Star Wars Roleplay: Chaos

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Pre-Pre Factory

OUT OF CHARACTER INFORMATION
  • 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 company.)
  • Development Thread: (If appliable.)
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
CORPORATION INFORMATION
  • Corporation Name: (Straight forward. What's the corporation called?)
  • Headquarters: (Where is the corporation based? CEC is based out of Corellia, KDY is from Kuat.)
  • Locations: (If your corporation is large enough, where else have they set up shop? You're not strictly limited to setting up shop in nearby systems, but you shouldn't be hopscotching around the galaxy either. A Tier 1 company may begin with a max of two locations with little to no development. A Tier 2 company may begin with a max of three locations with little to no development. )
  • Operations: (What does your corporation do? What do they make? This can be multiple things, such as vehicle manufacturing, shipbuilding. A Tier 1 company may begin with a max of two operations with little to no development. A Tier 2 company may begin with a max of three operations with little to no development.)
  • Tier: (How big is your corporation? New companies start out at a maximum of Tier 2. A development thread is required to start a subsidiary of a Tier 5+ company at Tier 3. This is done on a scale of 1-6, with 1 being a very small company, generally producing only a handful of goods at a time, with very little support or influence in the galaxy. Think mom and pop shop. 6 is a big, big name in the galaxy. Each Tier is exponentially larger than the last, so a Tier 3 Corporation could have one or two Tier 2 corporations as subsidies without a problem.)
DESCRIPTION
(At least a paragraph description of your corporation. The higher the tier of the corporation, the more we expect from the description. If we feel like the description isn't adequate for the requested tier, you may be asked to include more detail or lower the tier. Particularly for player-made corporations, this should detail some of the processes of how the company does business. Does it accept private manufacturing requests? Is it loyal to a particular government or faction? Are they a benevolent corporation, or do they grind planets into dust for money? It's the little details like this that we're looking for.)

RATIONALE
(How did your character come to own and control the company? Did they make it? Hostile takeover? Clever political scheming? Please write at least five sentences in this field)

Subsidiaries:
  • (At Tier 3, if you so choose, your corporation can start owning other companies. If your corporation owns a company or multiple companies, this is where to list them. Subsidiaries require their own company submissions. Development threads would need to be done to show the work of the corporation. Every time you add a new subsidiary, you must place a company mod to update it on the parent corporation sub.)

Parent Corporation: ( If this corporation is a subsidiary of another company, please name and link that parent corporation here.)
 
OUT OF CHARACTER INFORMATION

Intent: [State why you are making this submission.]
​Image Credit: How to properly source your images
Canon: [Is this a canon location? If yes, please link to the original location wiki here, if no simply put N/A.]
Links: [Provide links to any relevant threads, characters, companies, locations, equipment, etc here.]

SETTING INFORMATION

Nexus Name: Morgan's Overlook
Nexus Alignment: Light
Location: Glacies Domum
Affiliation: N/A
Size: small

Accessibility: This location is difficult to find as there are currently no standing structures that would give away its presence. The only way this nexus can be discovered is if someone force sensitive was near it, or if someone found either the foundation of the old Jedi Praxeum on top of the mountain, or the entrance to the Tomb of the Masters underneath Morgan's Overlook.

Security: None

Description: Morgan's Overlook is a small, lightside force nexus positioned on top of and below a hill overlooking the planet's equator. The Overlook is close enough to the equator for it to only receive light snowfalls, and far enough from the equator to not have any geysers inside the nexus's vicinity. Although this location is habitable, no one currently resides here and the nexus is isolated from society.

NEXUS EFFECTS

Force sensitives may feel an unnatural sense of serenity while visiting this force nexus. The Overlook's calming aura allows force sensitives to easily forget their burdens for a time, making the nexus an excellent place for meditation and tapping

The Overlook's calming aura ha

[In tandem with the chosen alignment above, please describe the nature of the nexus and the effects it may render on local visitors or occupants.]



