate (Erynsong), Mk. III Katarn-Class Commando Armour, DC-17m Interchangeable Weapon System.
  • Skills: Asho's age belies his considerable skill once he'd been a Junior Officer within a Commando Regimental loyal to the One Sith Empire before its' collapse following which he fled to the Unknown Regions and helped found what would become the First Order obtaining undergraduate qualification in psychology with a keen interest in behavioural science helping to orchestrate and overseeing the training program that would mould the First Order's initial child Stormtroopers Volunteers. He's a trained leader and can inspire his subordinates to feats of Zeal with a magnanimous demeanour.
  • Personality: Asho is gruff and stern although not without a certain gentleness that is infrequently witnessed when dealing with his soldiers whom he usually holds great compassion and admiration for with a tenacious determination that has seen him and the Forsaken Sons to success. What drives Asho to be so hard-working is the hope that one-day he might reunite the tattered remains of his family and retire to a life of relative obscurity giving them something he has not known since he himself was a young man; peace and serenity. Asho grieves deeply for his deceased wife and has refused to love another since her passing twenty-years ago, he writes a letter to her once every week along with another to his daughter whom he additionally writes a nameday card for every year. Despite his honourable and soldierly background time spent in the Outer Rim and less reputable parts of the Galaxy have instilled a ruthless he never possessed in his youth despite special forces service to the One Sith and then First Order. Asho has a disdain for militant authoritarianism and hopes that perhaps the Jedi Reformation or somebody within the First Order might be able to reform it though he holds little hope to the idea and truly despairs in quiet moment that he may never see his own daughter again. Asho has an unreasoning loathing for dark-side practitioners and trusts them as far as he can throw them; In hindsight Asho blames the Dark Side for what he considers wasted youth fighting for the One Sith's vision of hegemony over the galaxy and Sieger Ren's First order theft of his daughter. Despite his alignment with criminals and aliens Asho rejects the idea of working with governments such as the Silver Jedi or Galactic Alliance due to genocidal acts committed in the past or historic association and employment of truly evil Dark-Jedi.
COMBAT INFORMATION
  • Weapon of Choice: DC-17m Interchangeable Weapon System, DC-17 Hand Blaster.
  • Combat Function: Asho will generally be found to be lightly armed and armoured typically armed with a blaster pistol or short blaster rifle that he can easily holster and conceal commanding an elite unit of Forsaken Sons Troopers though rarely he does embrace his old training and dons Mk. III Katarn-Class Commando Armour where his experience makes him a force to be reckoned with for younger and less experienced combatants. Asho's training as a psychologist allows him unique insights into his enemies' minds with an ostensibly clairvoyant ability to predict their own moves, he's an excellent tactician.
HISTORICAL INFORMATION
Asho Wehr was born within the Inner Core and speaks with a highly accented voice which usually betrays his origin in the economic and political heart of the galaxy though he often insists the "Urban Hellscape" Of Coruscant certainly isn't his home. Asho spent a majority of his youth proudly fighting for the One Sith Empire as a skilled Commando Trooper who often worked alongside Sith Knights, after witnessing the Sith's disdain or disregard for the sacrifices of his comrades Asho developed a contempt for the Sith specifically that would later grow to consume Dark-Jedi in general following his flight from First Imperial Space for fear of his family's safety. Asho came into the First Order's or rather its' shadowdy predecessor's service shortly before the One Sith's capitulation in their war with the Galactic Alliance; marrying a woman named 'Eryn' a modest Sith Acolyte he'd met who redeemed herself during the War after deciding to slay her master and abandon a battle in order to see One Sith Citizens were evacuated safely, they fled to the unknown regions together in the hope of avoiding prosecution for terrible deeds committed during the One Sith-Galactic Alliance war on behalf of the former Government. Asho worked for the First Imperial Army as a researcher with the rank of 'Colonel' and helped develop the modern training methods used to indoctrinate and train the First Order's initial intake of child-'volunteer' Stormtroopers.

It wasn't until Asho spent decades aiding the First Order in the shadows atrocities committed that he'd begun to privately share the belief with Eryn that between Sieger Ren was a Sith Lord himself and the entire First Order was being lead down a path that he couldn't condone and with Eryn's support Asho began to cease concealing his disdain for the dark side's influence and his belief that it had no place guiding a government which quickly earned him derision from Eridau citizens and the government's intensified surveillance. Asho finally experienced a moral and ethical awakening like any Imperial he prizes order and civility but openly condemned the methods used by the One Sith and tactics being developed for use in the First Order's reclamation of the Galaxy. But even a dedicated researcher cannot forever escape the wrath and fury of Sieger and his 'fanatics' retaliated ruthlessly proved themselves to be just as ruthless as the Sith ever were; Asho and Eryn decided they were going to give up their lives again for the sake of their two young children and move across the Galaxy far away from the control of mad force wielders perhaps Commenor or Isobe within the Thustra system? though his daughter was never chauffeured home from her day-care facility on Eridau that afternoon. Eryn and Asho assumed the worst correctly; that Ersa had been abducted by Sieger Ren's agents, they then enacted a plan Eryn would search for her daughter while Asho fled Eridau to Commenor with their eldest Lysan and though he protested Eryn persuaded Asho that it was necessary for the survival of their family and made him promise that should she fail he would find Ersa and bring her 'home'. Asho never saw Eryn again following that Afternoon and heard through contacts that his wife had been captured and proceeded to 'free' herself rather than be twisted into a tool for the Ren.


Following his flight to Commenor Asho managed to scrape together a living working part-time as a Psychologist and Mechanic who worked on droids primarily it was enough to get by and put his young son through education he managed to stay one-step ahead of anybody from what would become the FOSB to kill him thanks to a number of contacts left back under the realm of Sieger Ren. Asho eventually through his browsing on the Holonet made contact with other individuals similar to himself who had their children kidnapped by the budding First Order after being openly critical of them and arranged a meeting with one such individual on the seedy world of Nar Shadda the Pirate Alamu was once a Sailor who once served the One Sith as Asho though he was not a Soldier. Alamu and Asho would come to work together, Asho providing instruction to Alamu's crew in firearm and blaster training along with small unit tactics in exchange for Alamu giving introduction to the world of organised criminals and mercenaries.

Re-locating to Nar Shadda with Lysan close in tow Asho Wehr would go on to become a ruthless arms dealer; providing modern military-issue equipment to various paramilitary and mercenary organisations purchasing or being gifted shares in major arms manufacturing companies in exchange for providing training to the bodyguards of various crime lords. It's during his time living among the galaxy's professional criminals that Asho acquired a resentment for overbearing bureaucracy and authority, he associated closely with individuals on other side of the law with good hearts which challenged the previously held assertion that criminals are scum without redemption, having an epiphany he decides to dedicate himself to Eryn's belief that even the most wicked could be redeemed including the First Order. It's around this time that Asho meets "Shuk" an exiled Mandalorian Warrior who had grown disenfranchised with his own people and culture, sharing a desire to redeem and be redeemed Asho and Shuk quickly become friends with Shuk becoming Asho's standover man and 'muscle'. Together the two would found a Paramilitary Force for hire of unparalleled organisation and discipline, built off the the finest Imperial-Mandalorian military traditions and equipped with high-tech hardware they would call this organisation the "Forsaken Sons" dedicated to what they perceived to be right with a dedication to justice and righteous retribution willingly painting a target on themselves with distinguishable uniforms and equipment as a challenge to the soulless war machines of dark-side authoritarian governments.

The Forsaken Sons started off small but as word of their deeds quietly spread through the professional criminal and mercenary community they began to steadily increase in Number; taking security contracts from backwater rim colonies that couldn't muster forces locally to ward off raiders and pirates who Shuk and Asho deemed to have stepped too far. They'd eventually build up a reputation for being polite, professional and just in their dealings but backed by a tenacity that made even larger paramilitary or mercenary organisations reluctant to engage them since they'd become reputed for their discipline and training co-opted straight from One Sith and First Imperial training materials. Asho now in his fifties has taken a mostly backseat within the Forsaken Sons, personally providing counselling to select soldiers permitting Shuk and Lysan now an educated adult to take operational control of the company. Asho now possesses a deep-seated contempt for the First Order; particularly the mysterious Order of Ren and many individuals behind the security bureau who he attributes responsibility for concerning the Kidnapping of Ersa; his daughter. Asho has become a person of interest to the FOSB and considered a threat to the government's Outer Colonies with a commitment to thoroughly interrogating any First Imperial Officers captured in an attempt to learn the whereabouts of his Daughter within the First Order clinging to hope that she yet lives. Asho in secret has made contact with the Jedi Reformation; a group of Jedi living within the First Order and pledged his support to in exchange for mutual intelligence sharing in the hopes he might find his daughter though he also shares the ' crazy' belief of democratising or federating the First Order into a Republic-Style government with a considerable re-structuring of division of powers between the central and colonial governments while retaining their Imperial culture and the civic virtues which define it.

QUOTES
"Nothing and nobody is beyond redemption that's what Eryn taught me and I'll hold onto that idea and her faith in goodness until the day my heart ceases to beat and my breast stills."
-Explaining why he returns captive enemies.

"I wasn't a criminal until the Ren decided I was one and do you know what I think now? Some laws deserve to be broken one just needs to be careful about when and how they break them."
-Asho explaining to Alamu the Pirate his criminal history prior to his daughter's abduction.

"You let that guy in here? I thought this cantina was for civilised men a cut above the average criminal
Bite my whipcord you old Imp geezer, go subjugate or blow up a planet
be careful now young man, I might just Alderaan Mandalore
As if I'd care anymore..."

-Asho and his best friend Shuk sharing a jest.

"Have you heard? The First Order uses nerve agents on their enemies now, you didn't have anything to do with making them did you?
No I'm more of an arts man. I just provided research into methods you could use to positively reinforce obedience and discipline in children with the aim to make them more compliant to military training.
Yeah that would explain why Stormies hit as hard as my old lady.
It's not something I'm particularly proud of now and honestly I'm disgusted anybody would give their children up to the state for training as an infant-soldier. completely surrendering them without even their child's consent in exchange for tax credits
Everybody has to eat, you might think differently had you been born a Mandalorian Ash. Back where I come from everybody is trained to fight from a young age.
That doesn't make it right
I never said it was"
-Ash and Shuk discussing the First Order's Stormtroopers
 

Huxy

[ Message Received ]
be2b01a58db356575cb8c7ab7b3cae2a.jpg
"Temp and I go way back, since the Academy in fact. We've been friends ever since we met as cadets. I'd trust Tempest with my life, and he mine. I suppose you could say...we would do anything to save the other if I put it lightly and simply."
Eight's

OUT OF CHARACTER INFORMATION
  • Intent:
    To finally flesh out an NPC used alongside Tempest for a number of threads and to finally add more depth and history to the character at last

[*]Image Credit: [X]
[*]Role:
  • Temp's best friend and his most loyal companion on the field of battle

[*]Links:

PHYSICAL INFORMATION
  • Age: Twenty-three
  • Force Sensitivity: Unkown
  • Species: Human-epicanthix
  • Appearance:
    Eight's is a young-looking man of epicanthix and human descent as apparent by his complexion and ethnicity. His eyes are hard and serious, yet always have a burning passion of humor and light-heartedness hidden within his almond-colored pupils. The hairstyle of Eight's is a rather unorthodox cut which goes against military regulation, along with the beard that goes along his sharp and angular jawline. The build of Eight's is a muscular and lean one, which is in great contrast to the build of Tempest which is primarily lean one with little view of muscle mass. Eight's stands at a total of 5'11 feet, though he appears taller up close primarily due to the presence of muscle mass.

SOCIAL INFORMATION
  • Name:
    Designation - FN-8888
  • Goes By - "Eight's"

[*]Loyalties:
  • First Order
    Tempest


[*]Wealth:
  • The wealth of Eight's is little to none to be perfectly honest. Eight's lives primarily off of the salary given to First Order troopers though he doesn't have much to do with said salary or anything to spend it on, so he primarily keeps it in a safe compartment under his bunk.

[*]Notable Possessions:
  • Standard First Order Stormtrooper Equipment
  • Hunting Crossbow nicknamed "Bullseye"

[*]Skills:
  • First Order Military Training
    Close-Quarters Combat


[*]Personality: [Please describe the NPC with at least one paragraph. Acerbic? Friendly? Ditzy? Annoyingly calm and superior? What about mannerisms?]
COMBAT INFORMATION
  • Weapon of Choice: Military blaster rifle
  • Combat Function: [Combat is difficult to avoid -- after all, this is Chaos. Should your NPC wind up in combat, what would they be good at? How would they work alongside you, or would they be a liability? Please include relevant strengths and weaknesses. The Combat Function line also helps assure us that you won't be abusing this NPC. For very powerful NPCs, please keep it reasonable, and remember that an NPC Force Master or elite soldier cannot be assumed to be equal to a PC Force Master or elite soldier in power, skill, or functional immortality.]
HISTORICAL INFORMATION
[Please include at least one paragraph on the NPC's history.]
 
FBLQZKP.png
Source (x)
"Unity, Freedom, Brotherhood!"
-Forsaken Sons Motto
OUT OF CHARACTER INFORMATION
  • Intent: To Provide the First Order with a supplementary antagonist group for use in Dominion and Faction Threads aswell as furthering the personal story of Kyli DT-6767 and fleshing out this Paramilitary Organisation loyal to her Father Asho Wehr.
  • ​Image Credit: Source
  • Role: Antagonists
  • Links: Asho Wehr, Kyli DT-6767.
GENERAL INFORMATION
  • Group Name: Forsaken Sons
  • Classification: Mercenary Organisation, Paramilitary Organisation, Revolutionary Organisation.
  • Headquarters: Cantonica (Secret, Subject to Change)
  • Loyalties: Jedi Reformation (Secretly), Asho Wehr, Themselves.
  • Group Sigil: Known by their ubiquitous insignia of a stylized skull bordered by a closed sphere with a thin border. Usually painted in a boltgun grey or faded blue against their armour or worn as a hook and velcro patch on uniforms.
  • Description: The Forsaken Sons is made up primarily of the Galaxy's Human and Near-Human exiles and deserters with a sizable portion of their membership formed from former military servicemen from a variety of professional military and paramilitary organisations. The premise started off as simple; an army of soldiers who would not have their loyalties and honour abused by any government, they would fight for what's right and one-another. Eventually Asho came into contact with the Jedi Reformation, an organisation of light-sided force sensitives intent on reforming the First Order; sharing this goal Asho pledged the Forsaken Sons to support the Reformation due to both his idealism and the hope of locating his kidnapped daughter.
SOCIAL INFORMATION
Hierarchy: Due to its' nature as a Paramilitary Mercenary Organisation there is no appreciable difference between military and political positions, with the Supreme Commander wielding executive dictatorial power over the entire organisation sitting on a council of his Legates where he wields veto power on any motion put forth by his Legates, Imperator or Prefect irrespective of the motion's support. The names of their ranks are distinctly of Atrisian in origin which hints to their Supreme Commander's interest in ancient Atrisian politics prior to its' adoption of a democratic parliament; which vaguely mirrors the Forsaken Sons' over-arching goal of reforming the First Order from an Authoritarian Hierarchy into a Parliamentary Democracy or Representative Republic.

