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Imperial Pre-Factory

Tanomas Graf

Guest
T
A place for Imperials to post their Codex/Factory submissions before submitting them, be it a Work-In-Progress or a completed submission that you require critique on.

Constructive criticism only. Don't be rude, just have a reason why you think something should be changed.
 

Travis Caalgen

Guest
T
imperial_space_station_commission_by_adamkop-d73mo9i.jpg

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Intent: To create an awesome-looking space station capable of realistically creating warships and other items at swift speeds, in the guise of the ancient Star Forge.
Image Source: Here.
Canon Link: N/A
Restricted Missions: N/A
Primary Source:
The Star Forge - Precursor Rakatan Artifact
The Foundry - See Above
Imperial Leviathan - To show that the old Galactic Empire did it as well
World Devastator - See Above
The Freedom - Unknowingly got me thinking about making this sub, putting this here so I don't get accused of plagiarism

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Manufacturer: The Galactic Empire
Model: N/A
Affiliation: The Galactic Empire & its Allies
Production: Semi-Unique
Material:
Quadanium-lined Durasteel Hull
Titanium-reinforced Alusteel Frame
Transparisteel Viewports
Turadium Blast Doors/Shutters

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Classification: Deep Space Manufacturing Station
Length: 7,500 meters
Width: 7,500 meters
Height: 10,000 meters
Armament: None
Defenses: Extreme
Advanced Space Station Deflector Shield
Redundant Space Station Deflector Shield
Redundant Space Station Deflector Shield
Reinforced Hull
Hangar: None
Various Non-Combat Starships
Frieghters
Shuttles
Tugs
Fleet Tenders
Maneuverability Rating: Very Low
Speed Rating: Very Low
Hyperdrive Class:
Class 12.0
Class 20.0 - Back-Up

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Command Spire - Sitting at the top of the massive space station is a large tower that houses the command decks and most importantly the bridge of the entire foundry. An entire shield generator was constructed underneath the foundation of the spire, dedicated to protecting the 'brain' of the operation from enemy attack should there be one.
Docking Bays - Three hangar bays adorn the sides of the space station, all of them capable of supporting a regular Imperial star destroyer (max. 1,600 meters) moving into it for repairs. Blast doors are featured on the sides of each hangar, where newly-constructed vessels can leave the shipyards through the hangar bays. These bays are modular and can be changed to fit anything from a freighter to the aforementioned star destroyer.
Foundries - Down in the 'fins' of the space station; there are enormous foundries that are used to take raw materials such as ore and melt them down to be cast into durasteel and the like for construction. Also in these foundries is where the vast majority of armor, weapon, vehicle, and general technology manufacturing takes place, the finished products being sent up to the docking bays to be loaded onto freighters.
Shipyards - While also located in the 'fins', much of the starship construction that this station can commence is carried out in the mid-section of the leviathan. Workers and droids alike create ships from the ground up, where everything up to the primaire warship of the Third Galactic Empire is within the realm of possibility. These finished vessels are then funneled through monumental blast doors into the modular bays of the station, where they are crewed by the Empire's finest and launched into service.
Solar Harvesting Array - Featured at the bottom of the 'fins' as well as the 'panels' on the absolute sides of the station are tremendous machines capable of harvesting solar energies, and should the station be close enough to a star; funnel the fiery nuclear flares into the station itself through the bottom. This serves as the primary means of power generation for the space station, feeding the infinite assembly line and further fueling the Imperial War Machine.
Reactor Module - Should the space station find itself in deep space without a strong enough source of solar energy, a powerful reactor has been installed in the ventral portion of the station where the energy from a star would be normally harvested. Using standard hypermatter-annihilation, it can fill the countless power cells effortlessly, but less efficiently than the solar harvesting method.
Structural Foundation - When the prototype station was in the early stages of construction, Imperial engineers decided to adopt a honeycomb foundation in order to maximum strength while minimizing weight, materials, and required space. In essence it gives the hull strong reinforcing while allowing for more space for construction areas and material storage.

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Heavily Shielded - The Imperium-class Orbital Factory, while bearing no weaponry, features three impressive layers of advanced shielding; much like the that of the Imperial flagship, the super star destroyer Pellaeon. This grants it significant protection against bombardment by an enemy fleet, buying it enough time for a proper fleet to arrive or to retreat into hyperspace.
Mobile - Equipped with a hyperdrive which is quite unusual for a station of this size, the forge station can relocate itself to virtually any part of the galaxy, even daring to hover over stars as to collect nigh-infinite energy from these stellar bodies. This bodes them well should an enemy discover the station's whereabouts and require them to move back into hiding.
Machine of War - The Imperium-class Orbital Factory, as you guessed it, is a massive space station designed to manufacture all of the objects that make up the Imperial war machine. Constructing a star destroyer at other shipyard stations could take weeks, but through the advanced engineering and automation techniques; the Empire has cut this down to mere days. This goes for other items such as walkers, portable garrisons, and other starship classes.
Semi-Automated - Instead of requiring a crew of possibly hundreds of thousands, the Imperium-class Orbital Factory makes use of thousands of droid workers including many robotic arms that work the assembly lines. On the other hand, the factory maintains a good portion of organic workers including an armed contingent of stormtroopers to protect the station from infiltration.

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Unarmed - The station is, after all, not built for military operations even though it constructs the items for the operations; It has absolutely no armament on the exterior that can be set against the enemy, requiring either a fleet to come protect it or to set its creations against its adversary. Although, the station itself has many internal turrets as well as an impressive garrison.
Power Hungry - The sheer power that this construct requires is nigh-immeasurable, it uses all of it to fuel the foundries and not to mention the countless droid workforce that the station employs. Its massive reactor is still less than enough energy required to operate, necessitating the harvesting of stars to keep the lines rolling and the warships pumping out.
Over-sized Target - The station at its maximum is ten thousand meters, or ten kilometers, and it doesn't help that the other dimensions measure at seven and a half kilometers as well. All in all, the station is a massive target to those who wish to bombard it; especially should the entire network of shielding fall and give leeway for an enemy force to completely and utterly destroy this amazing piece of Imperial technology.
Costly - To craft a station of this size is impressive, to create several is monumental, especially for the Galactic Empire. The sheer cost and time involved in the entire project would go to waste should a single station be destroyed; not to mention the countless tonnes of resources lost that were diverted to fuel the station's need to create.

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It was thought that the Empire had finished creating gargantuan stations when the second Death Star was eradicated over Endor at the twilight of the civil war between them and the despicable rebel forces. It was also thought that this era's incarnation of said Empire had reached their limit with the completion of one of the first super star destroyers produced since the dreaded Gulag Plague. Neither of these accounted for the fact that the Empire needed to expand its military as fast as possible as they had scientists on Kamino cloning soldiers by the millions already, but their shipyards just could not keep up with the demand for an entire navy's worth of warships in just around a year's time after the disastrous Omega War.

The Empire had the materials and they had the designs, but they required something to bolster their production capabilities. Travis Caalgen, Director of the Advanced Weapons Research military division was asked to do the impossible by the government, to create something that could in turn create a ship in perhaps just a handful of days at minimum. He had created the Conqueror-class Star Destroyer, proficient in obliterating entire starships in a single blast; the Admonitor-class Star Dreadnought, the flagship of the Imperial Navy and the most powerful command ship in the Outer Rim.

The project was doomed until records, dating back to over four thousand years ago, spoke of a machine that could do the exact thing they were asking for: the Star Forge. Unfortunately, the Empire had neither the time nor the methods to be able to seek out information on this already-destroyed Rakatan artifact, but they did believe they were able to create a smaller-version from scratch using the information they had gathered so far. And thus the Imperium-class Orbital Factory was created, through grueling hard work that surpassed that of the creation of the INV Pellaeon.

As close as a spitting image as possible to the Rakatan Star Forge, the Imperium-class was a massive station that was capable of shortening the construction times of nearly everything a successful war machine could need; vehicles, ships, droids, weapons, In no way capable of creating these things out of thin air, or stellar energy, the station requires the exact same amount of materials that is used to make these items
 

Aram Kalast

Galactic Empire Admin
OUT OF CHARACTER INFORMATION

• Intent: To establish the Galactic Empire with their new technological standard Stormtrooper armour.
• Image Source:
• Canon Link:
• Restricted Missions: None to List
• Primary Source:

PRODUCTION INFORMATION
• Manufacturer: The Galactic Empire
• Model: GE-ST/01 Armour (Galactic Empire Stormtrooper Zero-One Armour)
• Affiliation: The Galactic Empire, Stormtrooper Corp
• Modularity: Yes, the armour will have various variants (each will be subbed separately)
• Production: Mass Produced
• Material: Armourweave, Duraplast, Plastoid.

TECHNICAL SPECIFICATIONS
• Classification: All Purpose Trooper Armour
• Weight: 8kg
• Resistances
- Blasters (And other plasma type weapons): Average
- Kinetic: Average
- Lightsabers: Low

SPECIAL FEATURES

Armour Features:
Compression Body Glove
Energy Dispersing Surface
Manual Environmental Regulation
Reinforced Duraplast Forearm Segments
Environmental Seal Functionality
IFF Circuitry for Identification
Security Resonator
Genetic Coding Activation
Magnetic Weapon Holsters

Helmet Features:
Multi-Frequency Target and Acquisition System (HUD, Friend/Foe Designation)
Self-preserving Oxygen Filters and Reserve Tank (2 hours)
Automatic Polarising and Anti-Flash Blinding Lenses.
Holographic Vision Processors. (4 Range; Thermal/Nightvision/Ultraviolet/Infrared)
Encrypted Internal Comlink with Three-Phase Sonic Filter
Vocoder for Audio Output
Audio and Video Recorders
Cooling and Atmospheric Temperature Control System

Utility Features:
Utility Belt Equipped with:
High Tension Wire
Grappling Hooks
Spare Power Packs
Ion Flares
Energy Rations
Encrypted Anti-Jamming C1 Military Comm Link
Water Packs
Medpacs
Coded Thermal Detonator

Strengths:
Easily Produced
High Protection
Symbolism
Weaknesses:
Lightsabers will make butter of it.
Without HUD it would be like wearing a bucket on your head.
Lack of Identity

DESCRIPTION
When the First Galactic Empire held sway across the galaxy it was by the white armour of it’s Stormtrooper Legions that it did so. Now nearly nine hundred years onwards the Empire continues to employ the same tried and tested white armour to its elite legions. When Kamino was chosen as the home capitol of the Imperial way entire factories were placed upon the waves where countless munitions and armours could be massed produced. The GE-ST/01 was the first of these armour types and has since become the standard uniform of the Empire’s Stormtrooper corp.

Borrowing heavily from designs predating the Plague and created by scientists who rallied to Kamino in quick order once the Empire declared hold, the GE-ST/01 is a simple, robust and surprisingly complete armour set. From the HUD that allows a Stormtrooper to assess battlefield risks and allies in quick natural glances, to the protective layer of white that allows a trooper to survive attacks that would usually pierce the armour of lesser soldiers, the armour is an impressive set to behold.

To the Empire the armour is exactly what it needs to be. A white symbol of power for all to see and behold.
 