POINTS OF INTEREST

- Foundation of an Old Republic Praxeum

Long before Glacies Domum was lost and rediscovered, the Jedi Order of the Old Republic established a Jedi Praxeum on Glacies Domum. The Praxeum served as a training ground for Jedi Padawans who were brought from sections of the unknown region of the galaxy.



HISTORICAL INFORMATION

[Please include at least one paragraph on the location's history. Force Nexi don’t just appear on their own. They are typically the result of events in the localized area. Please explain the nature of the origins and history of the creation of this nexus. For older locations you can include historical events such as the Gulag Plague, the 400 years of darkness, and the Netherworld event where appropriate.]
 
Carida, Kendal Spaceport
Aboard the Iviin'yc
--

Tucker was sitting in his private quarters sipping caf and reading over the Iviin'yc's cargo manifest, going over what items they were expecting to be transported aboard the vessel by the Kendal spaceport loading crews.

They were filling the ship to the brim with supplies, but it was barely a drop in a bucket when compared to the massive losses of the Coruscanti people. If he even wanted to make an impact he would need to return to port in Nadiem and resume command of the fleet.

As soon as Vaun was back on board they would discuss returning back to Remnant space to assemble a greater relief campaign group.

The commlink on the old man's arm blipped a small chime. Tucker pressed a button and the voice of the Iviin'yc's chief security officer came through on the other end. "Admiral, there's a small firefight in the hangar. Looks like multiple injuries, possibly even a fatality.. External cameras also show that a Mandalorian just ran off with Vaun."

Hot caf launched out of Tucker's mouth, ruining a few sheets of flimsy that had been scattered across his desk.

The Iviin'yc certainly didn't look it, but she was the flagship of a quaint Republic exploration fleet. "Sithspit! Get a fireteam of marines ready on the double, we may have missed most of the fight, but we can at least treat the wounded."

Tucker sighed, as much as he sometimes wished it, the Republic hadn't put him in command of his own personal kill squads, "And make sure they hold fire unless fired upon, we don't want to start an incident with the CSPA."

"Sir, shouldn't we be more worried about tracking Vaun? He's kind of the co-captain of this ship, right?"

"Kark that. We already know where he's going if Mandalorians took him. We just need to deal with what we can in this moment and worry about his daddy issues later. Tucker out."


The old man sighed and put two hands over his face. He had spent all afternoon getting those sheets of flimsy in order.

--

The central boarding ramp of the CR-90 corvette lowered, revealing the firefight just outside of the ship to a fireteam of four republic marines wearing white, light infantry armor.

Fireteam Alpha-5 was nothing special, just a standard marine team of four with average training and two standard-issue rifles and two blaster carbines split between the four soldiers.


https://www.youtube.com/watch?v=NI1mWW496WY

91st Expeditionary Fleet:
Corvettes:

Preserver-class Corvette: RNV Boot Salesman
- Hull: 100% | Shields 100%

Repentance-class Corvette: RNV Angelic Pantomime - Hull: 100% | Shields 100%
Repentance-class Corvette: RNV Crestfallen Wayfarer
- Hull: 100% | Shields 100%

Retrofitted CR90: RNV Iviin'yc
- Hull: 100% | Shields 100%

Frigates:

Hellion-class Heavy Frigate: RNV Settler's Rock - Hull: 100% | Shields 100%
Hellion-class Heavy Frigate: RNV Glorious Absolution
- Hull: 100% | Shields 100%

Cruisers:

Billet II-Class Carrier Cruiser: RNV Portly Hauler
- Hull: 100% | Shields 100%

Star Defenders:

Lightbringer-class Star Defender: RNV Agincourt
- Hull: 100% | Shields 100%

 
OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: Ancient Jedi Masters of the Glacies Domum Jedi praxeum.
  • Model: Jedi Holocron
  • Affiliation: Mereel Vaun
  • Modularity: Yes? (Information can be added to or erased from the holocron by its current owner)
  • Production: Unique
  • Material: Crystal Lattice, alchemized metals.
TECHNICAL SPECIFICATIONS
  • Classification: Jedi Holocron
  • Size: Handheld
  • Length: 0.1m Small
  • Weight: 0.5kg Light
CONTENTS
  • Instruction in telekinesis.
  • Instruction in meditation techniques.
  • Instructions on how to build a lightsaber out of traditional and makeshift components.
  • Instruction in Soresu, Shii-Cho, and Djem So.
  • History on the construction and development of the Glacies Domum Jedi Praxeum.
  • Debates and diatribes on the role of Jedi in the Galaxy.
  • Explanation of the Jedi Knight Trials.
  • Summaries of the Jedi Specializations
DESCRIPTION

Fearing the loss of knowledge concerning ancient Jedi meditation techniques, the original Jedi Master in charge of the Glacies Domum Jedi praxeum constructed this holocron in the year 1427 BBY. After the holocron's creator passed on into the force, the holocron was passed down through generations of Jedi Masters who were in charge of the praxeum. The passing along of the holocron became a tradition of those becoming Masters of the praxeum, and this rite of passage continued up until the eventual dissolution of the Jedi training grounds in 14 BBY.

The last proper Master of the praxeum bestowed the holocron to a Jedi Knight who fled to the praxeum during the Great Jedi Purge, but at some point during the four hundred years darkness following the outbreak of the Gulag Virus, a Jedi Master returned the holocron to the praxeum.
Until recently, the holocron was locked away in one of the ancient facility's catacomb chambers.

While originally created to prevent the loss of meditation techniques over time, the holocron's original creator encouraged the device's inheritor to record whatever knowledge that he thought was fitting to add to the holocron. Through the passage of time, even Jedi Knights came to possess the holocron, and the knowledge that they deemed fit to add to the holocron was often times different from what the original Masters considered appropriate, which is why the holocron contains information ranging from meditation techniques, to history lessons, to information on how to build and fight with a lightsaber.

Strengths:
  • Knowledge of Many: This holocron's age and number of contributors means that the holocron contains a wealth of knowledge for force users.
Weaknesses:
  • Fragile: The holocron is quite fragile. The impact of a single blaster bolt, a glancing blow from a lightsaber, a slugthrower round, or even dropping the holocron from a height greater than two meters can completely destroy the holocron and all of the knowledge contained within.
  • Force dependent: You need to be a Force User to utilize the holocron. For non-force users, the holocron is simply an inert object.
 
heavy_metal_by_restmlinstock.jpg

OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: Mereel Vaun in association with Republic Remnant blacksmiths and weapon designers.
  • Affiliation: Mereel Vaun
  • Model: Left Forearm and Hand 2.0 (LF&H 2.0 for short)
  • Modularity: No

  • Production: Unique
  • Material: Durasteel, internal tubing, electronic firing mechanism for armor system linking, Cryoban, external layer of Cortosis-Shield,
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose
  • Weight: Heavy, 3.74 kilograms (8.25 pounds)
  • Resistances:
- Blasters Very High
- Kinetic: None
- Lightsabers: Very High
- Vibroblades: Extreme
- Slugthrowers: Very High:
- EMP/Ion: Very High:
- Elemental: Low
- Sonic: Low

SPECIAL FEATURES
  • Cortosis-Shield Layer - While the bulk of the LF&H 2.0 is composed of durasteel, a thin layer of purified Cortosis is wrapped around the inner layer of Durasteel and the Cryoban cell contained within the forearm.
  • Dual Cryoban Projectors - The LF&H 2.0 has a small Cryoban cell tucked away under the durasteel in the lower half of the arm. This cell is connected to two Cryoban projector valves located on the lower half of the palm of the hand. When activated, the Cryoban projectors fling chemical Cryoban at targets in a 1.5 meter cone up to 5 meters away from the hand (Like a miniature flame projector, but it freezes targets instead of igniting them).
  • Retractable Wrist blades: For when slapping someone with a metal arm isn't good enough. These blades can also be used by the user to prevent falling. When used in tandem with the wristblades on Mereel's other arm gauntlet, some surfaces can be climbed.

