Star Wars Roleplay: Chaos

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Gil's Playground

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OUT OF CHARACTER INFORMATION
  • Intent: To provide the Green Jedi with a large Praxeum vessel
  • Image Source: Star Citizen
  • Canon Link: Praxeum Ship
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Corellian Confederation
  • Affiliation: Corellian Confederation
    Green Jedi

[*]Model: (Example: TIE (Twin Ion Engine). For submissions where a model wouldn’t be appropriate, such as a custom walking stick, put ‘N/A’ for ‘Not Applicable’.)
[*]
Production: Unique

[*]Material:
  • ​Lamanium
  • Standard Shipbuilding Materials

TECHNICAL SPECIFICATIONS
  • Classification: Praxeum Ship
  • Length: 2000 Meters [Core Ship: 500 Meters]
  • Width: 800 Meters
  • Height: 900 Meters
  • Armament: Very Low
    Light Turbolaser Turrets
  • Ion Cannons
  • Point-Defense Laser Cannons

[*]Defenses:Extreme
  • Redundant Deflector Shield Generators
  • Armor Plating
  • Dampner Aerosol Missiles
  • Chaff
  • Compartmentalized Design
  • Xythan Force Shield

[*]Fighter Hangar: Extreme: 18

[*]Support Craft Hangar: Space for 3 Squadrons
  • U-Wing - 1 Squadron
  • Space for 2 Squadrons of Various Personal Transports

[*]Maneuverability Rating: Very Low
[*]Speed Rating: Average
[*]Hyperdrive Class: Average: 1
STANDARD FEATURES
(Provide all of your submission's standard features, including non-combat items, here in a list -or- alternatively simply state 'all standard features'. This includes all features that are common for vessels of this class. Please link to all Factory Submissions used. Links: Starship Weapons, Approved Technology, Shields, Engines)

ADVANCED SYSTEMS
  • Core Ship
  • Habitation Garden Semi-Spheres
  • Meditation Chambers
  • Training Dojos
  • Holo Library
  • Advanced Medical Bay
  • Lightsaber Workshop
  • Research Laboratories
  • Advanced Tractor Beams
  • Long-Range Communications Array
  • Virtual Intelligence Core
  • Cryo Pods

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: Designed for the Green Jedi as a "charity project" by several local Corellian Shipwrights, the Emerald Academy praxeum ship, affectionately referred to as Prax, was a massive peaceful starship meant to aid in the training of the next generation of Corellian Jedi. Its construction however was halted after the Galactic Alliance fell and the Imperial Bloc moved to impose their will on the people of Corellia. The Green Jedi went into hiding, only to re-emerge during the battle for freedom alongside the New Republic. As a way to show the Green Jedi were valued by the Corellian people, several shipwrights came together along with the renewed Corellian Confederation to produce the vessel.

At 2,000 meters in length, the Emerald Academy was essentially a mobile training platform for Jedi. Though large, the ship wasn't meant for combat and instead much of its internal space was dedicated to meditation rooms, dojos, lightsaber workshops, and four large meditative gardens. Despite not having any weapons its defenses were incredible tough. With several layers of redundant shielding, heavy armor plating, and a hull made of rare lamanium which allowed the vessel to recover over time from hull damage made the vessel incredibly self-reliant. The ship was commanded by a group of Green Jedi masters at all times and most of the ship's systems were heavily automated or operated by droids. Besides the Jedi and droid crew, the ship also housed those that had dedicated their lives to aiding the Green Jedi in their quests. Dubbed "Emerald Rangers", these volunteers aided in ship command, starfighter support, transport pilots, and maintaining the droids, slave systems and Alya. Alya was the ship's Virtual Intelligence and one of the first of her kind in Corellian Space. She operated as a sort of curator and caretaker for the vessel and its inhabitants and was able to freely access large portions of the Corellian Holonet and move to various holo terminals dotting across the ship.

One of the most interesting and useful functions of the Emerald Academy was its ability to detach its "core ship". The Core Ship consisted of the first 500 meters of the vessel and came equipped with its own hyperdrive and escape pods. The Core Ship was equipped with a single dual turbolaser and a pair of point defense laser cannons, making it even less well armed than the Emerald Academy herself, but allowed Jedi Masters to embark on missions and developing situations in the Corellian Sector more quickly than bringing the entire vessel. It could also be used as a massive escape pod in a scenario where the Emerald Academy is destroyed.

Though her initial construction was delayed and the Green Jedi she was meant to ferry across the stars were a fraction of their former strength, "Prax" would go on to serve the Green Jedi proudly and provide a safe environment for future generations of Green Jedi to learn and thrive.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To provide a cheaper alternative to the Strident-Class for Corellian fleets
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
  • Canon Link: (Please link the canon link if applicable canon item.)
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
PRODUCTION INFORMATION
  • Manufacturer: Starbound Industries & Corellian Engineering Corporation
  • Affiliation: Corellian Confederation
    Closed-Market

[*]Model: Galleon-Class Star Defender
[*]
Production: Minor

[*]Material:
TECHNICAL SPECIFICATIONS
  • Classification: Cruiser
  • Length: 1450 Meters
  • Width: 500 Meters
  • Height: 350 Meters
  • Armament:Average
    Turbolaser Batteries
  • Heavy Ion Cannon Batteries
  • Point-Defense Laser Cannons
  • Quad Turbolaser Batteries
  • Concussion Missile Tubes
  • Point-Defense Missile Launcers

[*]Defenses: Average
  • Deflector Shield Generators
  • Armor Plating
  • Dampner Aerosol Missiles

[*]Fighter Hangar: Moderate: 8
[*]Support Craft Hangar: 2.5 Squadrons
[*]Maneuverability Rating: Low
[*]Speed Rating: Moderate
[*]Hyperdrive Class: Average: 2
STANDARD FEATURES
  • Escape Pods
  • Sensor Suite (HSI/DER/EPR/AS/LFI)
  • Targeting Systems
  • Encryption Module
  • Hyperwave Transciever
  • Combat Radar Suite
  • Escape Pods
  • Life Support
  • Deflector Shields
  • Barracks
  • Med Bay
  • Standard Starship Safety Systems
  • Aural Sensors
  • Various Standard Military Grade Warship Systems
  • Extensive Brig Facilities
ADVANCED SYSTEMS

Strengths:
  • Flight Deck: Able to house and launch a large number of fighters.
  • HIMS: The Galleon was able to traverse hyperspace without fear of being ripped out of hyperspace by an Interdictor
Weaknesses:
  • Ion Weapons: Ion weapons disable shields and engines in fewer hits than an average vessel.
  • Exposed Flight Control: The flight coordination bridge is exposed which if destroyed could throw fighter squadrons entering and leaving into disarray
Description: Based off of Republic designs, the Galleon-class Star Defender was a warship brought into service sometime after the Battle of Kuat. In need of a cheaper and more versatile vessel than the current standard Strident-Class Star Defenders in use by the Corellian Confederation, the Galleon served as a medium between the destructive firepower of the Strident and the carrying capacity of the Endurance Fleet Carrier. At a length of 1450 meters the trapezoidal frame of the Galleon held several wings of starfighters between two hangars. The main hangar emptied out into a long covered flight deck, a design choice made after observing the flight decks of the Corellian captured Resurgent-Class battlecruisers. It allowed for the Galleon to deploy and receive an impressive amount of its fighter compliment in a short amount of time, increasing the turnaround of maintenance and refueling in combat.

Situated above the flight deck was a secondary bridge that functioned mainly as a flight control station. The main bridge and CIC, unlike the Strident-Class Star Defender, was internal and compartmentalized. Heavily armored and equipped with its own shield generator and life support it was one of the most well protected areas of the ship. The Galleon was also equipped with a modest weapons compliment, able to defend itself from starfighter attack and fight other capital warships head to head.

Despite its versatility however, its lower cost came with certain cuts and drawbacks. The ship lacked the slave-rigged systems of the Strident and thus had a higher crew requirement despite being a smaller vessel. Its targeting computers weren't as advanced either meaning the ship's gunners had to be extremely well trained to pin down starfighters. The vessel's defenses against Ion weapons were also more lacking than a typical ship's which made bombers with access to ion torpedoes an even greater threat.

Despite its shortcomings, the Galleon was a reliable vessel and served the Corellians well in a jack of all trades role. As a result the Galleon would become quite popular with Corellian Naval commanders and the most commonly seen and deployed large-sized capital ship in Corellian fleets.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To provide a utility cruiser for the Corellian Confederation
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
  • Canon Link: Detainer CC-2200
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Starbound Industries
  • Affiliation: Corellian Confederation
    Closed-Market

[*]Model: Detainer-class Interdiction Cruiser
[*]
Production: Minor

[*]Material:
TECHNICAL SPECIFICATIONS
  • Classification: Interdiction
  • Length: 1100
  • Width: 300 Meters
  • Height: 245 Meters
  • Armament: Very Low
    Low-Yield Turbolasers
  • Quad Laser Cannons

[*]Defenses: Very High
  • Deflector Shield Generator
  • Armor Plating
  • Dampner Aerosol Missiles
  • Cap Drain

[*]Fighter Hangar: Low: 2 Squadrons

[*]Support Craft Hangar: 2 Squadrons

[*]Maneuverability Rating: Low
[*]Speed Rating: Moderate
[*]Hyperdrive Class: Average: 2
STANDARD FEATURES
  • Sensor Suite (HSI/DER/EPR/AS/LFI)
  • Targeting Systems
  • Encryption Module
  • Hyperwave Transciever
  • Combat Radar Suite
  • Escape Pods
  • Life Support
  • Deflector Shields
  • Barracks
  • Med Bay
  • Standard Starship Safety Systems
  • Aural Sensors
  • Various Standard Military Grade Warship Systems

ADVANCED SYSTEMS
Strengths:
  • Red Light: Able to rip ships out of hyperspace violently and was able to stop ships from entering hyperspace over a wide area.
  • Green Light: Able to disable the gravity well projectors of a single vessel
Weaknesses:
  • Escort Required:
  • Gravity Well Projectors: While the gravity well projectors are mostly internal, six cap-like structures protrude from the vessel. Destroying these caps and thus destabalizing the gravity well projectors could have catastrophic outcomes for the Detainer.
  • Particle Shields: When using point defense missiles or launching/receiving vessels in its ventral hangar the particle shields of the Detainer had to be deactivated.
Description: Based off of several years of testing and research around gravity well projectors, the Corellian made Detainer-Class interdiction cruiser was an evolution of the interdiction platform. Designed almost entirely as a utility vessel for the fleets of the quickly growing Corellian Navy, the Detainer sported both advanced gravity well projection technology and Gravity Well Neutralizers based on Squib technology. This made it an incredibly powerful tool for patrolling Corellian space lanes while allowing Corellian fleets the ability to disengage from battles in which enemy interdictors were used.