Travis Caalgen

Guest
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  • Intent: To create a standard-issue armour for the agents of the Imperial Security Bureau.
  • Image Source: Here
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source:
    INSF-A Imperial Special Force Armour

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  • Manufacturer: The Galactic Empire
  • Model: ISB-A (Imperial Security Bureau, Alpha)
  • Affiliation: Imperial Security Bureau, the Galactic Empire
  • Modularity: The main design aspect of all Imperial standard-issue armour is that it has to be added to and modified by each user as necessary. These modifications would include extra pouches, engineering tools and other such items. However for the most of it the armour is simple and will be the same basic shell.
  • Production: Limited
  • Material:
    Zersium-flecked ST-Firaxan-GSUIT (Imperial Black)
  • Stygian-triprismatic Polymer Plating w/ Armorweave straps
  • Reifflex Helmet Padding
  • Reflec Coating

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  • Classification: Multi-Purpose Combat and Operations Armour
  • Weight: Light
  • Resistances:
    Blasters: Very High
  • Kinetic: High
  • Lightsabers: Very Low
  • Sonic: Average
  • Ion/EMP: Low
  • Elemental: High


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  • Helmet
    Holographic Tactical HUD & Multi-Frequency Targeting Package (Real-time target tracking and allowing for enhanced reaction times)
  • Electro Photo Receptors (For vision into ultraviolet range and 2d holoimages of targets for easy targeting)
  • Voice & Blink Command Systems (For complete system control)
  • Automatically Sealed Vacuum Control (Seals the wearer from the effects of vacuum when the suit detects entrance into such conditions)
  • Absorption Visor (To protect against sonic attack)
  • Reifflex Cellular Padding
  • Close Circuit Comm Unit Scrambler
  • Frequency Rotation Program (Keeps rotating personal and/or squad frequencies every four seconds)
  • External Audio Encryption (Vocalized speech is muffled and encrypted unless commanded)
  • Telesonic Audio Pickup (External Sounds may be transmitted to and from the wearer)
  • Internal Air Filtration Breather
  • Sonic Mapper (Pings on voice command and triangulates with division mappers)
  • Advanced Sonar Sensors
  • Squad Status Tracker (Keeps active HUD display of entire squad vitals and activity information)

[*]Armour
  • Emergency Solar Power Cell (2 Hour Emergency Operation time)
  • Vacuum Seal (Activates upon suit detection of vacuum or hazardous environment)
  • Thermoguard Body Glove (Regulates Body Heat and conceals Thermal Profiling)
  • Boot Heat Sinks (Heat is passively transferred through the soles of the suits boots and released into the ground)
  • Reinforced Elbow, Knee and Shin Braces (To allow comfort and slight strength increase)
  • Concealed Vibro-Blade (Extends from under right wist)
  • Communication and Projection Display (Right Wrist)
  • Magnetic Adhesion to glove and boot base
  • Left Wrist Mounted Saberdart Launcher (Single Round)
  • Back Mount Brace (For additional connections)
  • Chest Blast Energy Sinks.

[*]Utility Belt
  • Grenade Rack (6 grenades)
  • Detonation Pack
  • Security Spike
  • Computer Spike
  • Door Breach Laser
  • Field Rations (1 week)
  • Ammo Pouches
  • Miscellaneous Belt Straps
  • Optional Operation Pouch Mounts

​​
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  • Weight - The armour is somewhat lighter than normal, meant to grant agents of the ISB better protection while not sacrificing agility.
  • Blaster Protection -
  • Kinetic Protection -
  • Environmental Protection -
  • Stealth -
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  • Cost -
  • Lightsaber Protection -
  • Ion/EMP Protection -
  • Technology -
  • Bodysuit -
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(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)
 

Huxy

[ Message Received ]
Vespa-Maser Defensive Emplacement Platform

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[*]
[SIZE=9pt]Canon Link: N/A[/SIZE]

[*]
[SIZE=9pt]Primary Source: N/A[/SIZE]

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  • [SIZE=9pt]Manufacturer: Galactic Empire Corps of Engineers[/SIZE]

  • [SIZE=9pt]Affiliation: Galactic Empire[/SIZE]

  • [SIZE=9pt]Model: Vespa-Maser DEP/001[/SIZE]

  • [SIZE=9pt]Modularity: Maser Weapon can be equipped to Vehicles[/SIZE]

  • [SIZE=9pt]Production: Mass-Produced[/SIZE]

  • [SIZE=9pt]Material: [/SIZE]

    [SIZE=9pt]Quadaniumhttp://starwars.wikia.com/wiki/Quadanium_steel-Titanium Alloy Frame[/SIZE]

  • [SIZE=9pt]Quadanium Base[/SIZE]

  • [SIZE=9pt]Quadanium Internal & External Reinforcements[/SIZE]

  • [SIZE=9pt]Quadanium-Titanium[/SIZE][SIZE=9pt] Alloy Armor Plating[/SIZE]

  • [SIZE=9pt]Copper & Silver Electromagnetic Coils (Internal; Barrel)[/SIZE]

  • [SIZE=9pt]Electrical Cords[/SIZE]

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  • [SIZE=9pt]Classification: [/SIZE][SIZE=9pt]Maser[/SIZE][SIZE=9pt] Defense Emplacement Turret[/SIZE]

  • [SIZE=9pt]Size: Average[/SIZE]

  • [SIZE=9pt]Weight: Heavy[/SIZE]

  • [SIZE=9pt]Ammunition Type: [/SIZE]

    [SIZE=9pt]Batteries[/SIZE]

[*]
[SIZE=9pt]Ammunition Capacity: [/SIZE]

  • [SIZE=9pt]Battery Charge (One Month // 720 Standard Hours)[/SIZE]

  • [SIZE=9pt](If connected to Reactor) Effectively Unlimited[/SIZE]

[*]
[SIZE=9pt]Reload Speed: None[/SIZE]

[*]
[SIZE=9pt]Effective Range: Long Range [/SIZE]

  • [SIZE=9pt]Effective Range - 6,500 ft (1981.2 m)[/SIZE]

  • [SIZE=9pt]Maximum Range - 10,000 ft (3048 m)[/SIZE]

[*]
[SIZE=9pt]Rate[/SIZE][SIZE=9pt] of Fire: High[/SIZE]

[*]
[SIZE=9pt]Stopping Power: Average[/SIZE]

[*]
[SIZE=9pt]Recoil: None.[/SIZE]


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[SIZE=9pt]Standard Features[/SIZE]

[*]
[SIZE=9pt]Long-distance Lifeform Scanner [/SIZE]

  • [SIZE=9pt]8,500 ft (2590.8 m)[/SIZE]

[*]
[SIZE=9pt]Thermal Vision[/SIZE]

[*]
[SIZE=9pt]Infrared Vision[/SIZE]

[*]
[SIZE=9pt]Audio Listeners[/SIZE]

[*]
[SIZE=9pt]Encryption Software[/SIZE]

[*]
[SIZE=9pt]Comlink Jamming Software[/SIZE]

[*]
[SIZE=9pt]Anti-jamming software[/SIZE]

[*]
[SIZE=9pt]Auto Lock-on System[/SIZE]

  • [SIZE=9pt]8,500 ft (2590.8 m)[/SIZE]

[*]
[SIZE=9pt]Alert System[/SIZE]

  • [SIZE=9pt]Audio Alert[/SIZE]

  • [SIZE=9pt]Visual Alert (Red flashing lights)[/SIZE]

  • (If in defensive emplacement) Digital Alert to Garrison Soldiers & Command

  • (If in defensive emplacement) Comlink Alert to Garrison Soldiers & Command

[*]
Active Shield Generator System


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  • Electromagnetic Beam - Maser weapons make use of electromagnetic beams. Short length electromagnetic waves are created on the Microwave and X-ray spectrum through the use of a high-powered battery or reactor module, effectively created a constant beam of electromagnetic waves that can, in most cases, render armor ineffective and obsolete and even ignite organic tissue on fire. Once launched from its device, the EM beam will be directed towards its target through the use of its internal droid brain and targeting system. Both of these systems work in conjunction with one another to fire the beam with unmatched precision towards its target, keeping the beam locked onto its target as best as it can. From thence, the EM beam will begin to burn through most forms of armor plating, being able to effectively cut through any sort of armor though it will take longer depending upon the relative strength and density of said armor plating. For individual oppressors, the beam takes less time than it would against an armored vehicle to burn through their armor. This makes it to where an individual trained on by the EM beam needs to get out of the way, or their armor will be cooked...and then they will be subsequently cooked and lit aflame as well.


  • Effectively Invisible Projectile - The defensive emplacement uses short-length, electromagnetic waves as it's source of dealing damage and killing enemy soldiers and destroying enemy vehicles. With the usage of electromagnetic waves come an unexpected, however, welcomed consequence. EM waves cannot be seen by the naked eyes of many, if not most of the regular sentient humanoid beings in the galaxy. This means that, in theory, and after subsequent testings of multiple different humanoids and near-human individuals involving EM waves and weapons, that the projectile beam is invisible. In effect, creating projectiles that are near impossible to dodge and see unless an individual has the proper equipment to see Microwave electromagnetic waves and X-ray electromagnetic waves as well.

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  • Prone to Overheating - The turret makes uses of a convoluted and complicated battery system with too many wires. The power system of the turret has to undergo multiple processes before firing sequence, slowly heating up the battery to warm temperatures. After the weapon fires, the heat scale on the battery spikes momentarily before slowly evening out and increasing at a steady, albeit slow pace that trends upwards into the extreme temperature ratings which can cause internal damages and malfunctions. When the battery finally does reach these said extreme temperatures, the turret will undergo an automatic cooling system with heat vents opening and the rush of liquid nitrogen through the battery to cool it's systems rapidly to room temperature. The entire cooling process stated above takes an estimated fifteen seconds at the maximum. During this cooling period, the turret's shield will temporarily go down a layer, leaving only the deflector shield running on emergency power, and during this phase, the turret will not be able to fire at any active targets.


  • ION / EMP Weaponry - The molecular shield of the turret for all intents and purposes, can and should be able to absorb any form of fire directed it's way. Whether that be blasters, ion, heat beams, cryo beams, anything really...at least that was the supposed theory. In reality, however, the exterior and interior shield layer's of the turret can not sufficiently sustain itself when under pressure and the constant barrage of both ION and EMP weapons. ION weapons are more effective at taking down the molecular shield and deflector shield, however, it will take them awhile nonetheless to break through the defensive shield barrier. ION weapons will be able to break through the shield faster than standard weaponry, and EMP's are the second most effective weapon at taking down the shield. However, EMP's cannot easily break through the shield despite their ionic and anti-electrical system nature.