Strengths:
  • Cortosis-Shield Layer: The entire LF&H 2.0 is covered by a thin layer of purified cortosis, giving it a very high resistance to damage caused by blaster bolts and lightsaber blades. Unlike some cortosis imbued items which are capable of disrupting lightsaber blades for several minutes, the thin layer of Cortosis on the LF&H 2.0 is only able to shut off a lightsaber blade for a few seconds if a blade becomes locked on the armor's surface.
  • Slug/Slice Through This: The LF&H 2.0's liberal use of durasteel in its construction makes it incredibly tough to penetrate with the average strength slug thrower. This metal arm is also extremely well suited for blocking blows from vibroblades, which may simply slide down the length of the arm on contact, but of course effects will vary depending on the skill, strength, and cunning of a blade's wielder.
  • Energy Resistant: The energy resistant nature of cortosis makes the LF&H 2.0 incredibly resistant to Ion and EMP based attacks. Since the LF&H 2.0 is just a metal arm, this feature really only means that the firing mechanism of the Cryoban projector will likely still function after the arm has taken a few direct hits from a handheld ion weapon.
  • Dual Palm Cryo Projectors: While only useful in close range combat, the palm cryo projectors give Mereel an additional combat weapon in close quarters combat (within 5 meters) and utility tool depending on the situation. The average human target requires three seconds of sustained fire from the cryo projectors to begin freezing.
Weaknesses:
  • Lacking Counterbalance: The LF&H 2.0 is a heavy weight hand and forearm substitute, and more importantly, Mereel does not have a counterbalance on his right arm. Kinectic attacks aimed at this arm can easily knock Mereel off balance.
  • Ticking Cryo-bomb: While the Cryoban cell inside of the LF&H 2.0 is protected by durasteel and a thin layer of cortosis, if an attack reaches the Cryoban cell, or if the arm becomes too overheated (sustained flame elemental attacks), the Cryoban cell will explode like a Cryoban grenade. This would freeze Mereel and potentially other victims close to him within a 3 meter radius.
  • Unfeeling: Created partially by Republic Remnant weapon designer, the LF&H 2.0 is first and foremost a weapon. It does not grant its wearer the sense of touch in their arm or hand again. This can make tasks that require the finer senses, such as defusing bombs, picking locks, and generally anything that requires fine motor controls in the left hand extremely difficult.
  • Aim Higher: While the LF&H 2.0 itself is incredibly resilient, it does not fully replace Mereel's left arm. An attacker can still aim at the joint between Mereel's durasteel armor and his left arm and separate the entire LF&H 2.0 from his body.
DESCRIPTION

After losing badly in a duel with the Matador during the attack on the Jedi Temple at Coruscant, Mereel found himself in need of a new left arm. Thanks to the cargo missions run by his corvette, for the first time in his life Mereel had enough money to splurge on a big investment.

After doing some research on the species of the foe he fought in the temple, a vision of the ideal arm was created in Mereel's mind: a cold-based weapon platform encased in a hunk of durasteel wrapped in a thin layer of material that, unlike his own armor, would be truly lightsaber resistant.

Not wanting to skimp out on his new weapon's combat effectiveness, Mereel gathered several of the Republic Remnant's weapon designers and challenged them to create a weapon which could fit inside of a heavy metal prosthetic arm while simultaneously being tied to his personal armor's systems. The weapon designer who came up with Mereel's favorite design received 60,000 credits for their trouble, and the dual-palm Cryoban projector system became the basis that the metals of the LF&H 2.0 would be fashioned around.

Getting the required amount of durasteel was simple, but few blacksmiths are willing to part with cortosis considering how difficult it is to mine. However, everyone has their price, and Mereel was able to convince a metal smith in the Unknown Regions to turn over enough of the stuff to create the arm after taking care of a few pirates that were causing the smith's local system trouble.

