Star Wars Roleplay: Chaos

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The Confederacy: Pre-Factory/Codex

Aya Clarke

Lady Clarke, Saint of the Crimson Eagle
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OUT OF CHARACTER INFORMATION

  • Intent: To create a lightsaber suitable for Aya Clarke, a non force sensitive trained by [member="Darth Metus"].
  • Image Source: Found here by Quixotic jedi
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Lightsaber
PRODUCTION INFORMATION
  • Manufacturer: Confederacy
  • Model: N/A
  • Affiliation: Aya Clarke
  • Modularity: No
  • Production: Unique
  • Material: Phrik, Lightsaber components
TECHNICAL SPECIFICATIONS
  • Classification: Lightsaber
  • Size: Average
  • Weight: Light
SPECIAL FEATURES
  • Ornate hilt design
  • Bifurcating Cyclical-Ignition Pulse
  • Phrik crossguard
Strengths:
  • As a lightsaber, the weapon is capable of cutting and burning through most materials in the galaxy.
  • The lightsaber's crossguard protect user's hands.
  • Bifurcating pulse allows use in extremely wet conditions, including underwater.
Weaknesses:
  • Cortosis will shut the blade off on contact.
  • The weapon is designed similarly to a two handed longsword, which means one handed usage is not as precise as a traditional lightsaber.
DESCRIPTION

Under the tutelage of Confederacy Vicelord [member="Darth Metus"], Aya Clarke began her study of the use of the Jedi and Sith's traditional weapon, the lightsaber. Believing such a tool would be important for the battlefield general, who fought exclusively in melee, the Vicelord chose to train the woman in the weapon's usage despite her being unable to use the Force, often believed to be a requirement to use the weapon short of extensive cybernetic enhancement. The practical applications of such a weapon eventually convinced the woman to take the time required to study the weapon. The lengthy process of learning such a weapon was drastically reduced, due to Aya's familiarity with similar weaponry, and the design of the weapon's hilt was made to cater to her sensibilities.

For one, a crossguard was implemented into the design of the phrik hilt, making the weapon far more similar to weapons with which she was comfortable wielding. The hilt was also lengthened somewhat to accommodate both hands comfortably not unlike her beloved longsword. This did, to some extent, cause the weapon's design to be less usable in a single handed fashion, however the weapon's defensive properties as well as offensive capabilities with the crossguard's implimentation was expressed as a valuable and appreciated aspect by the General.
 
Pretty much finished.
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OUT OF CHARACTER INFORMATION
  • Intent: To create one of the primary sentients on Fa'los and give writers another species to potentially RP as.
  • Image Credit: ARTek92 | Hamsterfly | Earl-Graey | Candy-Janney | PawnAttack
  • Canon: N/A
  • Links: I'll be working on the other pieces of this puzzle, including the Iffoppo and Fa'los itself next so I can link them.
General Information
  • Name: Salathene
  • Designation: Sentient
  • Homeworld: Fa'los
  • Language: Salathese
  • Average Lifespan: 80-100 years, roughly
  • Estimated Population: Planetary
  • Description: The Salathene are a humanoid species that have several reptilian and draconic features and a vast disparity between sexes. While the female sex (known as Sala'fi) is generally more human-like, the two male variants (Sala'bo and Sala'ha) are more reptilian and have more unique traits to their species. They are a very violent, territorial, malevolent species that has yet to master interplanetary travel (outside of a sect of space-faring Salathene) due to their low intelligence and insistence on mostly remaining in their archaic ways.
Physical Information
  • Breathes: Type 1
  • Average height of adults: Female Salathene are typically 1.8m while the male Salathene are typically 2.2m.
  • Average length of adults: N/A
  • Skin color: Red, orange, and blue.
  • Hair color: Black, white, red, orange, blue, purple.
  • Races: N/A

Distinctions
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The Salathene can be split up into three separate variants, one being the Sala'fi, the horned, hair-having, red-and-orange-skinned variant who make up all of the female population, the Sala'bo, the blue-skinned, hornless, hair-having variant who make up half of the male population, and the Sala'ha, the red-skinned, horned, hairless variant who make up the other half of the male population. All Salathene have tails, though the Sala'fi grow the longest. Many consider the Sala'fi to be the true Salathenes, as they have enough variation going on amongst themselves (hair colors, horn shapes, skin colors, size, etc.), but the Sala'bo and Sala'ha would take offense to this. Although Sala'fi do most of the hunting and scavenging, the male variants like to consider themselves the backbone of any society, holding down the fort and forming the front lines of any military attack.

The reason for there being two male variants is due to the development in the womb adjusting to what's needed of any given community. They like to believe it's the Horu (what they consider to be the force) guiding life into whatever role is most needed, but truthfully it's only a matter of the one giving birth and whether or not they require a level-headed child or not. This is caused by their emotional state up to a certain point in pregnancy. If an entire village is in peril and requires mindless violence for an extended period of time, most of the male children born will be Sala'ha. Birth happens the same as it does for humans, although the time it takes for a baby to form in the womb is less than half the time it would take for humans, and there is typically less pain involved (though not always).

Horns normally don't start growing until puberty (except for the Sala'bo who never grow horns) while tails begin forming very early on as a toddler. Eye color varies wildly throughout all of the variants, but there are never any pupils and it's typically all one solid color. Claws at the end of fingers can be found in the Sala'fi and Sala'ha, as well as fangs, which the Sala'bo share, though some would say that the Sala'bo's fangs are more reminiscent of tusks. Variations in the development of Sala'fi include various facial features that vaguely resemble that of the Sith Pureblood, the Devaronian, and the Dravala, though nobody is certain on whether or not a connection exists.