At 1100 meters in length, the Starbound Industries Detainer-class interdictor incorporated advancements in Corellian interdiction technology. Laid out symmetrically along the vessel's port and starboard, the miniturized projectors were able to cast off the bulbous casings often seen in other models of small interdictors. In their place were flat, cap-like protrusions designed to reduce the risk of the cataclysmic ruptures that threatened previous models. Complimenting the gravity well projectors were the Gravity Well Neutralizers which utilized a combination of tensor and null quantum field technologies to nullify enemy interdiction fields. These two systems working in tandem required an experienced and specialized crew and protection. The crew as a result were defended by a contingent of Corellian Shock Troopers and two squadrons of starfighters.

The weapons systems of the Detainer-class interdictor were quite lackluster. Equipped with only four low-yield turbolasers, and several evenly distributed quad-laser cannons, it could fend off attacks from smaller corvettes and under armed pirate freighters, but struggled to fight off anything larger than a frigate with decent shields. Luckily, its armor and shield systems were powerful enough to take a beating until help arrived, though it was rare to see these vessels without escort from smaller cruisers or outside of a larger fleet. Despite these defenses, the volatile nature of the gravity well projectors themselves could pose serious danger to the entire ship if exposed to direct fire after the shields had failed.

The danger posed by the advanced technology however was far exceeded by the benefits provided by them. With every nation in the Galaxy utilizing some sort of interdiction technology for Corellia to not have their own was seen as giving the would-be enemies of the fiercely independent Coalition free reign over their spacelanes and ship movements. The Detainer-class Interdictor, unlike many other vessels produced under the Corellian Defense Force Modernization Act, was met with less ire and scrutiny. This was partially due to Corellian High Command erasing mention of the Gravity Well Neutralizer from the ship's specifications when it was presented to the New Republic for review and while the Corellian Confederation didn't see the New Republic as an enemy, after a series of questionable decisions by Republic personnel, including the release of classified documents by ex-Jedi Grandmaster Alexandra Faenor at Kuat, Corellia had misgivings about the security of information shared with the budding Republic. The vessel would go on to serve in Corellian fleets for some time, providing what they hoped would be edge should war ever come to the Corellian Sector.
 
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OUT OF CHARACTER INFORMATION
  • Intent: (Example: 'A personal weapon for Darth Scabious' or 'an advanced armored personnel carrier for the Republic')
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
  • Canon Link: (Please link the canon link if applicable canon item.)
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
PRODUCTION INFORMATION
  • Manufacturer: Starbound Industries
  • Affiliation: Corellian Confederation; Corellian Naval Intelligence
  • Model: Banshee-Class Stealth Fighter

  • Production: Limited
  • Material: (What is your submission made out of? Certain materials are more resistant, or vulnerable, to certain weapons. Example: 'Durasteel.' See pre-requisites for: Restricted Materials. Link: Manufacturing Compounds, Metals, Compounds)
TECHNICAL SPECIFICATIONS
  • Classification: (Starfighter, Bomber, Scout, Atmospheric Fighter, Atmospheric Bomber, Atmospheric Scout, Gunship, Dropship, Interceptor.)
  • Length: (Via Metric System. Max: 50 meters. Examples: X-wing: 12.5 meters, Y-wing: 16 meters, Millenium Falcon: 34.7 meters, Slave I: 21.5 meters)
  • Width: (Via Metric System. Max: 50 meters. Examples: Y-wing: 2.9 meters, Millenium Falcon: 25.61 meters, Slave I: 21.3 meters)
  • Height: (Via Metric System. Max: 50 meters. Examples: Y-wing: 7.9 meters, Millenium Falcon: 8.27 meters, Slave I: 7.8 meters)
  • Armament: (You may provide your armament in list format and must provide your vessel an Armament Rating. (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. Armament Ratings are scaled in relation to the class of ship, meaning a Starfighter will not equate to a Destroyer. Armament Ratings provide only basic weaponry unless the ship also has a description of weapons. Please link to all Factory Submissions used. Links: Starship Weapons, Approved Technology)
  • Defenses: (You may provide your shield and armor systems in list format and must provide your vessel an Defense Rating. (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. Where None is a man in a space suit hanging on to an engine, Average is typical defense, and Extreme is heaviest defense with heavy armor plating and multiple layers of powerful shields. Defensive Ratings are scaled in relation to the type of ship, meaning a Starfighter will not equate to a Destroyer. You should list particular systems under advanced systems. Please link to all Factory Submissions used. Links: Approved Technology)
  • Squadron Count: (Please provide the amount of fighters this submission would have in a squadron. The average squadron for any starfighter is 12, at lengths averaging 12.5 meters. The bigger the fighter, the smaller your Squadron Count should be. The smaller the fighter, the bigger your Squadron count can be. [None: 1 | Very Low: 4 | Low: 8 | Average: 12 | Moderate: 16 | High: 20 | Very High: 24 | Extreme: 28] Squadron Sizes may be listed as just the rating.)
  • Maneuverability Rating: (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. How agile is your ship? Can it take tight turns? This is relative to the size of the vessel (e.g. a Corvette with Low Maneuverability will be more agile than a Star Destroyer with a Low rating.
  • Speed Rating: (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. How fast is your ship in normal space? How fast can it take off, how fast can it speed through a planet's atmosphere? This is relative to the size of the vessel (e.g. a Corvette with Low Speed will be quicker than a Star Destroyer with a Low Speed.
  • Hyperdrive Class: (The lower the number, the faster the ship. You may use decimals. [Very Slow: 10 | Average: 2 | Very Fast: 0.3] Going below 1 typically requires balancing out with other weaknesses. Links: Hyperdrive, Hyperdrive Comparisons)
STANDARD FEATURES
(Provide all of your submission's standard features, including non-combat items, here in a list -or- alternatively simply state 'all standard features'. This includes all features that are common for vessels of this class. Please link to all Factory Submissions used. Links: Starship Weapons, Approved Technology, Shields, Engines)

ADVANCED SYSTEMS
(Provide all of your submission's advanced systems, including non-combat items and special weapons, here in a list. Please link to all Factory Submissions used. Stealth technology and other advanced systems may require other weaknesses or reduced ratings for balance. Ensure significant capabilities from systems are included in the Strengths and Weaknesses lists. Examples include: Stealth systems, Advanced ECM systems, Crystal gravfield traps, HIMS, Molecular shields. Links: Starship Weapons, Approved Technology, Shields, Engines)
Strengths:
  • (Provide, in list format, a minimum of 1 strength of this submission.)
Weaknesses:
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)
Description: (Describing your submission's history is optional. Please provide a detailed account or link of each special feature that is listed in this submission. All miscellaneous descriptive elements go here, such as Cargo Capacity, Passengers, Consumables, Crew, etc.. There is no requirement for amount of words here so long as you meet the minimum requirements for your advanced systems.)
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a dedicated invasion vessel for the Corellian Confederation
  • Image Source: "Sins of the Prophets: UNSC Spirit of Fire Hero ship" by Jared Harris; GIF edited by me from Halo Wars 2 Cutscenes
  • Canon Link: (Please link the canon link if applicable canon item.)
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
PRODUCTION INFORMATION
  • Manufacturer: Starbound Industries [Design]; Corellian Confederation [Construction]
  • Affiliation: Corellian Confederation
  • Model: Defiance-Class Assault Carrier
  • Production: Semi-Unique
  • Material: Various Standard Starship Building Materials
TECHNICAL SPECIFICATIONS
  • Classification: Planetary Assault Carrier
  • Length: 2500 Meters
  • Width: 800 Meters
  • Height: 700 Meters
  • Armament: Low
    Heavy Turbolaser Batteries
  • Long Range Turbolaser Batteries
  • Turbolaser Turrets
  • Point Defense Quad Lasers
  • Anti-Starfighter Missile Octets
  • Point Defense and Anti-Missile Laser Cannons
  • Concussion Missile Launchers

[*]Defenses: Very High
  • Deflector Shields [Particle+Ray]
  • Armor Plating
  • Chaff
  • Dampner Aerosol Missiles
  • Redundant Shield Generators
  • Compartmentalized Design
  • Cap Drain

[*]Fighter Hangar: Extreme: 22
[*]Support Craft Hangar: 3.5 Squadrons
[*]Maneuverability Rating: Very Low
[*]Speed Rating: Average
[*]Hyperdrive Class: Average: 2
STANDARD FEATURES
  • Sensor Suite (HSI/DER/EPR/AS/LFI)
  • Targeting Systems
  • Encryption Module
  • Hyperwave Transciever
  • Combat Radar Suite
  • Escape Pods
  • Drop Pod Bays
  • Ship to Ship Boarding Tube
  • Life Support
  • Deflector Shields
  • Barracks
  • Med Bay
  • Standard Starship Safety Systems
  • Aural Sensors
  • Various Standard Military Grade Warship Systems

ADVANCED SYSTEMS
Strengths:
  • Troop Carrier: The Defiance-Class Battlecruiser could carry a large amount of troops, vehicles and heavy ordinance for ground-based invasions
  • Atmosphere: The Defiance-Class could also enter a planet's atmosphere to provide support to ground troops, and though it couldn't land it could get extremely close to the ground to allow for even jump troopers to return to the vessel.
  • Outer Rim Technology: The Defiance, like the Detainer, utilized a Null-series Gravity Well Neutralizer, allowing for its comrades to escape the wrath of an Interdiction vessel.
Weaknesses:
  • Ion Weapons: While Cap Drains negated the effects of Connor Nets and EMPs, the direct nature of Ion weaponry such as ion torpedoes and heavy ion cannons could wreck havoc on shields, systems, and even shut down the Virtual Intelligence.
  • Engine Blind Spot: Few weapons were placed near the engines of the Definace-Class leaving them open to starfighter assault.
  • Slicers: Advanced remote or physical slicers could slice into the VI core and though VI Cores had anti-slicing programming...anything can be sliced.
  • Forward Exposed Bridge: Similar to the Strident-Class Star Defender, the Defiance-Class Battlecruiser had an exposed bridge that sat between the two forward facing hangar mandibles of the vessel, providing an easily identifiable target.
  • Exposed Gravity Well Generators: While well shielded, the exposed Gravity Well Generators were targets that if ruptured could cause catastrophic damage to the vessel.
  • Limited Firing Arcs: Due to the profile of the Defiance-Class, the firing arcs of the turbolaser batteries was split between the two halves of the ship, reducing total firepower on a single target to half when engaged in close quarters.
  • Particle Shields: To accept or launch starfighters and other vessels particle shields needed to be lowered around hangars. To fire ordinance like missiles the particle shield needed to be lowered in those areas as well.
Description: The Defiance-Class was designed by Starbound Industries for the Corellian Confederation following the Battle of Kuat. Following its construction, the Defiance-Class fulfilled the role of a heavy support ship and launching platform for planetary invasions. Meant to be a foil to the Corellian designed Colony II-class Battlecruisers in service to the New Republic at the time, the Defiance-Class focused on carrying a vast amount of mechanized ground vehicles, starfighters, and infantry as well as several prefabricated ground bases. This allowed the Defiance-class to act as the tip of the spear in any ground invasion or planetary assault and provide tactical support for long, drawn out invasions. The vessel had several hangars, with its two main hangars being forward facing, reminiscent of large mandibles.