After that, it was a simple matter of getting all the materials in one place. The weapon's designer and blacksmiths worked together to create the arm, and Mereel was returned to fighting form.
 
blender_cycles_lightsaber_jedi_blue_by_pharaoh_hamenthotep-d6ljefq.jpg
OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: Jedi Padawan Mereel Vaun
  • Affiliation: Mereel Vaun
  • Model: N/A
  • Modularity: No
  • Production: Unique
  • Material: Durasteel, lightsaber components.
TECHNICAL SPECIFICATIONS
  • Classification: Lightsaber
  • Size: Average
- Hilt: 25 centimeters
- Blade Length: 145 centimeters
  • Weight: Light
SPECIAL FEATURES
  • Blue Kyber crystal
  • Simplistic, drab hilt design

DESCRIPTION

Under the tutelage of his Master, Mereel traveled to Ilum and found an ocean-blue Kyber crystal, and proceeded to construct his saber while in the caves. The design of the lightsaber's grey hilt is rather simplistic, lacking any ornate decorations, markings, or clan emblems.

Strengths:
  • Can cut through many materials with relative ease.
Weaknesses:
  • Cortosis will short the blade on contact.
  • Cannot function underwater.
https://www.deviantart.com/art/Saldean-Frigate-172794339use for mainline frigate later
 
Here be dragons, or in Arkania's case, the truth may have been 'here were dragons'.

Even if the spacer legends of flying, fire-breathing reptiles inhabiting the planet's frozen wastes weren't true, previous experiences with drunk spacer stories taught Mereel that the Arkanian tundras were at the very least worth investigating. At least if he found nothing he could add another planet under his visited worlds belt.

And if he did find what he was looking for, well, he would figure something out. Force knew he had packed enough ammunition to cull a small village.


OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: Republic Remnant Industries
  • Affiliation: Republic Remnant
  • Model: Partition-class Interdiction Frigate

  • Production: Minor
  • Material: Alusteel frame, Durasteel hull, starship components
TECHNICAL SPECIFICATIONS
  • Classification: Interdiction Frigate
  • Length: 500 meters
  • Width: 177 meters
  • Height: 100 meters
  • Armament: Low
- 16 Flak Guns
- 16 Megamasers
- 1 Tractor Beam Emitter
  • Defenses: Moderate
- Alusteel frame
- Durasteel hull plating
- Chiss shielding technology
  • Hangar: Very Low: 0
- Hangar Bay capable of holding two average sized captured fighters or a single small freighter
  • Maneuverability Rating: Moderate
  • Speed Rating: Moderate
  • Hyperdrive Class: Average: 2
STANDARD FEATURES

Communication Systems

- Military Grade Sensor Array
- Military Grade Subspace Transceiver
- Military Grade Hyperspace Transceiver
- Military Grade Holonet Transceiver

Movement and Navigational Systems:

- Ion Engines
- Navigational Thrusters
- Class 2.0 Hyperdrive
- Inertial Dampeners
- Navigation Systems

Weapon and Defense Systems:

- Chiss Shielding
- Alusteel Frame
- Durasteel Hull Plating
- 16 Megamasers
- 16 Flak Guns
- 1 Tractor Beam Emitter

Crew-Oriented Systems:

- Life Support & Artificial Gravity Systems
- Captain's Quarters
- Physical Training Facilities
- Crew Quarters
- Mess Halls
- Medbays

Miscellaneous:

- Cargo Hold
- 2x External Docking Rings (1 Port, 1 Starboard)
- Powerplant
- Escape Pods
- Distress Beacon

ADVANCED SYSTEMS

- 4x Gravity Well Projectors (2 ventral, 2 dorsal)