Female Strengths
  • Climbers: Sala'fi are exceedingly good climbers, utilizing their long tails to scale both trees and cliffs.
  • Hunters: Quick, nimble, and born with a killer instinct, the Sala'fi make for some of the deadliest natural hunters of the humanoid variety.
  • Versatile: The Sala'fi come in a wide variety, giving them the option to have several specialized roles among multiple individuals.
Male Strengths
  • Juggernauts: The size and strength of the Sala'bo and Sala'ha alone are daunting enough, but adding on how resilient and sturdy they are, both physically and mentally, it becomes a much more frightening prospect.
  • Communicators: Where the Sala'fi and Sala'ha fall short, the Sala'bo are typically quite skilled in communication and diplomacy.
  • Shielded: The Sala'ha have both thick skin and thick scales, more resilient to blaster fire than most species (it's still gonna leave some bad marks).
Overall Strengths
  • Force Sensitivity: Salathene have a high average of force sensitivity among their population, about 1 in 5. Those that travel off of Fa'los can typically find that they have a high affinity for lightsabers, as their species is known to be proficient with blades, especially those in tune with the force. They use the force to make themselves harder, better, faster, stronger, etc., such as enchanting their weapons, leaping great distances, running fast, basic physical abilities. It is also a common sight to see an affinity with pyrokinesis, but beyond setting a sword ablaze or spitting fire, it isn't the most impressive form of pyrokinesis seen in the galaxy.
  • Unlimited Appetite: Very few foods in the known galaxy can't be used as nutrients to the Salathene. Their stomachs are designed as hardy as can be, and even things that are toxic to most other humanoid species, the Salathene can often eat and, at most, get a stomach ache.
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Overall Weaknesses
  • Hungry: Require an exorbitant amount of food to remain healthy and active, as their metabolism is exceedingly demanding. Despite this, some Salathene manage to become overweight as a result of gluttony.
  • Primitive: The Salathene are seen outside of Fa'los, but the majority are stuck in their ways of killing one another with weapons of steel and generally don't hold as much of an interest in interplanetary travel. Even those who do leave Fa'los and join the ranks of the many factions across the galaxy, they're left less technically-inclined and less intelligent overall. Very susceptible to mind tricks. This is especially problematic when given the fact that there are other sentient species on Fa'los who are regularly traveling and trading with other planets and have much more advanced technology.
  • Wasteful: Due to their rather extreme metabolism, Salathene are known to produce quite a lot of waste. The bane of long-lasting diplomatic relationships or, really, any relationships whatsoever with most other species. The Salathene themselves, however, see it as all too normal.
  • Xenophobic: While there are those who learn to open up and accept other species, the Salathene as a whole are very intolerant not only to other species but often times other clans or kingdoms of Salathene. The only interactions they're willing to have with those they dislike would be slavery and angry snarling. But even if they happen across someone from a foreign species, they can learn to accept those who have been converted to their clan or kingdom's way of thinking. Unfortunately, many species are not susceptible to their ways.
  • Weak in the Force: Salathene are quite commonly force sensitive, and yet what they can actually do with the force is... underwhelming. They can't dream of accomplishing any mind tricks, nor can they do much of anything involving the more unseen aspects of the force. They find themselves going into a rage even then when they don't balance out their use of the force, and the Salathene are not known for applying balance or moderation to anything.
  • Untrustworthy: The Salathene are known to only ever be looking out for themselves, which has caused the downfall of many kingdoms and makes it very difficult to form any truly meaningful bonds or organizations in general. This hurts the most when they leave Fa'los, either as groups of Salathene or solo, and it more often than not gets them killed or in deep trouble. Those who have worked with Salathene in the past know to always keep an eye on them and keep their suspicions high.
Culture
  • Diet: Meat, vegetation, spoiled or rotten foods, it doesn't matter. Salathene will eat pretty much anything, and the Sala'fi and Sala'ha will even eat bones. Their teeth and digestive system have evolved to chew and digest whatever they come across, becoming trash compactors in their own right. There are species on the planet Fa'los that have developed toxins that even a Salathene can't stomach, including the small race of sentient mushroom lifeforms known as the Iffoppo. A chef who can prepare an Iffoppo so that it isn't highly poisonous is coveted, as the Iffoppo are plentiful and can provide plenty of food if it wasn't for their natural poisonous defenses.
  • Communication: Vocal language. Some revert to a more primitive form of communication, growling and grunting, often while butting heads/horns. It looks as if they would be killing one another at any moment, but it tends to result in agreements more than when spoken language is used.
  • Technology level: Very limited, despite Fa'los having grown out of its dark ages with the native Selonians being interplanetary. They mostly rely on weapons made of steel and wood, building castles and forts with stone and lumber. They sometimes ally themselves with the even more primitive native P'w'eck population, but "ally" is synonymous with "enslave" for many Salathene. A Salathene who can reliably ride a P'w'eck is regarded very highly among their own and, subsequently, reviled by P'w'ecks.
  • Religion/Beliefs: Salathene typically believe that there is some form of cosmic energy, often referred to as the "Horu," that guides their actions and can even speak through chosen ones on occasion. These prophets are regarded as leaders, even among kingdoms that have an established monarchy. Those who can use "Horu" effectively are revered for their strength and spiritual prowess.
General behavior
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A relationship between Sala'fi and either of the two male variants is highly encouraged only to ensure that they remain as populous as they are, although relationships between any of the three variants are fine so long as any given clan or kingdom has an adequate amount of births each year. As for those who don't feel comfortable with the gender role they were born into, most often it will be at most controversial, though it can also be seen as the path that Horu has chosen for them. Despite the Sala'bo fulfilling a genetically male role in reproduction, they are often seen as a gender of their own, as Salathene don't necessarily have "male" and "female" as genders, only their variant can describe such a thing as gender and the roles that they've attached to them. Being the only female sex among the variations of Sala'thene, Sala'fi are typically expected to do most of the child-rearing and teaching after giving birth to them regardless of the child's variation, though the Sala'bo are known to be excellent caretakers for their young. The Sala'ha are outright disallowed to raise any children, as there is always a higher chance that they may abandon a child or simply eat them when they need food badly enough.

All variations of Salathene are typically quite sexually active, and long-lasting relationships are seen as a rarity. Sex is very much something they see as a form of social interaction, something to be done even among close friends, with very little cultural biases to only remain "faithful" to a single partner. Loyalty and faithfulness aren't common traits among them, and as such, backstabbing and betrayal are commonplace. Nobody is ever truly trustworthy outside of a caregiver or rare relationships that transcend their very nature.

Species that are native to Fa'los are typically long-standing enemies with most Salathene communities, and most Salathene communities are long-standing enemies with other nearby Salathene communities. They tend to be very territorial, often claiming the entire planet as Salathene territory, and so when a foreign species from another planet attempts to invade their land, rivalries or grudges are put on hold and the invading species is given no mercy. That is unless a particularly insidious Salathene decides to ally with them temporarily to put down another clan or kingdom, which is seen as a betrayal of one's own species and homeworld.
Sala'ha have a particular culture of killing and eating that revolves around taking pride in one's number of kills they've eaten and kept the skulls of. Sala'fi and Sala'bo tend to ignore this, not sharing the same importance in any number of kills or any truly barbaric competitions, though they would still be seen as more violent than most species. There are blood arenas all throughout Fa'los that are open to any given variation, but the Sala'ha tend to be the ones to flock to them the most so that they can achieve more kills to eat. Despite it being cannibalism, it's seen as a waste of meat to do anything but eat fallen Salathene, especially in the colder season when food is less plentiful. It even helps to preserve the fallen, giving them purpose after death and allowing them to live on through whoever consumes them. The act of feasting is seen as one of the most important aspects of Salathene culture, regardless of what it is they may be feasting on. And yes, there is even a ceremony held around the passing of important figures. As in, passing through the digestive system.
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Salathene rarely ever have a working schedule, and they can go several days without sleep on a regular basis. Neither day nor night is preferable to them, as it makes no difference to them (benefits to hunting both during the day or the night, they hold no special prowess for either). However, they can sleep for an impressive amount of time, sometimes to their detriment, but it comes in handy to carry a hammock with them so that they can sleep whenever they please, so long as there are trees.

Occasionally, Salathene will be seen using advanced weaponry looted from Selonian, and although there have never been rules against using weaponry such as blasters or cannons, they can't maintain them forever and few are able to learn how to reproduce them. Instead, they train in weapons of steel, becoming more comfortable with them at an early age.

Piercings are very common, sometimes shown as a sign of fearlessness and other times simply a fashion choice. Tattoos are less common, but still far from uncommon, some using it as permanent warpaint. More often than not, however, it's merely for the aesthetics, looking more attractive to others, etc.


Historical Information

Salathene have been present and sentient on Fa'los for thousands of years, though they haven't necessarily done any serious research themselves as to how long exactly their societies began forming, mostly due to a lack of technology. It also isn't known exactly when the Selonians and P'w'ecks came to be present on the planet, but it seems as if the two species went in opposite directions in terms of technological advancements. This allowed the Salathene to enslave the more primitive and tribal P'w'ecks of their planet and has caused many unsuccessful wars against the Selonians due to their advanced technology.

One such war, known as the Hopeless Struggle, lasted nearly a hundred years before the Salathene were finally soundly defeated and left with nearly half of the population they once had. This led to more splitting off into individual clans, some forming entire kingdoms and giving rise to great monarchs whose dynasties would last hundreds to thousands of years. One dynasty, known as the Hi'ward Dynasty, was responsible for the greatest kingdom ever known to Fa'los, Gissea. At its height, it held a third of all Salathene and was unstoppable in its power until a Sala'fi named Yaraku became a legend when she assassinated the ruling monarch with an elaborate, decade-long scheme to have her own agents become royal guards and gain the kingdom's utmost trust. The entire ruling family, as well as every guard who wasn't in on the plot, was murdered when the order was at last given, ending the Hi'ward dynasty and causing the collapse of the Gissean empire. There still remain to this day those loyal to Gissea, having formed what can only be described as a cult around the ancient civilization, calling themselves either the Gissean Knights or the Kingdom of the Dead.