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  • [SIZE=9pt][The XHgN-220 (or simply the '220') is a specialized Turbolaser designed by Taim & Bak for use as a fortress defensive emplacement, siege weapon, and starship battery. Inspired by tactics used during the Yuuzhan-Vong War, the 220 can fire a two shot burst and is designed to defeat corvettes and smaller vessels with ease, sacrificing rate of fire to punch through shields and armor (especially when used in volleys). While the stutterfire ability is of limited use against larger vessels, the 220 is fully capable of being used as a conventional turbolaser as well, albeit a somewhat pricey one.[/SIZE]
 

Huxy

[ Message Received ]
08c2fb7e21d7fc966d124992de45384d.jpg
AT-ST

[ OUT OF CHARACTER INFORMATION ]

  • Intent: To create a modernized rendition of the All Terrain Scout Transport for use by the Galactic Empire
  • Image Source:
    [X]

[*]Canon Link:

[*]Primary Source: N/A
[ PRODUCTION INFORMATION ]
  • Manufacturer: Galactic Empire Corps of Engineers
  • Affiliation: Galactic Empire
  • Model: All Terrain Scout Walker RME/001
  • Modularity:
    Ammunition
  • Paint can be changed to suit environmental conditions
  • Weapons (See Armament Category)

[*]Production: Mass-Produced
[*]Material:
  • Durasteel-Quadanium Alloy Hull
  • Durasteel Leg Joints
  • Gold & Silver Electrical Systems

[ TECHNICAL SPECIFICATIONS ]
  • Classification: Multipurpose, Light Walker
  • Role:
    Reconnaissance
  • Anti-personnel

[*]Size: Average
  • Height - 27.9 ft (8.5 m)

[*]Weight: Average
  • Total Weight - 27,227.08 lbs (12,350 kg)

[*]Minimum Crew: 1
  • Pilot - 1x

[*]Optimal Crew: 3
  • Pilot - 1x
  • Gunner - 2x

[*]Propulsion: Bipedal
[*]Speed: High
  • 80.77 mph (130 km/h)

[*]Maneuverability: High
[*]Armament: High
  • Grenade Launcher (Four grenades per volley)
    Effective Range - 874.89 yds (800 m)
  • Maximum Range - 1,476.37 yds (1,350 m)
    Concussion Grenades
  • Thermal Grenades
  • Ion Grenades
  • Impact Grenade
  • Anti-vehicle Grenades
  • Cluster Grenades


[*]Rocket Pod (Six missiles per volley)
  • Effective Range - 1640.42 yds (1,500 m)
  • Maximum Range - 3,280 yds (3,000 m)
    Ion Missiles
  • Concussion Missiles
  • Advanced Homing Cluster Missiles
  • Anti-vehicle Missiles


[*]Mk 1/W Twin Blaster Cannon
  • Blaster Bolts
  • Ion Bolts


[*]Defenses: Average
[*]Squadron Count: Average (12)
[*]Passenger Capacity: N/A
[*]Cargo Capacity: Average
  • 460 lbs (208.65 kg)

[ SPECIAL FEATURES ]
  • Life-form Scanner
  • Thermal (Body Heat) Scanner
  • Geo-mapping Software & Scanner
  • Built-in Homing Beacon
  • Broadband Antenna (Deployable)
  • Encryption Software
  • Jamming Software
  • Jamming Device
  • Deflector Shield Generator (One Layer)
    Deflector Shield

[*]Motion Sensor
[*]Recording Camera System
[*]Droid Brain Targeting System
[*]360 Degree Swivel System
[*]Back Ion Thruster System (Offers short & momentarily boosts of speed)
[*]Serrated Knee Joints (Prevents usage of tow cables)

[ Strengths ]
  • Fast - Unlike it's older counterpart, the newer and more advanced version of the AT-ST is fast, much faster than it's previous version despite the increase in weight and heavier armor plating. Whereas the older model went as fast as forty-nine miles per hour, the modernized version goes a boasted eighty miles per hour due to the addition of a more powerful energy source with stronger metals for the legs, that are capable of handling fast speeds whilst also holding up the entirety of the hull or the 'head' of the AT-ST.

  • Capable Offensive Armament - The old AT-ST of the once glorious Galactic Empire pre-battle-of-Yavin lacked a capable offensive armament. The newer model, however, makes up for this fault, boasting increased firepower in the forms of explosive weaponry, ranging from ion grenades and ion missiles to homing cluster missiles and cluster grenades. All of the new additional weapon systems can help the AT-ST to obliterate masses of infantry in ambushes and even possibly destroy larger, armored vehicles as well.

[ Weaknesses ]
  • Back Hull Armor - Not all problems can be or have been solved with time. Not even the poorly armored back plating of the AT-ST, even in it's modernized version. The back of the hull of the AT-ST is the most susceptible to damage out of most of the armor on the walker. It is the weakest part despite its reinforcement with a few millimeters thick of Quadanium Steel to try and compensate for its lack of back armor. Heavy weapons will easily be able to break through the back hull armor, with time, of course. Rockets, however, can easily make short work of the vulnerable and oftentimes, weak back hull armor of the AT-ST, rendering it defenseless when turned around with it's back towards an enemy oppressor.

  • 'Knee' Joints - Despite the knee joints being serrated as to prevent the past usage of two cables against such walker models, the knee joints themselves do not boast much in the way of overall durability or strength in regards to defensive capabilities. A well-placed rocket can easily destroy a knee joint, forcing the AT-ST onto one leg and thus, collapsing it onto the ground in a useless heap of metal and weapons.

[ Description ]
 

[SIZE=9pt]
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[/SIZE]
Federation Stormtroopers wearing their newly issued armour
[SIZE=9pt]Source ([/SIZE][SIZE=9pt]x[/SIZE][SIZE=9pt])[/SIZE]
[SIZE=9pt]"Sons of Coruscant, for the Chancellor!"[/SIZE]
[SIZE=9pt]-Anonymous Federation Stormtrooper[/SIZE]
[SIZE=9pt]
[/SIZE]
OUT OF CHARACTER INFORMATION

Intent: Create the Standard-Issue Personal Protective Equipment/Field Dress/Body Armour of the Federation's Army and Stormtrooper Corps.
Image Source: Source
Canon Link: N/A
Primary Source: ARC Trooper Armor, Katarn Armour, Mark III Katarn-Class Commando Armour, Phase I Clone Trooper Armour, Phase II Clone Trooper Armour

PRODUCTION INFORMATION

[*]Manufacturer:

[*]Model: Advanced Improved Multipurpose Battle Armour Mark/IX "Katarn"
[*]Names:
  • AIMBA Mk. IX Katarn (Official Nomenclature)
  • Confederation Trooper Armour (Unofficial)
  • Mk. IX Katarn-Class Battle Armour (Official Nomenclature)
  • Shell (Unofficial)

[*]Cost: ~25,000 Credits
[*]Value: 100,000 Credits (Black Market Value)
[*]Built: 856 ABY - Current
[*]In Service: 856 ABY - Current
[*]Planned: ~6,200,000 (Circa. 856 ABY)
[*]Ordered: ~6,200,000 (Circa. 856 ABY)
[*]Building: ~6,000,000 (Circa. Early 856 ABY)
[*]Completed: ~200,000 (Circa Early 856 ABY)
[*]Modularity: Yes (Variants: Advanced Reconnaissance Commando, Advanced Reconnaissance Force, Heavy, Pilot, Scout, Vehicle Crew etc.)
  • Appearance
    Camouflage Patterns
  • Krennic-Pattern Helmet
  • Yularen-Pattern Helmet

[*]Equipment
  • Backpack
  • JT-12 Jetpack
  • Webbing
    Ammunition Pouches
  • Bandoliers
  • Holsters
  • Load Bearing Harnesses
  • Vibrobayonet Sheath
  • Vibroblade Sheath


[*]Supplemental Armour
  • Kama
  • Non-Explosive Reactive Cuirass Armour
  • Pauldron(s)
  • Rangefinger
  • Sun Visor



[SIZE=9pt]
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Close-Up of Factory-New Mk.IX "Krennic" Pattern Helmet
[SIZE=9pt]Source ([/SIZE][SIZE=9pt]x[/SIZE][SIZE=9pt])[/SIZE]​
[SIZE=9pt]"Damn Trooper, if you shine any more you'll blind the enemy."[/SIZE]​
[SIZE=9pt]-Anonymous Federation Soldier to a Replacement[/SIZE]​
[SIZE=9pt]
[/SIZE]​

Production: Minor
  • Core Imperial Confederation Army
  • Core Imperial Confederation Stormtrooper Corps
Material:
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose Military Body Armour
  • Height: Wearer's Height + 5.0cm (~2.0")
  • Weight: Heavy
    ~40 Kilograms/88.lbs

Resistances
  • Kinetic (Ballistic/Kinetic Weapons): Very High
  • Blasters (Directed Energy/Plasma Weapons): Very High
  • Electrical/Ion: Low
  • Lightsabers (Plasma/Electro-Plasma Melee): Average
  • Sonic: Low
SPECIAL FEATURES

[SIZE=9pt]
ehzhvi6.png
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Federation Soldiers of the "Coruscant Guard" wearing customised armour
[SIZE=9pt]Source ([/SIZE][SIZE=9pt]x[/SIZE][SIZE=9pt])[/SIZE]​
[SIZE=9pt]"You wear the colours of the Federation's Senate, Trooper. Wear them with Pride."[/SIZE]​
[SIZE=9pt]-Anonymous Federation Stormtrooper, Coruscant Guard[/SIZE]​
[SIZE=9pt]
[/SIZE]​


  • Annunciator

    Vocal Distorter

  • Vocal Emulator

[*]
Bacta Injector Ports

[*]
Comlink

  • Cuirass: Digital UHF Antennae, 120-160 Kilometer Range

  • Helmet: Digital UHF Antennae, 120-160 Kilometer Range

[*]
Computer System

[*]
Data Port

[*]
Deflector Shield Generator

  • Particle Shield

  • Ray Shield

[*]
Environmental Control System

  • Cooling System (Air Conditioned)

[*]
Global-Positioning System (W/Blue Force Tracking)

[*]
Hologram Emitters

[*]
Holographic Heads-Up Display (Programmable, Customisable)

  • Macromotion Monitor

    Axis: Horizontal/Traverse

  • Range: 15 Meters

[*]
Multi-Frequency Targeting & Acquisition System

  • Visioning Spectrum:

    Clear Channel/Visible Light

  • Infrared

  • Low-Light

  • Near-Infrared

  • Ultraviolet


[*]
Retinal-Tracking

  • Blink-Click Capable

[*]
Voice-Command Recognition


[*]
IFF Transponder (Encrypted)

  • Biometric Data

  • Name

  • Rank

  • Service Number

[*]
Life-Support System (90 Minute Oxygen Supply)

  • Closed Circuit CBRN-Certified Rebreather

[*]
Liquid Induction Port (Helmet-Mounted, rotates into Wearer's mouth)

[*]
Magnetisable Weapon Storage Strips (Upper Thighs, Cuirass Rear)

[*]
Magnetisable Boots

  • Grav-field alternator

[*]
Power Cells
  • Microfusion Cells


  • Power Supply Unit (1,248 hr MTBF)
  • 1-6x Image Magnification
  • Recoil Compensating Actuators
  • Servo-Assisted Boot Bracers
  • Sonic Dissipators (Helmet-Lining)
  • Two-Hundred Gigabyte Solid State Drive