Naval Ranks
  • Praetor (Supreme Commander)
  • Prefect (Chief of Navy)
  • Nauarchus (Task Force/Squadron Commander)
  • Trierarchus (Ship Commander)
  • Centurion (Executive Officer/Ship 2IC)
  • Tribune (Division Officer)
  • Optio (Petty Officer/Section Officer)
  • Immunes (Senior/Specialist Sailors)
  • Nauta (Basic Rank)
Terrestrial Ranks
  • Praetor (Supreme Commander)
  • Imperator (Chief of Army)
  • Legatus (Battalion/Regiment-Level Commander)
  • Centurion (Company-Level Commander)
  • Tribune (Platoon-Level Commander)
  • Optio (Platoon-Level Sergeant)
  • Decanus (Section-Level Commander)
  • Evocatus (Title prefix-Amended to Rank, denotes prior military service in a Professional Military or Paramilitary Organisation)
  • Triarius (Basic Rank)

  • Membership: To be eligible for recruitment into the Forsaken Sons a promising recruit must first be eighteen years of age and make their interest in joining known to the Forsaken Sons; An individual within the Forsaken Sons must then 'sponsor' the potential recruit which demonstrates an individual's belief of the recruit's sincerity and trustworthiness in essence the sponsor puts their own membership and position in jeopardy. The method of sponsorship-volunteer recruitment reduces available manpower when contrasted with other mercenary organisations but ensures quality and loyalty to the organisation. Recruits are trained for a basic twelve weeks which provides them with basic Infantry Training with the course being derived from the best Imperial traditions with a focus on teamwork and esprit de corps. Further training can vary in length depending on a recruit's desired profession with the Forsaken Sons and the organisation's needs at the time with a variety of professions available ranging from combat, research, medical, clerical and other crucial support personnel.
Dogma/Doctrines:
  • Accepting contracts from the Ancient Eye, Confederacy of Independent Systems, Galactic Empire, Galactic Alliance, First Order, Mandalorian Empire, Republic Remnant, Silver Jedi Order and Sith Empire is prohibited.
  • Accepting contracts from organisations or individuals that practice slavery is prohibited.
  • Act in the best interests of all clients.
  • Always be respectful and polite to clients, potential clients and citizens.
  • Avoid unnecessary destruction of civil infrastructure or private property where possible.
  • Biological & Chemical Weapons should be seized and disposed of by appropriately trained personnel.
  • ​Discharge all duties with professionalism and diligent care.
  • Do not divulge information with a security classification exceeding restricted with Citizens or other unauthorized personnel.
  • High-Risk detainees such as Dark-Side force wielders should be imprisoned within a secure stasis chamber if there is little hope of redemption or rehabilitation.
  • Never Surrender (Withdrawing or Retreat where appropriate is not prohibited)
  • Non-combatants such as Citizens must not be targeted by Forsaken Sons personnel, all diligent care must be observed to prevent Non-combatant casualties in the course of operations.
  • Obey all orders that do not contradict edits/policy or basic sentient rights.
  • Officers where possible should lead from the front and participate actively in exercises and operations.
  • Prisoners of War should be returned to their respective governments as soon as possible post authorisation from a senior officer.
  • Remain in uniform at all times when on-duty unless otherwise directed by an officer.
  • Torture is prohibited.
  • Treat competitors and prisoners with dignity.
  • Unlawful Combatant detainees are to be left marooned on a remote world with barely enough supplies for subsistence, distress beacon and a blaster pistol with single-shot regardless of the number of detainees released.

  • Curios: Proud members of the Forsaken Sons brand their bodies with the sons' insignia and is considered a rite of passage for most junior memebers with recruits actively being denied the ability to receive the Tattoo it's usually regarded as a symbol that 'proves' oneself typically performing an impressive act of selfless bravery or 'madness' and is usually administered by a senior member of the recipients' unit. Each member of the Forsaken Sons is also provided with a pair of identity-chip holotags which containsn the wearer's basic biographical information; Name, Rank and Personnel Number. This practice reflects the highly disciplined and organised nature of the Forsaken Sons; indicating the thorough amounts of paperwork and data they keep for each of their Soldiers.
  • Goals: The Forsaken Sons are dedicated to reforming the First Order into a constitutional democracy or republic with several of its' senior members being made up of former members of the First Order and One Sith. Secretly the Sons' leadership guide them to aid the Jedi Reformation; a secretive Order of Jedi who operate within First Order Space with similar if not the same goals as the Forsaken Sons, providing a scapegoat for the Jedi Reformation's influence and power. Even though the Forsaken Sons desire to reform the First Order they do not want to seize governmental power for themselves; favouring their own Independence as warriors who fight for what's right part of a military that forgoes borders or loyalty to any one government refusing to be exploited as soldiers.
MEMBERS
  • Alamu Snos (Civilian Procurement Specialist)
  • Asho 'Ash' Wehr (Praetor)
  • Agent Eridau (Tribune)
  • Lysan Riak Wehr (Optio)
  • Shuk Aru (Imperator)
  • Zeli (Evocatus-Centurion)
HISTORICAL INFORMATION
"Let them not pass us, Brothers!"
Evocatus-Decanus Zeli to his Troopers, protecting a farmer's homestead from Slavers often cited as the epitome of selflessness amongst the Sons.

The Forsaken Sons is a large Paramilitary Light-Side Mercenary Organisation was started by Asho Wehr and Shuk Aru; two soldiers from two very different cultures with the view that they should never have their loyalty and duty abused again for the sake of any one government's political power the Forsaken Sons would be soldiers who fought for their own liberation, honour and enrichment. The Forsaken Sons oppose any regimes which it concludes espouses values and performs actions irreconcilable with their own; such as the First Order, Galactic Alliance, Silver Jedi order and Sith Empire most prominently. The Forsaken Sons' membership initially consisted of volunteer mercenaries and Mandalorians living in a Self-imposed exile with 'Shuk' their small-force went on to provide security and paramilitary services to rim colonies who were usually too poor or otherwise incapable of fielding security forces with comprehensive capability even though the Forsaken Sons started small they began their history with access to a surprising amount of hardware thanks to the inclusion of Mandalorian Warriors and Metalsmiths. Disgruntled Veterans and old friends of Asho's made during his time in service to the One Sith Empire found themselves contacted by Asho and quickly swayed to join his cause; having grown bitter from the abuse of their principles they each agreed to undergo telomere genotherapy and become the core of a devastating power-armour clad Commando Force led on contracts by Asho himself in the Forsaken Sons' early history. Asho would often purchase equipment captured by an old acquaintence named 'Alamu Snos' who would become the Sons' official "Procurement Specialist" a deceptive title for a ruthless pirate king who favored preying on lightly-armed freighters registered to large governments. Alamu would also provide Asho with the locations of ancient Imperial and Galactic Republic storehouses he uncovered in return for credits the Forsaken Sons' earned in the course of executing contracts.

Raiding these uncovered weapons caches the Forsaken Sons pilfered a large-amount of centuries old military equipment and added it to their own inventory which permitted them to standardize the organisation's protective and offensive equipment. Repainted Phase-II Clone Trooper would become ubiquitous symbols of the Forsaken Sons, both for its qualities and for the ancient Republic it represented. It wasn't long after this that the Forsaken Sons began to recruit retired members of Alexandria's military and the First Imperial military attracted usually by the promise of a steady competitive pay-check and opportunity to do something good for the galaxy. With their brand becoming more popular within the Outer Rim and Unknown Regions more starry-eyed youngsters attempted to join the Forsaken Sons while many of these young outer rim men and women were motivated they were not 'Forsaken Sons material' unable to temper their enthusiasm and were over-represented in after-action report casualties among the units they were posted to this period is known as to members of the Forsaken Sons as "The Bloodletting" For the staggering numbers of casualties inflicted, most of those who joined the Forsaken Sons and survived in this period did go on to become formidable soldier and permitted quitely to count themselves unofficially among the 'old guard' out of respect for their sacrifices. Following The Bloodletting the Forsaken Sons shifted from open recruitment to a model of sponsorship to ensure the quality and loyalty of each individual recruit thoroughly.

The Sons' true claim to fame amongst the disparate colonies within lawless or mostly lawless corners of space came during a skirmish on the world of Dilbana where a contingent of ten Forsaken Sons led by Evocatus-Decanus Zeli where deployed by the Sons' 3rd Legion to protect a small farming community from repeated harassment by a local gang. Equipped with Superior technology and training the Forsaken Sons treated their harbour with negligence which would haunt them when one-hundred slavers fell upon the compact albeit walled farming community with intentions to sell its inhabitants into slavery on another hutt-controlled world and seize the farmer's humble homes and crops for themselves. Evocatus-Decanus sent out a distress signal while being relentlessly shelled and pounded by the surprisingly well-equipped fiends beyond the ten feel brick walls. Zeli's forces were joined by brave youths and elderly men in their futile defence with the walls quickly being breached with Zeli and his Troopers retreating underground drawing the Slavers into bloody close-quarters fighting, Zeli found himself the sole survivor and locked within a grain store beneath the planet's surface and steeled himself for the inevitable breach. It's at this moment liberation arrived with Praetor Wehr leading a company of Forsaken Sons Troopers with Legatus Aru and proceeded to mercilessly crush the confused Slaver forces. Zeli and the Forsaken Sons were hailed as heroes and aided in the reconstruction of the community and were invited to use the walled farmsteads as a safehouse though Asho graciously declined for fear of the Danger it would potentially place the Citizens in and instead magnanimously declared that these farmers would be provided with Forsaken Sons services at a 99% discount. Marking their transition from a simple mercenary organisation to something more complex; soldiers who would serve the galaxy and never ask to be thanked for their sacrifices.


The Forsaken Sons proceeded to occupy themselves with the acquisition and stockpiling of advanced technology and military hardware, what they lacked in raw manpower they made up for in superior training and equipment the majority of the latter pilfered from old Galactic Empire or Republic storehouses of bunkers that had been long forgotten. The Forsaken Sons now are beginning to well and truly become a revolutionary group in their own right backed by intelligence gathered from a network of operatives lurking within the seedy underbelly of Galactic society, the Forsaken sons are on the precipice of joining the fight against the First Order armed with antiquated albeit still potent military hardware and other technology clandestinely supporting and supported by the Jedi Reformation with aligned goals and common vision for the First Order's future. The Forsaken Sons will open the eyes of their brainwashed kin and overthrow the despots who rule indiscriminately over them or die drying, the Sons have little interest in seizing control of the state for themselves however and truly believe themselves to be liberators for the oppressed among the Galaxy, no matter where they are found and when and if they should succeed in their crusade against the First Order they'll more than likely move on under the wise leadership of Praetor Wehr and his Command Staff.
 
OUT OF CHARACTER INFORMATION

Intent: Create a new planet for one of the many empty hexes bordering First Order Space to try and give any potential dominion of the parent Hex in the future some interesting story rather than just annexing an empty void of space.
​Image Credit: How to properly source your images
Canon: [Is this a canon planet? If yes, please link to the original planet wiki here, if no simply put N/A. All canon planet submissions must be tagged "Canon" in Topic Tags]
Links: [Provide links to any relevant development threads, characters, companies, locations, etc here. Please list your links/sources for any images used here as well.]

GENERAL INFORMATION

Planet Name: [Example: Arkania, Korriban, etc.]
Demonym: [What a resident of this planet would be called. Residents of Coruscant are called Coruscanti.]
Region: [Core, Mid, Expansion, Outer, Unknown)
System Name: [Example: Abrion, Herrik, etc.]
System Features: [Here you may list suns, moons, other planets, important asteroid belts, spatial anomalies, or other features of the star system. You may also include moons, suns, orbital position, rotational period (length of day), and orbital period (days in a year) in this section.]
Coordinates: [The X,Y coordinates of the planet and its relative position in them according to the Galaxy Map]
Major Imports:
Major Exports: Copper, Iron, Grain, Silver, Spices, Wine.

GEOGRAPHIC INFORMATION

Gravity: 1.01G
Climate: [Temperate is Earth-like. Make notes of anything substantially different yet similar to Temperate. Add Controlled for when most of the climate is controlled by technology. Use words such as Arid or Frozen to describe single biome worlds.]
Primary Terrain: [Significant types of terrain that can easily be found. Examples: Grassland, Mountains, Oceans, Tundras, Forests, etc. Multiple can be used.]
Major Locations: [What are the major locations on your world? At least one paragraph for each. If you wish to add a Force nexus (light or dark), you must justify it through your submission and history. Included for Force Nexus should be general size, intent, and information pertaining to it's creation. Below is the template for force nexus.]

POPULATION

Native Species: Rancor (Threatened),
Immigrated Species: Human, Hapan, Sephi
Population: Sparsely Populated (2,800,000)
Demographics: 96% Human, 3% Hapan, 1% Sephi
Primary Languages: Galactic Standard Basic
Culture: [General overview of the planet, should include information about daily life, society, arts, sports, religion.]

GOVERNMENT & ECONOMY

Government: Hierarchical Military Dictatorship
Affiliation: Itself
Wealth: Medium
Stability: Medium
Freedom & Oppression:

MILITARY & TECHNOLOGY
Military: [Describe the military capabilities of this planet. Is it completely demilitarized? A fortress world complete with heavy defenses? A space-faring world with a substantial navy? Is it a hive of scum and villainy with no discernible defense structure other than what it's inhabitants have to offer? Or maybe due to low tech the people here are still in the bronze age.]
Technology: [A description of how technologically advanced the planet is relative to the galaxy.]

HISTORICAL INFORMATION

Be sure to cover the following information:

How was the planet discovered? How was planet settled? When was it settled? Why was it settled? What major events specific to the planet helped shape its inhabitants to what they are today?
 