Although there had been many force-users among them for thousands of years, none were given as much respect as the Order of Blades, which rose after the fall of Gissea as a way to put an end to the mass chaos that had ensued. Each member of the Order was carefully picked and extensively trained in the force, which the Salathene have always known as Horu. They were exceptionally skilled with a blade, riding in on their nexus and resolving conflict with devastating results, and it became common to hear about a member of the Order who had lost their mind and had to be put down for the safety of all. The Order didn't last, and it was finally disbanded after senior members decided that they had to push new recruits too hard for them to be mentally stable later in their lives.

With the vacancy of a true global law enforcement, the Salathene embraced their nature and crime became rampant once more, though the chaos was far from devastating. In fact, the Salathene thrived in it, shutting down any organizations that would hope to slow the spread of corruption. That was until a Sala'bo by the name of Hotrav betrayed the entirety of the Salathene species during a Selonian invasion when he worked alongside them so that he could gain an advantage over his Salathene enemies. Hotrav was later executed by his own clan when it was discovered what he had done, making an example for anyone who wished to betray the Salathene ever again.

Around 400 BBY, a group of Salathene used Selonian technology to become the first interplanetary Salathene civilization, but weren't as skilled or knowledgeable in the technology available, forcing them to deal mostly on land or enslaving others who could use the technology reliably. This was the beginning of the space-faring sect of Salathene, seen very rarely among the galaxy. Even fewer could be seen as a Sith, and even fewer still chose the path of a Jedi. Despite this, lightsabers (either stolen or bought) remain a common sight among the force sensitive, regardless of what they called themselves.

The majority of Salathene remained on Fa'los, however, and they would continue in their ways of giving in to their most primal desires, separated into their own individual corners of Fa'los.

In 811 ABY, one such corner came under the rule of a Sala'fi known as Hosofet, an incredibly force-sensitive leader who knew no boundaries in her lust for power. She would sit on her throne day and night, silently meditating and losing herself deeper and deeper into the seemingly endless void of Horu. Everyone on her continent knew her name and likely feared her, knowing that incurring her wrath would inevitably lead to their destruction. Nobody like her had come before her, and even though she gave birth to a daughter, few expect even her offspring to reach any level of power close to Hosofet's.

This lust for power slowly dissipated, even as Hosofet continued meditating more and more. Her throne had become iced over from its prolonged exposure to Hosofet, and eventually she herself would show signs that her own skin was forming icy fissures across it, her very presence chilling others to the bone physically. Her departure from her throne became less and less common, remaining perfectly still like a statue with her eyes remaining open. It was unclear if she had grown less powerful during that phase, but she remained ruler of the powerful kingdom of Rana'thep ever since, becoming known as the Frozen Queen.
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OUT OF CHARACTER INFORMATION

  • Intent: To create a refitted and upgraded Lucrehulk-Class Battleship for the present CIS.
  • Image Source: Here
  • Canon Link: Here
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Confederacy
  • Model: Battleship
  • Affiliation: Confederacy of Independent Systems
  • Production: Limited
  • Material: Reinforced Quadranium Frame, Damage Reduction Armor, Matrix Armor
TECHNICAL SPECIFICATIONS
  • Classification: Battleship
  • Length: 3000 meters
  • Width: 3000 meters
  • Height: 900 meters (Coreship) | 800 meters (Carrier Ring)
  • Armament: Average
    1. Ring carrier:
      Point-defense quad laser batteries(164)
    2. Assault laser cannons (472)
    3. Turbolasers (48)
  • Core ship:
    • Point-defense quad laser batteries (21)
    • Assault laser cannons (48)
    • Turbolasers (3)

[*]Defenses: Moderate
[*]Hangar: Extreme: 26
[*]Maneuverability Rating: Very Low
[*]Speed Rating: Very Low
[*]Hyperdrive Class: Average: 2
STANDARD FEATURES
Military Grade Energy Shielding
Military Grade Particle Shielding
Standard Communications Array
Standard Navigational Systems
Standard Life Support Systems
Standard Targeting Systems
Standard Sensory Array
Detention Cells
Escape Pods

ADVANCED SYSTEMS
Redundant Shielding
HoloNet Transceiver
Encryption Network
Integrated Droid Brain Automation Systems

Strengths:
  • Circumference mounted armament allows for the Lucrehulk's weapons to be used in a nearly three hundred and sixty degree arc of fire but rotating the ring.
  • With a full compliment of six hundred and twenty four Vulture II Droid Fighters the Lucrehulk has the fighter allotment to accommodate for it's average anti-fighter and anti-vessel weapons systems.
  • The Lucrehulk's size makes it a difficult to take down due to most of it's hull being sealed from exterior attack.
  • Integrated Droid Brain allows the Lucrehulk to operate itself with a skeleton crew.
Weaknesses:
  • The sheer size of the Lucrehulk, as well as it's design, makes for difficult turning and zero tilting. In short the battleship has no maneuverability to speak of outside of low rotation ability.
  • While the Lucrehulk possesses a massive compliment of ships it still falls victim to the same weakness that it's predecessors possessed. With two hangar entrances at the open end of the ring the hangars span around the entirety of the ring to the location of the battleships power core.
  • While the Lucrehulk boasts high offense and defense for it's design, it possesses no ability to escape smaller ships if it is severely damaged and forced to retreat. It will always be outrun by it's opponents.
  • While the core ship is separate from the ring, the ring is forced to operate with reduced command structure.
Description: Following the abysmal space command during the Confederacy's support of the Galactic Alliance at Dagobah, the naval command of the Confederacy felt it was time to reintroduce some of their most iconic ships. When it came down to a carrier and command ship, the officers were settled on one ship in specific. The Lucrehulk-Class Battleship. Outfitted to carry hundreds of fighters and thousands of crew unless it was skeleton crewed by droids, it was the perfect choice for sparse addition to any CIS Naval officers fleet.
 
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OUT OF CHARACTER INFORMATION

  • Intent: To create a refitted and upgraded Lucrehulk-class Battleship for the present CIS.
  • Image Source: Here
  • Canon Link: Here
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS

[*]Defenses: Very High
[*]Hangar: Extreme: 10
[*]Maneuverability Rating: Low
[*]Speed Rating: Very Low
[*]Hyperdrive Class: Low: 3
STANDARD FEATURES
  • Military Grade Energy Shielding
  • Military Grade Particle Shielding
  • Standard Communications Array
  • Standard Navigational Systems
  • Standard Life Support Systems
  • Standard Targeting Systems
  • Standard Sensory Array
  • Detention Cells
  • Escape Pods

ADVANCED SYSTEMS

Strengths:
  • Unlike it's predecessor, which lacked in hangar space to make room for it's compliment of weaponry, the Providence II-class utilizes high hangar space and boasts significant fighter counts.
  • To enhance it's durability the Providence II-class has been outfitted with significantly stronger plating and defense systems. This includes redundant shielding, a B1-TM3 package and Socketguards against internal slicing.
  • Integrated Droid Brain allows the Providence to operate itself with a skeleton crew.
Weaknesses:
  • Like it's predecessor, much to it's chagrin, the Providence-class still possesses it's signature bridge tower. While it is not the main operating area of the ship, it is a target due to it's potential of housing important vessel personnel.
  • What the Providence II boasts in defense and hangars it lacks in significant offense. Requiring it's fighters and a variety of support ships, the Providence II must be guarded to sufficiently perform it's function.
  • Like any ship of it's design, the Providence II suffers from most electrical attacks by enemy fleets.
Description: The process had begun. With the Lucrehulk II-class Battleship project well under way, the naval command of the Confederacy of Independent Systems went to work procuring the designs for another carrier. This time, one with more maneuverability and higher defenses. A carrier that could hang in the heat of battle and still perform the function of a Lucrehulk under siege. It would not be the strongest of the Confederacy's vessels, but it would boast efficiency in everything that it did.
 