ARMOUR COMPONENTS
[SIZE=9pt]
[/SIZE]
iOlqYEn.png

Katarn Mk. IX Battle Armour from the Factory with "Yularen" Pattern Helmet
[SIZE=9pt]Source ([/SIZE][SIZE=9pt]x[/SIZE][SIZE=9pt])[/SIZE]​
"You can really see the Mandalorian influence in the Yularen helmet."
-Anonymous Federation Soldier regarding the Yularen-Pattern helmet's design
[SIZE=9pt]
[/SIZE]​
  • Advanced Combat Helmet: One of the most important components of the Mark IX Katarn Military Body Armour, this helmet is constructed from incredibly hard Reinforced Duraplast the onboard computer scans any item that is picked up in the wearer's hands and in the case of weapons will display information such as battery and gas canister charge along with a dynamic crosshair appropriate for the weapon's design and performance data. The helmet is equipped with shielded respirator filters that remove contaminants, poisons, toxins and nerve agents from the atmosphere before being cycled through the environmental controls. A closed-circuit rebreather provides an oxygen supply sufficient for about ninety minutes of strenuous EVA activity. In addition the helmet is packed with thermal and motion sensors, communications, solar-powered lighting, and imaging and video gear.
  • Armourweave Skinsuit: The Mark IX Armourweave Bodysuit is constructed with moisture-wicking material and linked to an environmental control computer which interfaces with the hard armour modifying the systems' climate control mechanisms for maximum thermal comfort regardless of ambient temperatures. It's the last layer of protection for the wearer and can only resist low velocity ballistic projectiles and absorb only the most glancing plasma impacts without failing.
  • Deflector Shield Generator: Deflector Shield Technology being implemented into Infantry Body Armour is a relatively rare phenomenon, and has appeared infrequently throughout history. The Core Imperial Confederation, determined to give its' valuable and highly-trained Troops access to Deflector Shield Protection built into their armour. The Federation reverse-engineered the Katarn-Class Commando Armour as used by Republic Commandos in the late Old Republic led by Sheev Palpatine and improved upon it.
  • Fail-Safe Detonation System: If the Katarn system or its' wearer is in danger of being imminently captured by a hostile force the Wearer has the capability of using their onboard computer to turn their microfusion battery into a thermal detonator. In this way, the armour can be used as an improvised explosive device and permits a wearer to potentially engage in suicide bomber tactics or use themselves as a weapon in negotiations.
  • Magnetic Weapon Holder Strips: There are a few powerful magnetic weapon strips scattered around the Mark IX, generally placed on the thighs, back and waist parts of the Reinforced Duraplast Armour and permits the wearer to 'holster' weapons without having to rely on holsters and harnesses. Additionally, the soles of boots can be magnetised to permit the Wearer to navigate zero gravity environments effectively and is especially useful aboard spacecraft.
  • Outer Reinforced Duraplast Shell: The outer shell of the Mk. IX Katarn Battle Armour is constructed from Duraplast that has been reinforced for increased hardness and toughness. This form-fitting plating is laser cut to fit each Trooper individually for maximum flexibility and comfort covering the abdomen, torso, arms, hip, legs, calves, feet and hands with twenty different panels. The Reinforced Duraplast is highly resilient can take significant punishment without failing, and is nearly impervious in practical terms to ballistic weapons such as slugthrowers. While enough shots from large-calibre high velocity armor piercing rounds will breach the outer shell, the suit can take a few glancing blows from them without compromising the armor's integrity. The outer shell of Mk. IX Katarn Battle Armour covered with a Duravlex coating to help disperse the intense thermal radiation generated by directed energy and plasma weapons. However one or two direct hits from any plasma weapon will compromise the armor plating.
  • Powerplant: Because of its' Deflector Shield Generator the Katarn Mark IX consumes significant amounts of power and generates approximately 1,500 Kilowatts of Power or 1.5 Megawatts provided by a Hydrogen-Tritium Microfusion Battery located in the armour's rear cuirass beside the Deflector Shield Generator. The Microfusion Battery if ruptured or destroyed can cause a small detonation which can cripple, main or kill the armour's wearer.
  • Power Supply Unit: Supplying the various electronic components of the Katarn System is a Power Supply Unit that must be periodically replaced, this can be done under field conditions by the wearer if necessary and it isn't unusual for Soldiers or Stormtroopers to be issued a replacement power supply unit for their armour when deployed on operations where re-supply issues are a concern.
  • Titanium Picocomposite Bodysuit: Sandwiched between the Hard Armour plating and Armourweave skinsuit is a TYI Flex-Armour bodysuit constructed from a Titanium Picocomposite weave, it is very strong albeit flexible and serves as the second tier of protection, resistant against ballistic attacks and coated with Duravlex to disprse thermal radiation from directed energy weapons and Reflec polymer to try and block electromagnetic spectrum emissions.

Strengths:

[SIZE=9pt]
U2sHzal.png
[/SIZE]

Camouflaged Mk. IX Katarn Battle Armour
[SIZE=9pt]Source ([/SIZE][SIZE=9pt]x[/SIZE][SIZE=9pt])[/SIZE]​
[SIZE=9pt]"Why even bother with the camo with these markings?"[/SIZE]​
[SIZE=9pt]-Anonymous Federation Soldier[/SIZE]​

[SIZE=9pt]
[/SIZE]​

  • All-Environment Battle Armour: Equipped with a Close-Circuit Rebreather and a modest life support system the unmodified Katarn Mk. IX can sustain its' wearer for ninety minutes within the Vacuum of Space or Submerged, additionally it is equipped with sophisticated environmental controls and climate control which allows the armour's internal ambient temperature to remain at peak thermal comfort between 18-22 degrees Celsius. If this were not attractive enough the system's outermost armour and bodysuit surfaces are coated in the heat-resistant Duravlex helping to conceal the Wearer's infrared/near infrared emissions on top of preventing them from melting upon contact with Lava.
  • Deflector Shield Generator: Every Mark/IX Katarn Battle Armour system is equipped with a Ray and Particle Shield Self-recharging Deflector Shield Generator interdicting any projectile accelerating towards the wearer at a velocity equal or greater to thirty meters per second. When triggered the Deflector Shield absorbs the incoming object protecting the armour itself and its' wearer from what would otherwise have been an impact and potentially crippling injury. Typically the Deflector Shield Generator will cycle and begin recharging five seconds after receiving the last impact that triggered it and will take approximately four seconds to fully recharge, capable of withstanding around five shots from most blaster rifles and about twelve shots from slugthrowers before collapsing, thus it will protect the wearer from brief albeit not weapons sustained fire.
  • Duraplast Hard-Armour Construction: The Hard-Armour plates of the Katarn armour including its' helmet is constructed from Reinforced Duraplast conferring a high standard of protection from Ballistic and Directed Energy Weapon technology, this Duraplast is highly ductile yet incredibly hard capable of protecting its' wearer from penetration by most Blasters, Slugthrowers and even Verpine Shatter Guns, however, the Kinetic Energy conferred by projectiles is another issue and Troopers can be crippled by traumatic and hydrostatic shock from fractured bones and soft tissue injuries. This is deemed acceptable as it makes the interred Trooper noticeably difficult to outright kill, allowing a valuable learned veteran to return to service rather than being left with a broken dead hero.
  • Reflec Electromagnetic Camouflage Coating: Beneath the Katarn Battle Armour's outer Duravlex coating is a layer of polymer Reflec bonded to the armour armour plating and laced into the armourweave bodysuit as a Pico-sized weave. This polymer layer on the armour blocks emissions from the system on the electromagnetic spectrum wendering the wearer all but visible on every band of the spectrum, including Infrared, Near Infrared and Ultraviolet Spectrums. However, it doesn't conceal the Digital UHF emissions from its' IFF tags or the waves created by comlink broadcasts, these signals can be detected by sensor suites and is a method that could be used to defeat this camouflage.
Weaknesses:
  • Deflector Shield Generator Flaws: There are a number of exploitable flaws regarding the Katarn Armour's Deflector Shield Generator, it will only interdict projectiles accelerating towards the wearer travelling at a velocity equal or greater than thirty meters per second equivalent to one-hundred and eight kilometers per hour or sixty-seven miles per hour. This makes the wearer vulnerable to melee weapons, thrown projectiles and shrapnel.
  • Ion Weapons: The Mark IX Katarn Battle Armour possesses vulnerabilities to Ionic interference, powerful ionic fields are capable of disrupting elements of the Holographic Helmet-Mounted Display. In addition, shots from Ion Pistols or Ion Blasters will generally drain the Deflector Shield Generator in a single shot leaving the wearer's hard-armour plates vulnerable and therefore the wearer themselves to injury. This effect is also seen with Ion Grenades, the Battle Armour itself is earthed and thus it usually protects the wearer themselves from electrocution with the curious exception of Force Lightning which apparently electrocutes the wearer through another method.
  • Kinetic Energy: Despite its' ability to prevent penetration the Katarn Armour's hard-armour construction leaves the wearer vulnerable to being injured or disabled through kinetic energy and thus weapons like large-calibre high-velocity slugthrowers and verpine shatter guns are capable of crippling the wearer where the armour itself is impacted. Common injuries caused by high velocity armour-impacts include soft tissue injuries, skeletal fractures and concussions when striking the head. So, while the Armour is effective at keeping it's wearers alive they aren't immune or impervious to injury.
  • Maser Weaponry: Masers by virtue of their utilization of Microwaves as a weapon are an effective weapon when used against the Katarn Battle Armour, their short wavelength disrupts and quickly depletes the Deflector Shield Generator's projected field along the system's surface and can rapidly melt the underlying hard armour with a potential for inflicting serious radiation burn injuries on the wearer quickly.
  • Particle Beams: Particle Beam Weapons fire highly excited streams of electrons with power far exceeding a traditional blaster, these streams created by Particle Beam Blasters are entirely capable of punching straight through the Katarn Armour's Deflector Shields in a display of brute force and striking the hard armour underneath, Particle Beam Blaster are additionally capable of punching through the armour's tiered layers and causing the wearer crippling, debilitating or fatal injuries.
  • Plasma Melee Weapons: Melee weapons that rely on superheated plasma gas for their cutting power are particularly devastating against the armour and it generally cannot survive anything but the briefest most superficial contact with the likes of lightsabres or electro-plasma weapons. What's worse is the strong magnetic field surrounds these blades disrupts the Deflector Shield's consistent field and creates an opening around the plasma blade so regardless of how fast these weapons are accelerating towards the wearer they will generally bypass the deflector shield rather than being halted by its' Ray layer as seen in other applications of this technology.
  • Somewhat Cumbersome: Weighing forty kilograms or close to ninety pounds the Mark IX Katarn Battle Armour is perceived by many soldiers to be rather cumbersome and heavy. In addition, it's pauldron design limits the wearer's lateral shoulder movement preventing them from raising their arms above shoulder right on that axis as the pauldron's top will hit the shoulder. The design of the armour additionally gives its' wearers a distinctive silhouette and a shiny surface making it difficult to camouflage effectively under good lighting conditions without foliage attachments or wearable suits.
  • Sonic Weapon Waves: Overpressure waves generated by the likes of Sonic Weaponry are particularly effective at the Katarn Battle Armour for a few reasons, including the way they behave which permits them to completely bypass the armour's deflector shield generator, because it's constructed from hard armour plating the sonic waves are particularly effective at propagating through the tightly packed molecules of its' Reinforced Duraplast panels.
DESCRIPTION

[SIZE=9pt]
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Krennic-Pattern Helmet with its' mouthplate removed
[SIZE=9pt]Source ([/SIZE][SIZE=9pt]x[/SIZE][SIZE=9pt])[/SIZE]​
"Remember, you've got to remove the mouthplate before you can put it on or take it off"
-Anonymous Federation Soldier

[SIZE=9pt]
[/SIZE]​

The Mark IX Katarn Battle Armour is a product improved and technolgically advanced successor to the Phase II Clone Trooper Armour and Katarn-Class Commando Armour manufactured and issued during the Clone Wars. Designed by a veteran of the Clone War and a member of the old Jedi Order that existed during the Rise of the Empire, Anarielle Giala Mero co-operated with Republic Engineering Company located close to Coruscant in the production of the Armour. With Samaria Heavy Engineering on Thustra designing many of the Armour's technologically sophisticated components including the Deflector Shield Generator while Republic Heavy Engineering designed the Reinforced Duraplast Hard armour and the Bodysuit with aid from Samaria Heavy Engineering who have extensive experience with bodysuit and environmental control systems as used in their Powered Exoskeleton Products.