The Defiance-class was 2500 meters long and relatively under armed for its size, though its weapon loadout of heavy turbolaser batteries, long range turbolasers, missile launch banks, and point defense weapons would allow the vessel to competently face off against smaller vessels. Propelled by eight powerful sublight engines and boasted one of the fastest sublight speeds among its weight class in the Corellian fleet which aided in delivering its massive ground force to a planet's surface. The Defiance-Class was also the first ship constructed by the Corellian Confederation to make active use of shipwide Virtual Intelligence which aided in many of the slave rigged systems throughout the ship. The Virtual Intelligence also aided in combat analysis, weapon targeting, and battlefield analytics, making the vessels they serve on invaluable command ships in a fleet. The VI Core was located deep within the ship's hull

After the Battle of Kuat, Corellian High Command commissioned Starbound Industries to create a vessel that would aid in the coming days of war as the New Republic became the epicenter of a growing storm of Chaos. Realizing that the loss at Kuat would embolden nearby powers such as the Core Imperial Confederation to assault New Republic worlds, Corellia hastened the creation of several new ship types utilizing advanced technologies to weather the coming storm. As an assault ship Corellia deduced the main battles that the Defiance-Class would see would be the reclaiming of worlds lost at the hands of the CIC. Opponents of Corellian re-militarization however saw the Defiance-class as a vessel intended for Corellian expansion and warned of the day when Corellia itself would set its eyes on the worlds of the New Republic.
 
OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
  • Image Credit: https://www.artstation.com/artwork/QJld
  • Canon: [ Is this a canon location? If yes, link to the original wiki article here, if no simply put N/A. ]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, equipment, etc here. ]
SETTING INFORMATION
  • Military Base Name: Netherworld Rift
  • Classification: Outpost
  • Location: Corellian Netherworld Rift
  • Affiliation: Corellian Confederation
  • Population: Sparse
  • Demographics:
    Corellian Scientists
  • Corellian Darksabers
  • CorSec Troopers
  • Halcyon Commandos - Hell Divers

[*]Accessibility:[ Describe logistical information on how easy it is to find/access this location. Is it hidden? Is it isolated from society or is it in the middle of civilization? Is it guarded? Open to the public or private access only? ]
[*]Description: The Netherworld Rift was an outpost established by Corellian Naval Intelligence after the Confederation joined the New Republic. Situated around the rift, it was built from heat resistant materials due to the unstable seismic activity in the area that made the location an ever flowing and ever shifting bed of lava geysers. The area also suffered from intense and unpredictable energy storms which was theorized to have something to do with the rift itself. Netherworld Rift was equipped with advanced sensors and recording equipment to monitor the rift and the geological state of the area surrounding it. After the Corellian Confederation began to militarize Corellian Naval Intelligence began upping security and performing various tests on the rift itself. While the Netherworld Rift's location is known, what actually goes on is something of a tightly guarded secret of Corellian Naval Intelligence and was considered by many in the military to be a Black Site.
POINTS OF INTEREST
  • The Rift
  • The Hangar
  • Barracks
  • Mess Hall
  • Watchpoint

SECURITY
[ Provide a Security Rating (choose from: None, Low, Medium, High, Maximum) and any specific security assets in list format. What defenses does this location have, including internal and perimeter defenses? Please note that the rating is relative to the type of location this is. Military troops and hardware are appropriate for all levels of the security rating for Military Bases. Please link relevant tech/equipment to the SW wiki article or Factory-approved submission. ]

HISTORICAL INFORMATION
[ Include a description on the base's history here. Detail how it came to be constructed and why. Talk about the people/factions involved in this base's creation; and what role it plays. For historical bases, if you so desire, you can include historical events from the Chaos Canon timeline or board history where appropriate. ]
 
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OUT OF CHARACTER INFORMATION

GENERAL INFORMATION
  • Army Name: Halcyon Commandos
  • Classification: Special Forces Shock Troopers
  • Affiliation: Corellian Confederation
  • Army Symbol:
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  • Description: The Halcyon Commandos were the elite of elite warriors utilized by the Corellian Confederation military. Developed in response to several percieved threats to the Corellian Confederation such as the First Order's Death Trooper Program, Sithspawn, and the newly discovered threat of the Bryn'adûl, the Halcyon Commandos represented the best Corellia had to offer in both technological advancement and military might. Clad in powerful Halcyon armor and equipped with the best weapons and best intelligence outside of Corellian Naval Intelligence itself, they fought on the front lines and were often deployed to clear territory that was too dangerous or well defended even for the Shock Trooper Corps. Corellia's halberd, they led the charge of battle and were the ultimate heroes of the Corellian military. While initially the first class of Halcyon Commandos fell under the jurisdiction of Corellian Naval Intelligence, their subsequent classes would necessitate the creation of a sub branch of Corellian Naval Intelligence. Halcyon Operations would be closely intertwined with Corellian Naval Intelligence and the Corellian Navy, though some Halcyon Commando fireteams would serve exclusively with CorSec Troopers.
SOCIAL INFORMATION
  • Headquarters: Fort Derik'hur
  • Goals: To provide Corellian ground forces with support and leadership.
  • Reputation: While military analysts saw the Halcyon Program as a waste of credits, time, and posed a needless risk to the Corellian Military's best and brightest, intense propaganda campaigns saw the Halcyon Commandos recieve incredible amounts of fame and notoriety throughout the Confederation. Despite their relatively few achievements in their early days they were hailed as heroes and their image was plastered onto hundreds of recruitment materials. Their quick rise to fame was a testament to Corellian Naval Intelligence's propaganda machine. Halcyon Commandos were augmented at the extremely classified location on Gus Tralva, though the recruits were put on ice before arrival and thus had no idea where they were. After augmentation they spent some time there to rehabilitate and become used to their augmentations before they were transferred to Fort Derik'hur and CNI's outpost there for further training and tuning. Because of this, Fort Derik'hur, and by extension Talus, was considered a second home for many Halcyon Commandos.
COMPOSITION INFORMATION
  • Army Size: Small
  • Composition: Small in number, the Halcyon Commandos worked in fireteams with several fireteams often being assigned to battlecruisers.
MEMBERS
[member="Orson Jade"]

[member="Myri Bastra"]
[member="Jahan Lionheart"]

HISTORICAL INFORMATION
Begun in secret by Corellian Naval Intelligence as a potential invasion deterrent, the Halcyon Program was a collaborative effort between Naval Intelligence and Locke and Key Mechanics. Spurred on by a radical shift in military doctrine by then Director of CorSec Caine Basali, the Halcyon Program's funding was hidden in the military modernization bill the Corellian Council passed just before being freed from the Imperial Bloc. The process in which Halcyon Commandos would be born was a long and bloody process. It began with tests on Corellia's end on death row inmates where Corellian scientists were able to test the limits of the human body and admittedly attempt the project on their own. After several failures CNI began searching for partners and found the discretion and ability they were searching for in Locke and Key Mechanics.


With the data from Corellian experiments they were able to quickly create a set of enhancements and cybernetics that would enhance a soldier's abilities without the detriment of violent death. The first class wasn't complete until the Battle of Kuat and were exclusively utilized by Corellian Naval Intelligence in various top secret missions to gauge their success. Once these had been completed, the Halcyon Program, the successes of it at least, were presented to Corellian High Command and as a result of their mission successes and various test results, the program was retroactively approved and brought to the public eye. To be selected for Halcyon was an honor among honors because it meant that your actions exemplified the best traits of a Corellian. Members of the first and second Halcyon classes were awarded the Corellian Bloodstripe after completing their training and augmentation, though further classes were not awarded this honor as after the second class the Halcyon Program was openly recruiting from the Corellian military, though its requirements remained extremely stringent.

Their numbers would eventually necessitate the creation of Halcyon Operations, a sub branch of Corellian Naval Intelligence. They operated closely with all branches of the military and typically spent time aboard the battlecruisers of the Corellian Navy.
 
OUT OF CHARACTER INFORMATION
  • Intent: To create a battlecruiser for the Corellian Confederation
  • Image Source: Ansel Hsiao, Edits done by
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Corellian Engineering Corporation
  • Affiliation: Corellian Confederation
  • Model: Bulwark-Class Battlecruiser

  • Production: Semi-Unique

  • Material: Standard Ship Building Materials
TECHNICAL SPECIFICATIONS
  • Classification: Command Ship
  • Length: 4100 Meters
  • Width: 4100 Meters
  • Height: 1800 Meters
  • Armament: Low
    ​Heavy Dual Turbolasers
  • Long Range Turbolasers
  • Concussion Missile Tubes
  • Point Defense Laser Cannons
  • Heavy Tractor Beams
  • Heavy Ion Cannons

[*]Defenses: Extreme
  • ​Chaff
  • Dampner Aerosol Missiles
  • Heavy Armor Platting
  • Advanced Deflector Shields
  • Redundant Deflector Shields
  • Cap Drain

[*]Hangar Space: Extreme: 39
[*]Hangar Allocations:

[*]Support Craft: 12 squadrons

[*]Maneuverability Rating: Very Low
[*]Speed Rating: Very Low
[*]Hyperdrive Class: Average: 2
STANDARD FEATURES
  • Sensor Suite (HSI/DER/EPR/AS/LFI)
  • Targeting Systems
  • Encryption Module
  • Hyperwave Transciever
  • Combat Radar Suite
  • Escape Pods
  • Drop Pod Bays
  • Ship to Ship Boarding Tube
  • Life Support
  • Deflector Shields
  • Barracks
  • Med Bay
  • Standard Starship Safety Systems
  • Aural Sensors
  • Various Standard Military Grade Warship Systems

ADVANCED SYSTEMS
Strengths:
  • It Flies Itself: The Corellian VI can automate several critical functions and aid in strategic decisions.
  • Powerful Shields: The Bulwark's shields were incredibly powerful and seeded with redundancies across the ship
  • Support: Advanced communications equipment and sensors allowed the vessel to lock on to a variety
Weaknesses:
  • Boarding Actions: Due to the amount of hangars on the Bulwark-class battlecruiser, it was more susceptible to boarding actions.
  • Exposed Engines: The Bulwark's engines were a large blind spot.
  • Nebulae: Nebulae can cause damage to VI Core and make targeting difficult
  • Reactor: The two reactors can be reached by traveling the interior of the disk in daring starfighter maneuvers
Description: Originally designed as a cargo freighter for Corellian Engineering Corporation, the Bulwark-Class battlecruiser was adopted by the Corellian Confederation Navy and modified for war. With peacetime lowering the amount of bonafide battlecruisers coming off out of the shipyards the Admiralty was able to commission this vessel through a loophole. Technically the ship was classified as a support transport and thus exempt from peacetime construction taxes. As a result, the vessel is far less armed than the Admiralty would have wanted, but its incredible armor and powerful shields made it one of the most well defended ships in the Corellian Fleet.