Strengths:
  • Gravity Well Projectors: The Partition's four gravity well projectors make it quite capable of separating enemy ships from the cozy confines of hyperspace and preventing them from jumping back into hyperspace.
Weaknesses:
  • Low Armament: The Partition class lacks the armament typically found on frigate sized military vessels. If the Partition is pulling hostile ships out of hyperspace, it will likely require weapons support from other allied vessels to destroy interdicted hostiles.
  • No Fighter Compliment: The Partition class has a hangar bay, but it is for storing small captured enemy vessels, such as starfighters and small freighters. On its own, a Partition can bring zero fighter squadrons into battle.
Description:

Designed by Chiss, Kuati, and Brokellian shipwrights and engineers, the Partition-class interdictor was created to provide the Republic Remnant Navy with a dedicated interdiction vessel. Equipped with four gravity well projectors, two dorsal mounted and two mounted ventrally, the Partition can simultaneously pull a number of vessels out of hyperspace while keeping other ships from jumping out of the system. Once hostile vessels have been pulled out of hyperspace, the Partition's main task is survival. Armament has been sacrificed to improve shield capacity and power prioritization toward shielding.

  • Minimum Crew Compliment: 350
  • Optimal Crew Compliment: 1,050
  • Passenger Capacity: 100 Troops
  • Consumables: 1 Year
  • Cargo Capacity: 3,200 Metric Tons
 
Team building exercises and group training sessions typically weren't his thing. It wasn't that he didn't like the members of the Jedi Order, it was just that he didn't think taking team-building classes would help him any while he was out alone on some backwater planet duking it out with force knew who or what. That being said, when he had heard what the objective of this group activity was, he had been forced to come check it out - if only to make sure that his eye's hadn't decided to stop functioning properly when he had read his holo-messages.
 
OUT OF CHARACTER INFORMATION
Dev threads Legends Location Sources:
Vjun
Bast Castle


SETTING INFORMATION
  • Nexus Name: Bast Castle
  • Nexus Alignment: Dark
  • Location: Vjun
  • Affiliation: Riamah, The Dark Hand
  • Size:
    Medium - Bast Castle has been a nexus of the dark side for centuries. The passage of time has given Bast several occupants who have solidified the location's presence in the dark side, both within the castle walls and on the grounds immediately surrounding the facility.

[*]Accessibility:
The location of Bast Castle is somewhat secretive, but it is something which can be found through a myriad of data sources if one is looking for it. A nearby beach and the castle's landing pads can provide aerial accessibility for those few who have discovered the castle's existence. However, access to Bast Castle itself is regulated by Riamah and the Dark Hand forces garrisoned within.
  • Description:
Originally built and used as a sanctuary for multiple Dark Lords of the Sith several hundred years ago, Bast Castle has changed little in architectural terms over the passage of time, but recent changes have been made to the Castle. In terms of force-alignment, the Dominion's occupation of the Castle saw a deepening in the dark side presence inherent to the fortress as the Castle was once again utilized for Sith purposes. After the fall of the Dominion, the castle came under the ownership of Riamah Numare, who has made some structural repairs and interior renovations to make the Castle a home and personal headquarters.
  • NEXUS EFFECTS
The air within and in a small radius outside of the Castle walls has been described as sickly and pervasive. Even those who are not sensitive to the force may feel the ominous presence of the dark side upon nearing the Castle Walls. The force nexus's effects on adherents of the lightside and more neutral force sensitives may range from inspiring feelings of dread to a simple, nervous feeling of being constantly watched by a vengeful spirit.

Conversely, those who are in tune with the dark side may feel a sense of rejuvenation upon nearing Bast Castle, and in some cases they may even feel drawn to the castle's Sith meditation chamber. Effects on adherents of light, dark, and all in between may intensify as they draw closer to the castle's ancient Sith meditation chamber.

POINTS OF INTEREST

Library:

A rather expansive chamber containing many rows of databanks and several rows of shelves holding books of flimsi, the size of Bast Castle's library is greater than many Jedi enclave information centers. The considerable age of Bast Castle is a large factor contributing to the amount of the information that has been gathered in the library, and knowledge both new and old can be found within the chamber's walls.