While the Republic Engineering Company and Samaria Heavy Engineering might have been hesitant to aid the Core Imperial Confederation any fears they had were tactfully eased with claims that they as a piece of protective equipment rather than a weapon the Katarn Mk. IX itself would be protecting the lives of soldiers. As of early 856 ABY approximately 6.2 Million units of Mark IX Katarn Battle Armour has been ordered by the Imperial Confederation, with Republic Engineering Company slated to construct approximately 85% of the Order with the remaining 15% manufactured by Samaria Heavy Engineering on Thustra. The Sephi-Constructed systems are considered to be overall superior in their construction and protective qualities albeit being about 33% more expensive than systems produced by the Republic Engineering Company.


Katarn Mark IX Battle Armour features a sophisticated helmet that while mimicking the design of Phase II Clone Trooper Armour is significantly more advanced with greater capability. Both the Krennic and Yularen-patterns helmets feature a single 'T' shaped continuous lens which under testing conditioning helped alleviate claustrophobia experienced by Soldiers and Stormtroopers, the lens is polarised and capable of actively adjusting the level of polarization in accordance with the amount of visible light striking the visor it can go from transparent to entirely opaque depending on sensor data and user command. It is considered polite within Imperial Confederation ranks to force the visor to take on a transparent setting when addressing a superior Officer in a non-combat environment so that they might see their expression.

The helmet is equipped with a long-range Digital UHF Comlink Antennae allowing reliable communication with forces at a whopping distance of one-hundred and sixty kilometers away permitting expeditionary forces on the surface of a planet to maintain contact with Warships in low orbit and share sensor data within the battlespace giving Confederation Troops nearly unrivaled Intelligence gathering and sharing capability. For verbal communication each helmet features an annunciator to make the wearer's speech clear and comprehensible, the annunciators also features a distorter which scrambles and warps a speaker's vocal outputs to make them indecipherable to normal hearing but the Katarn helmet has software build into its' sonic and aural processors to descramble the messages spoken through nearby annunciators with their distorters active permitting the wearers to maintain information security and radio silence at the same time.

To aid in the wearer's situational awareness the Mk. IX Katarn Battle Armour's helmet features a series of hologram emitters that create an intuitive helmet-mounted display with a wide variety of widgets that display varying amounts of information, the information displayed is entirely modular and customisable between operators allowing the wearer to tailor their display to what is more suitable for them. At the top of the display and centered is a horizontal aqua coloured shield-charge bar that displays the current Deflector Shield Generator Charges, filling and depleting proportionally to its' strength. At the top-right corner of the helmet-mounted display is a holographic read-out of the current weapon in the user's hands along with its' ammunition or battery charge and gas canister capacity. The fifteen meter circular shaped Macromotion monitor display finds its' place under default settings in the bottom-left corner of HUD and finally if the operator possesses any grenades these are shown in top-left corner.

For protection in hazardous and contaminated environments the helmet is rated for operation in chemical, radiological, biological and nuclear warfare meaning it protects its' wearer from these hazards and achieves this impressive feat by creating a separate atmosphere with a strong membrane that drops down against the Bodysuit. Equipped with a pair of advanced shielded respirators, a closed-circuit rebreather and a life support system the Mk. IX has practically unlimited endurance even in a contaminated environment, in an environment lacking any vital gasses such as the vacuum of space between the pressurized hermetically sealed bodysuit and on-board life support system the Katarn generates sufficient oxygen to sustain its' wearer for ninety minutes. For operation in an extra-vehicular environment, the boots can be magnetised allowing the Katarn Armour's wearer to effectively traverse the likes of ship corridors a Grav-Field Alternator was incorporated aid with balance and stability for the wearer in environments lacking gravity, jetpacks are issued as necessary and can be greatly useful in boarding actions.

The Helmet is laser-cut to comfortably hug the wearer's face permitting them to adopt normal cheek-weld and sighting with ranged weapons however as a result of its' snug streamlined fit it cannot be donned or removed through the normal over-the-head method. In order to remove or get the helmet over its' wearer's human-shaped skull they must remove the helmet's annunciator and respirator-containing mouthplate, which compromises the system's hermetic seal but allows the wearer to more easily and comfortably consume liquids or food in a field environment while keeping their heads for the most part at least protected from projectiles. This is how the majority of Imperial Confederation Soldiers and Stormtroopers wear their helmets in a secure barracks environment as it alleviates symptoms of claustrophobia and permits them to breathe the local atmosphere which some find psychologically comforting.

The protective suite of the Mark IX Katarn Battle Armour includes four different tiers for maximum survivability of its' wearer even under sustained fire. The first tier is an armourweave environmentally-controlled moisture wicking skinsuit constructed from a flexible yet tough Pico-sized Durasteel weave strong enough to prevent penetration by low-velocity slugthrower projectile fired by the likes of pistols, its' coated with a layer of Duravlex so that it can dissipate the intense thermal radiation delivered through shots from directed energy weapons like directed laser or plasma technology this is designed to reduce the severity of any wounds or burns resulting from laser or plasma fire. The Armourweave skinsuit is additionally resistant to cuts thanks to its' Durasteel weave along with stabbing thrusts often seen in pointed melee weapons provided said melee weapons doesn't make use of vibro-technology. The Skinsuit is form-fitting and conforms to the wearer's body for maximum comfort and so their motor functions are precisely translated through the material.

Consisting of the second tier of the Katarn Mark IX Protective suite is a TYI Flex-Armour Bodysuit that separates the more delicate skinsuit from the outer Hard Armour, the flex-armour bodysuit contains the skinsuit and the two pieces appear to be one piece of equipment to most eyes however they are constructed separately and bonded at the factory. The TYI Flex-Armour bodysuit is constructed with a Pico-sized Titanium weave making it extremely hardy and yet flexible, it's capable of preventing penetration of high-velocity small calibre ballistic projectiles fired from the likes of Slugthrowers Rifles and performs well at dispersing the thermal energy. Because the TYI Flex-Armour bodysuit contains the Armourweave skinsuit it conforms snugly to the wearer's body making it comfortable if a little smothering for its' wearers and accurately translates fine motor function through the material. The TYI Flex-Armour bodysuit isn't formidable enough on its' own to protect its' wearer from sustained weapons fire but in conjunction with the outer hard armour or third tier of protection it can successfully prevent penetration under concentrated fire even with the outer shell breached as the outer hard armour absorbs the impact.

Forming the third tier of Protection for the Mark IX Katarn Battle Armour is approximately twenty different pieces of laser-cut Duravlex and Reflec polymer-coated reinforced duraplast plates constructed in approximately four different sizes for both sexes to closely match different athletic Human physiques commonly found amongst Military personnel. The Reinforced Durplast Plating is incredibly hard albeit flexible on initial appearance many observers mistake these plates for the more flimsy and less protective plastoid alloys used in its' progenitor designs only to be surprised when the likes of Verpine Shatter Gun munitions fail to penetrate it with any reliability. Common Blaster Weapons fail to cause fragmentation or penetration of these plates generally speaking making it highly effective at keeping the wearer's body and vital organs protected from kinetic and directed energy weapons although the impacts that strike the Reinforced Duraplast Armour plates are readily converted into kinetic energy which can impact sufficient hydrostatic shock or trauma onto the wearer's body in some cases to cause serious, crippling or debilitating injuries such as skeletal fracturing, severe contusions and in the case of explosive overpressure caused by ordnance subdural and epidural hematomas. The Reinforced Duraplast Armour plating can withstand a handful of shots from plasma weapons before it could be considered compromised and is virtually immune to high-velocity intermediate cartridge slugthrower munitions with the exception of either armour piercing or exceptionally large calibre projectiles.

Finally, a Deflector Shield Generator is implemented into the rear cuirass of torso armour and was designed based on the technology used in the First Imperial "DARKSABRE" Advanced Powered Armour Program which aided significantly in the swift production of this particular item as the engineering did not need to be created from scratch. The Deflector Shielding technology used in the Mark IX Katarn includes both Ray and Particle shielding permitting it to interdict and destroy both directed energy and kinetic energy-based projectiles such as Blaster or Slugthrower fire, protection for both were deemed essential due to the current asymmetrical warfare environment which has seen in a resurgence with regard to archaic weapon design. The Deflector Shield Generator will interdict and expend the energy of its' charge in interdicting any projectile accelerating towards the wearer at a velocity equal or greater to thirty meters per second which allows them to safely perform most physical activities and exertion without fear of accidentally triggering and draining its' battery charge. When depleted the Shield Generator will start recharging approximately five seconds after receiving the last damage to the field or Duraplast Armour plating that would have otherwise triggered it and takes an approximate five seconds to fully recharge. Overall, the Katarn Mark IX's shields can withstand a handful of direct energy weapon impacts and just over a dozen slugthrower rifle impacts before failing as a general rule. But it possesses dire weaknesses to more exotic weaponry.
 