Y3yaf3B.png
Mk. VII DARKSABER [ALPHA] Variant, sans left pauldron
Source (x)
OUT OF CHARACTER INFORMATION
Intent: Provide the First Order's new Death Troopers a suit of cutting-edge Power Armour to multiply their individual combat efficiency and survivability to better compensate for their extremely limited numbers.
Image Source: Multiple Sources, Zai Avery (For editing)
Canon Link: N/A
Restricted Missions: N/A
PRODUCTION INFORMATION
Manufacturer: First Order Corps Of Imperial Engineers
Model: Mk.VII DARKSABRE Advanced Powered Combat Armour
Cost: 6,000,000 Credits
Value: 55,000,000 Credits (Black Market Value)
Affiliation: Project: AFTERLIFE
Modularity: Yes (Attachments, Firmware, Reflec-Paint Overcoat, Variants, Visor BIOS/Colour)
Production: Limited (Project: AFTERLIFE)

TECHNICAL SPECIFICATIONS
Classification: Powered Armour
Height: Wearer's Height + ~9.7cm (~4.0")
Weight: 453 Kilograms (Extreme)

RESISTANCES
Kinetic (Ballistic/Kinetic Weapons): Very High
Blasters (Directed Energy/Plasma Weapons): Average
Electrical/Ion: Average
Lightsabers: Average
Sonic: Average
SPECIAL FEATURES
Annunciator (Programmable Distorter)
Biometric Security System
Closed Circuit Rebreather
Cooling System (Air Conditioned)
300Ghz Comlink (Microwave Broadband, 300-500km range)
Computer System
Data Port
Defibrillator
Deflector Shield Generator
Environmental Control System
Global-Positioning System (W/Blue Force Tracking)
Ion Maneuvering Thrusters (Rear Cuirass Mounted)
Helmet-Mounted Flashlights (NIR + Visible Light Projection)
Holographic Heads-Up Display (Programmable, Customisable)
IFF Transponder (Encrypted; contains basic biographical information about wearer)
15-20cm Knuckle-Gauntlet Retractable Vibroblade (Off-hand, ambidextrous)
Life-Support System (90 Minute Oxygen Supply)
Liquid Induction Port (Helmet-Mounted, rotates into Wearer's mouth)
Magnetisable Weapon Storage Strips (Upper Thighs, Cuirass Rear)
Magnetisable Boots
Macromotion Tracker (HUD Display)
Multi-Frequency Targeting & Acquisition System
Nuclear Fusion Reactor
Power Supply Unit (1,176 hr MTBF)
4x Image Magnification
Reflec Polymer
Servo-Assisted Boot Bracers
Sonic Dissipators (Helmet-Lining)
Two Terrabyte Solid State Drive
DESCRIPTION
"The most exquisite First Imperial engineering to equip our finest warriors"
The Mk. VII DARKSABRE Advanced Powered Combat Armour is a model of Powered Armour designed for the exclusive use by the graduates of Project: AFTERLIFE and upcoming Project: REVENANT the biochemical and cybernetic augmentation regimens that creates the First Order's modern Death Troopers. This Powered Armour was developed in parallel to another FOCIE Project which was essentially an update to antiquated technology used by the Galactic Empire centuries ago for their own "Death Trooper" project, DARKSABRE was developed independently and while far more expensive than the former product it is far superior when one considers the physiological benefits of an exoskeleton. DARKSABRE originally started as a project to provide regular First Imperial Soldiers with an Exoskeleton which could significantly improve their strength, endurance and reduce their reaction times but it was found that the physique and nervous system of a regular Human was woefully under-equipped to deal with the demands placed upon it by the DARKSABRE armour with it in some cases leaving the soldiers testing them with shattered bones and often disorientated from connection with the Neural Interface Device which helps eliminate any delay to external stimuli for the wearer. Going through seven different permutations before its' current form it was decided roughly at the Mk. IV stage that the armour would be designed for exclusive use by the First Order's upcoming Supersoldiers and not regular Troops with the rising costs of the Project already significantly hampering Production, a single team of Project: AFTERLIFE graduates wearing the armour would cost as much as a small Star Destroyer. The hopes of the engineers who had spent years developing the armour were validated when one graduate tested the armour without experiencing any of the ill-effects seen in the regular Human testers due to their enhanced physiology with a massive increase to individual unit efficiency when equipped with the armour it was approved for Limited-run Production to equip each of the Graduates of Project: AFTERLIFE with the hope that their combat performance will entice further investment into the First Order's new Death Trooper initiative and the DARKSABRE Powered Combat Armour program.
DARKSABRE Armour is comprised of a number of different technologies working in harmonious beauty with its' foundation being a thick TYI Flex-Armour Bodysuit that is flexible while providing some protection against energy and kinetic attacks and equipped with propriety FOCIE Thermal-Gel Layer sandwhiched into the bodysuit which provides the Power Armour System with its' kinetic-energy absorbing qualities permitting the wearer to withstand great amounts of mechanical stress without injury such as when falling or receiving a slugshot to the torso. There is a comfortable cloth moisture wicking mesh layer installed within the bodysuit against the wearer's skin and the Battlesuit's computer uses data about the user's body temperature and perspiration retrieved by this layer to decide whether or not it is appropriate to lower or increase the battlesuit's internal temperature so as to achieve maximum comfort and peak muscle efficiency. When subjected to large amounts of Mechanical, Gravitational or Kinetic Forces the Thermal Gel-Layer of the armour increases pressure to protect the wearer however this has several drawbacks, as the pressure increases there is a risk that a nitrogen gas embolism will develop with potential to induce a stroke, cardiac fibrillation and/or cardiac arrest. Interestingly there are pressure increases when the wearer is within an interdiction field created by a gravity well as seen when used by Interdictor-Class Warships, artificial gravity on-board starships could also be used to exploit this weakness for example and is one of the methods the First Order can use to subdue non-compliant wearers. The Thermal Gel-Layer also possess a mechanical stress limit of approximately 598 Kg/cm^2 or 8,750 psi that if exceeded will transfer the applied mechanical force not just locally but across the wearer's entire body with the potential to fracture several if not most bones with the distinct possibility of killing or paralyzing the wearer. The greatest risk of this occuring comes from great falls without 'locking' the Thermal Gel-Layer prior to landing, the wearer has had a huge mass dumped on their body such as building debris or somebody wearing a Power Gauntlet or "Crush Gauntlet" Has managed to keep a sustained grip on the wearer's bodysuit. The battlesuit's hermetic seal is strong ernough that it permits the wearer to submerge underwater and permits the wearer to dive to a depth upto 5,950 Meters withstanding pressure equivalent to 595 standard atmospheres, in low-light conditions such as at bottom of an ocean the helmet is equipped with a pair of lights on either side of the helmet located in the 'mandibles' that can be adjusted between normal visible light and IR tactical light the MFTAS software also has support for a low-light visor imaging mode.
Though the Neural Interface Device was a largely abandoned technology under the Galactic Empire after it was tested by pilots who found being directly connected to their craft overwhelming and confusing, their nervous systems unable to comprehend the amount of data needed to pass through in order to efficiently control their craft with 'thought-to-action'. A Neural Interface Device was implemented into DARKSABER as a method to eliminate any input lag to the reaction to stimuli allowing the users to react as fast as their brains can think, it also helps connect the wearer to their armour truly making it feel as a second-skin rather than an ordinary suit of Powered Armour. The Neural Interfacr Device is connected via four diodes connected to adhesive pads that are placed behind the wearer's ears and on the templates which facilitates effective communication between the armour and wearer's brain. DARKSABER armour is designed to be worn for long duration with a durable Power Supply Unit that can withstand roughly half a dozen weeks of use before failing under typical use on average. To facilitate endurance operations the DARKSABER armour is equipped with a Human waste recycling system and can recycle the wearer's urine into drinking water this is accomplished through the connection of the urethra via catheter to the recycling system which then fills an internal 1.5L reservoir with clean drinking water the reservoir is connected to an induction port inside the helmet which can be rotated in and out of the wearer's mouth and sucked on like a straw to receive the drinking water from the reservoir, liquid food or other liquids can also be introduced externally into the wearer's mouth through this induction port which is sealed against CBRN contaminants and concealed normally by a small rectangle-shaped armour plate in front of the helmet's 'mouth'. The entire battlesuit is hardened against harmful radioactive emissions including high-powered gamma particles and waves, reducing their potency by about 75% permitting wearers to operate safely in areas with significant levels of radioactive contamination.
Advanced Medical Care and even First Aid treatment for the kinds of injuries the wearers are likely to sustain is often difficult to administer when there is several hundred kilograms of armour plating obstructing access to the wearer, thankfully DARKSABER was designed acknowledging this fact and had a number of solutions implemented to address the issues presented by the Power Armour in providing adequate medical treatment. An Automated Defibrillator is included in the cuirass and connects to the TYI Bodysuit through a pair of terminals over the thoracic region with the defibrillator pads placed in the appropriate areas on the wearer in preparation prior to putting on the bodysuit and the rest of the DARKSABER battlesuit. The Automatic Defibrillator is managed by the onboard computer which uses data it collects about the user's cardiac rhythm, heart rate, blood pressure and nervous system information through the neural interface device to decide whether or not it is appropriate for the deployment of the defibrillator. The Defibrillator is a crucial life-saving measure supposed to keep the wearer alive and correct arrhythmia in the event they suffer a cardiac arrest likely from a nitrogen gas embolism caused by excessive internal pressure within the battlesuit to protect the wearer from high gravitational forces or hydrostatic shock. There are several discrete vacuum-sealed bodysuit ports protected by armour-plating that permit the introduction of meds such as Bacta and Stims to the wearer, these ports are small and discrete there is one on either vambrace above the median antebrachial vein on either arm and one port on the outside of either thigh with an additional port over either bicep. The ports above the median antebrachial veins are designed for intravenous stim and bacta and connect straight to the vein via a thick durable highly flexible cannula, the other ports are designed for the intramuscular delivery of stims or bacta and do not involve the introduction of a cannula into a nearby vein. These ports allow the delivery of stims and other medication without necessitating the breaching of the battlesuit's TYI flex-armour bodysuit which therefore allows it to maintain a hermetic seal while receiving stims protecting the wearer from environmental threats.
DARRSABER's Armour protection is derived from a three-tier system with the third-tier being the Deflector Shield system which is triggered by any projectiles with an acceleration equal or greater to thirty meters per second which allows the wearer to perform routine movements and tasks without triggering the Deflector Shield unnecessarily. The Deflector Shield is effective at stopping most conventional weapons including common energy weapons and slugthrower-type firearms the latter of which it is highly effective against. Energy Weapons are actually quite effective at punching through the Deflector Shield and it isn't designed to withstand sustained blaster rifle fire with it typically collapsing and requiring a recharge after no more than eight shots, it has greater vulnerability against certain types of weapons such as Ion Weapons and Particle Beams, the former of which can collapse the Deflector shield in a single shot whereas the latter's tightly packed highly energized particle steams can punch straight through it forcing the shield to collapse in the process. The Deflector Shield recharges when it has been totally or partially depleted after approximately five seconds where the suit hasn't received any damage that would have otherwise triggered it, The Deflector Shield recharges with startling speed and is capable of fully re-charging a little under two seconds. Despite the fact it's highly effective against kinetic-energy attacks, anti-material rifles will generally force the shield to collapse in a single shot which permits the wearer a moment to realise they're under attack and seek cover hopefully before the successive shot lands. Unfortunately due to its' function and design the Deflector Shield will not react to the amorphous waves that Sonic Weapons use to inflict damage upon bones, soft tissue and internal organs. Melee weapons are another oversight of the Deflector Shield System as they almost always move at an accelerate slower than thirty meters per second permitting assailants with melee weapons to bypass the wearer's personal Deflector Shields and exploit this weakness with the likes of Bladed weapons one could stab and slash at the sections of bodysuit not protected by the alloyed metal armour such as across the abdomen or inner thighs. Explosives are a threat to the armour as they often create what's called "Shrapnel" Pieces of the explosive device or its' contents that fly erratically through the space where the explosive has been detonated, shrapnel usually moves at an acceleration beneath that required to trigger the Deflector Shield and as a result explosive devices are particularly effective against the Battlesuit's wearer due to the ghastly injuries large pieces of shrapnel can inflict.
The Armour's Second-Tier of Protection is the Quadanium-Titanium alloy armour that protects the wearer's limbs, vital organs and head. The Quadanium-Titanium alloy armour is highly effective at providing protection from ballistic threats and under test conditions anything short of an anti-material rifle round struggles to penetrate any of the armour plating, low calibre low velocity rounds fired from the likes of pistols often flatten against the incredibly hard armour-plating or ricochet harmlessly off the metal surfaces, however, sometimes the ricochets can be dangerous to the wearer as there are a handful of 'shot traps' with the most potentially fatal shot trap located on the upper cuirass that can send ricocheting rounds into the bodysuit's throat area. Armour-Piercing ammunition fired from rifles and pistols alike are usually inadequate to penetrate the armour. For all the Quadanium-Titanium armour's effectiveness against kinetic energy-based attacks it's protection against directed energy weapon isn't amazing DARKSABER suits are treated with Duravlex to help disperse the immense heat generated by plasma-gas based weapons such as blaster to ablate the thermal energy before reaching the metal armour. Without their Deflector Shield Generators active the Quadranium-Titanium armour can withstand at most one or two hits before the armour plating is melted through and compromised then relying on the battlesuit's first tier of protection.
The Battlesuit's first-tier of defence is one that every single threat against the wearer is going to have to penetrate before reaching their body, it's highly flexible and ultimately the most vulnerable of all the DARKSABER armour's protective tiers. The TYI Flex-Armour bodysuit consists of several layers with the outermost being coated with Duravlex and comprised of a Titanium-Durasteel weave which provides basic protection from ballistic threats with the potential to prevent penetration of low-velocity ammunition though high velocity ammunition fired from rifles generally has little difficulty penetrating the bodysuit. Duravlex coating is applied before the black epoxy finish helps ablate heat from any energy weapons in the hope it'll reduce the severity of burns and subsequent infection that could arise from such an injury the TYI Flex-Armour bodysuit rarely if ever outright prevents penetration of directed energy weapons and is another reason why the wearer would be wise to take cover in a heated close-range firefight if their shields have been depleted as there is a prominent weakness located at the Abdomen where there is no hard Armour covering the area to ensure the wearer maintains flexibility.
DARKSABER helmets are highly advanced pieces of equipment and constructed from a Quadanium-Titanium alloy and can withstand massive amounts of energy and mechanical stress without the structure failing, a notable weakness of the helmet is its' transparisteel visor which while highly resistant to kinetic based weapons such as Slugthrowers has a much more pronounced vulnerability against Directed energy weapons with the potential for particularly high velocity shots from powerful blaster rifles, charrics and particle beams. The Helmet-Mounted display is holographic and can be programmed by the user through the Battlesuit's onboard Computer system it's standard display includes a magnetic compass display located center of the display's top edge which indicates what bearing and direction the user's head is currently facing. Deflector Shield charge is displayed in a bar beneath the compass bearing display permitting the wearer to track information regarding the draining and charging of their personal Deflector shield generator. In the bottom left-hand corner of Helmet-Mounted Display is the omnidirectional motion tracker display which indicates the contacts' position relative to the battlesuit's wearer and their elevation with the use of circles, diamonds and squares to represent contacts of equal, higher and lower elevation relative to the wearer with a range of approximately twenty-five meters this is a particularly useful feature in close quarters fighting to help track fast-moving targets a prominent weakness of the motion tracker is that it doesn't register slow moving targets as contacts such as trees swaying in the breeze or a humanoid walking slowly. The onboard Computer and battlesuit's onboard sensors scan weapons that the user picks up with their hands and displays a weapon tooltip based on its' scanned cross-section and displays the weapon's shot capacity or charge percentage beside the weapon in the top right-hand corner of the helmet-mounted display, any grenades equipped are displayed by in the top-left corner of helmet-mounted display.
Wearers of the Battlesuit can use either a wrist-mounted datapad with a small graphical user interface for easy access to their onboard storage devices and other auxillary functions with voice commands to the computer capable of achieving similar effects though without the wrist-mounted datapad it can quickly clutter the helmet-mounted display. There also exists a dataport located on the left vambrace where the wrist-mounted datapad would otherwise be if equipped with permits the wearer to connect an external touchscreen monitor to manipulate their onboard storage devices or other auxiliary functions and programming. A number of DARKSABER variants exist and continued to be manufactured as necessary, the battlesuit can be easily modified while the variants all utilise the same materials and underlying technology the metal armour itself can be entirely changed with ease to be more suitable for certain battlefield roles such as Marksman or Close Quarters Combat specialists. Personal information interfaces are often integrated into the left vambrace and supplemental armour and webbing can also be added in an armoury environment, variants produced of the Mk.VII DARKSABER armour have few if any differences with regards to armour's material properties or functionality. Each Battlesuit is hermetically sealed against foreign contaminants and atmospheres hostile to life such as a vacuum, the helmet's filters are high quality and rated for biological, chemical, nuclear and radiological contaminated environments capable of continuing functioning even when clogged. Within a total vacuum armour's life support system can supply the wearer with vital gases for ninety minutes worth of operation, when the vital gas supply reaches low levels the wearer can engage an emergency 'life saver' failsafe where the battlesuit then pumps a potent anaesthetic into the helmet to render its wearer unconscious to ensure minimal gas intake from the battlesuit's finite supply.
Every DARKSABER battlesuit is equipped with magnetisable boots to allow its' wearers to scale metallic surfaces with ferromagnetic properties in low or zero gravity environments such as the hallways of space stations or starships. The battlesuit is additionally equipped with Ion maneuvering thrusters in the back of the cuirass roughly corresponding to where the wearer's shoulders would be, permitting the wearers to maneuver quickly in a low or zero gravity environment. This pair of Ion Thrusters unlike liquid propellant jump or jet packs generate insufficient thrust to lift the wearer and the battlesuit's mass on worlds with high gravitational acceleration values. Skilled or daring users can use these Ion Thrusters to safely perform low-altitude jumps from aircraft at altitudes of 160 to 200 meters utilizing the generated counter-thrust to prevent the Gel-Layer from 'locking' as a result of the greatly reduced mechanical stress experienced by the user and battlesuit on landing facilitating lightning-quick air assault deployments. Creative troopers could also utilize the Ion Thrusters in close quarters fighting for increased effectiveness, such as using them for a bout of acceleration in a charge prior to striking an enemy or surface, abruptly turn, pivot or otherwise shift their center of gravity and momentum quickly.
Each DARKSABER Battlesuit is a secure piece of technology and hardened against reverse engineering, in regards to unauthorised use the DARKSABER features a comprehensive biometric security system with a retinal scanner, password and fingerprint scan required for Battlesuit start-up if this wasn't enough under testing conditions unaugmented wearers were often injured and often killed when attempting to perform any exertion. The combination of characteristics and security features inherent to the battlesuit make it near worthless if one's objective is to steal the armour and claim if for their own although the underlying technology that provides the battlesuit with its' capabilities is far more valuable. To help prevent capture the wearer can utilize the built-in self-destruct sequence where the battlesuit's fusion reactor becomes an improvised bomb and incinerates the armour and potentially heavily damages all objects and individuals within a thirty-meter radius though whether or not a Death Trooper would actually have the courage to use this feature remains to be seen. Due to the Armour's extreme weight it requires specialist personnel and equipment to quickly equip and a Trooper wearing a disabled battesuit with the Thermal Gel-Layer hardened finds themselves paralysed and bar another Trooper wearing the same battlesuit carrying them they're generally immobilised and require dedicated recovery vehicles or heavy air lift gear to transport a Trooper wearing a disabled suit with Thermal Gel-Layer "Lock".
Y3yaf3B.png