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OUT OF CHARACTER INFORMATION

  • Intent: [SIZE=11pt]To create a refitted and upgraded Droid Tri-Fighter for the present CIS.[/SIZE]
  • Image Source: Here
  • Canon Link: Here
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Confederacy of Independent Systems
  • Model: Droid Tri-Fighter Mark 2
  • Affiliation: Confederacy of Independent Systems
  • Production: Limited
  • Material: [SIZE=11pt]Ferroceramic hull, Matrix Armor[/SIZE]
TECHNICAL SPECIFICATIONS
  • Classification: Interceptor
  • Length: 5.5 meters
  • Width: 3.4 meters
  • Height: 3.4 meters
  • Armament: High
    heavy laser cannon (1)
  • light laser cannons (3)
  • Concussion missiles (6)

[*]Defenses: Very Low
[*]Squadron Count: Moderate: 16
[*]Maneuverability Rating: Moderate
[*]Speed Rating: Average
[*]Hyperdrive Class: None
STANDARD FEATURES
  • Buzz Droid missiles

ADVANCED SYSTEMS
  • Advanced Targeting Systems
  • Integrated Droid Brain Automation Systems

Strengths:
  • The mk2 has a large compliment of weapons that can take out a multitude of different targets with radically different attack variations
  • The Fighter is a small target, smaller than even an A-wing interceptor, making it hard to keep in sights
  • Tri-Fighters are very maneuverable, allowing it to stay on target for longer periods of time, landing more shots
  • An Integrated Droid Brain allows the Fighter to make maneuvers most organize pilots would black out on, and is always focused on the current task
    Weaknesses:
  • The Tri-Fighter is a very weak target, with minimal defenses in place to protect it in case of counterattacks
  • Mk2s are not as fast as normal interceptors, trading a faster speed for higher armament, it relies on its concussion missiles to take out targets faster than it is
  • The hull of Tri-Fighters are extremely thin, and because of its small size, most penetrations of the armor will most likely result in an ammo depot explosion, destroying the fighter
Description: After much use of the vulture Droid in combat CIS military command realized that against heavier fighters they were useless, taking longer to penetrate the tougher armor than the ships were meant to be engaged. The military had been in works of a fighter able to damage capital ships easier, and borrowing from both that developing design and the vulture droid, a heavy interceptor was designed. It was based off of the ancient CIS’s design of an interceptor. Created to attack all types of fighters the tri-fighter was designed to go against the CIS’s normal AO of swarm tactics with instead a hard hitting fighter destroyer that would put fear into the enemy.
 

Marek Starchaser

Guest
M
Storing this for later

OUT OF CHARACTER INFORMATION
Intent: To create a street-level drug as a failed attempt to create a battlefield stimulant
Image Source: N/A
Canon Link: N/A
Restricted Missions: N/A
Primary Source: Crystal Meth

PRODUCTION INFORMATION

Manufacturer: Enhance Stimulants
Model: Octane
Affiliation: Open Market
Modularity: Is drug
Production: Minor
Material: You really don’t want to know, but a chemical cocktail, mostly drain cleaner, lighter fluid, caf, and other stuff

SPECIAL FEATURES
Street drug capable of creating intense focus, hallucinations, and a general feeling of certainness

Strengths:
· Creates a feeling of focus and certainness
Weaknesses:
· Causes hallucinations
· Forces the user to disregard reason
· Creates tunnel vision to the disregard of self and society
· Addictive
· Bad for teeth
· Prolonged use eats away at nerve tissue

DESCRIPTION
Created as failed attempt to create a battlefield stimulant to enhance drive, and focus among soldiers had failed. However, the side effects became a wonderful way to sell to impoverished populations, or rich university students to allow them to feel a sense of focus and contentment. Stemming from somewhere in Hutt Space, Octane has quickly been found to be used by a number of species in a number of different social levels. As Octane is used more and more, it can eat away at nervous tissues, creating ticks, and loss of use in certain extremities. Hallucinations can range from peaceful to decidedly not. It is always recommended by dealers to trip together the first time.
 
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OUT OF CHARACTER INFORMATION

  • Intent: To create a refitted the Munificent Star Frigate and get a capital ship destroyer for the navy
  • Image Source: Here
  • Canon Link: Here
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Confederacy of Independent Systems
  • Model: Munificent-Class Star Frigate Mark 2
  • Affiliation: Confederacy of Independent Systems
  • Production: Minor
  • Material: Reinforced Quadranium Frame, Damage Reduction Armor, Matrix Armor
TECHNICAL SPECIFICATIONS
  • Classification: Heavy Cruiser
  • Length: 850 meters
  • Width: 430 meters
  • Height: 250 meters
  • Armament: Moderate
    1. Superheavy prow mounted turbolasers (2)
    2. Long range ion cannons (4)
    3. Twin turbolasers (38)
    4. Light turbolaser turrets (20)
    5. Point defense cannons (32)
    6. Flak guns (5)
  • Defenses: High
  • Hangar: Very Low: 0
  • Maneuverability Rating: Average
  • Speed Rating: Average
  • Hyperdrive Class: Average: 2
STANDARD FEATURES
Military Grade Energy Shielding
Military Grade Particle Shielding
Standard Communications Array
Standard Navigational Systems
Standard Life Support Systems
Standard Targeting Systems
Standard Sensory Array
Detention Cells
Escape Pods

ADVANCED SYSTEMS
Redundant Shielding
HoloNet Transceiver
Encryption Network
Integrated Droid Brain Automation Systems

Strengths:
  • The ship's armor is thick and protects vital systems at the center spinal cord from attack, and has a shield generator in the front, middle, and rear sections of the ship
  • The ship has some of the heaviest turbolaser cannons in the galaxy, requiring mounting to the hull because of their size, but are very powerful
  • The crew size for full battle operation is only 200, making the rate at which they can be fielded only limited by its production time
Weaknesses:
  • the spinal cord has no armor, and precise shots and bombing runs can destroy the ship very easily by hitting it
  • the most powerful weapon on the ship is fixed, and the ship is not maneuverable enough to keep them on target all the time
Description: With many high cost and slow to produce ships created, a more available ship was needed for the common patrolling of Confederate space, and to be the backbone of the CIS fleet. The engineers decided to have no fighter count, as the other ships in the fleet made up for that role easily, instead focusing on a capital ship destroying ship. Their search was filled by the Munificent Star Cruiser of the original CIS. Refitted slightly, increasing the prow heavy turbolasers with even more powerful weapons, reducing the heavy ion cannons to four normal long-range ones, and changing the normal weaponry to suit a more capital ship focused role.
 
(WIP)
terraformed_venus_by_77mynameislol77.png

  • Intent: To create a homeworld for the Salathene species and to give other players the freedom to RP with the planet however they wish.
  • Image Credit: World of Warcraft by Blizzard Entertainment, Ventus Castle by jordangrimmer, Terraformed Venus by 77Mynameislol77
  • Canon: N/A
  • Links: LINK TO SALATHENE SPECIES!!!!!!!!!!!!!!!!!!!!!!!!!!
GENERAL INFORMATION
  • Planet Name: Fa'los
  • Demonym: Fa'losian
  • Region: Outer
  • System Name: Tavarra
  • System Features: Only one other inhabitable planet exists in this system, known as Bovar, although no intelligent life has made it its home as little resources are to be had on its rather barren surface. Fa'los has three moons, none of which have an atmosphere.
  • Coordinates: T-53
  • Major Imports: N/A as of right now.
  • Major Exports: N/A as of right now.
GEOGRAPHIC INFORMATION
  • Gravity: Standard
  • Climate: Temperate, fairly hot and humid.
  • Primary Terrain: Grasslands and jungles both on top of and in the valleys between mountains. The vast majority of the planet is mountainous and has plenty of rocky cliffs.