undersea-lab-1_1250.jpg

OUT OF CHARACTER INFORMATION
  • First Intent: To create a bioengineering and cloning technique which represents a logical advancement from the comparatively primitive Kaminoan cloning practices depicted in the prequel movies.
  • Second Intent: To improve the playability of biosynthetic/"clone" characters by allowing players significantly more freedom to customize biosynthetically created characters without being locked into a pre-selected appearance or personality template.
  • Image Source: Brandon Roberts
  • Canon Link: Cloning, Memory Flash, Flash Training, Prime Clone
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Biogenesis Laboratories
  • Affiliation: Core Imperial Confederation/Closed-Market
  • Model: N/A
  • Modularity: No
  • Production: Mass-Produced
  • Material: N/A
SPECIAL FEATURES
  • Engineered Variance Cloning (EVC) can create wholly unique subjects from human, near-human, and humanoid species.
  • The benefits of EVC over traditional cloning methods include diversity, better ability to assimilate into society, and markedly longer lifespans.
Strengths:
  • Diversity: Because each individual produced via EVC is genetically and phenotypically unique, the clones are more easily assimilated into groups of naturally born individuals. They are not immediately recognizable as artificially produced lifeforms because they lack the uniform appearances ubiquitous to clones produced from more outdated processes.
  • Genetically Perfect/Engineered: EVC clones are genetically engineered and optimized. As such, they are almost always free from disorders, malignant conditions, and harmful mutations. Any clone that is produced with a genetic disorder is humanely euthanized before their body is sent to the internal labs for research purposes.
Weaknesses:
  • Unpredictable: Although the diversity of the clones is beneficial to their integration into groups of naturally born individuals, their inherent individuality can make them somewhat unpredictable, especially when working in operations which demand and end enforce strict uniformity. These issues can be alleviated by engineering to encourage the development of conformist traits over maverick ones. However, genetic engineering aimed at adjusting personality traits of subjects is by no means a perfected science. As such, individuals frequently deviate from their established “programming” in spite of all efforts to eliminate unwanted tendencies.
  • Uncanny: While the genetic perfection of the clones is mostly beneficial to their quality of life, they frequently possess subtle phenotypic features which distinguish them from naturally born members of their species. For example, biosynthetic human (and near-human) clones tend to have perfectly symmetrical facial features. They may also possess skin, eye, and hair colors which fall outside of the spectrum of naturally occurring colors. As a result, many clones can be roughly distinguished from naturally born individuals because of the striking perfection and symmetry of their features.
DESCRIPTION
Engineered Variance Cloning (EVC) represents a natural improvement in cloning practice which takes full advantage of breakthroughs in biotechnology, biochemistry, and bioengineering made since the end of the Clone Wars. In essence, EVC is a cloning process which utilizes the DNA of multiple template organisms to create a genetically unique and engineered individual. Rather than utilizing the DNA of a single host to create a baseline copy of the original source, EVC requires the DNA of multiple hosts to create a fundamentally unique individual which is then bioengineered to remove any defects, disorders, or unfavorable conditions. EVC allows for the mass production of genetically and phenotypically distinct individuals, thereby facilitating the integration of the biosynthesized subjects into an environment of naturally born individuals.

Ironically, the subjects produced by EVC are not clones by definition, but rather, biosynthetic lifeforms. Unlike clones, they tend to lack unifying traits and tendencies. As a result, they are typically less predictable than traditional clones, unless their genetic codes are selectively engineered to encourage the development of certain traits over others.

The number of template individuals which contribute to a certain gene pool for a cloning batch can number in the hundreds or thousands depending upon the size of the batch and the needs of the client. Each host individual is intensely screened for genetic disorders, harmful mutations, and deleterious abnormalities in order to alleviate the amount of engineering needed to clear the produced subjects of unfavorable conditions. The hosts are also screened for DNA from different species in order to prevent the intrusion of foreign genetics into the pool. At its current stage, EVC is unable to produce healthy hybrid individuals, and as such, the production of these subjects is only done internally for research purposes.

The entire production process of a single clone typically takes as long as twelve hours. In the first step, the body of the clone is created via chemosynthesis. At the time of creation, the body is physically and neurologically mature to the equivalent of roughly eighteen years of age. After the body is created, it is then merged with an artificially synthesized consciousness, at which point the clone is considered to be fully alive. After this, memory imprints are scanned into the brain of the new clone. These memories typically include basic socialization, and language skills, along with basic combat training for clones intended for military application. Once the memory imprinting phase is complete, the clone is released from the growth tank and escorted to the medical laboratories to complete a full physical before being delivered to the client.

Human subjects can typically expect to have lifespans in excess of 90 years. Their bodies do not show signs of age past young adulthood (roughly equivalent to 20-23 years of age) until they turn approximately twenty years old, at which point their bodies will begin to age at a normal rate. Subjects from longer-lived species can expect to have lifespans and aging cycles which are similar to that of naturally born individuals from their species, albeit slightly longer. For example, Elzeri subjects have estimated life expectancies of a little less than six centuries, while also not showing signs of aging until their final few years.
 
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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Name: TETA-10 Biosynthetic Troopers
  • Designation: Sapient
  • Origins: Empress Teta, Biogenesis Laboratories
  • Average Lifespan: 80-90 GSY
  • Estimated Population: Planetary, 1,262,478
  • Description: TETA-10 Biosynthetic Troopers are the first full-scale production batch of biofabricated humans produced via engineered variance cloning. They are constructed from the genome of exactly 1,589 genetic hosts which were each intensely screened for deleterious abnormalities before their DNA was incorporated into the gene pool.
PHYSICAL INFORMATION
  • Breathes: Type I
  • Average Height of Female Adults: 1.60 meters
  • Average Height of Male Adults: 1.79 meters
  • Skin color: Full spectrum of color, but brown, caucasian, and tan are the most common
  • Hair color: Full spectrum of color, but brown, blonde, black, and red are the most common
  • Distinctions: TETA-10 Troopers are very similar in appearance to baseline humans. However, because extensive genetic engineering, their appearances have subtle differences from that of naturally born humans. Their faces almost always possess perfect symmetry, lending their features a somewhat uncanny and striking aspect. In addition, their skin, hair, and eye colors can potentially fall along the entire spectrum of color. However, most specimens tend to have more natural colorations.
  • Races: None
  • Force Sensitivity: High
Strengths:
  • Physicality:
  • Engineered Vitality: As a result of extensive genetic engineering, each unit is free from genetic disorders or deleterious mutations. They possess perfect 20/5 vision and a strong sense of smell. In addition, their immune systems are designed to self-vaccinate against the most common maladies, to the point where a common cold will only manifest negative symptoms for a few hours in an otherwise healthy individual.
  • Diversity:
Weaknesses:
  • Imperfect Loyalty: While all TETA-10s are flash-indocrinated into Imperial ideology, these procedures are by no means perfect or airtight in guaranteeing loyalty. Inhibitor chips were considered for enhancing loyalty in the pre-production phase. However, they were judged as too much of a security risk because of the possibility that they could be extracted from a unit via surgery, thereby potentially allowing unauthorized individuals access to classified information and contingency orders.
  • Unstandardized: The very shortest TETA-10s are well under five feet tall, while the most towering specimens can be as tall as seven feet, if not more. Although this diversity allows TETA-10s to more easily assimilate into squads of naturally born soldiers, it also makes it more expensive for Imperial armorers and logistics personnel to outfit TETA-10s in comparison to traditional clones.
  • Ignorant:
CULTURE
  • Diet: Omnivore
  • Communication: Galactic Basic Standard, Can understand (but not speak) Binary
  • Technology level: TETA-10s are flash-trained to utilize most standard technologies which are commonplace in the Core Imperial Confederation.
  • Religion/Beliefs: During the process of creation, TETA-10s are flash-indoctrinated to venerate and worship Sheev Palpatine as the ‘Eternal Emperor’, the central figure of Imperial ideology, and the man ultimately responsible for their creation. In addition, they are also trained to view the High Chancellor as the rightful heir to the empire and his will as infallible. However, it is quite possible for an individual to reject these ingrained beliefs as they develop and attain life experiences, much like a naturally born human.
  • General behavior: Upon creation, TETA-10s are given a standard issue equipment for their designated military branch and are immediately shipped to an abbreviated basic training course which is exclusive to new clones and biosynthetics. Because they receive the bulk of their training via memory imprints, the course lasts only a single week. For newly-created TETA-10s, the Core Imperial military is a central part of their livelihoods. As per their contracts, they are obligated to serve for twelve years in their designated branch before they are eligible for an honorable discharge, with severe disability or psychological trauma qualifying them for an immediate honorable discharge if sustained during service. Of particular note, TETA-10s do not have a childhood. At the time of creation, their bodies are physically, neurologically, and psychologically mature to the baseline human equivalent of roughly eighteen years of age. In addition, each unit is assigned a serial number upon creation of the form "ST-##/####", the last six digits of which are made up of numbers from 0 to 9. However, most individuals self-designate themselves or receive nicknames from their squadmates.
HISTORICAL INFORMATION
[ Include a description of the species history here. If your species is genetically engineered or Sithspawn please describe the process through which they were created, by who, and why. Explain the various challenges encountered during their creation. Most galactic species will be quite old - include major events relevant to the species in how they evolved and developed into what they are today where appropriate. Including Chaos canon events, where they impacted the history of this species, is a plus. ]

TETA-10 Biosynthetic Troopers are a series of biofabricated individuals manufactured exclusively by Biogenesis Laboratories for the Core Imperial Confederation. They are the first mass-produced and standardized batch created via EVC.
 
anti_material_coil_gun_by_icedestroyer_d8vx8fs-fullview.jpg

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Core Imperial Engineering Corps
  • Affiliation: Core Imperial Confederation
  • Model: K-22/02 "Lance" Mass Driver Rifle
  • Modularity: Yes (Combat Rails: Sight/Scope, Foregrip Type, Launchers, Etc.)

  • Production: Minor
  • Material: Durasteel, Depleted Baradium, Titanium, Electrical Components
TECHNICAL SPECIFICATIONS
  • Classification: Mass Driver Rifle
  • Projectile Velocity: Mach 6 (2058 m/s)
  • Projectile Mass: 64 grams
  • Size: Average (36 inches)
  • Weight: Heavy (16 Lbs.)
  • Ammunition Type: 15x68mm Caseless Hyper-velocity Monomolecular-tip Depleted Baradium Jacket Projectile
  • Ammunition Capacity: 1

  • Reload Speed: Average
  • Effective Range: Extreme (2400 m)
  • Rate of Fire: Very Low (Single Shot, ~20 RPM)
  • Stopping Power: Extreme (135,578 Joules)
  • Recoil: Very High
SPECIAL FEATURES
  • Integrated Combat Rails (Combat Sights, Scopes, Gadgets, Etc.)
  • Integrated Remote HUD Uplink (Ammunition Counter, Heat Status, Weapon Integrity, Etc.)
  • Front and Rear Glow Sights
  • Ambidexterous Support
Strengths:
  • High Accuracy, High Precision: The Lance is extremely accurate and precise for a weapon of its size.
  • Stopping Power/Armor Penetration: The Lance is capable of engaging and neutralizing light vehicles, low-flying fighters, and power armor-clad infantry to awesome effect. The hypersonic 15x68mm projectile is capable of penetrating conventionally manufactured armors with a thickness in excess of 50 mm. It is also able to punch through armors manufactured from exotic and heavy materials, provided the armor has less thickness.
Weaknesses:
  • Single Shot/Low Rate of Fire: As a single-shot weapon, the Lance demands a consummate amount of precision and accuracy from its operator in order to perform according to expectations on the battlefield.
  • Severe Recoil: Although the Lance features a built-in recoil reduction system, it still has a strong kick-back which can be difficult to control if the operator is unprepared for it.
  • Unwieldy/Heavy: Although the Lance was built to allow optimal firing in a typical upright shooting stance, it is still heavier than more conventional weapons of its class. A physically vigorous operator is recommended for prolonged operation, especially when the weight of a typical field loadout is considered as well.
  • Sensitive System: The Lance is built on a highly sensitive and maintenance intensive platform. Although the components are manufactured from durable material, they are also very delicate and easily subject to damage if the weapon is handled carelessly.
DESCRIPTION
The K-22/02 “Lance” is a single-shot anti-armor weapon used by frontline troops in the Stormtrooper Corps, Army, and various special forces of the Core Imperial Confederation. The weapon operates according to the principles of a gauss rifle, possessing a linear motor which accelerates the projectile in the barrel to a forward velocity which is many times the speed of sound. It fires a caseless 15x68 mm projectile with a mass of 64 grams, which imparts an average of 135,578 Joules of force upon impact. As such, the weapon’s penetrative abilities are nigh-unparalleled, even in comparison to other gauss or rail-type weapons. Specifically, the projectile can easily punch through even the most exotic and heavy materials used in armor, including (but not limited to) durasteel, cortosis, phrik, and beskar. The Lance is most effective as a force multiplier when used against low-flying fighters, light vehicles, and walkers, by granting unaugmented infantry the ability to neutralize those targets. Although the platform is indisputably effective at annihilating infantry, its low rate of fire and potential for over-penetration hinder its efficiency against such targets, especially during intense firefights in close-quarters. However, the Lance’s accuracy, precision, and range allow it to be utilized as a makeshift sniping weapon if called for.