Mk. VII DARKSABER [ALPHA]
Source (x)

This model of Mk.VII DARKSABER armour is the mainline battlesuit platform designed for modularity to facilitate operational flexibility permitting the wearer to effectively perform any role and function while being bested by the other variants in specific environments or when confronted with specific threats and is issued to the graduates of Project: AFTERLIFE and Project: REVENANT if the other variants are inappropriate when considering the Trooper's aptitude. The Visor is supposed to vaguely resemble those seen on the Galactic Republic's Clone Trooper armour with the lower portion of the helmet being reminiscent of a Human Skull in the hope it'll have a psychological impact for opposition forces. ALPHA models of the Mk.VII armour have attachment points around the abdomen for webbing and magazine pouches.

CxO9H0v.png

Mk.VII DARKSABER [BRAVO]
Source (x)
Developed from the ALPHA variant the DARKSABER [BRAVO] variant differs from its' progenitor in a few outward ways first it has a redesigned cuirass that increases the chance that ballistic projectiles will be deflected although this this ironically made it more vulnerable to the infamous throat shot-trap. The aim of the redesigned cuirass was to increase the chances that high velocity high calibre ballistic ammunition would ricochet up or down away from the armour unfortunately when it does ricochet upwards the rounds have a nasty habit of moving up into the wearer's throat. The Bravo variant maintains Alpha's support for webbing and pouches around the abdomen region though unlike the variants that followed it Bravo itself lacks any kind of supplemental abdominal armour to ensure efficient mobility. Bravo's helmet was redesigned to have a more conventional utilitarian less intimidating appearance with a visor to increase the wearer's field of view slightly.

cj3P9XY.png


Mk.VII DARKSABER [CQC]
Source (x)
The CQC or "Close Quarters Combat" variant of the DARKSABER armour is optimised for close quarters fighting and has been up-armoured to provide greater protection over the abdomen and torso with ample attachments for magazinesa and other pouches around the waist and sides of ribs. The Helmet's visor is noticeably wider than the standard variant to provide a wider field of vision to the wearer in an attempt to increase the wearer's situational awareness. With an additional modular laser pointer and IR built into a module that can be moved to either side of the helmet that assists in targeting at short range.


iog7QcT.png

Mk.VII DARKSABER [DELTA]
Source (x)
Combining what is generally considered the best design features of the Alpha and Bravo variants that preceded its' development, it has a thicker and rounded front breastplate covering the thoracic region to optimise protection against ballistic threats to the wearer with a small amount of abdominal armour to protect against armour-piercing ammunition without necessarily compromising on flexibility, there is a shottrap however on the upper cuirass that isn't present on the Alpha model and shares this similarity with the Bravo variant and exposes the wearer's clavicle regions somewhat more than the previous models with the variant's unique breastplate but these targets are usually partially or totally obscured when facing an enemy in a firing position. There is a pair of LED lights that can also switch to near infrared for tactical lighting, the visor itself is reminiscent of Bravo's quite wide and provides the wearer with an excellent field of view and thanks to its design confers above average protection to the lower areas of the maxillofacial region. Like the Alpha Variant the Delta features a prominent sun visor to reduce glare that strikes the visor and thus makes it an acceptable choice for most Marksmen or Snipers.

MkxC6Ef.png

Mk.VII DARKSABER [GRENADIER]
Source (x)
GRENADIER is a variant of the Mk.VII [BRAVO] armour that sacrifices mobility and flexibility for increased armour coverage and protection at the front of the torso and abdomen with an additional blast collar included to help prevent shots or shrapnel from ricocheting off the upper cuirass into the wearer's throat, the deltoids also receive greater protection at the cost of flexibility. There is a resigned helmet which provides an overall slightly wider visor and greater field of view with the front of the helmet above the brow receiving additional armour to protect the wearer's head from ballistic attacks and explosive force.
Strengths:
Deflector Shield Generator: The DARKSABER Advanced Powered Combat Armour is the first production power armour fielded by the First Order to feature a Deflector Shield and this greatly increases the survivability and endurance of each user providing adequate protection from common energy weapons and high levels of protection against kinetic energy based attacks. It's not perfect however, the shield doesn't react to any projectile travelling slower than thirty meters per second and has other exploitable flaws and vulnerabilities.
EMP Hardened: DARKSABER Powered Armor is hardened and protected against damage from short-burst electromagnetic pulses released from the likes of Nuclear Weapons and dedicated EMP Bombs though it's still quite vulnerable to Ion Weapons.
Exoskeleton: The benefits of the DARKSABER Powered Exoskeleton are considerable its' wearers are provided with an approximate six-hundred kilograms of lifting power which permits the wearer to lift themselves with armour equipped and powered or one of their comrades should they become immobilized from injury or for some other reason. The Armour also permits the augmented wearers to reach running speeds just over 70 km/h although much higher speeds are achievable very briefly at the risk of tearing the wearer's muscles and tendons in the lower body which can subsequently immobilise them making it reckless for the wearers to exceed this advised speed.
Kinetic Resistance: Generally speaking the DARKSABER is highly resistant to kinetic attacks as an example anything short of anti-material rifle ammunition tends to fail to penetrate the alloyed armour plating. The Deflector Shields used by the DARKSABER exasperate this resistance and they easily disperse kinetic energy transferred to them by physical impacts such as that from high-velocity slugthrower ammunition or other fast-moving objects.
Neural Interface Device: DARKSABER Advanced Powered Combat Armour features a Neural Interface Device which eliminates any delay in response to stimuli for the wearer permitting them to respond as fast as sensory data is received and processed by their brain in a way this allows a sort of 'thought-to-action' permitting the wearers to fully exploit their decreased reaction time and truly renders the armour as a second skin as opposed to just any ordinary suit of armour or power armour.
Reflec Coating: DARKSABER Armour is equipped with a standard spray-polymer coat of Reflec which helps to reduce the Armour's sensor and radar cross-section to the profile of a normal Human if their presence was detected in the hope this will ease or even eliminate suspicion so as to the contact's true nature as a suit of Power Armour. The Reflec also helps stifle the emission of Infrared or Ultraviolet radiation that can be detected with the use of specialist imaging equipment.
Weaknesses:
Charrics/Masers: Charrics exploit both high amounts of thermal and kinetic energy; as a result they've got higher than average effectiveness at both depleting the Deflector Shield Generator and punching through the armour plating protected beneath when compared with typical Blaster or Plasma-Based Weaponry making it an efficient weapon for use against the battlesuit, with the potential to additionally electrocute the wearer.
Disruptor Weapons: Disruptor-based weapons such as pistols or rifles are frighteningly effective against the battlesuit; a single shot from pistol or rifle can usually deplete the Deflector Shield if not break it and continue on its' path. Impacts that strike the battlesuit's armour can violently tear through it and the wearer behind it with the potential to inflict grievous bodily injuries in the event it doesn't outright distintegrate the wearer.
Force Lightning: Contact with Force-Lightning has the potential to fry the battlesuit's power supply unit which leaves the wearer with half of a metric tons' worth of Quadanium Armour and Battlesuit on their body adversely impacting the wearer's efficiency at retaliatory action against the user of such an ability.
Force Powers: For an adept or master certain force powers such as telekinetic based abilities are quite effective at restraining or constraining the movements of the wearer without necessarily having to engage in a protracted engagement, a skilled force adept in theory could simply restrain the wearer rendering them unable to protect themselves adequately from attacks.
Ion Weapons: The effects of Ion Weapons on the DARKSABER Armour varies and correlates usually with the power of the weapon being discharged against the suit; a single shot with an Ion Pistol can temporarily drain and disable the suit's Deflector shields rendering the suit and its' wearer far more vulnerable to damage or injury. Ion Cannons and Heavy Ion Rifle-Type weapons can potentially overload or temporarily and rarely permanently shutdown or overload the onboard Power Supply Unit which leaves the wearer with a 453 Kilogram dead-weight on their body significantly inhibiting if not crippling the wearers mobility for the duration of the effect.
Limited Production: These Battlesuits are extremely resource intensive and costly to produce in total there is a total fifty-five suits authorised for manufacture to equip just as many Death Troopers, the wearing of a DARKSABER battlesuit marks the wearer as one of the First Order's new generation of Death Troopers and additionally identifies them as high-priority and valuable targets. Due to their rarity it's extremely unlikely most of the First Order's enemies will ever encounter an individual wearing the battlesuit and it's production is almost certainly never going to increase beyond the current authorised number.
Mechanical Stress: The Thermal-Gel Layer helps permit the wearer move when wearing the armour distributing the weight across the layer impregnated throughout the bodysuit and resisting it successfully. The Thermal-Gel Layer also absorbs any excessive kinetic or hydrostatic shock applied to the wearer although it had its' limits. When he Thermal-Gel Layer exceeds the mechanical stress it is capable of withstanding it fails and transfers the massive load across the wearer's entire body with equal magnitude creating sufficient hydraulic force to liquify a normal Human's tissue or fracture the practically unbreakable bones of its' wearers.
Melee Weapons: The Deflector Shields aren't triggered by any objects moving slower than thirty meters per second and as a result melee weapons generally bypass the Deflector Shields entirety and permit a potential attacker to target sensitive areas such as the abdominal space between the thoracic region and pelvis or the throat. This also means that the wearers are highly vulnerable to being struck by moving vehicles moving slower than 108 km/h or shrapnel from explosives which could potentially penetrate the bodysuit.
Particle Beams: Highly energised streams fire from particle beam-based weaponry has little difficulty at completely draining the Powered Battlesuit's Deflector shields and punching straight through the armour plating and the individual interred within. Particle Beams are second-to-none for their ability to both drain the Deathwing's shields and penetrate the Duravlex covered Quadanium armour plating, with the potential to cause grisly injuries to the battlesuit's wearer.
Plasma Blades: The Armour is slightly resistant to Plasma Blades and can survive glancing strikes and near misses with the likes of Plasma Torches and Electro-Plasma Weapons without being compromised but it cannot survive full-blown contact with Lightsaber-based weapons; these weapons easily cut through the metal armour plating with their immense blade temperatures. Contact with Lightsabers also drains the deflector shield generator due to the disruptive effects of the powerful magnetic field that contains its' plasma blade.
Plasma (Blaster) Shots: Despite the suit's bulk and large armour envelope the Duravlex coating and Quadanium Armour plating is ineffective at stopping repeated hits to the armour as the Duravlex coating boils away to ablate the staggering heat generated by plasma weapons such as Blasters. Repeated hits quickly compromise the armour's protective qualities and quickly punch through the wearer's tissue down to the bones. Impacts from Energy weapons additionally deplete the armour's deflector shield generator quickly and it cannot tolerate sustained fire without failing.
Power Supply Unit & Nuclear Fusion Battery: In the cuirass' rear there is a miniaturised Nuclear Fusion Reactor that powers the Battlesuit and the Corresponding Power Supply Unit, if either of these are compromised it can result in insufficient power being supplied to the Battlesuit disabling a variety of features including the Heads-Up-Display; the inability to generate an electric charge also means that the suit's corresponding physical enhancements and exoskeleton support is lost leaving the wearer with several hundred Kilograms of Metal armour on their bodies significantly inhibiting if not crippling mobility as the Thermal-Gel Layer constricts the wearer's movements to protect them from the mechanical load.
Sinking: There isn't a quick way for the wearer to remove their armour without access to specialist stations, if the wearer was to find themselves dropped into a liquid like Water, they certainly will sink in the liquid which can make operations on worlds covered with water difficult due to the armour's negative buoyancy as they cannot ascend from depth independently, they can however maintain neutral buoyancy using their Ion Thrusters when submerged.
Solar Ionisation Weapons: Due to their nature and properties when used in weapons such as Cannons or Blasters. Solar Ionisation Weapons are capable of completely bypassing the battlesuit's deflector shields and hitting the armour with effects not dissimilar to a particle beam.
Sonics: Due to the nature of Sonic Weaponry they completely bypass the Battlesuit's Deflector Shields and strike the armour and its' wearer even if fully charged conversely as they do not trigger the Deflector shields they do not deplete them either which is somewhat of a saving grace.
 