  • Major Locations: [What are the major locations on your world? At least one paragraph for each. If you wish to add a Force nexus (light or dark), you must justify it through your submission and history. Included for Force Nexus should be general size, intent, and information pertaining to it's creation. Below is the template for force nexus.]
ventus_castle_by_jordangrimmer-d93vmq6.jpg

POPULATION
  • Native Species: Salathene, p'w'eck
  • Immigrated Species: Selonians
  • Population: [Choose from: Heavily populated, Moderately Populated, Sparsely Populated, Minimally Populated, Uninhabited]
  • Demographics: Roughly 80% of the world's population is made up of Salathene, with p'w'eks making up 15% and Selonians making up a mere 5% in their small portion of advanced civilization on Fa'los.
  • Primary Languages: Salathese
  • Culture: [General overview of the planet, should include information about daily life, society, arts, sports, religion.] The Salathene are heavily influenced by what they call the 'Horu,' which is their interpretation of the force, and also a convenient name to call what little of the force they're capable of as a species. Roughly one in four Salathene are force-sensitive, but many don't bother to learn the nuances of their own abilities or train especially hard in the limited applications available to them.
GOVERNMENT & ECONOMY
  • Government: Feudal Monarchy
  • Affiliation: None
  • Wealth: Low, considering trading with off-worlders doesn't happen here and any riches that are hoarded by rulers wouldn't take them very far in the rest of the galaxy. Credits don't exist as a currency on Fa'los.
  • Stability: Low. There is very little stability to be had within a single community, much less the entire planet. The only thing keeping them together against invading species is their xenophobia that brings them together, however briefly, to fend off otherworldly invaders. It's possible that it is stable due to the consistency of its instability and how the crashes in civilization never seem to be any cause for alarm globally.
  • Freedom & Oppression: Most Salathene citizens living under a ruler are free, though enemy Salathene and most other species are enslaved without much of a second thought. Those that are free practically worship their rulers, whoever they may be, and are expected to be at least somewhat subservient if the circumstances arose, especially in times of war or strife.

MILITARY & TECHNOLOGY

  • Military: Low tech militaries, but can, in fact, hold their own against a higher tech invading army with their limited technology so long as they have the home field advantage.
  • Technology: Very minimal save for the pocket of advanced Selonians with their base of operations. The Salathene are primitive with no real technology past the crossbow and medieval siege equipment. They've been this way for countless generations, with very little recorded history of a time before this era. They tend to keep it this way, partly due to their limited intelligence and partly due to their stubbornness in keeping to what they know best.



HISTORICAL INFORMATION
Be sure to cover the following information:
How was the planet discovered? How was planet settled? When was it settled? Why was it settled? What major events specific to the planet helped shape its inhabitants to what they are today?

By the time Selonian explorers came across Fa'los around 1300 BBY, its Salathene and p'w'ek population had already been what it was to this day. Their technology hadn't advanced since its earliest recorded days, even with Selonian intervention, violent or otherwise. Seeing as how the Salathene could seemingly defend themselves against more advanced technology, they stubbornly never bothered to fix something that they didn't see as broken.

Selonians held their base on Fa'los, but didn't press a global invasion out of fear of a catastrophic loss. The two species never once lived in harmony, and the Salathene would consistently raid the Selonians as an act of aggression towards those who didn't belong on their planet, but neither could fully prove victorious over the other and so an uneasy stalemate persisted through several centuries.
 

Aya Clarke

Lady Clarke, Saint of the Crimson Eagle
Examples of Sentinels:

Image 1
pcC5vJS.png

Image 2
0qtktmkqdryy.png

~~~~~~~~~~~~~~~~~~~~

[SIZE=9pt]OUT OF CHARACTER INFORMATION[/SIZE]
  • [SIZE=9pt]Intent: [/SIZE][SIZE=9pt]To further flesh out aspects of Aelozath for future roleplay purposes.[/SIZE]
  • [SIZE=9pt]Image Credit: [/SIZE]Image 1, Image 2, All Lawbringers from Ubisoft's "For Honor"
  • [SIZE=9pt]Role: Guardians of Aelozath's Church, and enforcers of its few planetary-wide laws.[/SIZE]
  • [SIZE=9pt]Links: [/SIZE][SIZE=9pt]N/A[/SIZE]

[SIZE=9pt]GENERAL INFORMATION[/SIZE]
  • [SIZE=9pt]Unit Name: [/SIZE][SIZE=9pt]The Sentinels of the Faith[/SIZE]
  • [SIZE=9pt]Affiliation: [/SIZE][SIZE=9pt]Aelozath's Churches, their Goddess, and to a lesser degree the Monarch of Kalis[/SIZE]
  • [SIZE=9pt]Classification: [/SIZE][SIZE=9pt]Infantry[/SIZE]
  • Equipment: Extremely protective durasteel armor, armor underlays for blaster protection, and mighty polearms

[SIZE=9pt]COMBAT INFORMATION[/SIZE]
  • [SIZE=9pt]Availability: [/SIZE][SIZE=9pt]Rare[/SIZE]
  • Deployment: Minor
  • [SIZE=9pt]Strengths & Weaknesses: [/SIZE]
    + Thick armor: To be a Sentinel is to become a wall. Walls do not move. As such, the armor of Sentinels is much thicker, and stronger, than other knights. Against blasters and others in melee, this can create quite an obstacle to conquer[SIZE=9pt]. [/SIZE]

    [SIZE=9pt]+ Polearm Masters: Rather than wield the longsword, as many others of their stature, Sentinels instead choose to pick up and master various polearms, [/SIZE]versatile[SIZE=9pt] weapons with enough reach to compensate for their shortcomings. Though of course capable of using, say, an arming sword, their primary tool of judgement is their long, devastating polearm of choice.[/SIZE]

    [SIZE=9pt]+ Faith Shall Shield Us: An unintentional result of their upbringing, the verses of their religious zealousness repeated almost constantly in their head, especially in battle, makes them more [/SIZE]resistant[SIZE=9pt] to Force abilities affecting the mind. They are by no means invincible, and enough force of will can overpower them, but it is a strength worth noting.[/SIZE]


    [SIZE=9pt]- Slow: While normally, a Knight's armor is only somewhat inhibiting and exhausting to wear, a Sentinel's armor is, a bit much to say the least. The armor's abnormal thickness and level of coverage is not the classic balance of mobility and defense, but weighted to the latter. This does mean that the armor will wear the Sentinels down, and they are not able to keep up with lightly armored individuals. This also tends to force them to act more defensively than offensively.[/SIZE]

    [SIZE=9pt]- Metal and Wood: Their armor is metal, and their weapon's staff portion is wood. Against a sword, this is fine, and blasters even are [/SIZE]manageable[SIZE=9pt]. But a lightsaber? That would be a problem. Even when it comes to swords, the polearm's staff is only protected in so far as it is thick. Which means that should their weapon be stressed too much, either in the course of battle or time, that the weapon can be destroyed by repeated strikes.[/SIZE]

    [SIZE=9pt]- Zealous: While good for handling the Force, there are other ways to manipulate someone. Their zealousness to enforce their beliefs can lead to some, gross misunderstandings, if one knows how to manipulate the direction of their zealotry.[/SIZE]
  • Description: The Church has always been a cornerstone of Aelozath's culture, and life, since time immemorial. And for just as long, the Church has been at risk of those who viewed such a cornerstone as a... profitable target, or who wished to break their sacred laws. As such, the Church, long before the arrival of the Travelers who brought prosperity and technology, had created their own order of sacred knights, who's vows came first to their Goddess, and the Church, rather than any mortal being. These knights were, originally, nothing more than that, knights with sacred vows, yet overtime they began to separate themselves from the others of their kin. Their armor began to be crafted differently, specially, and with this development the knights began to use longer weaponry to compensate for their new shortcomings. At the height of their numbers, in the days of the great kingdoms, they were many, and they held the power to pass judgement on any and all who resided on Aelozath's surface. Thus, they took up a new name, no longer knights, but the Sentinels of the Faith, and thus did they enjoy a time of great prosperity for the order.

    When the Gulag Plague came, and the time of Darkness, their numbers began to be killed off, by sickness, and by war, as the Sarengoli remaining took effective control of the planet for themselves. Even so, the need for something to believe in, something, just, brought more to their numbers, keeping the order from dying out. The order suffered many defections in the later years of the Darkness, as faith in the Goddess began to dwindle, until the time of Nia's kingdom, Kalis, and the birth of hope once more. Seen as one of the Goddess's chosen, the order flocked to the city, helping in its rapid growth as others wished to be a part of such a place. The Sarengoli's choice of coming for negotiations was in part attributed to this, for it was said a single Sentinel was worth a thousand soldiers.

    An exaggeration to be sure, but their reputation proceeded them.

    Now, in the modern era, their numbers have settled, and for a planet of 43 million, they are quite rare, their numbers being quite stable in a secular age. Still, the Sentinels dutifully guard their Church, watching over their devout followers, guarding their holy lands. Furthermore, though the Church is no longer the power it once was, the Sentinels continue to enforce what few sacred laws remain, planetside or otherwise. The ban of firearms, namely.
 

Aya Clarke

Lady Clarke, Saint of the Crimson Eagle
58804d726ab34db2202f648c3dda8a0d.jpg