As a means of controlling recoil, the Lance has built-in charge capacitor which converts the energy from kinetic recoil into power. After the first shot, the power cell requires a much lower percentage of its charge to fire, because of the reserves of energy retained from recoil. The system vents waste heat from the front and sides of the barrel, and as such, the weapon tends to run hot during prolonged firing. However, because of the weapon's low rate of fire, heat is very rarely an issue during standard operation.
 
ivory_dagger_by_ihlecreations_d59j24n-pre.jpg
OUT OF CHARACTER INFORMATION

Intent: To create an advanced space interceptor for the First Imperial Starfighter Corps.
Image Source: IhleCreations
Canon Link: V-19 Torrent Starfighter
Primary Source: N/A

PRODUCTION INFORMATION

Manufacturer: Slayn & Korpil
Affiliation: Slayn & Korpil, Core Imperial Confederation - Imperial Starfighter Corps
Model: K/ZED-022 "Cadenza" Star Interceptor
Production: Limited
Material: Durasteel, Titanum, Transparisteel Canopy, Internal Circuitry and Electronics

TECHNICAL SPECIFICATIONS

Classification: Interceptor
Length: 9.5 meters
Width: 7.5 meters
Height: 2 meters
Crew Complement: 1 Pilot, 1 Integrated Droid Brain
Armament: Low
  • Composite-Beam Galven Coil-Amplified Laser Cannons (4, 150 Degree Radius)
  • Universal Homing Missile/Warhead Launcher (4 interior hardpoints)
  • Plasma Torpedo Launcher (4)
Defenses: Average
  • Hull and Armor Reinforced Plating
  • Advanced Countermeasure Suite (Chaff, Plasma Flares, ECM, Missile Deactivation Transmitter Etc.)
  • Triple-Phase Conformal Energy Shield System (Ray, Particle, and Deflector)
Squadron Count: Very Low: 4
Maneuverability Rating: Extreme
Speed Rating: Moderate
MGLT: 150 MGLT
Hyperdrive Class: Very Slow: 6

STANDARD FEATURES
  • Standard Flight Avionics System
  • Standard Space Navigation System
  • Radiation Shielding/Protection
  • Life Support (Climate Control, Hermetic Sealing, Oxygen Scrubbers, Etc.)
  • Encrypted Homing Beacon
  • VTOL Repulsorlift System
  • Subspace and Holonet Transceiver
  • Standard Long Range Targeting Computer
  • 1 Week of Consumables
  • Anti-ion Emission Tracers
  • Standard Hyperdrive Motivator
  • Twin Turbo Plasma Sublight Engines
  • Inertia Compensation/Dampening System
  • Standard Integrated Droid Brain

ADVANCED SYSTEMS
Strengths:
  • Hyper-Maneuverability: The Cadenza is a small and agile craft which is capable of executing dazzling maneuvers at intensely high speeds. This feature is especially beneficial during dogfights, allowing the pilot to rapidly outmaneuver enemy craft so as to obtain a favorable position in a dogfight.
  • Eye of Providence: The Cadenza possesses a very powerful sensor suite, which is capable of detecting and assessing multiple hostiles at extremely long ranges. A powerful quantum droid brain is responsible for filtering the trillions of data streams the sensors process on a second-by-second basis and presenting relevant information to the pilot via the HUD. The senors and hull-mounted micor-cameras grant the pilot a full 360 degree view around the craft, allowing them to process threats which would normally be concealed by blind spots.
Weaknesses:
  • Twitchy Input/Rare Pilots: The Cadenza demands an incredibly skilled, disciplined, and patient pilot. The twitchiness of the craft is to such an extreme degree that it can be compared to the maneuverability of a podracer. Although the Imperial Starfighter Corps bar aliens from enlisting, it is very rare to find a human pilot with the necessary reaction time and reflexes to control the craft. As such, pilots who possess the ability to control such sensitive craft are rare and their lives are highly valued by the Imperial military.
  • Cramped Cockpit: Ironically (given the restriction against aliens enlisting in the Imperial Starfighter Corps), with its demanding requirements for reaction time and reflexes, the Cadenza is far more suited to alien pilots than it is to human pilots. The same situation applies to the Cadenza's cockpit, which is extremely cramped by human standards. Although the seat can be adjusted to "fit" larger pilots up to six feet in height, generally, pilots who are under five feet and three inches in vertical stature are the most comfortable within the cockpit.
  • Limited Shield Integrity: The triple-phase conformal energy shields are very limited in the amount of fire they can absorb from enemy starfighters, and even more so for hostile capital ships. On average, the shields can absorb ~7 shots from starfighter-grade cannons (slug, maser, laser, energy, kinetic, Etc.) or ~1-2 shots from a low to medium-power capital ship-grade cannon or ~2-3 starfighter-grade missiles and torpedoes (concussion, cluster, Etc.) before failing and needing to execute a recharge sequence. It takes 8 seconds for the shields to recharge back to full power from complete failure.
Description: The K/ZED-022 "Cadenza" Star Interceptor is an advanced fighter intended for interception, space (and air) superiority duties, and air-to-air operations. In the early stages of production, the Cadenza was intended to act as a mainline fighter for the Imperial Starfighter Corps. However, because of the craft's hyper-maneuverability, it was considered to be unsuitable for standard pilots, and was instead designated as an 'advanced-grade' fighter exclusively for selected pilots.

The craft's most prominent features include hyper-maneuverability, a powerful sensor suite, energy shields, and a universal missile/warhead launcher which can launch a variety of different types of warheads. To aid in pilot survivability, the the canopy of the craft can break off the act as an ejection pod. Perfunctory thrusters which are just powerful enough to propel the pod to a nearby planet and to execute a safe landing also act as significant boons to pilot survival and recovery.
 
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: Core Imperial Engineering Corps
  • Affiliation: Faction Name(s)Core Imperial Confederation (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.)
  • Model: V-13/07
  • Modularity: (Can components of this submission be swapped out for other components? Is it especially easy to modify? For most submissions, put 'No'.)

  • 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.
  • Material: (What is it made out of? Certain materials are more resistant, or vulnerable, to certain weapons. Example: 'Durasteel, blaster components.')
TECHNICAL SPECIFICATIONS
  • Classification: (Blaster, Disruptor, Ion/EMP, Slugthower, Rail/Coil/Gauss, Etc.)
  • Size: (Please choose a size between Very Small, Small, Average, Large, Very Large and Extreme.)
  • Weight: (Please choose a weight between Very Light, Light, Average, Heavy, Very Heavy and Extreme.)
  • Ammunition Type: (List the ammunition type: Power cell, gas canister, slugs, etc.)
  • Ammunition Capacity: 1

  • Reload Speed: (How quickly the weapon can be reloaded. Choose from None, Very Slow, Slow, Average, Fast, Very Fast and Extreme.)
  • Effective Range: (Effective range in relation to the weapon type. Remember that a carbine will have a longer range than a pistol, an assault rifle longer range than a carbine, and a sniper rifle longer than an assault rifle. Choose from Point Blank, Personal, Average, Long Range, Battlefield, and Extreme. Battlefield and Extreme will require justification in strengths and weaknesses.)
  • Rate of Fire: Very Low
  • Stopping Power: Extreme
  • Recoil: Very 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
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)

References:
K-22/02 "Lance" Mass Driver Rifle
 
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Semi-Official Insignia of the SHADOW Program
Source (x)
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OUT OF CHARACTER INFORMATION
  • Intent: The Shadows are being authored to provide the Imperial Confederated Systems/Core Imperial Confederation with Supersoldiers with a narrative angle that I have not previously incorporated in that they are "Force Blanks" not just Force Dead as seen in the Vong but Voids that actively prevent the force from being manipulated by nearby Force Sensitives and whose thoughts and presence are indiscernible for said Force Wielders. Given the potential of this concept the CIC decides to create a Supersoldier Program around this genetic phenomenon despite the staggeringly limited recruitment pool.
  • Image Credit: Source
  • Canon: No
  • ​Links: Control Chip, Flash Training, Force Blank, Memory Wipe,
GENERAL INFORMATION

  • Affiliation: ​Imperial Confederated Systems of the Core Worlds
    ​Imperial Security Bureau (Operational)
  • Department of Defence (Administrative)

[*]Classification:
  • Government Paramilitary Organisation
    Covert Paramilitary
  • ​Law Enforcement


[*]Organization Name: Special Forces High-Intensity Asymmetric Warfare Direct Action & Unconventional Weapons Program
  • Abbreviation: SHADOW Program
  • Denonym:
    Shadows
  • Shadow Troopers


[*]Organization Symbol:
[*]Description: Membership to the SHADOW Program is carefully restricted as a means to preserve its' secrecy, officially it doesn't exist and thus the volunteers and conscripts who have been inducted into the program have their memories wiped as part of their initial training. Due to the colossal cost of training, augmenting and equipped each Shadow their numbers are severely restricted as a matter of budget constraint as a practical consequence firstly and secondly to maintain strict supervision and legal accountability for each operative. Shadows will not even be aware whether or not they are Imperial Citizens after beginning their training.
AGENCY OVERVIEW

Annual Budget: ~936 Million Galactic Credits
Employees:
  • Actual Numbers:
    3 Shadow Operatives
  • 30 Support Personnel

[*]Authorised Numbers:
  • 280 Shadow Operatives
  • 900 Support Personnel

[*]Eligible Recruitment Population:
  • ​1~ in 10,000,000,000 (Shadow Operatives)

Formed: 856 ABY

Motto: "Ex Astra Et Invigila" (Semi-Official)
  • "Knowledge is power, guard it well." (Unofficial)
  • "One Shot, One Kill." (Unofficial)
  • "You can't kill what you can't see." (Unofficial)
Nickname(s):
  • Assassins
  • Blank Assassins
  • Coruscanti Shadows
  • Ghosts
  • Imperial Assassins
  • Marshals
  • Specters
  • Wraiths
Salary: SHADOW Recruit (~148,800 Galactic Credits per Standard Year, Inc. Allowance)
  • Allowance(s):
    Housing Allowance: 18,000 Galactic Credits Per Standard Year
  • Special-Operations Allowance: 9,600 Galactic Credits Per Standard Year
  • Uniform Allowance: 1,200 Galactic Credits Per Standard Year

[*]Base Entry-Level Salary: 120,000 Galactic Credits Per Standard Year (Excluding Allowances)
[*]Pension Plan:
  • ​Employer Contribution: 16% of Salary Per Standard Month.
    ~​23,040 Galactic Credits Per Standard Year.