Primary Hangar Bay:

The main hangar bay of Bast Castle is rather modest in size, only allowing access to the interior of the Castle to one or two freighter-sized vessels at a time. This hangar bay serves primarily as the entry point for shuttles containing guests of importance, with other landing zones around the castle providing access for vessels up to the size of a corvette or a larger number of starships. Due to the primary hangar bay's strategic position in the interior of Bast, this landing zone is one of the places in Bast Castle defended by automated laser cannons.

The Old Sith Meditation Chamber:

While functionally unimportant to the current owner of Bast Castle, this room has been the most important chamber to many of the castle's occupants throughout history. This Sith meditation chamber became the heart of Bast Castle's dark side nexus while it was still the personal retreat of Darth Vader, and since then this heart has only been drenched in more darkness. Sith have intermittently occupied Bast Castle throughout history after it left the ownership of Lord Vader, and many of them have used the old meditation chamber for their own purposes, further steeping the center of the nexus in the dark side of the force.

SECURITY

Medium:

While Bast Castle is no longer as heavily garrisoned as it was during the days of the Dominion or the first Galactic Empire, Ra'a'mah has hardly left the facility undefended. Currently, Bast Castle is defended by a small garrison of Dark Hand soldiers, Ra'a'mah's personal servants, and a small automated turbolaser defense system for deterring unwanted visitors.


HISTORICAL INFORMATION

The original constructor pr the reason for the construction of Bast Castle are not known, although Sith historians speculate that Count Dooku was the first owner and builder of the castle. Similarly to the castle's construction, the origin of Bast Castle's dark side nexus is not entirely clear; however, Sith legends claim that the fortress first became a place of dark side power after coming under the possession of Darth Vader.

Since Vader, many occupiers and visitors have come and gone, some contributing to the strength of the Castle's nexus, some drawing from it. Most recently, when the Dominion's influence came over Vjun, the faction's Sith reinstated Bast Castle and the facility once again served as a retreat and training grounds for the Sith.

As the Dominion began losing power, continued use of the Castle as a Sith base was no longer practical and the fortification was eventually abandoned almost entirely. Only one Sith (with the assistance of her non-force sensitive servants) from the Dominion remained to oversee the Castle and its maintenance: Riamah, Bast Castle's current owner.
 
chao-xin-oslov2-en.jpg
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: The Dark Hand
  • Model: Dakn Juns-class Corvette
  • Affiliation: The Dark Hand
  • Production: Minor
  • Material: Ferro-Magnesium, Durasteel, Starship Components
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose Corvette
  • Length: 200 meters
  • Width: 38 meters
  • Height: 20.5 meters
  • Armament: High
​​- 6 Quad Laser Cannons
- 4 Turbolasers
  • Defenses: Average
- Hull Plating
- Deflector Shields

  • Hangar: None:
-1 Docking Ring
  • Maneuverability Rating: Average
  • Speed Rating: Very Low
  • Hyperdrive Class: Slow: 3
STANDARD FEATURES

Communication Systems
- Sensor Array
- Subspace Transceiver
- Hyperspace Transceiver
- Holonet Transceiver

Movement and Navigational Systems:
- Ion Engines
- Atmospheric Thrusters
- Navigational Thrusters
- Class 2.0 Hyperdrive
- Inertial Dampeners
- Navigation Systems

Weapon and Defense Systems:

- 6 Quad Laser Cannons
- 4 Turbolasers
- Shields
- Ferro-Magnesium and Durasteel Hull Plating

Crew-Oriented Systems:
- Life Support & Artificial Gravity Systems
- Captain's Quarters
- Workout Facility
- Crew Quarters
- Mess Hall
- Medbay

Miscellaneous:
- Cargo Hold
- Powerplant
- 1 External Docking Ring
- Escape Pods (x4)
- Distress Beacon
- Brig