~~~~~~~~~~

OUT OF CHARACTER INFORMATION
  • Intent: To flesh out and solidify Aya Clark's influence base, create a character to act as her future bodyguard, and provide an initial antagonist personal to the woman.
  • ​Image Credit: Found Here, Holden Cross of Ubisoft's "For Honor"
  • Role: Former member of the (link) Sentinels of the Faith, Family Friend to Aya Clarke, (Eventual) bodyguard
  • Links: Link to Aya Clarke?
PHYSICAL INFORMATION
  • Age: 46
  • Force Sensitivity: Non-Force User
  • Species: Human
  • Appearance: The man is tall, towering over most individuals, and tends to seemingly live in his imposing armor. His head is shaven completely, leaving only the shadows of a beard seeming to form on his face at any given time, and looks relatively good for his age. The faintest hints of his age can be seen in the way he looks, particularly around his eyes, having seen much of combat in his time and experienced loss more than he cares to admit. Regardless of how much armor he wears, the man always stands tall, as if attempting to impose his position and capabilities at any given moment.
SOCIAL INFORMATION
  • Name: Former Sentinel Cyril Abbey
  • Loyalties: Family Friend to @Aya Clarke, Loyal to Kalis
  • Wealth: Somewhere in the lower part of nobility for Aelozath, the upper middle class for the rest of the galaxy. Due to his former background, he keeps personal tithes low for those who have sworn fealty to him, but possesses a rather sizable wealth regardless.
  • Notable Possessions: His heavy durasteel armor, His polearm
  • Skills: Trained in the use of his polearm by the Sentinels, Talented at commanding Siege forces, Exceptional stamina for one of his age
  • Personality: Despite his status as a former Sentinel, Cyril is extremely devout in his beliefs, only disillusioned with the exact paths to honoring them. He is completely loyal, first to his religious beliefs, then to his Monarch, and down the line thus. As such, he can set aside obligations to others should a 'higher power' so demand it, making him seem gruff, and coarse to be around. However, while it is true that the average individual will find him to be a zealous, stone headed individual, he does not abandon the ability to reason like some Sentinels who devote entirely to zealotry. He can think, reason to make his loyalty upheld while ensuring his friends are safe, as under the cold steel is a sentimental man wishing to never again lose that which he holds dearest.
COMBAT INFORMATION
  • Weapon of Choice: His Polearm, or Siege Weaponry
  • Combat Function: Cyril is the apex of his art, a calm, collected warrior among the chaotic throngs of war and death. In personal combat, his faith in his armor means he will often focus on a single enemy, devoting his efforts to that target and that target alone as he engages them with slow, precise strikes. He uses jabs, with the spear end or butt of his polearm as appropriate, waiting for enemies to make a mistake, leave themselves open. Then, he responds by capitalizing on that, using disorienting strikes to setup heavy swings with the axe portion of his weapon. He does not lead the charge into a fight, but he will end it.

    In larger scale engagements, he often returns to the end of a combat zone, coordinating siege weapons to fight the enemy with, and defending them. Despite his age he has shown to be quite capable.
HISTORICAL INFORMATION

Born in the years of darkness, Cyril was left with the Church to live safely as he could, away from war, and death. Not that it necessarily worked completely, but at the least the fading church kept him free from the raging Sarengoli Kingdom. Having only ever known the Church, the man grew with a desire to return something to his guardians, training to become what his church in particularly believed would be their last Sentinel, if not forever than for a long time to come. It was three years after Queen Nia would begin creating what would become the great kingdom of Kalis when he took his final oaths, becoming a Sentinel in full. From that day, the man had given himself to something greater, devoted to a cause. He was among the first Sentinels to speak of his belief in the Queen as one of the Goddess's chosen, what would eventually become common belief, as she showed her power to gain the loyalty of others.

Cyril, at this time, preferred an active role in his task of protecting the faith, often taking long quests to seek smaller kingdoms, speak to the people, to spread the word of his faith to them and perhaps protect them from those who would do harm. It was on one of these journies he met Ser Clarke, no not Aya, her father. The two happened upon a settlement of Sarifs during the attack of bandits, protecting the people from harm where their Knight Lord failed them, becoming fast friends in the process. The two often took time together to travel, speaking of everything from combat, to tales of adventure, to faith and beyond. Over the course of their friendship, the loss of their Queen, Clarke's ascension to Leige, the birth of Clarke's only daughter, the man grew distant from the Church as an entity itself.

When his friend lost his life needlessly, Cyril questioned everything. Ultimately, he could no longer work under his oaths, and with the blessing of the church he let go of his Sentinel duties. A Sentinel did not break their oaths easily, and it was rare for them to be 'retired', however for his dutiful service Cyril received the rare privilege to leave, with no ill will, retaining the armor and weapon of his order. His authority was stripped from him, however, and his armor was given a special mark to the back, signifying the owner's lack of authority, forever etched into the metal.

It was like this that Cyril sought to find Aya, and determine her worth to continue her Father's legacy. For both their sakes, he truly hoped she would prove adequate.
 

Ravenfire

King of Pumpkins
Moderator
OUT OF CHARACTER INFORMATION
sci_fi_dog_concept_by_falkenforfan-d84nl8e.jpg

PRODUCTION INFORMATION
  • Manufacturer: CIS

  • Production: Limited
  • Affiliation: CIS
  • Modularity: Yes
  • Material: Droid components, Durasteel
TECHNICAL INFORMATION
  • Classification: Fourth Degree
  • Weight: 65kg
  • Height: 1.2m
  • Movement: Quadrupedal
  • Armaments: Durasteel Claws
  • Misc. Equipment: N/A
SPECIAL FEATURES
  • Rakghoul Plague
Strengths:
  • Agile - This unit's unconventional movement, combined with the raw speed of its servos, make it a difficult adversary to track and keep up with.
  • Rakghoul Plague - The claws of each unit have been steeped in samples of the Rakghoul plague. Successful contact with raw flesh can quickly and rapidly spread the plague among enemy units.
Weaknesses:
  • Rakghoul Plague - Rakghoul created by this unit will attempt to destroy anyone or anything in its proximity, including its maker.
  • Still A Droid - While novel, this unit is still a Droid and can be incapacitated by ion or electromagnetic assaults.
DESCRIPTION:
The maker of these droids heard about the loss on tatooine, in an effort to minimize to number of droids needing to be deployed he went searching for something within galactic history to fit the bill and thus found the Rakghoul. Speaking to the many dark side force users and witches within the CIS ranks he was able to synthesis the plague thus the Rakghoul droids were born.They was created to wreak havoc among enemy ranks by creating more Rakghouls, but as it is still a droid it is fairly easy to destroy. Testing the Droids on sentient life forms showed that the droid has no control over the Rakghouls it creates and they will actively try to destroy anything near by the droid Included. Because it's claws are the main point of infection it has to get into enemy lines quickly once deployed and thus was made quadrupedal in an attempt to have it move unconventionally making much harder to track and keep up with.
[member="Darth Metus"]
 
[member="Vulture 21"]

Very solid start Vulture!