With a diameter of over four kilometers, the Bulwark makes little use of its massive surface area for anti-capital weapon emplacements, instead filling the space with redundant shield generators, point defense lasers, and advanced sensor arrays. Located underneath the main superstructure were dozens of hangars capable of holding a variety of fighter craft, support ships, and ground assault weapons. To make the most of this space, vessels of the Bulwark-class almost always carried 4 wings of the compact but effective Needler-class fighter. While vastly inferior to starfighters like the T-90 X-Wing or Longsword-Class Interceptors typically deployed by Corellian forces, the Needler's squadron count was significantly higher, allowing the vessel to ferry a larger amount of support craft, diplomatic corvettes, and ground assault vehicles or supplies when needed. The main bridge was also on the inside of the disk-like superstructure which protected it from direct assault despite its seemingly exposed location. The bridge was equipped with advanced holographic displays that allowed for fluid management of both the ship's systems and its accompanying fleet.

Slow to the point of being a detriment, the Bulwark was often used more like a mobile space fort. Its size, defenses, and fighter compliment made it effective at blockading entire worlds with a small supporting fleet. While unpopular with newer generation commanders due to its unwieldy nature, more patient commanders praised the vessel for its thoughtful design, powerful shields, and the addition of the advanced Corellian VI which aided in making every gun count. As far as command ships went, the Bulwark was very basic, but what it lacked in originality and flashy features it made up for in reliability and guts.
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
  • ​Image Credit: [ Link to where you found the images, or to the original artist if possible. TinEye or Google Image Search can help. ]
  • Role: [ Is she your character's daughter? Is he your squad's sniper, the man you trust on overwatch? Is she your longtime pilot and occasional lover? Are they the Force ghost who appears to give you cryptic guidance? Is he your mortal enemy? Did she put a bounty on your head? Explain the role this NPC will play. ]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, equipment, etc here. ]
PHYSICAL INFORMATION
  • Age: -
  • Force Sensitivity: Force Dead, [Its a bunch of pixels and data]
  • Species: [ Remember to consult the Banned Species List, and be very careful about how you use banned species which are allowed to be NPC'ed. Provide a link to the species. ]
  • Appearance: [ Describe the NPC. Height and build? Any distinguishing marks? Do they show their age? What do they usually wear? ]
SOCIAL INFORMATION
  • Name: [ Also worth including: aliases, nicknames, ranks, titles, etc. ]
  • Loyalties: Corellian Confederation; Dracken Pryce
  • Wealth: None
  • Notable Possessions: None
  • Skills: [ What skills does this NPC have? Are they a pilot, a farmer, a mechanic? Do they paint or knit in their free time? For Force users if they have any special abilities that are rare list them here. Be reasonable. ]
  • Personality: [ Describe the NPC’s personality. Acerbic? Friendly? Ditzy? Annoyingly calm and superior? What about mannerisms or habits? ]
COMBAT INFORMATION
  • Weapon of Choice: Concussion Missiles Launchers
  • 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? Remember: An NPC is weaker than a PC of an equivalent level, and will not match them in power, skills, or abilities. ]
Strengths:
  • [ Provide, in list format, some strengths of this submission. 2 recommended. ]
Weaknesses:
  • [ Provide, in list format, some weaknesses of this submission. 2 recommended. ]
HISTORICAL INFORMATION
[ Include a description of the NPC's history here. ]
 
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OUT OF CHARACTER INFORMATION
  • Intent: (Example: 'A personal weapon for Darth Scabious' or 'an advanced armored personnel carrier for the Republic')
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
  • Canon Link: (Please link the canon link if applicable canon item.)
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
PRODUCTION INFORMATION
  • Manufacturer: (Kuat Drive Yards, BlasTech Industries, [Insert Major Faction Name], [Insert Character Name], etc. You must link to any Company used as a manufacturer to their submission or canon article. For Manufacturing limitations on who can make what, please see For more details see the Star Ship rules)
  • Affiliation: (Individual Character Name (an individual PC/NPC who is permitted to use this item), Company Name(s) (Companies authorised to use this submission), Faction Name(s) (Factions authorised to use this submission, Closed-Market (Any character can use this if they have explicit permission through, for example, a marketplace purchase), Open-Market (May be used by any character without permission from the Manufacturer), other potential options include a submitted NPC unit, or another general organisation/group. Optional. If you chose Limited, Semi-Unique, or Unique in Productivity above please list what groups/characters can use this submission in role-plays. For Affilation limitations on who can field what, please see For more details see the Star Ship rules)
  • Model: (Example: TIE (Twin Ion Engine). For submissions where a model wouldn’t be appropriate, such as a custom walking stick, put ‘N/A’ for ‘Not Applicable’.)

  • Production: The scale is Unique (Only One Character), Semi-Unique (A single small unit, squad, or squadron), Limited (Only one small group of characters. IE: Small task force, not entire factions.), Minor (Large groups of characters. (IE: Multiple factions, companies, or groups.), Mass-Produced. (Anyone.) Characters refer to NPCs & PCs. For production limitations on who can make what, please see For more details see the Star Ship rules)))
  • Material: (What is your submission made out of? Certain materials are more resistant, or vulnerable, to certain weapons. Example: 'Durasteel.' See pre-requisites for: Restricted Materials. Link: Manufacturing Compounds, Metals, Compounds)
TECHNICAL SPECIFICATIONS
  • Classification: (Corvette, Personal Transport, Envoy, Scout, Assault, Freighter, Patrol Ship, Dropship)
  • Length: (Via Metric System. Max: 200 meters. Examples: Defender Class Light Corvette: 94 meters, CR92a Assassin-Class Corvette: 139.25 Meters, Marauder Class Corvette: 195 meters)
  • Width: (Via Metric System. Max: 200 meters. Examples: Defender Class Light Corvette: 34.7 meters, CR92a Assassin-Class Corvette: 58.95 Meters, Marauder Class Corvette: 131 meters)
  • Height: (Via Metric System. Max: 200 meters. Examples: Defender Class Light Corvette: 29 meters, CR92a Assassin-Class Corvette: 16.97 Meters, Marauder Class Corvette: 22 meters)
  • Armament: (You may provide your armament in list format and must provide your vessel an Armament Rating. (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. Armament Ratings are scaled in relation to the class of ship, meaning a Starfighter will not equate to a Destroyer. For example an average 900m ship will outgun an average 600m ship. Armament Ratings provide only basic weaponry unless the ship also has a description of weapons. Please link to all Factory Submissions used. Links: Starship Weapons, Approved Technology)
  • Defenses: (You may provide your shield and armor systems in list format and must provide your vessel an Defense Rating. (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. Where None is a man in a space suit hanging on to an engine, Average is typical defense, and Extreme is heaviest defense with heavy armor plating and multiple layers of powerful shields. Defensive Ratings are scaled in relation to the type of ship, meaning a Starfighter will not equate to a Destroyer. You should list particular systems under advanced systems. Please link to all Factory Submissions used. Links: Approved Technology)
  • Hangar Space: (Please provide the amount of fighters/support craft this submission can hold in it's hangar by count of Squadrons, which hold 12 average Starfighters. The higher your squadron count, the lower your Armament and number of advanced systems should be. )
    100 Meters: [None: - | Very Low: - | Low: - | Average: 0 | Moderate: - | High: - | Very High: 1 | Extreme: 2]
  • 200 Meters: [None: - | Very Low: - | Low: 0 | Average: 1 | Moderate: - | High: 2 | Very High: 3 | Extreme: 4]

[*]Hangar Allocations: (This is the allocated amounts of starfighters and support craft (dropships, shuttles,gunships,etc) this submission can hold in its hangar based on the maximum hangar space capacity listed above)
  • Starfighters: x squadrons
  • Support Craft: x squadrons (Minimum squadrons lists should match the squadrons listed for the "None" rating for ship its size)

[*]Maneuverability Rating: (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. How agile is your ship? Can it take tight turns? This is relative to the size of the vessel (e.g. a Corvette with Low Maneuverability will be more agile than a Star Destroyer with a Low rating.
[*]Speed Rating: (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. How fast is your ship in normal space? How fast can it take off, how fast can it speed through a planet's atmosphere? This is relative to the size of the vessel (e.g. a Corvette with Low Speed will be quicker than a Star Destroyer with a Low Speed.
[*]Hyperdrive Class: (The lower the number, the faster the ship. You may use decimals. [Very Slow: 10 | Average: 2 | Very Fast: 0.3] Going below 1 typically requires balancing out with other weaknesses. Links: Hyperdrive, Hyperdrive Comparisons)
STANDARD FEATURES
(Provide all of your submission's standard features, including non-combat items, here in a list -or- alternatively simply state 'all standard features'. This includes all features that are common for vessels of this class. Please link to all Factory Submissions used. Links: Starship Weapons, Approved Technology, Shields, Engines)