Zc00gyR.png

OUT OF CHARACTER INFORMATION
  • Intent: Create an escort and transport orientated frigate manned by the First Imperial Navy used to ferry First Order Special Forces, First Order Stormtroopers and Security Bureau personnel covertly onto their targets while also being capable of providing fire support.
  • Image Source: Source
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: First Order Corps of Imperial Engineers
  • Model: Murmillo-Class Frigate
  • Affiliation: First Imperial Navy, First Imperial Special Forces, First Imperial Stormtrooper Corps, First Order Security Bureau.

  • Production: Minor (First Imperial Navy, First Imperial Special Forces, First Imperial Stormtrooper Corps, First Order Security Bureau)
  • Material: Alusteel, Durasteel, Reinforced Duraplast, Reflec, Transparisteel, Turadium, Quadanium
TECHNICAL SPECIFICATIONS
  • Classification: Frigate
  • Length: 480 Meters
  • Width: 352 Meters (Widest Point)
  • Height: 198 Meters
  • Installed Powerplant: Hypermatter Annihilation Reactor
  • Emergency Powerplant: Nuclear Fusion Reactor
  • Minimum Crew: 18
  • Optimal Crew: 245
  • Passenger Capacity: 264
  • Consumables: ~One Year
  • Propulsion: 2x Engine Units
ARMAMENT (High)
DEFENCES (Average)
HANGER (None)
Sub-Light Speed Rating: Average
Maneuverability Rating: Average
Hyperdrive Class: 2.0 (Average)

STANDARD FEATURES
ADVANCED SYSTEMS
Strengths:
  • Atmospheric Entry: Thanks to its small size, powerful engines and use of Repulsor technology the Frigate is capable of descending into low-orbit and hovering above a battlefield where it can permit First Order Forces to simply dominate their ground-side opposition in the absence of powerful Anti-Aircraft Batteries or significant aerial resistance.
  • Aft Firing Arc: Unlike some of its' contemporaries the Murmillo is fully capable of responding to attacks originating from behind the vessel due to its' widespread use of guided missiles; so long as there are sensor contacts the missiles can be locked onto them and it doesn't matter what bearing they occupy. This makes the Murmillo useful for protecting a fleet's flanks or vulnerable rear areas.
  • Bastion: While it's otherwise highly vulnerable the Murmillo-Class is equipped with the Bastion System to increase the effectiveness of interdicting small craft and guided munitions such as missiles. Both of which are considered great threats to the vessel.
  • Hyperwave Inertia Momentum Sustainer: Equipped with a HIMS system the Murmillo can successfully penetrate interdiction fields while in Hyperspace, however it cannot escape existing interdiction fields when already in subspace.
  • Reflec: The Murmillo-Class Frigates are covered in a sensor spoofing coat of matte black Reflec polymer which reduces their sensor and radar signature considerably, this is intended to increase the effectiveness of its' sensor jamming technology and low-profile deployment of terrestrial forces.
  • Supercomputer Core: The extensive use of droid brain technology managed by a Supercomputer increases the ships' efficiency especially in regard to the processing of data such as firing solutions, targeting data, sensor operation etc. The Murmillos' weapons are generally more accurate than their contemporaries and the sensors provide more thorough scans and data. Anything involving calculation on the part of the vessel's computer is exponentially faster and more accurate.
Weaknesses:
  • Boarding Action: Murmillo-Class Frigates are small complements of both crew and combat passengers given its' role as a troop transport and atmospheric fire support vessel, if its' Troop Complement is fully deployed the vessel is in a very poor position to successfully resist boarding actions and could be overwhelmed by a concentrated and determined boarding effort.
  • Exposed Sensor Domes: There is a trio of sensor domes located on the vessel's dorsal surface that are vulnerable when the vessel's particle shields are offline or disabled. Without these Sensor Domes the Murmillo cannot reliably use its' electronic warfare suite or receive accurate sensor data for the Supercomputer. Severely impacting systems from targeting to astro-navigation through thick debris fields.
  • Lightly Armoured: The Murmillo-Class Frigate has less than half the armour featured on the Brawl-Class Torpedo Frigate while this makes it resistant to weapons carried by sub-capital craft such as fighter craft, buzz droids and freighters but leaves it highly susceptible to damage from capital warship weaponry when its' shields are depleted. Heavily armed Star Destroyers could split the Frigate from bow to stern without much difficulty due to this weakness for example and large cruisers can easily damage vital and volatile systems such as the ship's reactors.
  • Lower Shields and Fire: When firing their missiles pods' contents at any targets the Murmillo or launching dropships the vessel has to lower its' own particle shield which makes it vulnerable to projectiles such as missiles and bombs, at close-range this carries extreme risk such as the chance one of the missile pods will be detonated and cause severe damage to the Frigate.
  • Missile Reliance: Murmillo-Class Frigates rely heavily on their missiles both for defence in an exoatmospheric setting and as a weapon to provide fire support for Troops when in atmosphere. As a result comprehensive point-defence systems aboard enemy warships and sensor jamming or anti-missile suites tends to be greatly effective at robbing the vessel of its' 'teeth'.
  • Missile Magazines: The Murmillo-class Frigate is equipped with a staggering amount of missile which are stored in large 'pods' covered by a thin armoured door which opens prior to being fired; this 'door' can be easily penetrated by most warship-grade weapons and can detonate all the missiles in the pod with the potential to cause crippling or catastrophic damage to the ship.
  • No Fighter Craft: This Frigate doesn't have a single fighter-craft to its name Limiting its' ability to provide close-support to expeditionary forces indirectly. It also leaves the Frigate vulnerable to close-range swarming by multiple fighter or bomber squadrons.
  • Two-Engine Units: Murmillo-Class Frigates derive their propulsion from two powerful Ion Engines surrounded by square-shaped armour panels connected to a hypermatter annihilation reactor unfortunately the Murmillo's speed and maneuverability can be easily robbed if it's shields are disabled and a target has a clear view of its' stern where the two engines burn a bright fantastic blue; if destroyed without redundant engine units the Murmillo cannot maneuver, accelerate or decelerate.
Description: Murmillo-Class Frigates are designed primarily with Escort and Troop Transport duty in mind; using their plethora of missiles to engage ground targets, hostile fighters and even Capital Warships. Their effectiveness is sometimes hamstrung by their reliance on missiles with their point-defence laser cannons not being useful for anything else but engaging sub-capital craft such as fighters and ground targets making Warships equipped with sensor-jamming technology and anti-missile systems tough nuts to crack hence why the vessel is usually relegated to the escort and support role within the context of a fleet action it's greatest usefulness comes from the ability to quickly enter atmosphere and deploy companies of Troops and their support equipment to commence operations and is a departure from historic Imperial methodology of bringing slow and vulnerable large warships into low or high orbit before deploying Troops whereas the Murmillo can use its' powerful tertiary repulsor engines and hang steadily a few dozen meters above a planet's surface and deposit its' complement directly.

In terms of defences the Murmillo is equipped with a full suite of Deflector shields provided by projects nestled safe within the warship's hull although it's worth noting that the Murmillo's armour envelope is less than Half of the Brawl-Class Torpedo Frigate which renders it highly vulnerable to crippling damage when its' Deflector shields are either bypassed or overloaded from receiving sustained fire. To counter-balance this somewhat the Murmillo is equipped with a Bastion Anti-Fighter/Missile Defence System where the Vessel's Supercomputer operates point-defence weapons and concussion missiles when necessary to try and intercept incoming guided projectiles, space debris or fighters. The Bastion system used aboard the Murmillo is effective but even operated by the on-board Supercomputer system it's not perfect and the vessel remains vulnerable to concentrated attack with guided munitions and fighter swarms. Amongst the Murmillo's achilles heel is unguided weapons fire such as Turbolasers for which it has little effective encounter against save attempting to jam their targeting computer with it's electronic-warfare suite, for this reason it's highly vulnerable to attack from Warship classes heavier than itself if they're armed with Turbolaser weaponry, Star Destroyers for example can generally split the shield-less vessel from stem to stern with concentrated turbolaser fire in short order.

Murmillo-Class Frigates are armed at a level beyond average though only because of their concussion missile pods which they use primary for medium to long-range anti-sub capital craft attacks and ground support, each Murmillo-Class Frigate carries thirty advanced concussion missiles in seventy-two 'pods' ready to fire for a total of 2,160 Advanced concussion missiles making them ideal for escorting larger and more valuable warships such as Star Destroyers or Battle-cruisers. Capital Warships such as Light Cruisers aren't above the Murmillo's armament thanks to the inclusion of 16 Assault Concussion Missile Pods containing twenty-six missiles in each 'pod' for a total of 384 Missiles unfortunately the Assault Concussion Missiles carried by Murmillo-Class Frigates are ineffective at penetrating Particle Shields and so are best used on shield-less vessels ,vessels that are discharging their own projectile weapons or alternatively the assault concussion missiles can be fired enmasse against a single target in an attempt to overwhelm a capital vessel's shields. There is a glaring issue with carrying so many powerful explosive warheads however; the risk of magazine detonation, even one missile detonating within a pod can cause a chain reaction through every missile within a pod; potentially straight under the Murmillo's own shields which actually act to contain and amplify the resulting explosion which can inflict crippling damage a vulnerability exasperated by the Murmillo's sub-par hull armour.

The vessel tends to convey a level of fear in the eyes of Citizens both First Imperial and Foreign that lay eyes upon the Frigate with its' 'wingspan' making it appear wider than it actually is and with a not so modest length of approximately four-hundred and eighty meters it usually conveys the impression of being a much more heavily armed ship than it is in reality with the majority of its' firepower being concentrated in a finite missile complement that unlike turbolaser weaponry can be exhausted resulting in limited endurance where high tonnage engagements are concerned as it uses its' missiles both for offensive and defensive purposes. The vessel despite its' size carries a small complement of organic crew and passengers thanks to the widespread automation of non-critical functions aboard the ship which are managed by the on-board Supercomputer which helps guide the vessel's considerable protocol droid complement in the performance of these non-critical tasks. Each Murmillo-Class Frigate as a result is quite vulnerable to boarding especially if their Troop Complement has been deployed despite heavily compartmentalized being equipped with Turadium Bulkhead doors a well-equipped, prepared and determined force could easily seize control of an under-strength Murmill0-Class Frigate.

Living Quarters aboard the Murmillo-Class Frigate are very comfortable and it's popular with its' crews for this reason with assignment aboard them widely considered a blessing if one ignores the 'death-trap' Missile pods. More experienced sailors sometimes jokingly refer to the Warship as a 'Comfortable Coffin' after the risk of the vessel's own missile complement and the risk of magazine detonation. Reflec-paint was applied to the entire hull giving the Warship an ominous black appearance in an attempt to reduce the overall radar and sensor cross-section to aid in the covert penetration of orbit and reduction of sensor targeting of the Murmillo in the hope risk of return-fire to the vessel detonating the missile pods' contents is reduced. Murmillo-Class Frigates tend to run quite expensive and as a result they're generally seen in smaller numbers when compared to mass-produced Frigate Designs, especially since their armament overlaps with other already commissioned Warships often they're dedicated to supporting ground-operations where they truly shine; battering hostile positions, personnel and equipment with their missiles and laser cannons with adequate fighter cover in these conditions they're a truly terrifying force.

Unlike other Imperial Designs the Murmillo forgoes the traditional prominent bridge and opts instead for an armoured warfare center deep within the ship's hull located closely to the Special Forces' and Stormtrooper barracks and armory for security in the event of a boarding action, the vessels' special forces barracks are also equipped with Stasis Chambers for the accommodation of Death Troopers over long voyages to prevent unnecessary use of their counter-mutagen supplies, these stasis chambers are also used to detain these same Troopers if necessary usually upon onset of psychological deterioration or other instability. A display is provided for the Vessel's Officer Commanding and helmsman by small cameras and sensors located on the bow of the Frigate which prevents the bridge crew's liquidation from a stray turbolaser shot or spiraling fighter or some other small craft. There are two 'faux bridges' that protrude up from the superstructure at an angle, at a distance these appear to be bridges through in truth they actually contain powerful subspace transceivers, Holonet Up-links and other communications equipment designed for deep-space escort and transportation far away from Comm buoys which is a common occurrence within the vastness that is First Imperial Space.
 
qHJ73Q7.jpg
-= PT-01 High Velocity Rotating Disruptor =-
OUT OF CHARACTER INFORMATION
Intent: To create a custom weapon for Carlyle Rausgeber
Image Source:
Canon Link: N/A
Restricted Missions: N/A
Primary Source: N/A

PRODUCTION INFORMATION
Manufacturer: The First Order, Plazma Tech Solutions. (http://starwarsrp.net/topic/126069-plazma-tech-solutions/)
Model: PT-01 High Velocity Rotating Disruptor
Affiliation: [member="Rexus Wenck"]
Modularity: No
Production: Unique
Material:

  • Quadanium steel barrel and components.

  • Duranium casing

  • Inoxium handle, trigger, and firing mechanism.

  • Computer components.

  • Titanium bearings.