What I would do is drop the production to Limited, firstly.

I would expect upon the Agile strength, adding something along the lines of: This unit's unconventional movement, combined with the raw speed of its servos, make it a difficult adversary to track and keep up with. This way, the Quadrupedal movement is a strength.

I would also elaborate on the Rakghoul strength, in particular mentioning how it is able to spread the plague. The claws of each unit have been steeped in samples of the Rakghoul plague. Successful contact with raw flesh can quickly and rapidly spread the plague among enemy units.

As for the weaknesses, I would rework the Fragility weakness to something more in line with Droids. For example: Circuitry: While novel, this unit is still a Droid and can be incapacitated by ion or electromagnetic assaults.

Next, I would rework the Plague just a tad: Rakghoul created by this unit will attempt to destroy anyone or anything in its proximity, including its maker.

Lastly, in the Description I would add some background. Tell me why we're making these - is it because we fell at Tatooine and want new ways of destroying our enemy? Is it because a designer had access to too many assets and went crazy? You decide!

Can't wait to use these
 

Ravenfire

King of Pumpkins
Moderator
OUT OF CHARACTER INFORMATION
sci_fi_armor_by_fonteart-d7yjmau.jpg

PRODUCTION INFORMATION
  • Manufacturer: Rex Taff
  • Model: Raven Armor
  • Affiliation: Rex Taff
  • Modularity: Yes
  • Production: Unique
  • Material: flexarmor, armorweave, Phrik, electronic components, sonic dampeners, Reinforced fibre
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose
  • Weight: Light
  • Resistances
- Blasters (And other plasma type weapons): High
- Kinetic: Average
- Lightsabers: High
- Other: Elements - High
- Sonic - Average
- Emp/Ion - Average

SPECIAL FEATURES
  • Many Pockets
  • Filtration Systems
  • Vaccum Sealed
  • Oxygen tank lasts 1hr
  • Builtin comms
  • HUD in helmet
  • Mag-lock on boots
  • Regulates body temperature
  • Sonic Dampeners
  • Echani Fiber weaving
  • Faraday Cage

Strengths:
  • Allows for Wide Range of Movement
  • Protects against range of attacks
  • Protect from lightsaber strikes
  • Protection from sonic due to sound dampeners
  • Protection from blasters
Weaknesses:
  • Can't hear you: When dampeners are active can't use comms or hear anything
  • Jack of all Trades Armor: Stands up to a lot in most cases, but weapons that are meant to pierce armors, destroy armors, or otherwise break through armor systems can still do so.
  • Light: Is unable to stand against a large amount of kinetic force against it
  • Sealed not: if the armor weave is damaged, then the armor would no longer be sealed to the elements.
DESCRIPTION
This armor is made of woven Armorweave in tight knit layers much like the echani make their light armor along with elements such as Flexweave, Nanoweave, and Reinforced Fibre. This allows the armor to remain relatively light weight while still maintaining a good amount of protective properties. The Raven Armor functions as something that will protect Rex from blasters, lightsaber strikes, and most other forms of attack. The Raven Armor does not protect against High amounts of damage, nor is it highly kinetic resistant. Rex designed this armor to be close to the armor he used to wear, however he added measures against sonic after being taken down by a mandolrian thru sonic during a skirmish with them as well as other things to make the armor better against most forms of attack.
 

BX-25233

The original commando droid with a hat
[member="Darth Metus"]

OUT OF CHARACTER INFORMATION
Intent: To create an elite variant of the e-5 blaster rifle.
Image Source: N/A (No Image)
Canon Link: N/A
Restricted Missions: N/A
Primary Source: E-5 Blaster Rifle

PRODUCTION INFORMATION
Manufacturer: CIS
Model: E-5 Stealth
Affiliation: CIS elite forces
Modularity: No
Production: Limited
Material: Durasteel, blaster components

TECHNICAL SPECIFICATIONS
Classification: Blaster Rifle
Size: Average
Weight: Light
Ammunition Type: gas canister
Ammunition Capacity: 500
Reload Speed: Average
Effective Range: Low
Rate of Fire: High
Stopping Power: Moderate
Recoil: Average
SPECIAL FEATURES

Strengths:
A lightweight blaster rifle with a high rate of fire and decent stopping power.
Shoots invisable blaster bolts
Makes alot less sound than your average blaster

Weaknesses:
Like the normal E-5 this blaster has low accuracy
The bolts are only invisible to the average naked eye and can be seen by other methods such as thermal vision
Those within its effective range would normally be able to hear the blaster

DESCRIPTION
The E-5 stealth was created by the CIS for usage of their droid special forces as the normal E-5 is rather il equipped for missions that require stealth. The E-5 Stealth uses special gasses that make transparent blaster bolts which allow its user to confuse his/her targets while they try to fogure out where and what is shooting them while the gun also had some modifications to make it make less sound while still retaining mostly the same firepower as the normal E-5
 

Ravenfire

King of Pumpkins
Moderator
OUT OF CHARACTER INFORMATION
1734f0b0cbbf71f96652d16288a9e9a2.jpg

SETTING INFORMATION
  • Military Base Name: Golhab City
  • Classification: Generic
  • Location: Geonosis
  • Affiliation: CIS
  • Population: Medium size Army personnel 1,000 Navy personnel 1,000 at any one time
  • Accessibility: It is open not far from Golhab City, it is guarded by a Medium sized army of droids. It is not hidden, however civilian access is limited to the upper circle of the government. High ranking officials and scientists are the only ones allowed inside the R&D buildings.
  • Description: This base contains a large Assault course and Training grounds. It also has several buildings being dedicated to different things. Such as Zero Gee Combat, and some R&D for spec ops troops all the way to normal troops. The training ground has dummies for target practice of both ranged and melee weapons. The assault course on the other hand is a mix of nature and technology it is generally used by commando droids or organic soldiers to practice manoeuvres. As such the grounds can change turning it into a maze or even a breaching situation. Their are also several barrack, one designated to the scientists and another to Spec ops. While the rest is mainly for Army and Navy personnel.
POINTS OF INTEREST
Training ground - Multiple dummies here used for targeting practice by droids and humans alike.
The assault course - it is a giant 10 x 40 meter area of changeable landscapes as wall can rise out of the ground in a specific pattern and form a house or a street or anywhere else a combatant could be found.
Zero-Gee Combat Warehouse - Built to allow for Zero gee training for special operatives as well as to test prototypes.
R&D buildings - Several top secret buildings that only high ranking officals are allowed into, most new CIS military projects will be prototypes here.
Barracks - even thought they are separate barracks for different groups they are lumped together.

SECURITY
High, a small army of B1_battle_droid and B2_super_battle_droid patrol the area around the complex. Alongside several vehicles including lykos-class-main-battle-tank and the superior-spider-droid also tolmalok-anti-aircraft-walker for antiaircraft defences. For air defences it has a squadron of astra-class-gunship-resub on standby with at least 2 in the air at all times along with 2 squadrons of variable-geometry-self-propelled-battle-droid-mark-ii.