ADVANCED SYSTEMS
(Provide all of your submission's advanced systems, including non-combat items and special weapons, here in a list. Please link to all Factory Submissions used. Stealth technology and other advanced systems may require other weaknesses or reduced ratings for balance. Ensure significant capabilities from systems are included in the Strengths and Weaknesses lists. Examples include: Stealth systems, Advanced ECM systems, Crystal gravfield traps, HIMS, Molecular shields. Links: Starship Weapons, Approved Technology, Shields, Engines)
Strengths:
  • (Provide, in list format, a minimum of 1 strength of this submission.)
Weaknesses:
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)
Description: (Describing your submission's history is optional. Please provide a detailed account or link of each special feature that is listed in this submission. All miscellaneous descriptive elements go here, such as Cargo Capacity, Passengers, Consumables, Crew, etc.. There is no requirement for amount of words here so long as you meet the minimum requirements for your advanced systems.)
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a group of Crime Families in Corellia
  • Image Credit: [ Link to where you found the images, or to the original artist if possible. TinEye or Google Image Search can help. ]
  • Canon: [ Is this based on a canon organization? If yes, link to the original wiki article here, if no simply put N/A. ]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, equipment, etc, without other appropriate categories, here. ]
GENERAL INFORMATION
  • Organization Name: Luminous Corsairs
  • Classification: Family Oriented Crime Organization
  • Affiliation: Corellia, Starbound Industries, Star Alignment Political Party
  • Organization Symbol: The symbol of the Luminous Corsairs is the same as the logo on all Starbound Industries products and materials.
  • Description: The Luminous Corsairs are a Pro-Quarth, Pro non-human organized crime organization with deep roots in many of Corellia's industrial, political, and social endeavors. While originally pro-Corellia, their motivations have become increasingly self-serving since Corellia's reconstruction. Officially, the head members of the Luminous Corsairs are the leaders of the Star Alignment, a Corellian political party which championed fewer industrial and worker regulations as a surefire way to revitalize the poorer sectors of the ever-growing mega City Coronet. This along with their divisive pro-Quarth and anti-human rhetoric, charity work in poor sectors like the historic Blue Sector, and its pro-colonialism stance has garnered wide support from the Quarth population of the Corellian Sector as well as many non-humans. On the surface they seem to be a champion for the little people, touting higher wages for shipyard, factory, and construction workers and softening smuggling laws. In actuality the Star Alignment is run by five families intent on controlling Corellia from the shadows. They dealt in illegal drugs, smuggling weapons, and even in rare cases sentient trafficking, all in an attempt to control the base they proclaim to be championing. They were also a secret dealer for the Belters, an anti-establishment group living in Socorro's Belt, and it was rumored that they even had their own strike force and a fleet of militarized merchant vessels converted and hidden in plain sight by Starbound Industries, their main logistical and shipbuilding company used to launder money and hide in plain sight.
GEOGRAPHICAL INFORMATION
  • Headquarters: Coronet City, Corellia
  • Domain: The Corellian Sector
  • Notable Assets: Starbound Industries, Star Alignment Political Party
SOCIAL INFORMATION
  • Hierarchy: The lead family is the Starseekers, with four other family heads running various businesses, shell companies, gangs, and territory across Coronet. The families themselves are split into two branches, the main branch and the secondary branch. The secondary branch of the family on official records are not related to the first branch at all to allow for plausible deniability. The second branch also generally run the day to day of the Luminous Corsairs but are subservient to the Main Branch. Many secondary branch members aren't related by blood.
  • Membership: The Luminous Corsairs have hundreds of thousands of people working directly for the criminal organization. However due to how intertwined the organization is with much of Corellia, millions of unsuspecting people are aiding in the proliferation of the crime organization.
  • Climate: Generally they are friendly to local businesses and understand how to walk the walk of high society. Like most criminal organizations, CorSec has their eye on many of the Secondary Branch members, but without crimes tying directly to the individuals the Secondary Branch members are nothing more than local businessmen and loan sharks and the Main Branch politicians are even less visible in their investigations.
  • Reputation: They are seen as a necessary part of keeping balance among the street gangs and the other large crime bosses in Corellia. As one of the older families, they hold a certain amount of respect in both CorSec and the local populace. It wasn't uncommon for Second Branch leaders to walk the streets of the Blue Sector or other poor neighborhoods and have their favorite noodle shop. They protected the little guy, or pretended to. Some wiser Corellians saw them for what they really were though, a poison slowly killing the slums of Corellia and working their way into high society.
  • Curios: No
  • Rules: [ Most organizations follow some set of rules. Maybe the Resol’nare, the Jedi Code, etc. Does this group have any religious beliefs? Philosophies? ]
  • Goals: [ What are the goals of this organization? Future plans for expansion? Collection of information? Providing education to those who seek it in certain skills? Supporting charitable works? For all intents and purposes, this is your in-character intent with this organization. ]
MEMBERS
  • Lisza Starseeker - Main Branch, renounced family.
  • Purina Starseeker - Main Branch
    Yularen Nova - Main Branch by marriage, Unknowingly

[*]Garfield Brightstar -


HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Koensayr Manufacturing
  • Affiliation: Open-Market
  • Model: Albatross AS-U2

  • Production: Minor
  • Material: Various Starship Components and Materials
TECHNICAL SPECIFICATIONS
  • Classification: Heavy Troop Transport
  • Length: 45 Meters
  • Width: 50 Meters
  • Height: 30 Meters
  • Armament: High
    4 Composite Beam Laser Bubble Turrets [Forward Mounted and Manned]
  • 2 Quad Laser Cannon Turretes [Chin Mounted and Manned]
  • Heavy Laser Cannon Turret [Rear Mounted and Manned]
  • Ordnance Bay
  • Ion Cannon Turret [Top Mounted and Manned]
  • 2 Wing Mounted Heavy Laser Cannons

[*]Defenses: Very High
  • Heavy Armor Plating
  • Robust Shields
  • Dampner Aerosol Chaff
  • Anti-Missile Chaff

[*]Squadron Count: Very Low: 4
[*]Maneuverability Rating: Very Low
[*]Speed Rating: Low
[*]Hyperdrive Class: Very Fast: 0.3
STANDARD FEATURES
  • Targeting Systems
  • Life Support
  • Navigation Computers
  • Various Standard Transport Systems and Features
ADVANCED SYSTEMS
  • Medical Bay
  • Command Center
  • Tiny Sleeping Quarters
  • Long Range Communications Array
  • Troop Capacity [Company]
  • Extensive Cargo Bay
  • Vehicle Bay
    4 Light Scout Walkers
  • 4 Speeder Bikes
  • 2 Ground Car/Hover Transports -OR- 1 Light Hover Tank


Strengths:
  • Sturdy: Heavily armored and well shielded, the Albatross AS-U2 was a very sturdy transport capable of shrugging off most weapons fire.
  • Moving Day: The Albatross was massive, capable of supporting a full company of troops on its own.
Weaknesses:
  • Slow: The Albatross flew like a brick and was difficult to manuever in atmosphere and vacuum. Despite its large engines it also lacked speed when compared to other transports.
  • Big Target: The Albatross was a massive target and easy to concentrate fire on or spot on sensors.
  • Exposed Engine: The exposed hardware of the two main engines were a prime target for attack due to their lack in heavy armor.
Description: Lumbering through the atmosphere and the vacuum of space toward its goal, the Albatross AS-U2 Gunship was a heavy troop transport developed by Koensayr Manufacturing just prior to the Fall of the Galactic Alliance. Heavily armed and armored, the Albatross saw little use in the conflict between the Galactic Alliance and the Imperial Bloc but was an incredibly valuable tool in ground engagements and planetary assaults. Equipped with a medical bay, sleeping quarters, and even a small galley the vessel was able to support an entire company on its own, acting as both transport and a small forward operating base when in hostile territory.

Taking one of these out in a conflict could cripple the logistics of the invading force utilizing them which made them huge targets for enemy combatants as its large cargo capacity also made it invaluable to logistics teams late in the war. Able to carry a number of light scout walkers, speeder bikes, or even light turbolift tanks in its cargo bay along with medical supplies, food, and munitions the Albatross could drastically expand the mission profile of a single platoon mid campaign. Its heavy frame made the vessel slow and awkward to fly both in atmosphere and in vacuum, but its heavy armor plating and weapons complement made the vessel a difficult target to take down. A design oversight from being rushed into production however was that the massive Y-wing style main engines sitting on either end of the vessel's massive wings were completely unarmored and utilized a skelletal frame that allowed both for easy maintenance and easy tampering or malfunction.

After the fall of the Galactic Alliance, many of these vessels would be destroyed in the resulting chaos however their usefulness would not be forgotten on previous member worlds that the Galactic Alliance. A number of Albatross gunships would find their way to Corellia who would make use of them in relief missions to nearby sectors and warzones. They found its long range, quick hyperdrive to be incredibly valuable in completing far off, multi-day missions away from its main fleet. It could provide support to far off colony worlds and move sensitive cargo or personnel that needed more protection in terms of armor and firepower than the standard U-Wing could provide which meant it saw heavy use as a medical ship as well.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a flexible transport cruiser for the Corellian Confederation
  • Image Source: "Vaulters" by Ronan Berlese
  • Canon Link: None
  • Primary Source: N/A
PRODUCTION INFORMATION

[*]Model: Marathon-Class Heavy Assault Cruiser
[*]
Production: Minor

[*]Material: Various Starships
TECHNICAL SPECIFICATIONS
  • Classification: Assault Cruiser
  • Length: 950 Meters
  • Width: 600 Meters
  • Height: 450 Meters
  • Armament: Moderate
    Quad-Turbolaser Turrets
  • Quad-Laser Cannon Turrets
  • Concussion Missile Batteries
  • Ventral Laser Cannons
  • Ventral Quad-Turbolaser Batteries

[*]Defenses: Low
  • Deflector Shields
  • Armor Plating
  • Point-Defense Lasers
  • Chaff
  • Dampner Aerosol Missiles

[*]Hangar Space: Very High: 11
  • Port and Starboard Hangars
  • Ventral Hangar
  • Ventral Troop Deployment Ramp

[*]Hangar Allocations:

[*]Support Craft: High: 7


[*]Starfighter Corps./ Fighter Carrier Config

[*]Support Craft: 3
  • UT-65 U-Wing [2]
  • Albatross AS-U2 Gunship [1]


[*]Ground Compliment


[*]Maneuverability Rating: Very Low
[*]Speed Rating: Low
[*]Hyperdrive Class: Very Fast: 0.3
STANDARD FEATURES
  • Standard Cruiser Targeting Systems
  • Standards Communications and Encryption Suites
  • Holonet Tranciever
  • Life Support
  • Standard Safety Features
  • Escape Pods
  • Tractor Beams
  • Misc. Standard Features

ADVANCED SYSTEMS
  • Various Sized Drop Pods
Strengths:
  • Planetary Invasion: The Marathon-Class was able to move large amounts of troops, vehicles, and starfighters quickly between conflict zones and deploy them efficiently.
  • Starfighter Carrier: The Marathon held several vast hangars and loading bays that took up most of the interior space of the vessel which allowed room for nearly a dozen squadrons of fighters and support craft.
Weaknesses:
  • Maneuverability: A large, slow and poorly maneuverable target, the Marathon suffered from flanking maneuvers when unsupported.
  • Defenses: Weak shields and armor despite its modest weapons compliment left the Marathon's defensive capabilities with much to be desired.
  • Slave Rigging: Ion weapons and computer viruses could severely hamper the vessel's capeabilities in combat with Ion weapons able to disable slave rigged systems on top of shields and weapons, and viruses could send the slave rigged systems haywire.
Description: The Marathon-class heavy assault cruiser was introduced after the Battle of Balmorra. The battle was a lesson in fleet composition to the Corellian Navy as the force relied heavily on its flag ship, the Starchild, which was itself a large carrier battlecruiser. It made Corellian High Command realize they were spending an exorbitant amounts of credits staffing, constructing, and in cases like the Resurgent, Bulwark, and Ferrata classes, refurbishing large vessels that themselves were few in number. A more flexible navy would be required as tensions between the Core Imperial Confederation and the Corellian Confederation threatened war.