JURISDICTIONAL INFORMATION



Agency Executive: Director
General Nature: Assassins, Covert Paramilitary Organisation.
Governing Body: Office of the High Chancellor
Operations Jurisdiction: Imperial Confederated Systems of the Core Worlds
Population: ~1,000,000,000,000+
Units: 2
  • Field Operations Unit (Shadow Operatives)
    ​Political Action Group
  • Special Operations Group

[*]Support Unit (Support Personnel)
  • Financial Services Section
  • Information Security Section
  • Health & Wellbeing Services Section
  • Measurement & Signature Group
  • Signals Intelligence Group

FACILITIES INFORMATION



Airbases/Spaceports: ~3
Airspeeders: ~1,200
Armoured Fighting Vehicles: ~180
Corvettes: ~12
Frigates: ~3
Starfighters: ~410
Stations (Covert): ~5

GEOGRAPHICAL INFORMATION



  • Headquarters: Coruscant, Level 5127, Galactic City, Federal District, Imperial Security Bureau Academy.
  • Domain: As a Paramilitary Law Enforcement Organisation the members of the SHADOW Program by extension of their affiliation with the Imperial Security Bureau possess legal jurisdiction to enforce "Federal" and Colonial laws throughout the entirety of the Imperial Confederated Systems of the Core Worlds. The SHADOW Program is highly accountable to the executive branch and their Operations are executed primarily from the Imperial Security Bureau Academy where they maintain a separate "SHADOW Academy" training facility on-site and a small numbers of other concealed stations and safe-houses all across Imperial Confederated Systems and Foreign space.
  • 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: As a Paramilitary Organisation the SHADOW Program features a chain of command and rank system similar to a professional military that reflects an operative's seniority within the organisation. Given the Program's Operational Control by the Imperial Security Bureau the SHADOW Program's personnel receive ranks nearly identical to Imperial Security Bureau personnel to assist them in interacting and interfacing with ISB assets in the field which occurs regularly. Their Operational Imperial Security Bureau ranks grant them significant authority over the military's normal chain of command giving Shadows the ability to commandeer assets to the Chagrin of regular Military personnel, with regular entry-level Shadows having equivalent authority to a First Sergeant of the Stormtrooper Corps.
    Field Operations Unit (Shadow Operatives)
    Commissioned Ranks
    OF-5: Inquisitor/Commissar
    Rank Chevron Insignia: Double-Headed Eagle crowned above planet.
  • Warrant Card: Black

[*]OF-4: Colonel
  • Rank Chevron Insignia: Royal Crown above two stars.
  • Warrant Card: White

[*]OF-3: Major
  • Rank Chevron Insignia: Royal Crown.
  • Warrant Card: Dark Blue

[*]OF-2: Captain
  • ​Rank Chevron Insignia: Three Stars
  • Warrant Card: Dark Blue

[*]​​​OF-1: Lieutenant (Pronounced: Leftenant)
  • ​Rank Chevron Insignia: Two Star
  • Warrant Card: Dark Blue


[*]Non-Commissioned Ranks
  • OR-8: Senior Shadow
    Rank Chevron Insignia: Three Chevrons crowned by horizontal bar
  • Warrant Card: Light Blue

[*]OR-7: Shadow
  • ​Rank Chevron Insignia: Three Chevrons
  • Warrant Card: Light Blue

[*]OR-5: Shadow Recruit
  • ​Rank Chevron Insignia: Featureless
  • Warrant Card: Light Blue



[*]Operational Support Unit (ISB Support Personnel)
  • Commissioned Ranks
    OF-5: Inquisitor/Commissar
    Rank Chevron Insignia: Double-Headed Eagle crowned above planet
  • Warrant Card: Black

[*]OF-4: Colonel
  • Rank Chevron Insignia: Double-Headed Eagle
  • Warrant Card: White

[*]OF-3: Major
  • Rank Chevron Insignia: Three Stars
  • Warrant Card: Dark Blue

[*]OF-2: Captain
  • ​Rank Chevron Insignia: Two Stars
  • Warrant Card: Dark Blue

[*]​​​OF-1: Lieutenant (Pronounced: Leftenant)
  • ​Rank Chevron Insignia: Single Star
  • Warrant Card: Dark Blue


[*]Non-Commissioned Ranks
  • OR-8: Senior Agent
    Rank Chevron Insignia: Three Chevrons crowned by horizontal bar
  • Warrant Card: Light Blue

[*]OR-7: Agent
  • ​Rank Chevron Insignia: Three Chevrons
  • Warrant Card: Light Blue




[*]Membership: 100% Human Force Blanks (Shadow Operatives), 81.5% Human (ISB Support Personnel), 19.5% Near-Human (ISB Support Personnel)
  • Age Requirement:
    ​Between 16-24 standard years of age upon training commencement (Non-Clone Volunteers).
  • Waivers are available from the Chief Medical Officer Imperial Security Bureau for age restriction, an assessment is made on the merits of individual applicants.

[*]Citizenship Requirement:
  • ​Imperial Confederated Systems Citizen
  • Imperial Confederated Systems Resident Alien

[*]Education Requirement:
  • ​Completion of Secondary Schooling

[*]Misc Requirements:
  • ​No body art or modifications are permissible as they may be used as unique identifying features.

[*]Physical Capacity Test (Selection Fitness Assessment):
  • ​Agility Test: <17.0 Seconds
  • Handgrip Strength Test: 45 Kilograms/99 .lbs
  • Prone Bridge: 180 Seconds
  • Push-Up/Press-Up Test (Toes Only): 50 Repetitions
  • Vertical Jump: 60 Centimeters/2 Ft.
  • Vo2 Max: 54.0 ml/kg/min

[*]Physical Requirements
  • ​Human (Shadow Operatives)
  • Human or Near-Human (ISB Support Staff)

[*]Training Requirement: Special Forces High-Intensity Asymmetric Warfare Direct Action & Unconventional Weapons Course
  • ​Shadow Academy: ~12 Months Primary Training, ~36 Months Advanced Training.


[*]Climate: Within the SHADOW Program there is a distinct sense of camarederie given its' limited personnel numbers, most Shadows view one another as being apart of an extended family which could be seen as a coping mechanism for the mind wipe all trainees are required to undergo and thus their professional and personal lives generally become one and the same with their comrades the only individuals who they can foster and maintain meaningful relationships with as a rule, including the various other government employees they come into contact. On the flip side of this Shadows can appear as aloof and enigmatic loners who tend towards asocial behavior preferring to work alone and spend their off the field time in solitude.
[*]Reputation: The Reputation of the Shadows to those outside its' ranks is one of preternatural lethality against virtually any target, their mythos is reinforced by rank and file Imperial Soldiers who whisper rumours about the mysterious Imperial Security Bureau Assassins who can eliminate Sith Lords and Jedi Masters without either ever having the slightest inkling of their approaching doom or how Lightsabres themselves fail to ignite or function properly in their presence. Despite all of this the Imperial Government officially denies their existence to maintain the possibility of exploiting plausible deniability should a Shadow Operative be captured, yet their activities, existence and operation are common knowledge among the military and civilian population and suspected operations carried out by Shadows are even sometimes reported on news networks to the ISB's chagrin. Shadows have been noted as inspiring severe anxiety in friendly and hostile troops alike and are suspected to be responsible for a marked increase in the incidence of diagnosed anxiety disorders in non-shadow operatives who operate in close proximity to them.
[*]Curios:
  • Holotags: Each Shadow Operative is issued with a pair of Holotags which are generally only worn outside of an Operational Environment and contains basic biographic identification about the Shadow, although information such as their name is obviously a fabricated assumed identity created by the Imperial Security Bureau for each individual agent.
  • Inhibitor Chip: Every Shadow Operative is implanted with an organic bio-chip similar to those used in the original Fett Clones who served the Galactic Republic and then the Galactic Empire, The Inhibitor Chips used within the Shadow Operatives are designed to regulate their aggression responses, makes them more susceptible to orders from lawful authority and make it difficult for rogue Operatives from to attack their own superiors. Inhibitor Chips used within the Shadow Program additionally aid the memory suppression involved in mind wipes, and makes the Shadow's thoughts scrambled and incredibly difficult to discern.
  • Neural Implant: Implanted at the base of their skull is a sub-dermal neural interface device which functions as an Identify-Friend-Foe system for Imperial Confederated Systems' Helmet Mounted Displays reducing the risk that Imperial Troops unfamiliar with Shadows will engage them due to being unable to identify them as friendly. The Neural Implant device also acts as a method for the Imperial Security Bureau to physically track Shadow Operatives for the purposes of recovery and surveillance. Though naturally its' signal can be obscured by dense materials.
  • ​Warrant Card: As "Federal" Law Enforcement Officers the members of the SHADOW Program are issued with warrant cards featuring their assumed identities for verification of the powers and responsibilities of such an officer which authorizes Shadow Operatives to exercise law enforcement power and force within a civil context when supporting Imperial Security Bureau Operations.

[*]Rules:
  • ​Memory Wipes: It is an obligation for every single Shadow Operative that they agree to have their minds memory wiped prior to undertaking employment training, this is done to sever the Shadow's professional career within the program from their personal lives preventing conflicts that might interfere with their ability to exhibit the cold calculating ruthlessness demanded from them on Operation, thus Shadows are not permitted to have any contact with their friends, family etc. Subsequent memory wipes are strongly encouraged to maintain emotional and psychological following significant operations both to preserve operational and information security but also tend to the Shadow's well-being.
  • Unauthorised Disclosures: Imperial Shadows are prohibited by legislation and policy from disclosing any operational or administrative details regarding the program or their employment etc to anybody not entitled to that information assessed on a "Need to know" basis in accordance with applicable law and Imperial Security Bureau policy. The potential penalty for breaching the Program's information security includes full-time incarceration.

[*]Goals:
  • Maintain a capability to effectively carry out high-risk arrest and death warrants on force wielding individuals deemed "Extreme high risk" on behalf of the Crown.
  • ​Provide a Special-Operations capable unit that is not readily identifiable in an operational setting as belonging to the Imperial Confederated Systems thus providing the Government plausible deniability if necessary in the event an individual operative were to become compromised.
  • Support conventional and unconventional military assets in the field with precise delivery of strategic and tactical-level weaponry capable of mass destruction such as chemical, nuclear and biological weapons, perform delicate surveying and reconnaissance work pertinent to the employment of these weapons and Base-Delta-Zero where required by theater commanders.

MEMBERS
[ Mention any notable PCs or NPCs that are part of this organization and their role/title/position within it - alternatively link to a blog post with this information if you would like to keep an active player roster. You may also request a sub mod to add/remove members. Link any relevant characters or NPC submissions. ]

HISTORICAL INFORMATION
[ Include a description of the organization's history. Who started it, how and why it was formed, modus operandi, any events tied into its creation and existence, etc. ]
 

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