TECHNICAL SPECIFICATIONS
Classification: Disruptor.
Size: Large
Weight: Very Heavy
Ammunition Type: Power cell.
Ammunition Capacity: 300 seconds sustained fire.
Reload Speed: Very Slow
Effective Range: 20-25m
Rate of Fire: Very High, 6000 rounds per minute.
Stopping Power: Very Low
Recoil: Average

SPECIAL FEATURES

  • Disruption repeater array - A sophisticated computer system designed to increase the firing rate of the disruptor by shortening the length of the beam, and the cooldown time between shots. The technology is highly expensive and experimental, having been invented by Plazma and used only on the PT-01.
Strengths:
[+] High speed disruptor - The shots from the rotating disruptor are small individual beams, capable of penetrating standard shielding and disintegrating targets.

Weaknesses:
[-] Reload time - Experimental technology takes a lot of power. The PT-01, once spent, must be reloaded by replacing, priming and activating a new power pack. This process takes about 2 minutes.
[-] Heavy - The mass of the rotating disruptor impacts its portability and practicality.
[-] Limited capacity - The Rotating Disruptor is only capable of firing for 300 seconds before requiring a charge.

DESCRIPTION
The PT-01 High Velocity Rotating Disruptor is designed by Plazma Technology Solutions for use by Alpha Team member ‘Rexus Wenck.’ The PT-01 is a fast-firing disruptor beam weapon capable of quickly eliminating unarmoured targets, and bypassing standard shielding. The PT-01 is unique in its capability of firing miniaturised disruptor beams at a fast rate, spreading the devastating shots in a small cone up to a range of about 25 metres. Due to the volatile and experimental nature of the technology, the weapon must be charged between uses, and should be maintained by a professional whenever possible.
 
28843989450_2699153e63_b.jpg

"Now, we have a newer breed of vessel, which will provide security and peace for our people in these trying times."


OUT OF CHARACTER INFORMATION

  • Intent: To update the First Order's greatest workhorse.
  • Image Source: Star Wars Naves (x)
  • Canon Link: None
  • Restricted Missions: None.
  • Primary Source: None.
PRODUCTION INFORMATION
  • Manufacturer: The First Order.
  • Model: Resurgent-Class Star Destroyer.
  • Affiliation: The First Order.

  • Production: Limited.
  • Material: Quadanium Steel | Durasteel | Kyber Crystals | Glasteeel
TECHNICAL SPECIFICATIONS
  • Classification: Assault Destroyer
  • Length: 2904m
  • Width: 1504m
  • Height: 654m
  • Armament: Extreme
    1800x Kyber Imbued Turbolasers
    1200x Dorsally
  • 600x Ventrally

[*]700x Ion Cannon Batteries
  • 500x Dorsally
  • 200x Ventrally

[*]Gravity Mine Layers
  • 60x Aft

[*]45x Mega-Class Turbolasers
  • 30x Dorsally
  • 15x Ventrally

[*]60x Proton Torpedo Launchers
  • 40x Dorsally
  • 15x Ventrally
  • 5x Aft

[*]45x Concussion Missile Launchers
  • 20x Dorsally
  • 25x Ventrally


[*]Defenses: Very High
  • Kyber Imbued Shield Generator
  • Bastion Point Defence System
  • Point Defence Lasers: x165
    100x Dorsally
  • 45x Ventral
  • 20x Aft

[*]Anti-Missile Octets x 190
  • 90x Dorsally
  • 65x Ventrally
  • 35x Aft

[*]2 Meter Thick Quadanium Steel Coat

[*]Hangar: Average: Ten squadrons of TIE variants.
[*]Maneuverability Rating: Very Low
[*]Speed Rating: Low
[*]Hyperdrive Class: Low
STANDARD FEATURES
Quadanium Steel Coat:



ADVANCED SYSTEMS
Mega-Class Turbolaser: The

Bastion Missile Defence System:

HIMS: Hyperspace Inertial Momentum Sustainer. This device allows the Resurgent-III to barge through interdiction fields, and similar blockades with no issue whatsoever.


Strengths:
  • Bombardier: With First Order advances in weapons technology, the new Resurgent-III is a fleets heavy hitter designate, designed to pick and win fights against far larger vessels.
  • Bastion Of Defence: The bastion missile defence system is fitted aboard the battlecruiser. This means, that it can effectively void missile based ordinance, fired from the First Orders typical enemies. But thanks to its size, the vessel can defend its smaller cousins.
Weaknesses:
  • Slower Than A Wet Week: The Resurgent-III is easily a slow vessel. It relies on the strength of its gunnery crews, and shields as a means to an end.
  • Corvette Killer: While the Resurgent-III may be a capital killer, corvettes are not its primary target. This means that while small, manouverable vessels may be easily torn to pieces by the command ship, they are still
Description: The Resurgent-III Class Destroyer is a product of newer ship building methodologies and advances made in construction. The Resurgent-III essentially acts as an easily produced and manufactured vessel, while retaining the same kyber imbued amenities which made its earlier models so potent. Its weapon systems have been remarkably improved, with the employment of First Order Mega-Class Turbolasers, alongside proton torpedoes and concussion missile batteries.

Defensively, the vessel is a tough nut to crack. The Resurgent-III enjoys the use of Kyber crystal imbued shields, maximising the coverage, and resilience of the defensive system. In addition to this the bastion missile defence system has been incorporated, ensuring that the Resurgent-III can easily destroy oncoming missiles, or other threats, which could threaten it. Compounding this is the quadanium steel coat. A lathering of pure, reinforced quadanium steel which fits around the ship, providing a defensive, concussive buffer against enemy vessels.

However, for all its credentials as a brawler, the Resurgent-III is mainly meant for capital ship combat. The designated target being other destroyers, and larger command ships. However, this means it neglects smaller corvettes, and fighters, which may escape its wrath. That, and the command ship is not a fast one. With it rather being an anchor for a fleet, working as a rally point for fighters than for it to press forth and assault the enemy. It isn't a pursuit vessel, but would rather brutalise its enemies, from a distance, before giving them a taste of its weapons systems.
 
yENPNAr.png
"We serve the light in the name of life and all that is good and beautiful, free from the shackles of any government or order. Righteous deeds are justified through faith alone, they burn away the darkness, carry it as your torch!"
-Lysan providing spiritual succor for Forsaken Sons Troopers

OUT OF CHARACTER INFORMATION
Intent: Giving Lysan's character greater fidelity and creating a background for his relationship to Asho his Father and his estranged sister Kyli. Lysan is going to be an Antagonist for ALPHA in the future, so bringing out his skills and place within the Forsaken Sons' chain of command and the kind of forces he can leverage against them is important.
​Image Credit: Source.
Role: Kyli's Elder Brother, Antagonist.
Links: Asho Wehr, Kyli DT-6767.

PHYSICAL INFORMATION
Age: 24
Force Sensitivity: Knight
Sex: Male
Species: Human
Appearance: Lysan Wehr is a tall albeit somewhat thin Human Male distinguished amongst that sexs' company by unusually broad features as seen in his hips, shoulders and face giving an ilusion of greater physical power than he might actually possess. In Lysan's almond-shaped eye sockets sit a pair of Hazel eyes a feature shared amongst members of his family including his sister, his crown topped with closely copped and tapered chocolate coloured hair which contrasts to his complexion fair. Lysan's visage is considered to have the mark of attractiveness by some with a powerful browline often casting a small shadow over his brownish spheres with a narrow nose sitting atop a pair of tightly pursed and full peach lips.

SOCIAL INFORMATION
Name: Lysan Riak Cato Wehr.
Citizenship(s) Held: Commenor, First Imperial.
Rank: Jedi Knight, Optio (Forsaken Sons).
Loyalties: Forsaken Sons, Jedi Reformation (Secretly).
Notable Possessions: Golden-Blade Crossguard Lightsaber, DC-17m Interchangeable Weapon System, Mark/III Katarn-Class Commando Armour
Skills: Force barrier, Force-healing, Form VII Juyo Practitioner, Telepathy, Telekinesis.
Personality: Lysan is outwardly calm, reserved and quiet which is a carefully maintained appearance concealing the internal conflict he experiences as a "Grey Jedi". Lysan pursues the goals of the Forsaken Sons with a brave recklessness, placing himself in Danger to protect the soldiers whom serve within the paramilitary group and sometimes struggles to avoid forming attachments with these same soldiers. Lysan is capable of being highly aggressive and keeps his impulses for thoughtless action in-check with constant meditation and self-discipline, it's this latent aggression that permits him to utilize form VII of lightsaber combat with such deadly efficiency wisely tempering himself while flirting dangerously along the line between the light and dark sides of the force. Uncommon is Lysan's wisdom and it has been earned on a life of hardship and struggle and thus his words often belie his modest years. Lysan thoroughly resents killing despite his ferocity in combat and prefers to carefully disable or cripple his opponents, rendering incapable or ineffective at fighting. Lysan attempts killing-strikes with his lightsaber on what he deems to be exceptionally dangerous individuals or targets exclusively.

COMBAT INFORMATION
Weapon of Choice: Crossguard Lightsaber, DC-17m Interchangeable Weapon System.
Combat Function: Lysan Wehr is a trained Jedi Knight and is especially educated in the use of the dangerous Form VII where he surprises Light-side and dark-side practitioners alike with a righteous ferocity in combat fighting with a passionate zeal that betrays his flirtation with dangerous feelings that have been the downfall of more than one Jedi. Growing up with Asho Wehr as a Father he became familiar with weapons at a young age out of necessity to protect himself from potential assassins on Commenor, he later joined the Forsaken Sons proper and distinguished himself for selflessness and bravery going on to join a celebrated unit of special forces troopers within the Forsaken Sons consisting of former Storm Commandos. Lysan is a ferocious combatant and not to be underestimated by any opponent as he takes an unusually pragmatic approach to battles for a Jedi due to his mixture of military training and monastic lifestyle.

HISTORICAL INFORMATION
Lysan Riak Cato Wehr is the son of Asho Wehr and Eryn Wehr born approximately twenty-four years ago on Eridau. Lysan spent most of his childhood on Commenor being raised on that planet which resulted in him acquiring the native accent which distinguishes him from Asho who speaks with a distinctive core 'Imperial' accent. Lysan spent the latter years of his youth on Nar Shadda under the careful and watchful eye of his Father who had become a prominent local arms dealer, Lysan was instructed in weapon safety and handling by his father and began to exhibit outward force aptitude using the innate talent passed onto him by Eryn he proudly disassembled a blaster using the force as a tool. Lysan possessed a keen interest in history and philosophy particularly those surrounding the Jedi and Sith Orders respectively and their relationship in shaping galactic politics through their continued conflict. It's on Nar Shadda that Lysan and his active force sensitivity was discovered by a Grey Jedi Master who had gone into exile on the world following a series of unarguably evil actions performed by the likes of the Silver Jedi Order and Galactic Alliance. The Grey Jedi Exile would observe Lysan for a time before being confronted by Asho himself believing the individual was a member of the Sith or perhaps one of Sieger's acolytes and was pleasantly surprised that the truth was to the contrary, Asho listened to the master's prophecy of his sons' destiny that without training Lysan would be consumed by the dark side's insidious grasp. Asho feared his son would share in his mother's destiny of falling to the dark side and was easily persuaded by the Jedi Master that discipline, training and instruction could save the young man and offered to train Lysan despite his extremely advanced age which some Jedi would dismiss as representing great risk.

Lysan become an apprentice to Jedi Master Duro Bulori but not a "Padawan" in dress or behavior to help the young man conceal his status socially on Nar Shadda before relocating back to Commenor for higher education training with his Master accompanying and surveying his apprentice closely throughout, teaching Lysan to master his emotions through intense discipline and with Asho's help taught the young man a combination of meditation and First Imperial army drill. Lysan found that once his mind was cleared when performing these activities and made it significantly easier to listen to the cosmic force, at first this was overwhelming to be made aware to so much life gleaming brightly in the Galaxy though with continued training its' sound came to be beautiful like a stream. Master Bulori tried unsuccessfully to draw Lysan away from drawing upon his passions for strength especially in regards to the beginning of lightsaber combat forms, Lysan was too ferocious and aggressive which Master Bulori believed to be the result of being heavily influenced by his Father. Rather than surrender Master Bulori had an epiphany after meditating and realized they could hone Lysan's ferocity and will to win into Form seven of Lightsaber combat known as "Vaapad". Lysan's embraced Vapaad with an uncommon speed exercising it with unusual talent with the main barriers to his effectiveness using it coming from himself; allowing frustration to sometimes get the best of him when confronted with a stubborn guard but completely unafraid of taking his opponent's darkness and malice into himself which at times fueled his impulsiveness leading Master Bulori to test Lysan's discipline and resilience to the dark side's seductive nature and was surprised that the young man could successfully resist the call of Darkness approaching its wake and then receding from it with an uncanny proficiency.

Instead of undertaking traditional trials Master Bulori assessed Lysan's performance through everyday activities and observed carefully for particularly challenging situations which confronted certain aspects of Lysan's connection to the force, self-discipline and spirit. Master Bulori took a sense of pride from his training of the young man believing it successful watching Lysan one after another overcome personal challenges he confronted upon joining the Forsaken Sons following loyally in his Father's footsteps though it wasn't without difficulty and more often than once Lysan required his Master's guiding words to sail through the trials set-out before him and though the concern never left Master Bulori that Lysan might have exploitable Anger his self-control was especially impressive giving the elderly Jedi Man faith that he would not succumb this way but rather through personal attachments to his loved ones if at all, particularly his Father whose approval Lysan struggled not to strive for and was often overly self-critical. Post graduating from the Forsaken Sons' basic recruit training Lysan went on to quickly distinguish himself and by 852 ABY had passed his Knights' trials and founded a Commando Group of Forsaken Sons' Troopers called "Grey Watch" consisting of former Storm Commandos with Master Bulori acting as an Advisor to Lysan and the Forsaken Son's leadership.
 
icbfG1f.png
ISON CORRIDOR MANUFACTURING - STOREFRONT

Carbonite [x] - 3 Credits/L // 2000 Credits/103 L
A cheap and versatile liquid made from carbon. Carbonite is excellent for the intergalactic transport of goods, and safe transport of unstable materials such as Tibanna.

Durasteel [x] - 8.50 Credits/m2 // 7500 Credits/103 m2
A strong construction material that can be used for construction or armour. Resistant to kinetic damage, and high temperature variation. Available in grade 9093-T7511 or the stronger and less flexible grade 9095-T8511.

Bronzium [x] - 10 Credits/m2
Stylish, and malleable. Bronzium is an ideal material for construction, decor, jewellery, and furniture. Bronzium can be easily polished to a shining finish. For 12.5 Credits/m2 anti-oxidizing grade 12-A Bronzium is available, and will not tarnish.