Thus the Marathon-Class heavy assault cruiser was born. The Marathon was staffed by a crew of six-hundred and fifty and propelled by four large ion engines and supported by 8 small ion engine clusters. Its unique blade-like prow section and the wing-like structures protruding from either side gave it the appearance of a bird to some, leading to the vessels being affectionately refereed to as Gulls. The bridge tower of the Marathon-class featured a double deck design with the lower deck featuring as a typical bridge and the second level functioning as a communications and flight coordination hub. Similar to many assault landing cruisers, the Marathon also lacked windows on its bridge tower, instead opting to rely on advanced holoscreens and avionics to observe the environment. With the advent of Virtual Intelligence in the Corellian Navy, the Marathon was future proofed, equipped with hundreds of slave rigged systems and advanced droid brains which were able to process and interact with sample code from Project S.M.I.L.E. though no version of the sophisticated Virtual Intelligence was yet available for smaller vessels. The slave rigged systems still drastically reduced the needed crew size, allowing for more space to be used for barracks and cargo storage.

While its main mission was to land and disgorge its entire invasion force on an enemy world, the Marathon was intended to also serve competently as a combat vessel. Armed with an impressive array of quad-turbolasers, laser cannons, and ventral quad-turbo laser batteries for use in planetary bombardment, the Marathon could comfortably engage most light warships, even posing a threat to cruisers and command vessels when properly supported or in groups. Its greatest weakness however were its shields and armor, which drastically limited the time the Marathon could engage in heavy combat, despite its name inferring otherwise. If the vessel were to find itself cut off from support or worse, engaged in direct combat alone with a large capital vessel it could result in a devastating loss for the Corellian military.

The primary purpose of the Marathon was to serve as a super heavy troop deployment craft for the Corellian Army, using its ability to land in hostile territory and deploy its embarked compliment of Corellian troops. These soldiers were supported by a plethora of mechanized walkers, droids, and vehicles which were also stored aboard the Marathons. In zones that were too difficult or too dangerous to land in, the vessel also came with several drop pod bays of varying sizes which allowed the atmospheric deployment of soldiers, logistical assets, and even mechanized units and vehicles.

The incredibly fast hyperdrive engine allowed the Marathon to be quickly dispatched throughout the Corellian Sector and beyond, rapidly deploying legions of troops to respond to developing threats or reinforce strongholds. Because of its hyperdrive, it was often used as an escort for supply convoys and was widely liked and used by several Corellian Starfighter Corps Generals as command vessels for their fleets and squadrons. Though the vessel was initially made for the Corellian Confederation, Starbound Industries managed to secure contracts with several other organizations and planetary defense fleets throughout the Galaxy, allowing the Marathon to ferry millions of souls to and from battle.
 
OUT OF CHARACTER INFORMATION
  • Intent: To flesh out the criminal underworld of Corellia
  • Image Credit: Maou and General Symbol: CD Project R
  • Canon: No
  • Links:
    A-Town
  • Corellia

GENERAL INFORMATION
  • Organization Name: Yōkai
  • Classification: Criminal Organization
  • Affiliation: Kaito Kiyoshi
  • Organization Symbol: The Yōkai utilize the image of the Oni, a kind of demon or ogre from Atrisian lore. When in use by Maou or any of his generals the Oni took the form of a flaming Oni skull with mechanical bits exposed and large white tusks. Other members of the Yōkai steered clear of that particular look, but utilized the Oni in a variety of different ways regardless.
    Maou and His Generals
    Samurai_Logo.png
  • Other Variants
    45b9421350e5d13eba3797dcfce7f61a.gif
    mikhail-vorontsov-armature-animtion0.gif

[*]Description: The Yōkai were a crime organization with its roots in Atrisian culture. One of the many organizations that took up residence in A-Town, Yōkai dealt in drugs, weapons, real estate, smuggling and human trafficking. Unlike many of the other Atrisian gangs, their willingness to work just as freely in human trafficking and illicit cybernetics made them the ire of the balanced criminal world of A-Town. Many of their members in fact utilized such cybernetics, making the thugs and Ronin working directly for the Maou and his generals even more deadly. Most members wore stylized Oni masks to indicate their allegiance with more and more standardization as one moved up the chain. Red, black, white, and gold were their main colors with their masks always being red which made it easy to know when one was traveling through Yōkai territory in A-town. Out of the several Atrisian groups they arguably held the most territory, and despite being new, their ruthless tactics and almost open hostilities with rival groups had garnered the attention of Crime lords outside of A-Town as well. Due to their main district sharing a boarder with Blue Sector they also had begun to expand into that area as well, drawing the ire of everyone, including CorSec.
GEOGRAPHICAL INFORMATION
  • Headquarters:
  • Domain: Corellia
    Gold Sector [A-Town]
  • Parts of the Blue Sector

[*]Notable Assets: [ Does your organization have any special locations? Large industrial facilities, profitable casinos, boltholes, etc. Link any location subs for your organization here. ]
SOCIAL INFORMATION
  • Hierarchy: The Yōkai were ruled by Maou, the Demon King, who commanded seven Ronin whom all held dominion over a single portion of the organization. Each general ran their group with the authority of Maou and were incredibly independent, always jockeying for favor. Similar to Maou, their personal and criminal lives were separate personas, well known in the criminal underworld. Below them were their lieutenants, elites in their own ways depending on the needs of their particular general. Outside of that each had their own command structure but at the bottom of everyone's structure were the street rats and grunts.
  • Membership: Usually only Atrisians were allowed to join the gang, though at the street rat and grunt level there was little the Yōkai could do to stop admirers, copycats, and children from randomly joining or imitating them. The actual process of becoming a blooded Yōkai varried between the smaller street gangs and even once they went up the ranks each general had their own rituals. Most members underwent some sort of body modification involving cybernetics or prosthetics.
  • Climate: The Yōkai were an ever present force in their district, operating as benevolent dictators of sorts. They'd paid off many CorSec agents from the local level all the way to the top in their sector, meaning Gold Sector CorSec rarely dealt with them purposefully. Local businesses paid protection fees which varied as the Yōkai were relatively fair. They paid what they could, but if it was found stores were holding out it wasn't uncommon to find family members in the river or behind bushes in the park. Older members of the community disliked them, but moved on with their lives. Many of the younger kids idolized them, thinking that the Yōkai kept nosey tourists and other Coronet people out of their neighborhoods and kept the area true to its roots. They idolized the Ronin and tagged areas with holographic and programmable paint depicting the Oni masks the Yōkai wore.
  • Reputation:From the outside the Yōkai were a threat to all crime organizations in Gold and Blue sector. They were an upstart group that grew incredibly fast and made high up connections in the blink of an eye. Nobody knows who the Maou really is and that unnerved many. Among the other Atrisian crime bosses the way the Maou hid his or her face behind their armor and mask was a show of weakness and cowardice. CorSec was mostly bought off at high and low in Gold Sector but gunfights were still inevitable as the Yōkai began moving into other sectors of Coronet. Among the Atrisian groups Yōkai was priority one to take down.
  • Curios: Street rats usually wore programmable bandannas or masks that depicted colorful oni grins or frowns, usually in black or red. Some wore full masks, with the complexity and functionality of the masks growing as their rank did. Many members also had cybernetics and all members of the higher echelons had large, colorful, Atrisian tattoos like most other Atrisian gangs.
  • Rules:
    Don't lie to your superiors
  • Take responsibility for your failures and actions
  • Don't steal from the Yōkai
  • Don't imitate the Yōkai or evoke their name for personal gain [Flexible rule]
  • Be good to the community you "protect"
  • Always be honorable in combat
  • Do not shame the Yōkai with indecent acts
  • Do not have unnecessary conflict or contact with CorSec/The authorities
  • Do not rob or steal
  • Only take what you need

[*]Goals:
  • Total control of Corellia's criminal underworld
  • Secretly: Build an army big enough to take down all the crime lords of Terminus and take revenge for Maou's old crime family there.

MEMBERS
  • Maou - Kaito Kiyoshi: Leader
    Zabimaru: Ronin that rules the streets. Arguably has the most manpower, even if mostly untrained. He was the strongest when it came to pure strength and was the most violent of the Ronin. His Oni mask was blue and emitted blue holographic flame. He was known for the cybernetics that allowed him to shoot flame from his mouth and palms. His signiture weapon was a kanabo that expelled blue flame. He could often be found at underground fighting rings and loved Coronet's Smashball team.
  • Orochi: He was the Ronin that held dominion over the treasury of the Yōkai. He handled all real estate purchases, money laundering, contracts, bribes, and protection fee collection. He had a scar over his left eye from when Maou first fought the Ronin and brought them under his control. He wore a more traditional Oni mask with little actual function outside of communication. He tended to let his droids fight for him, but also utilized a vibro-katana. His left eye was grey but only to trick others into thinking he was blind. It was actually a cyber-eye implant. He enjoyed a good cup of tea and rather disliked violence but was extremely good at torture. He was ex-Atrisian Imperial intelligence.
  • Zero: An bit of an enigma and the only non-Atrisian human in the Ronin. He was a Jar'Kai who handled weapon trafficking. He had the largest group of non-Atrisian Humans working under him. He rarely spoke and wore a helmet with a programmable holoscreen obscuring his face. The symbol changed depending on the situation, but often simply held the Atrisian symbol for Oni. He utilized a variety of bladed weapons both external and integrated into his mostly prosthetic body. His history and hobbies are unknown.
  • Madam: Ronin that handles human trafficking. In her personal life she is an actress and model. Most of her face is swappable via cybernetics due to facial reconstructive surgery when she was a young girl. She lost most of her face during a war but was saved by a Corellian Jedi intervention and brought to Corellia where she recieved the surgery. While taking on the persona of Madam she replaces the bottom half of her face with a red oni mask implant. She loves sweets and collects exotic animals which she trains to kill on command. She also uses a cadre of modified Atrisian security droids both in her personal life and as enforcers as the Madam.
  • Jak Handar: A Corellian smuggler gone "legit" who handles Yōkai logistics. He's not Atrisian and thus isn't trusted by the other Ronin and even some lower ranking members of the Yōkai, but he has been working with Maou since before he came to Corellia and was his most trusted adviser when it came to galactic issues. He replaced a previous Ronin when he cheated the Ronin out of a game of sabaac. When the Ronin attacked in anger Jak quickly dispatched him. The old Ronin was corrupt and Maou welcomed the man with open arms despite much protest. He wore a full helmet Oni mask.
  • Sai: Sai was the Ronin in charge of handling drug traffic in and out of District 3 and their other territories. Next to Zabimaru he had the second most on the ground boots due to the nature of drug sales and moving product. His dealers also doubled as informants and information gatherers. As a result Sai also ran a small intelligence ring alongside his trafficking. He was a big fan of anything fast and in his personal life was a co-owner of the racing brand Atrisian Swans. He had a prosthetic arm with various illegal mods and a standard cybernetic eye. He was dating both the Madam and Keiko and was known for being a womanizer. Officially he owned the club Ozai which was the Yōkai base of operations.
  • Keiko: Yuna was the Ronin that had domain over the Yōkai's swoop gangs and generally handled rigging races across both illegal and legal tracks. She loved anything fast and was dating Sai. She had no cybernetics but was an incredible swoop racer and pilot. She had command of the skies over district 3. She utilized illegally modified combat speeders and blaster pistols.