ADVANCED SYSTEMS

N/A

Strengths:
  • Versatile Armament: The four turbolasers and the six quad laser cannons equipped on Dakn Juns-class vessels make them capable of combating both fighters and other capital ships.
Weaknesses:
  • Slow: The Dakn Juns-class corvette is very slow for a corvette sized vessel, making re-positioning it in fleet engagements a hassle, and making it incapable of catching up to some fleeing hostile space forces.
Description:
  • Minimum Crew Compliment: 40
  • Optimal Crew Compliment: 120
  • Passenger Capacity: 35
  • Consumables: 12 Months
  • Cargo Capacity: 1000 Metric Tons
 
OUT OF CHARACTER INFORMATION

  • Intent: To create an anti-starfighter corvette for the Iridonian fleet
  • Image Source:
  • Canon Link: N/A
  • Primary Source: Crusader-class Corvette
PRODUCTION INFORMATION
  • Manufacturer: Iridonian Shipyards
  • Affiliation: The Monarch of Iridonia (Currently Krest)
  • Model: Partition-class Interdiction Frigate

  • Production: Limited
  • Material: Alusteel frame, Durasteel hull, starship components
TECHNICAL SPECIFICATIONS
  • Classification: Anti-Starfighter Corvette
  • Length: 200 meters
  • Width: 30 meters
  • Height: 60 meters
  • Armament: Very High
- 14 Quad Laser Cannons
  • Defenses: Average
- Alusteel frame
- Durasteel hull plating
- Shields
  • Hangar: None
  • Maneuverability Rating: Average
  • Speed Rating: Moderate
  • Hyperdrive Class: Average: 2
STANDARD FEATURES

Communication Systems

- Military Grade Sensor Array
- Military Grade Subspace Transceiver
- Military Grade Hyperspace Transceiver
- Military Grade Holonet Transceiver

Movement and Navigational Systems:

- Ion Engines
- Atmospheric Thrusters
- Navigational Thrusters
- Class 2.0 Hyperdrive
- Inertial Dampeners
- Navigation Systems

Weapon and Defense Systems:

- Shielding
- Alusteel Frame
- Durasteel Hull Plating
- 16 Megamasers
- 16 Flak Guns
- 1 Tractor Beam Emitter

Crew-Oriented Systems:

- Life Support & Artificial Gravity Systems
- Captain's Quarters
- Physical Training Facilities
- Crew Quarters
- Mess Halls
- Medbays

Miscellaneous:

- Cargo Hold
- 2x External Docking Rings (1 Port, 1 Starboard)
- Powerplant
- Escape Pods
- Distress Beacon

ADVANCED SYSTEMS

- N/A

Strengths:
  • Gravity Well Projectors: The Partition's four gravity well projectors make it quite capable of separating enemy ships from the cozy confines of hyperspace and preventing them from jumping back into hyperspace.
Weaknesses:
  • Low Armament: The Partition class lacks the armament typically found on frigate sized military vessels. If the Partition is pulling hostile ships out of hyperspace, it will likely require weapons support from other allied vessels to destroy interdicted hostiles.
  • No Fighter Compliment: The Partition class has a hangar bay, but it is for storing small captured enemy vessels, such as starfighters and small freighters. On its own, a Partition can bring zero fighter squadrons into battle.
Description:

Designed by Chiss, Kuati, and Brokellian shipwrights and engineers, the Partition-class interdictor was created to provide the Republic Remnant Navy with a dedicated interdiction vessel. Equipped with four gravity well projectors, two dorsal mounted and two mounted ventrally, the Partition can simultaneously pull a number of vessels out of hyperspace while keeping other ships from jumping out of the system. Once hostile vessels have been pulled out of hyperspace, the Partition's main task is survival. Armament has been sacrificed to improve shield capacity and power prioritization toward shielding.

  • Minimum Crew Compliment: 350
  • Optimal Crew Compliment: 1,050
  • Passenger Capacity: 100 Troops
  • Consumables: 1 Year
  • Cargo Capacity: 3,200 Metric Tons
 

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