Alusteel [x] - 25 Credits/m2
A tough material used for starfighter and vehicle construction. When paired with other alloys it provides excellent durability, even protecting vessels with out shields from damage.

Quadranium [x] - 25 Credits/m2
Used primarily for armour, either in starships or droids, Quadranium is incredibly resistant to damage, and is stronger than Durasteel. Quadranium blades can be sharpened to an incredibly keen edge resistant to wear.

Glasteel [x] - 25 Credits/m2
This material is as strong as durasteel but completely transparent. It's perfect for construction and starship use.

Tibanna Gas [x] - 29 Credits/m3
A substance that has proven its value throughout the history of the Galaxy through weaponry, repulsor technology, and hyperspeed travel. We mine the finest Tibanna in our state-of-the art facility on Bespin, and ship it ready for use.

Titanium [x] - 30 Credits/m2
Brittle, shining, and immensely strong. Titanium is well suited for use in armour and construction. For 50 Credits/m2 a Gold-Titanium alloy is available for purchase that is resistant to interdimensional shift stress and suited for use on starships.

Duranium [x] - 50 Credits/m2
Stronger than Titanium, this material provides excellent defence up to a military grade.

Turadium [x] - 100 Credits/m2
An alloy so dense and damage resistant it is difficult to cut through with a lightsaber. Perfect for secure constructions, and the strongest of armours.
Impervium [x] - 500 Credits/m2
A tremendously strong alloy typically used in coating the hulls of starships. Resilient enough to block most damage from normal weapons.

[SIZE=11pt]██ = Normal Availability.[/SIZE]
[SIZE=11pt]██ [/SIZE][SIZE=11pt]= Limited Availability.[/SIZE]
[SIZE=11pt]██ [/SIZE][SIZE=11pt]= Not currently in stock.[/SIZE]

[SIZE=11pt]NOTE: Authorised by Governor Madelyn Lowe of Varonat and approved on behalf of the First Order Ministry for Industry and Development by FOSB Bureau Chief ██████ █████ on ██ / ██ / 853 ABY.[/SIZE]​
 
AT-AG


OUT OF CHARACTER INFORMATION

  • Intent: To create a sort of mobile-artillery walker for use by the First Order
  • Image Source:
    [X]

[*]Canon Link: N/A
[*]Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: First Order Corps of Engineers
  • Affiliation: First Order (Factions au
  • Model: All Terrain-Assault Gun Mark I
  • Modularity: N/A

  • Production: Minor
  • Material:
    ​Durasteel frame
  • Quadanium knee joints and feet
  • Thin quadanium coating located over viewport area

TECHNICAL SPECIFICATIONS
  • Classification: Walker
  • Role: Mobile Artillery Walker
  • Size: Small
  • Weight: Heavy
  • Minimum Crew:
    1x - (Gunner/Pilot)

[*]Optimal Crew:
  • 1x - (Gunner /Pilot)

[*]Propulsion: Bipedal
[*]Speed: Average
[*]Maneuverability: Average
[*]Armaments: High
[*]Defenses: None,
[*]Squadron Count: Average: 12
[*]Passenger Capacity: N/A
[*]Cargo Capacity: Very Small
SPECIAL FEATURES
  • Multi-Barrel-Gun(MBG) Functionality - The AT-AG has MBG Functionality with it's four tibanna-based cannons. This allows the large gun mounted on the AT-AG to perform a wide range of weapon functionalities on the battlefield to combat enemy forces that would otherwise try to hinder the First Order.
    1x - LB-G, Long-Barrel Gun(Anti-Armor)
  • 1x - SG, Stubby Gun, below LB-G(High-explosive)
  • 2x - PG's, Pair of Guns, pair of guns below SG(Anti-infantry)

[*]Shock-Absorbent-System(SAS) - The AT-AG has an SAS functionality which is whenever the pilot engages the recoil-heavy and shock-heavy LB-G Anti-armor cannon. Before the AT-AG fire's this massive and recoil-heavy cannon, it will plant it's quadanium reinforced feet into the ground and it's quadanium knees will bend as the feet extended anchors onto into the ground to 'anchor' the AT-AG as it fires the powerful LB-G cannon. This helps the AT-AG to absorb the large amount of shock and recoil that comes with firing such a resource heavy and powerful anti-armor cannon without toppling over.

Strengths:
  • SAS Functionality
  • MBG Functionality
Weaknesses:
  • Volatile Tibanna-Gas Reserve - The Tibanna-Gas batteries which house the ammunition for the four cannons used on the AT-AG are stored close together and typically within the large MBG Cannon. The high concentration of volatile tibanna-gas ammunition here makes this area highly explosive. Small arms fire from rifles and pistols cannot breach the thick armor used on the gun, armor-piercing rounds cannot either, however an anti-tank gun or 'Elephant' gun could along with any explosive weaponry which can possibly ignite the volatile and unstable tibanna gas ammunition batteries used within the AT-AG.
  • Lightly-armored
  • Vulnerable to Ion Weaponry
  • Temporarily disabled by Consistent EMP Weaponry
  • Leaves Pilot exposed from the Back
DESCRIPTION
The AT-AG draws inspiration from a weapon of old that was once employed on the field of battle by the Galactic Empire. The AT-AG draws heavy inspiration from the Galactic Empire's AT-DT which had seen immense use through the Mimban Campaign. The FO draws heavy inspiration from this piece of weaponry, and they improve on it greatly. The AT-A, unlike the AT-DT, had a multi-gun functionality where nearly every cannon on it has a different purpose, from anti-armor, to anti-infantry, to high-explosive. Though, despite the improvement, the AT-AG still has a major drawback, the same one that the AT-DT had, an exposed cockpit from the rear. The front of the AT-AG has a view port for the pilot that can be closed. However, other than that, their isn't much protection for the driver.
 
Grand Admiral, First Order Central Command
I definitely prefer the other pic tbh.

For armament i would specify at least four weapons, but you can always use all five barrels.

The long one as some kind of dedicated anti armor cannon, the stubby one below it as a high explosive cannon of some sort, and the pair below it as anti personnel weapons.

You can use lasers or get fancier, but i would avoid kinetics just because the platform doesnt look like it can store ammo safely.
 
c9153143f9b92d383605a47b5dd8d812.jpg

XQ-1 "Shark" L.L.C. Turret

OUT OF CHARACTER INFORMATION

  • Intent: To create a light laser cannon turret that has a high rate of fire to quickly shoot at starfighters with average overall damage
  • Image Source:
    ​[X]

[*]Canon Link: N/A
[*]Primary Source:

PRODUCTION INFORMATION
  • Manufacturer: First Order Corps of Engineers
  • Affiliation: First Order
  • Model: XQ-1 Light Laser Cannon Turret
  • Modularity: Can be mounted on a variety of turrets or emplacements

  • Production: Minor
  • Material:
    Quadanium-Durasteel frame & armor
  • Electrical components
  • Blaster components
  • CD-14c Gunner droid brain
  • Countermeasures compensation computer(C3)

TECHNICAL SPECIFICATIONS
  • Classification: Light Laser Cannon Cannon
  • Size: Average
  • Weight: Very Heavy
  • Ammunition Type: Power Cell & Gas Canister
  • Ammunition Capacity: Effectively Unlimited

  • Reload Speed: Average

    Has to reload every one to three minutes

[*]Effective Range: Battlefield
[*]Rate of Fire: Extreme
  • 2,050 rounds per minute

[*]Stopping Power: Average
[*]Recoil: None
SPECIAL FEATURES
  • Quad-design to maximize efficiency in firing speed
  • 360 degree turning module to maximize use of cannon

Strengths:
  • Automated - The XQ-1, unlike many traditional laser cannon turrets and emplacements, is an automated unit instead of a manually operated unit. The XQ-1 is controlled solely by two droid brains working in conjunction with one another to maximize efficiency. The first, the CD-14c, operates the majority of functions for the laser cannon turret. This brain completes most processes for the XQ-1. The second brain, the C3, on the other hand, utilizes a pre-programmed tactics simulation and counter-measures system to try and 'predict' a starfighters ideal flight path. This allows the C3 to in a sense, predict what a starfighter will do before it does it, in a sense, eliminating enemy starfighters quite easily.
  • High rate of Fire - The XQ-1, has a very high rate of fire, something that distinctly sets it apart from most other laser cannon turrets. The XQ-1 can dish out three-hundred rounds a minute, similar to many ground-based anti-air turrets someone would see on a battlefield or in a land-based fortress. This allows it to 'blanket' an enemy fighter in light laser fire to try and overwhelm it's shields and armor.
Weaknesses:
  • Cooling System - The XQ-1 has a high rate of fire, which can and will, overheat it's internal circuitry systems and electrical/computer systems. To try and counteract this design defect, the engineers implemented a self-cooling system where the gun system would temporarily stop firing as cold gas flowed through it's systems to cool down the circuitry systems and electrical systems to help bring it down to an optimal temperature for firing. Once this temperature is sufficiently reached and sufficient time is taken for the system to cool, the firing process starts up once more. This whole process can take anywhere between thirty to fifty seconds, though the system can manually be overridden to 'maximize' efficiency as foolish admirals would say. This however, does lead to 'increased' fire-rate, though the turrets circuitry and electrical systems do overheat if this happens, rendering them useless until replaced, not repaired.
  • Ion/EMP Weaponry - The XQ-1 had numerous delicate electrical and circuitry systems, this allows it to have maximized efficiency with it's two droid brains. This also makes it an easy and delicate target for Ion and EMP weaponry. Both of these types of weapons can easily disable the XQ-1 laser cannon, permanently if not temporarily. In most cases however, the turret will temporarily be disabled. The system will then automatically be restarted due to it being connected to the starships generator that it is connected to. This rebooting process can take anywhere from five to twenty seconds.
  • Lightly Armored - The XQ-1 wasn't built with durability in mind, quite the opposite actually. The XQ-1 was built solely for the purpose of offensive capabilities to bring down most mid-tier and maybe high-tier fighters. With such an emphasis on offensive capabilities, their were high drawbacks in other categories. The XQ-1 can easily be taken out by a missile or torpedo, along with just a few well placed shots of a starfighter's laser cannons.
  • Power Usage - The XQ-1 can pump out hundreds of laser rounds in a very short span of time, to overwhelm enemy fighters and bombers in a blaze of laser-fire. This however, causes the XQ-1 to draw vast amounts of energy from a ship's aboard generator, more than the standard point-defense turret emplacement. Only a few of these will typically be located on starships, and even then, they act like mynocks, sucking away the vast amounts of energy given off by a starship's massive generator. Too many XQ-1 turrets, and the whole ship's electrical system will primarily be focused on just powering and firing the laser turrets alone.
DESCRIPTION
  • ​The modernization and revolution of weapons is what the First Order Corps of Engineers excels in, or at least that's what they try to do. Always trying to find a leg up on their opponents to stay ahead of the competition and those who would seek to bring about the downfall of the First Order. Thus, was the XQ-1 L.L.C Turret, or "Shark." The Shark can dish out over a 1,000 rounds a minute to, in most cases, overwhelm an opponent's starfighter. All of these shots might not necessarily hit the opponent, even with the automated systems in place. The high volley of laser fire alone will be inaccurate, though the turret excels, or at least is said to excel in 'adapting to and predicting' a fighter's flight path to overwhelm them before they even know what's coming. The shark, with all of it's awesome strengths above the competition, has significant drawbacks which prevent it from being a constant in-the-field usage. Such as the heavy toll of power it takes, which is the biggest contributing factor to it's limited use and often rare appearances on most if any First Order starships save Star Destroyers.
 
hellfire_missile_wip_4_by_scott2753.jpg


OUT OF CHARACTER INFORMATION

  • Intent: To create a Missile variant of the Seismic Charge
  • Image Source: (x)
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: The First Order
  • Model: N/A
  • Affiliation: The First Order
  • Production: Minor
  • Material:
    Baradium (x)
    Collapsium (x)
    Durasteel (x)

TECHNICAL SPECIFICATIONS
  • Classification: Large Missile
  • Size: Ship-Mounted/Vehicle-Mounted
  • Length: 1.2 Meter
  • Weight: 80
  • Ammunition Type: Baradium (x) and Collapsium (x)
  • Ammunition Capacity: 1
  • Effective Range: Fires up to 5 KM away from a target, detonates a charge of 1/2 KM.
  • Rate of Fire: Single Action
SPECIAL FEATURES
  • The Seismic Missile comes from a variant of the Seismic charge. When it strikes a target, the unstable nature of the liquid Baradium ignites with the Collapsium to give it an inward implosion before exploding outward in a powerful shockwave that goes on for half a kilometer.
Strengths:
  • Powerful Explosive: The Seismic Missile was intended to be a bunker buster and armor destroyer, allowing it to be versatile when it comes to taking out a building or a tank.
  • Universal Loading Design: Designed along the same shape of the concussion missile and photon torpedo, it could potentially be loaded onto most starfighters and missile racks.
Weaknesses:
  • Expensive: Creating one missile requires around three thousand credits to produce. While insignificant in smaller numbers, it can stack up the more that is produced.
  • Smaller Seismic Load: Unlike the Seismic Charge, its yield is reduced to a third to allow itself to be stabilized inside the missile payload.
  • Shockwave Ring Randomizer: When fired, no one really knows which angle it was ignite at so it is best to keep an eye on the Implosion and make corrections to avoid being killed. On the ground, it could potentially destroy part of the soil along with directing its shockwave towards their own troops if to close.
  • A bird flies on By: If ANYTHING hits the missile during flight, it will ignite the Seismic Missile no matter what after launch. A bird, a small piece of debris, anything will ignite it save for insects.

DESCRIPTION

The Seismic Missile idea has been brought up numerous times. The issue was at each intervention was to limit the risk of people being killed by their own missiles. Taking notes from various researchers in the field and holovideos of its demonstrations, researchers in the Metal Lords conducted various tests which resulted in numerous failures that ranged from small mountain ranges being reduced to entire starfighters becoming part of the implosion before exploding.

After several attempts, a working model was produced by the Metal Lords that consisted of a slightly larger missile design that can be used on land or space. The key to this was a design that resembled closely to concussion missiles, allowing the use of small thrusters on the end for it to have the target slightly guided before exploding on impact. While classified as a Dummy Missile, it requires to be aimed precisely before firing at the target and on land, it makes no exception.

A rather unique note during testing is that the Seismic Missile unlike its much smaller design, the time bomb still holds the shockwave ring affect. When detonated on a derelict building, it destroyed the upper half and when the implosion finished, the shockwave arched downwards and destroyed the other half of the building, effectively making it collapse.
 