[*]Kaiya Inoue: Maou's personal assassin, messenger, and information gatherer.

HISTORICAL INFORMATION
When Kaito Kiyoshi landed in Coronet City and made his way to A-Town he was nearly dead from his crusade on Terminus. With the credits he had left he attempted to establish himself as Kaito, working at a ramen shop called Roto-Ramen. He tried to turn over a new leaf, but when Roto-Ramen came under assault from a local street gang with no affiliation. A group of Ronin with no one leader whose only goal was to take what they wanted and gain easy credits. Enraged by this transgression he donned his armor again and fought each of the seven, bringing them to their knees and forcing them to swear fealty to him. These Ronin would become the foundation of the Yōkai. The masked Kaito returned to Roto-Ramen with each of the seven and forced them all to swear to protect the alien and his endeavors. Proclaiming himself Maou, reclaiming the title from Terminus, he became the Demon King of that district with the eventual goal of ruling the entire Gold Sector.

With his seven powerful generals and the money he made from offering protection from other local street gangs he was able to quickly build good will, a base of credits, and grow his numbers by absorbing the waring street gangs of his district. His gang would eventually grow, deposing the crime lord that ruled his district and slowly began to encroach on the other two districts and into Blue Sector. The Yōkai's rise to power mirrored the rise of Kaito in the political sphere as he left the ramen shop that had saved his life and moved on to other endeavors like investing in shipping, real estate, cybernetics, and droids giving his crews an advantage over other groups. The Yōkai became the de facto rulers of District 3 with Maou (Kaito) becoming one of the Sannin that ruled A-Town's criminal underworld.
 
45b9421350e5d13eba3797dcfce7f61a.gif

stuart-ng-club-bam-bam-main-dance-floor.jpg

stuart-ng-club-bam-bam-entrance-interior.jpg
OUT OF CHARACTER INFORMATION

[*]Canon: None
[*]Links:

SETTING INFORMATION
  • Structure Name: Ozai
  • Classification: Night Club and Secret Base
  • Location: A-Town
  • Affiliation: Yōkai
  • Accessibility: Heavily guarded by a combination of regular bouncers, Yōkai security, security droids, and cameras.
  • Description: Ozai was a multi story club in one of A-Town's richer neighborhoods. It straddled Blue Sector and Gold Sector, making it a hotbed of criminal activity. Naturally this gave it an air of danger and excitement, prompting Blue Sector CorSec agents to patrol for drunks and other high profile crime bosses who frequented the site. It had a distinctly Atrisian flair to it with traditional Atrisian rooms for more private affairs and parties, tea rooms, and a Corellian flaired Atrisian dinner menu. It had four public floors with varying genres of music. The club also hosted musical talent from all over the Galaxy and had a rooftop pool. The three non-public floors were reserved for meetings with other criminal entities, holding cells, a small armory, and a secret garage for quick escapes. Between the top public floor and the rooftop pool there were two levels, one of which was entirely dedicated to Maou's personal armory which his Ronin had access to, and a penthouse suite for Maou which had holoscreens showing him every floor and every room as well as a cybernetic tuner and med bay for his personal use.
POINTS OF INTEREST
  • Tea Rooms: Traditional Atrisian tea rooms with simulated surroundings and windows.
  • Main Floor: Typical Club aesthetic.
  • Bottom Floor: Shady club aesthetic. Low synth beats, probably doing spice, and dark.
  • Maou's Quarters: Traditional Atrisian Floors and sliding doors separate his formal room from his luxury suite. It overlooks A-Town and Coronet city.

SECURITY: High

A combination of bouncers, droids, cameras, and Yōkai bankrolled security kept Ozai generally well secured. The bouncers threw people out who were being inappropriately rowdy. Security agents were there for heavier, more serious infractions like assassination attempts, rival shootouts, and CorSec raids.

HISTORICAL INFORMATION
Ozai was the headquarters of the Sannin that originally held district 3 of A-Town before Maou took over. With his death, the club became vacant and Maou took his rightful place as owner of the club. However, to keep his criminal and public life seperate legal ownership went to Sai, one of his Ronin. This was done for two reasons: Because Sai held some sort of notoriety in the underworld and CorSec as one of Yōkai's Ronin, it made it clear who owned the club. Secondly Sai the nature of a club like Ozai made it the perfect place to distribute product and advertise through word of mouth. The club slowly morphed into Maou's vision over time and grew in popularity steadily after the Coronet Revitalization project post-Cataclysm.
 
gus-mendonca-gm-unsc-breakout-final-web.jpg
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Golan Arms
  • Affiliation: Open-Market
    Corellian Confederation Starfighter Corps

[*]Model: Golan Fighter Platform
[*]
Production: Minor

[*]Material: Starship building materials
TECHNICAL SPECIFICATIONS
  • Classification: Orbital Fighter Launching Platform
  • Length: 750 Meters
  • Width: 900 Meters
  • Height: 1000 Meters
  • Armament: Low
  • Defenses: Very High
  • Hangar Space: Extreme - 12 Squadrons
  • Hangar Allocations:
    Starfighters: Moderate: 8
    ​6 Home Squadrons
  • 2 Guest

[*]Support Craft: Very Low: 3

[*]Maneuverability Rating: Very Low
[*]Speed Rating:Very Low
[*]Hyperdrive Class: Very Slow: 10
STANDARD FEATURES
  • All Standard Features of a military space station

ADVANCED SYSTEMS

Strengths:
  • Hangar Capacity: The Golan Fighter Platform, as its name suggests, holds an impressive fighter compliment and space for cargo vessels and other support ships.
  • Sensor Package: As a deep space station, its secondary function was that of an observation outpost. With a powerful array of sensors, scanners, and avionics
  • Robust Shields: Without a large compliment of weapons most of the power generation was able to go towards powerful and robust shields.
Weaknesses:
  • Fighter Platform: The Golan Fighter Platform lacked heavy anti-capital weapons and relied entirely on its fighter compliment for defense.
  • Immobile: While it has thrusters and jets for maneuvering once in position and a rudimentary hyperdrive, the Golan Fighter Platform lacks a way to escape from danger
Description: The Golan Fighter Platform was a deep space station designed and built by Golan Arms for the Republic in the era immediately following the Gulag Plague. GFPs were made to house a large garrison of fighters and their support crews for light system and sector patrol. Their robust sensor and scanner packages also allowed for the stations to act as early warning networks and their extensive cargo bays meant that they could go several months without restock. The station consisted of two modules; the hangar and the barracks. The hangar looked deceptively small, however could fully support the full twelve squadrons the station boasted, though that wasn't ideal. For storage however a complex series of garages, conveyors, and turbolifts move and store fighters below decks and during intense combat or overcapacity these systems could be used to store friendly vessels.

The second module was arguably the largest portion of the station and held the barracks, medical bays, and other necessary facilities to run at max efficiency. The flight control station and command bridge were also located here behind layers of armor and shielding. The large engineering decks of the GFPs powered the station and its shields. Though the stations were getting on in years, they were still widely used in the galaxy due to their reliability and functionality as wars became longer drawn out affairs.
 
OUT OF CHARACTER INFORMATION
  • Intent: To give provide a high performance rifle for the peeps.
  • Image Source: E-22 Blaster Rifle 3D print model by Sergey Kolesnik edited by [member="Runi Verin"]
  • Canon Link: E-22
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
PRODUCTION INFORMATION
  • Manufacturer: BlasTech
  • Affiliation: Open-Market
  • Model: E-44
  • Modularity: Scopes

  • Production: Minor
  • Material:
TECHNICAL SPECIFICATIONS
  • Classification: Blaster Repeater Rifle
  • Size: Large
  • Weight: Average
  • Ammunition Type:
    ​Blaster Gas
  • Energy Cell

[*]Ammunition Capacity:
  • Plasma Cartridge: 400
  • Gas Canister: 900

[*]
Reload Speed: Average

[*]Effective Range: Long Range
[*]Rate of Fire: Average
[*]Stopping Power: Very High
[*]Recoil: High
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
Developed for military use the BlasTech E-44 was a repeating blaster with dual reciprocating barrels.
 
OUT OF CHARACTER INFORMATION

[*]Links:

GENERAL INFORMATION
  • Fleet Name: Corellian First Fleet
    Soaring Fleet

[*]Classification: Roving Fleet/Expeditionary Fleet
[*]Affiliation: Corellian Confederation
[*]Fleet Symbol:
  • Soaring Fleet:
    5Yv63kQ.png
  • Corellian Cabal:
    WXAPcCQ.jpg
  • Blue Squadron:
    Oxpe4Es.png

[*]Description: The First Fleet was part roving fleet and part expeditionary force. Also known as "The Soaring Fleet", it was dedicated to responding to developing threats on the outskirts of Corellian Confederation space and organized military action in foreign or neutral space. The Soaring Fleet was thus a flexible force, comfortably splitting itself into individual fleets, battlegroups, and task forces designated to complete specific functions, usually to a higher degree of independence than the Home Fleet. Connected to the First Fleet were several carriers and fighter wings operated by Corellian Starfighter Command along with a fleet of support vessels operated by Naval Logistics. Though untested in combat in service to Corellia, its leadership held veterans from nearly every war in the last half century.
SOCIAL INFORMATION
  • Headquarters: Corellia
  • Ports of Call:
    Corellia
  • Centerpoint Shipyards
  • Sacorrian Refueling Platform
  • Graland Medical Station