Huxy

[ Message Received ]
d663ec033b8b809a7ae00a7548672477.jpg



OUT OF CHARACTER INFORMATION

  • Intent: Create personal lightsaber's for use by Primat Ren, who is a Disciple of the Knights of Ren
  • Image Source:
    [X]

[*]Canon Link: N/A
[*]Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: [member="Primat Ren"]
  • Affiliation: Primat Ren
  • Model: N/A
  • Modularity: Yes
    Interchangeable kyber crystals
  • Modifiable lightsaber hilt

[*]
Production: Unique

[*]Material:

TECHNICAL SPECIFICATIONS
  • Classification: Dual Lightsabers & Double-bladed Lightsaber
  • Size: Average
    Hilt Length(single) - 28cm
  • Hilt Length(joined) - 56cm
  • Blade Length - 91cm

[*]Weight: Light
SPECIAL FEATURES
  • (Detail briefly in a list format actual contents of the known abilities, special features, qualities of note, etc. - If these are notable enough to be strengths, please add them to strengths. )
Strengths:
  • (Provide, in list format, a minimum of 1 strength of this submission.)
Weaknesses:
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)
DESCRIPTION
(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.)
 

Huxy

[ Message Received ]
“Star-Breaker” GL-7 Turbolaser Battery

OUT OF CHARACTER INFORMATION


  • Intent: To create a powerful starship weapon

  • Image Source:

    [X]

[*]
Canon Link: N/A

[*]
Primary Source: N/A

PRODUCTION INFORMATION

  • Manufacturer: First Order Experimental Weapons Division

  • Affiliation: First Order

  • Model: GL-7/EWD Turbolaser Battery

  • Modularity: No

  • Production: Limited

  • Material:

    Quadanium Frame

  • Durasteel-Quadanium Alloy Hull

  • Turbolaser Components

  • Gold-Silver Electrical Components

  • Kyber-based Weaponry Systems

  • CD-14c Gunner Droid Brain

TECHNICAL SPECIFICATIONS

  • Classification: Turbolaser Battery

  • Size: Large

  • Weight: Very Heavy

  • Ammunition Type: Tibanna Gas & Power Cell

  • Ammunition Capacity: Effectively Unlimited

  • Reload Speed: Slow

  • Effective Range: Long Range

  • Rate of Fire: Low

  • Stopping Power: Extreme

  • Recoil: None
SPECIAL FEATURES

  • Kyber-based Weapon System - The kyber crystals used in the SB provide it’s lasers with substantially more power than that of a typical turbolaser.

  • Manually Gunned with Droid Brain Assistance
Strengths:

  • Firepower Supreme

  • Armored - The Star-Breaker is a large starship weapon, making it a prime target to be targeted by enemy fighters, bombers, and starship weapons. Thus, the Star-Breaker needs armor plating to protect it from enemy fire. The SB is covered in a a thin Quadanium coating to help absorb enemy fire and to prevent it from hitting the durasteel-quadanium alloy hull of the SB.
Weaknesses:

  • Rate of Fire - The rate of lasers fired per minute for the Star-Breaker is quite low. The SB, due to both its size and the sheer amount of heat it gives off

  • Slow Turn Speed - Due to the sheer size and weight of the SB, the platform it uses to rotate around on to aim at targets, the speed at which it rotates and turns is quite slow. This makes trying to aim at targets quite difficult and just troublesome for turbolaser operators.

  • Power Leech - The SB requires a large amount of energy derived from the starship’s generator that it is placed upon to both fire it and fire it.

  • Size - The Star-Breaker is a massive starship gun, meant solely to combat other capital ships. However, due to its sheer size, it is a prime target for fighters bombers, and enemy starship weapons.

  • Kyber - Kyber crystals are an integral part of the Star-Breaker gun. However, kyber crystals have an incredibly volatile nature. These volatile crystals are primarily located on the inside of the Star-Breaker for utmost protection. However, on the top of the gun, there's a dome-shaped object which houses a few large kyber crystals. Despite this area being heavily fortified by a meter thick of Quadanium, if anything get through an makes a Kyber crystal explode, the chain reaction will be enough to ultimately destroy both the gun and possibly even the ship it is on.
[SIZE=9pt]DESCRIPTION[/SIZE]
[SIZE=9pt](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.)[/SIZE]
 
W.A.W.(Wrist Attack Weapon) "Alpha"


5962083548_71b3a30777.jpg


OUT OF CHARACTER INFORMATION

  • Intent: To create a unique weapon for close quarters combat.
  • Image Source: (x)
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: The First Order
  • Model: N/A
  • Affiliation: The First Order
  • Modularity: Yes, Quad Wrist Rocket Design can be used. Quad-Blaster Shots though uses lots of power.
  • Production: Mass-Produced
  • Material:
    Durasteel (x)
TECHNICAL SPECIFICATIONS
  • Classification: Wrist-Mounted Scatter Projectile Launcher
  • Size: Wrist-Mounted
  • Length: .2 Meters
  • Weight: 5-12 pounds (Depending on Ammunition used.)
  • Ammunition Type: Projectile Chips for Scatter, Wrist Rockets for Rockets, Power Cell for Quad-Blaster
  • Ammunition Capacity: Projectile Chips (Shotgun, 16, 4 each), Wrist Rockets (4), Power Cell (10 Shots)
  • Effective Range: Close Range (Scatter (Shotgun) and Quad-Blaster), Medium Range (Wrist Rocket)
  • Rate of Fire: Semi-Automatic
SPECIAL FEATURES
  • N/A

Strengths:
  • Modular Design: It was created for the soldier on the go in combat, allowing it to switch out to three different designs for whatever combat scenario comes to mind.
  • Close Range/Destruction: Both the Quad Blaster and Scatter design allows the user to destroy enemies at close range. In addition, the Wrist Rocket design allows the user to combat against multiple opponents behind cover or nearby light vehicles.
Weaknesses:
  • Pick One Only: When choosing a modular design, it takes a full minute to convert it from the provided kit to what the user desires. This can be inconvenient for those who wishes to carry the kit with them or the need to convert the "Alpha" in different scenarios.
  • Limited Ammo: Each design uses ammo that requires constant reload. Ten shots for a Quad Blaster is not much and is considered a primary backup, draining through power packs quickly. While the Wrist Rockets design is nice, the ammo is generally heavier and is sometimes bulky to carry around, even dangerous. Projectile Chips are more common though can break rather easily and thus, has to be kept in a special pouch.
  • Unload all before Loading/Changing Module: It has a flaw that unless all ammo is expended, the user cannot change out the module or reload it. This can be rather frustrating if the situation changes unexpectedly, requiring the user to expend all ammo OR take thirty seconds to pull out the power cell or ammo through a complicated release mechanism.
  • Difficult Repair: If a module breaks while it is on the "Alpha", it can result in fifteen minutes worth of repairs alone to put a different module on. This can be annoying as this also includes unloading any modules already on it and if that cannot be done, then the entire "Alpha" is to be scrapped with a new one needing to be bought.


DESCRIPTION
The Design has been bounced around before several times. It never really got out of a finished phase till recently when Listib ran into Haon Hafey after his sudden departure of The Metal Lords of the Void. During this time, he had shown a design that was supposed to be integrated with various droid systems though it never got passed a testing stage. Seeing a chance to improve on a design, Listib collaborated with Haon to recreate the Wrist Attack Weapon Alpha. During development, they found a few annoying problems.

The first was the weight, the original design was ten to fifteen pounds loaded. To a droid, this was no problem but to an average human being, that is a bit of weight on the wrist to have for over an hour. The weight was reduced by a combination of new metals and new ammo combinations around the Alpha. This made the weapon three to five pounds lighter when loaded, making it much easier to carry than before. An unusual side effect was that it also started to reduce the recoil that had plagued the design since inception, with it now balanced, the recoil was nearly non-existent.

After a few tests, there was some major concerns such as changing the modulation and unloading the ammo after use. Nevertheless, it passed with mainly flying colors with one of them being close quarters combat with just the projectile chips in close range as when one punched, they activated a trigger that shot one, two, or four projectile chips out onto the target based on their armor to tear it apart and then proceed onto the next one. Quad Blaster Shots did effective though considered itself to be the worst in recoil as it fired four shots at once though most targets fell at that point if contacted. Wrist Rockets were not something alienated in design though when fired in any firing order, it was rather stable on recoil and still connected with most targets save for very low hanging cover.

Overall, it was a success and with the First Order requesting some equipment for their standing army, they hope to deliver.
 
W.A.W.(Wrist Attack Weapon) "Beta"


wristshot_highpoly_01.jpg


OUT OF CHARACTER INFORMATION

  • Intent: To create a grappling/rocket wrist launcher
  • Image Source: (x)
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: The First Order
  • Model: N/A
  • Affiliation: The First Order
  • Modularity: No
  • Production: Mass-Produced
  • Material:
    Durasteel (x)
TECHNICAL SPECIFICATIONS
  • Classification: Wrist-Mounted Rocket Grapple Launcher
  • Size: Wrist-Mounted
  • Length: .2 Meters
  • Weight: 4 Pounds
  • Ammunition Type: Liquid-Cable Reservoir, Wrist Rockets, Electrical Current
  • Ammunition Capacity: Liquid-Cables (50 shots), Wrist Rockets (5), Power Cell (2 Minute Charge)
  • Effective Range: Close to Medium range.
  • Rate of Fire: Semi-Automatic
SPECIAL FEATURES
  • Grappling Spike Launcher: Inspired from an old design, the old use of Liquid-Cables were reinstated following some interesting results.

Strengths:
  • Rocket Superiority: Cover? Gone. Light Armor? Damaged or Gone. It is designed to take out anything armored or shielded in one go.
  • Get Over Here!: The grapple had a unique function as it can soldify once embedded into a targets armor thus, pulling him away or if one was a good shot, could pull away the weapon.
  • Stun and Capture/Execution: When the grapple embeds itself into a target, one can pull their pinky to activate an electrical current that can incapacitate or cook their target alive. This can be useful if needing to bring someone in alive or if they simply want to make an example out of someone.
Weaknesses:
  • Limited Ammo: Wrist Rockets can go through in a hurry if used constantly, requiring to reload it. The Liquid-Cable Reservoir is also hard to reload due to its volatile nature. Power Cells are common but must decide if the stun function is worth removing a potential blaster reload.
  • Liquid Solidify: If the Liquid-Cable Reservoir is breached, it can cause all the liquid to spill out at once and solidify into metal. This can be painful if exposed to skin and weight someone down by ten times the amount it originally was.
  • Electrical Discharge: If the cable connects to your skin when using the electrical function, your in for a world of hurt as much as the other guy. It takes a bit of training to not shock yourself from the wire you just shot out.


DESCRIPTION:
The First Order asked for something rather simple. Give them a grapple hook function as well as wrist rockets. The design, simple at first was about to be given a rather interesting overhaul. To start, they took an existing grapple weapon then disassembled the entire thing to learn how it is designed then went to the drawing board. The first noticeable thing was how it never seemed to have more than two functions, given then it becomes more fragile the more put on. Learning from Alpha, they decided to limit the amount of attachments and instead focus on internal structure.

The internal loading mechanism for the Wrist Rockets were similar to a revolver, flicking the wrist to the side to open up the compartment and load the five wrist rockets before flicking back to load it in. There was a spot available for the grapple function until someone had an idea. There was a large compartment underneath, enough for cables. Sadly every time this occurred, there was only enough for a few feet until one suggested liquid-cables. Naturally it was laughed at until they stopped to think it over then implementing it. With the old design of a Grapple Spike Launcher added in, the tiny reel to pull the person up was being implemented though it hit a snag. When the cable connected to one of the scientists skin, it shocked him and incapacitated him. Turns out, the design needed a safe guard for new users so a button was added to only activate the electrical current only when the user was ready though it did not get to far without another adjustment.

There was now two fingers used for the function. One to send an electrical current, another to pull yourself towards your target. Both worked out as planned though once again, the person can be shocked if not insulated or careful. Regardless, it worked out as intended and once testing was done, it was ready to be pushed onto the staging floor for new army personal.
 
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: First Order Corps of Imperial Engineers
  • Affiliation: First Order
  • Model: All-Terrain Scout/Transport Mark IX
  • Modularity: Yes (Ad-hoc field modifications, armament loadout)

  • Production: Minor (First Imperial Stormtrooper Corps, First Imperial Army, First Order Special Forces, First Order Security Bureau)
  • Material: Depleted Duranium, Quadanium, Titanium, Reinforced Duraplast.
TECHNICAL SPECIFICATIONS
  • Classification: All-Terrain Scout/Transport
  • Role: Cavalry Scout, Infantry Fighting Vehicle
  • Size: Average
  • Length: 6.50 Meters
  • Width: 4.61 Meters
  • Height/Depth: 8.89 Meters
  • Weight: 30 Metric Tons (Heavy)
  • Minimum Crew: 1 (Driver)
  • Optimal Crew: 2 (Driver, Gunner/Commander)
  • Propulsion: Bipedal Locomotion
  • Battery: 580 kWh Lithium-Ion Battery
  • Engine: 2x FOCIE 3-Phase AC Induction Motor 570kW (570 kW/764 hp)
  • Power/weight: 38kw (50 hp)/tonne
  • Transmission: Electric Semi-Automatic Transmission (1-Speed Fixed Gear)
  • Turret Drive: FOCIE 3-Phase AC Induction Motor 450kW (450 Kw/603 hp)
  • Turret Rotation: 45 Degrees/Second (8.0s for 360 Degree Rotation)
  • Suspension: Christie-type Suspension
  • Operational Range: 1,100km (683 mi)
  • Combat Radius: 550km (341 mi)
  • Speed: ~75 km/h (On-road), ~68 km/h (Off-road) (Average)
  • Maneuverability: High
  • Squadron Count: 4 (Very Low)
  • Passenger Capacity: 1 (Awkwardly)
  • Cargo Capacity: 300L (Very Small)
ARMAMENT (High)
DEFENCES (High)
  • 2x 4-Barrel forward-facing smoke grenade dischargers.
  • Depleted Duranium Composite Armour.
  • Heat-Shedding Laminate.
  • Titanium interspersed armour.
SPECIAL FEATURES
Air Conditioned
Auxiliary Power Unit
  • CBRN Overpressure Protection System
  • Engine Block Heater
  • Electric Engine Starter
  • Electic Turret Drive
  • EMP Hardened
  • Fully Stabilised Armament
  • Fire Suppression System
  • Manual Turret Traverse Handwheels (Horizontal + Vertical Axis)
  • Passive Night-Vision System
  • Spall Liner
  • Thermal/IR Spectrum Vision System
  • Ultraviolet Spectrum Vision System
(Detail briefly in a list format actual contents of the known abilities, special features, qualities of note. [Links: Vehicle Sensors, Approved Technology] If these are notable enough to be strengths, please add them to strengths. )
Strengths:

  • (Provide, in list format, a minimum of 1 strength of this submission.)
Weaknesses:
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)
DESCRIPTION
(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.)
 

Users who are viewing this thread

Top Bottom