[*]Goals: Whatever needs Doing
[*]Reputation: Untested in any real wars, the Soaring Fleet has the bare minimum of not being known for its incompetence.
COMPOSITION INFORMATION
  • Fleet Size: Large
  • Lead Ship: CDF Fortitude - Resurgent-Class Battlecruiser
  • Composition: The Corellian Confederation typically favored flexible fleet formations. Capital ships commonly referred to as Star Destroyers due to their size were used sparingly and were well supported with many smaller ships, Navy Starfighters, and the elite pilots of the Starfighter Corps. The typical formation of the Corellian Confederation hearkened back to age old naval doctrine which was based around the scarcity of resources. This favored the Confederation's penchant for using fewer, more powerful and balanced ships. A group of three Corellian Star Defenders or capital ships of similar size would be supported by a pair of carrier cruisers or frigates, four escort ships which could vary between cruiser and frigate length, and seven scout or support ships which usually sat around the Corvette size. These "sub-fleets" could be tweaked but generally remained equal in power keeping no individual formation from being too heavy or too light, each being able to respond quickly to threats. This was the general rule, however in some cases the balance of power could be shifted in drastic ways due to the addition of a battlecruiser or the lack of large capital ships as was the case in some minor Starfighter Corps squadrons.
    The Corellian Cabal: The Corellian Cabal was one of two squadrons of carriers under the jurisdiction of Corellian Starfighter Command. Though technically a part of the Starfighter Corps, it was treated as a component force to the First Fleet in times of emergency. Its mission was to support the First Fleet, its Halcyon compliment, Shock Trooper Corps, and its Army Trooper compliment. Its lead ship was the Marathon-Class Heavy Assault Cruiser CDF Cabal. The Cabal organized similarly to the "Sub-Fleet" formation, substituting the three Star Defenders with one or two Cruiser Carriers and with a heavier focus on small, fast corvettes and gunships. Other notable ships in the Corellian Cabal were:
    CDF Silver Chariot - CR-37 FarStar-Type Corellian Carrier
  • CDF Emerald Sparrow - Billet II-Class Carrier Cruiser
  • 87th Fighter Wing [Squadrons 1-6]

[*]Blue Squadron: Blue Squadron was the second squadron of carriers and cruisers under the jurisdiction of Corellian Starfighter Command. Commanded by General Hughes they were a smaller force than the Corellian Cabal and focused more heavily on starfighter support. They often ran recon and escort missions. Of note Blue Squadron commanded:
  • 212th Fighter Wing [Blue Squadrons 1-6, for which the entire Sub-Fleet is named]
  • 119th fighter Wing [Elite Fighter Wing]
  • CDF Corellian Dare - Endurance II-Class Fleet Carrier [Lead Ship of Blue Squadron]

[*]Task Force Starchild: A "Sub-Fleet" based around one of the First Fleet's largest vessels, Task Force Starchild was a rapid response focused around power projection. Its flagship, the Colony II-Class Battlecruiser CDF:2 Starchild, was captained by the fleet's second-in-command, Dracken Pryce. It was one of two "sub-fleets" that contained and fully supported detachments of Halcyon Commandos, operating as a base for Halcyon Operations in the fleet. Because of its unique role it was heavily supported with both Marathon and Bothan Assault Cruisers, swapping Star Defenders for a greater number of the smaller cruisers. Its role as a power projection "sub-fleet" also meant its support craft focused more heavily on troop deployment and overwhelming firepower. Other Notable Ships included:
  • Sword 1-6 - Bador Type Light Cruisers [Under-slung in the Starchild's frigate bay]
  • Wildcat Squadron
  • Halcyon Fireteam Goliath [PC Halcyon Fireteam]

[*]First Logistics and Support Fleet: FLOS for short, the First Logistics and Support Fleet was a "sub-fleet" of tugs, fuel ships, cargo vessels, hospital ships, and repair ships that support the First Fleet. FLOS coordinated logistics for all supported branches in the First Fleet, transporting everything from hyperspace fuel to fresh uniforms and food stuffs. They communicated with Corellian FLEETCOOM directly and were only under the jursidiction of Fleet Admiral Hawkins in times of crisis. FLOS was the largest "sub-fleet" by far in the First Fleet and sent detachments along with the various "Sub-fleets", task forces, and Battlegroups to make sure they didn't get stranded without fuel, food, or water. They also coordinated trips to Corellia's medical stations, shore leave transport, redeployment transport, and managed the First Fleet's refueling schedule.

MEMBERS
  • Notable Ships
    CDF:2 Starchild

[*]Fleet Admiral Hawkins - Sacorrian Male [Human]
[*]Admiral Dracken Pryce
[*]Wing Commander Ava Cartwright
[*]Lieutenant-Commander Myri Bastara [Fireteam Goliath]
[*]Halcyon Orson Jade [Fireteam Goliath]
[*]Halcyon Gedri Fehen [Fireteam Goliath]
[*]Halcyon Thomas Kell [Fireteam Goliath]
[*]Halcyon Jaxon Hayes [Fireteam Goliath]
[*]Garvey
[*]Vice Admiral Saren - Corellian Male [Human]: A middle-aged man with an increasingly long career in Naval Logistics, Saren is stern and very serious about his job and the importance of logistics.
[*]General Santia [General of Corellian Cabal] - Twi'lek Female: An Ex-Galactic Alliance pilot who returned to Corellia to aid rebel actions against the Imperial Bloc. After the Corellian Confederation re-activated the Defense Force she joined as an officer, leaving her pilot life behind in exchange for a ship command track that led her to the General position.
[*]General Hughes [General of Blue Squadron] - Glaucus Male [Corellian]: A veteran of the Republic, he retired to his home on Selonia just before the One Sith sacked Coruscant. He returned to the Corellian military after they gained independence from the New Republic.

HISTORICAL INFORMATION
After the consolidation and organization of the Home Fleet which focused on the defense of the Corellian Sector, it became clear that the remaining vessels not only needed organization but also a mission. With tensions rising between the Corellian Confederation and several powers in the Core and Colonies it became clear that an expeditionary force was required to keep Corellian boarders safe while also facilitating their slow re-taking of the Corellian Run and Corellian Trade Spine. Thus the First Fleet was organized and compartmentalized for the task of patrolling the two Corellian trade routes and aiding in defense or conquest of hostile worlds. Its first conflict was the Battle of Balmorra where Task Force Starchild defeated a Humbarine incursion on the industrial world of Balmorra.
 
OUT OF CHARACTER INFORMATION
  • Intent: To provide a military use Groundcar for planets and terrain not condusive to Repulsorlift technologies
  • Image Source: Tumbril Cyclone, by Cloud Imperium Games
  • Canon Link: Groundcar
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Daw Motors
  • Affiliation: Open-Market
  • Model: G7 AT-GC
  • Modularity: Turret Hardpoint

  • Production: Mass-Produced
  • Material: Standard groundcar parts?
TECHNICAL SPECIFICATIONS
  • Classification:: Groundcar
  • Role:
    Personnel Transport
  • Scouting
  • Civilian Transport

[*]Size: Average
[*]Weight: Average
[*]Minimum Crew: 1
[*]Optimal Crew: 1-2 [2 For Turret hardpoint use]
[*]Propulsion: Wheels
[*]Speed: Fast
[*]Maneuverability: High
[*]Armaments: None - Very Low
  • ​Repeating Laser Cannon Turret Hardpoint

[*]Defenses: Low - High
[*]Passenger Capacity: 2
[*]Cargo Capacity: Average
SPECIAL FEATURES
  • None

Strengths:
  • Electronics Shielded: The driving systems, targeting, scanners, etc were shielded for the event of an EMP
  • All Terrain: The G7 AT-GC could be used in most terrains.
Weaknesses:
  • Electronics Shielded: The driving systems, targeting, scanners, etc were shielded for the event of an EMP
  • Fuel: If excessive damage is taken or the fuel tanks are directly hit with slugthrowers or blasters the groundcar could violently explode
DESCRIPTION
The G7 AT-GC was a military groundcar created by Daw Motors. After the company bought itself out from MandalMotors and moved its headquarters from Bothawui to current CEO's homeworld of Corellia, the company changed its policy on military applications. Proud to be a supporter of local communities and the new independence of the Corellian Confederation, Jecht's shift in policy lost it the support of several Bothawui suppliers. However due to his relationship with MandalMotors CEO Zeke Farthen he was able to secure parts and material lines for their first military vehichle.

The G7 AT-GC was an armored groundcar for use by the Corellian Military and colonial defense forces. As one of the few post-spaceflight societies that still widely used groundcars for transport Daw Motors used its experience working with MandalMotors to produce the open canopy vehicle. The G7 AT-GC had seats for one driver and three passengers with a hardpoint for a manned repeating laser cannon turret (courtesy of BlasTech). The tires were highly adaptable, allowing it to traverse a myriad of terrain, as its name would suggest. Its electronics and computer systems were shielded and thus could function in areas affected by EMPs, though Ion weapons could still disable them.

The car was powered by a liquid fuel derivative of Tibanna which made them highly volatile when under extreme heat conditions or if exposed fuel tanks were hit with blasters. However because of its frequent use in military logistics chains and easy manipulation this was seen as an acceptable loss. It was for this reason that the vehichle featured a half open canopy design, with its rear cab being fully protected with standing space for the turret operation when the hardpoint was utilized. A civilian model was also produced which lacked the hardpoint but kept the same armor, speed, and traded the weapon hardpoint for more storage capacity though also at the expense of a slightly more cramped rear cab.
 

Thera Mayeen

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OUT OF CHARACTER INFORMATION
  • Intent: (Example: 'A personal weapon for Darth Scabious' or 'an advanced armored personnel carrier for the Republic')
  • Image Source: Interceptor by Alexander Dudar
  • Canon Link: None
  • Primary Source: None
PRODUCTION INFORMATION
  • Manufacturer: Daw Motors
  • Affiliation: Closed-Market
  • Model: Aegis Police Cruiser
  • Modularity: No

  • Production: Minor
  • Material: Speeder materials.
TECHNICAL SPECIFICATIONS
  • Classification:: Police Transport
  • Role: Police Transport
  • Size: Average
  • Weight: Average
  • Minimum Crew: 1
  • Optimal Crew: 1
  • Propulsion: Repulsorlift
  • Speed: Fast
  • Maneuverability: High
  • Armaments: Low
    ​Laser Cannons
  • Ion Cannons

[*]Defenses: High
[*]Passenger Capacity: 6
  • ​3 Main Cabin
  • 2 Rear Prisoner Cabin
  • Shotgun

[*]Cargo Capacity: Very Small
SPECIAL FEATURES
Strengths:
  • Fast: The Aegis was a quick airspeeder and highly manueverable, able to keep up with starfighters and the modified freighters of smugglers in atmosphere
  • Armor: Shields and armor kept the Aegis safe in heavy combat
Weaknesses:
  • Ion Wepons: Ion weapons will disable shields or even the entire vehichle
  • Repulsorlift Jammer: Repulsorlift jammers could shut off the mechanism that lets it fly.
DESCRIPTION
Designed for CorSec, the Aegis Interceptor Police Cruiser was a shielded and armored airspeeder designed for combat. While a Core World, especially after Corellia's reconstruction, the world's crime levels spiked to new levels requiring CorSec to become better equipped for the
 

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