HISTORICAL INFORMATION
This base started production shortly after Rex Taff became the Viceroy for Science, the reason for it's inception and construction was to help members of the CIS forces to train and practice different scenarios with one another, as well as for Viceroys of worlds to train there militias together if the need ever arose. The CIS droid work forces and technicians worked long and hard to pull all of this together. It is and will continued to be used as a training ground for any and all who are a part of the CIS Military. It was also build to contain any R&D projects Rex wanted to create. Although people know about it even the military personnel on base are unsure what really goes on. The only people who do are the Viceroys and high ranking military personnel or spec ops personnel.
 

Ravenfire

King of Pumpkins
Moderator
OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Military Base Name: Golbah City
  • Classification: Miscellaneous.
  • Location: Geonosis
  • Affiliation: Rex Taff minister of science for the CIS,
  • Population: Medium base 300 armed guards and 100 scientists
  • Accessibility: It is easy to find the above ground side of it however the below ground section is well hidden and not many know of it's existence or are welcome
  • Description: At a glance this place looks like a normal ministry building however it looks more guarded than normal. When people walk in they will be greeted by a Secretary and a museum of sort explaining the new technological advances along with the planets within the CIS and the current projects to help them with higher education and hospitals.
POINTS OF INTEREST
Museum and Secretary - a secretary and a museum of sort explaining the new technological advances along with the planets within the CIS and the current projects to help them with higher education and hospitals.

Rex Taff's office - The office and area that the character Rex Taff along with his weapons, armour and his two droid companions Crow and E-ESPO.

Highly Secure Elevators - There are two highly secured elevators that lead to an underground facilities so that personnel along with high ranking officials of know of the existence of the facilities can visit it.

Hydroponics - This is an area in the underground facilities for food and oxygen to be created within the facilities and make sure it is off the grid. It is also leading research in some biological developments such as better food and medicines.

Underground Man-made Lake - This was created with purifiers and a hydroelectric dam. It was quietly created to allow for the entire facility to be off the grid and also allow for staff to have fresh water and a testing ground for any forms of water droid prototypes.

Droid facilities - was build to R&D new droid prototypes along with advancements in armour and weapons that can't be done in the training base.
SECURITY
High - Above the ground it has Human guards along with B1's and B2's. Below the ground defense include Rakghoul Droids, attack-remote, Droidekas and Aqua Droids.

HISTORICAL INFORMATION
It was created to give the minister for Science a Headquarters not far from the training base he made. Due to the fact that more and more people are visiting the new Training base he decided to build a underground R&D Facility. In this facility he poured a large amount to keep it of the grid so that only those who needed to know about it would. Inside it is several R&D sections and departments including a hydroponics so there are no need for vents usually but they are still in place just incase something happens.
 

Ravenfire

King of Pumpkins
Moderator
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  • Intent: A unique weapon for
  • Image Source: N/A
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Songsteel
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  • Manufacturer: Rex Taff
  • Model: N/A
  • Affiliation:
  • Modularity: No
  • Production: Unique
  • Material: Songsteel, Ferrocarbon, Quantum Fiber, Circuitry, Plasma.
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  • Classification: Quaterstaff
  • Size: Small to Large
  • Weight: Average
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  • Lightsaber resistant staff
  • Lightsaber resistant plasma filament
  • Very sharp and lightweight
  • Able to absorb limited amounts of electricity
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  • Lighter than other staffs of similar size and strength
  • Resistant to lightsabers thanks to songsteel staff and plasma filament
  • Able to absorb and release electrical energy
  • Is telescopic and can look like a small handheld pipe
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  • Capacitors can be overloaded with too much current
  • Damage to emitter will disable plasma filament
  • Damage to power cell will cause catastrophic overload
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Rex brought Songsteel off of Ra in an attempt to create a new weapon for himself. He took his old Quarterstaff and recreated it's design. This allows him to use a weapon without the force. He hopes it will work exactly how he wants it to. As it is a reminder of his home land and a reminder of why he left.
 

BX-25233

The original commando droid with a hat
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Intent: To create a specialized version of the Rakghoul Droid
Image Source: [X]
Canon Link: N/A
Restricted Missions: N/A
Primary Source: http://starwars.wikia.com/wiki/Rakghoul, http://starwars.wikia.com/wiki/Rakghoul_plague, http://starwarsrp.net/topic/125393-rakghoul-droids/page-1#entry1742185

PRODUCTION INFORMATION
Manufacturer: CIS
Production: Semi-Unique
Affiliation: CIS military
Model: Shadowghoul Droid
Modularity: No
Material: Droid components, Durasteel, Personal cloaking device

TECHNICAL INFORMATION
Classification: Fourth Degree
Weight: 65kg
Height: 1.2m
Movement:Quadrupedal
Armaments: Durasteel Claws, Hypodermic needles
Misc. Equipment: N/A

SPECIAL FEATURES
Rakghoul Plague
Cloak

Strengths:
Agile - This unit's unconventional movement, combined with the raw speed of its servos, make it a difficult adversary to track and keep up with.
Rakghoul Plague - The claws of each unit have been steeped in samples of the Rakghoul plague. Successful contact with raw flesh can quickly and rapidly spread the plague among enemy units.
Independant thought - The Shadowghoul Droid is meant to work behind enemy lines which means It must be able to think for itself and work without help from CIS Command
Hide in the shadows - The Shadowghoul Droid is fitted with a personal cloaking device that enables it to hide in plain site to get the drop on its targets
Fear - This droid is built to break enemy moral and get them to rout


Weaknesses:
Rakghoul Plague - Due to the CIS not owning Muur Tailsman any Rakghouls created by this unit will attempt to destroy anyone or anything in its proximity, including the Shadowghoul droid.
Still A Droid - While novel, this unit is still a Droid and can be incapacitated by ion or electromagnetic assaults.
Weak Armour - Due to the space its cloaking field generator takes within the droid it could not have the same amount of armour as its sibling
Team Killer - If working with low ranking organics or around civilians this droid may decide the mission is better with them being turned into a rakghoul
Handler - When off duty or working in a team the Shadowghoul Droid requires a trained handler that is preferably droid to prevent it from attacking allied organics and turning them into rakghouls.
Claws Only - This unit can only fight in melee as it has no inbuilt range weaponry

DESCRIPTION:
When the first Rakghoul droids were created some CIS Scientist decided what would happen if they decided to give the droids cloaking devices and send them behind enemy lines to assassinate high ranking officials and break enemy moral and that is when the CIS commissioned the first batch of Shadowghoul Droids to see that dream come true. The Shadowghoul Droids were built to be smarter than their siblings and be able to complete missions with minimal help from command. One problem found with the Shadowghoul droids during their testing phase was that due to their more Independence the droids would sometimes attack allied organics or civilians to turn them into rakghouls for the benefit of the mission and due to this CIS Command allowed only 10 Shadowghoul droids to be active at any one time as long as each droid had a trained handler when working in a civilian populated area or when working in teams. In combat these droids would stalk their assigned target and when the time was right would attack and normally take out 1 or 2 hostiles before retreating in the shadows and due to the hidden needles within their claws they would infect who ever they attacked with the rakghoul plague causing the people they took out to turn into rakghouls and kill their comrades
 

Ravenfire

King of Pumpkins
Moderator
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  • Manufacturer: CIS
  • Model: Nimbus Commando Armour
  • Affiliation: CIS
  • Modularity: Yes
  • Production: Limited (Nimbus Commandos)
  • Material: Armorweave, Duraplast, Plasteel, flexarmor, electronic components, Reinforced fibre
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  • Classification: Multi-purpose
  • Weight: Heavy
  • Resistances:
- Blasters (And other plasma type weapons): High
- Kinetic: Average
- Lightsabers: High
- Other: Slugthrower: High
- Other: EMP/Ion: Low
- Elements: Average

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  • Many Pockets
  • Filtration Systems
  • Vaccum Sealed
  • Oxygen tank lasts 30 mins
  • Builtin comms
  • HUD in helmet
  • Mag-lock on boots
  • Repulsorlift skates on boots
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  • Highly Resistant to blasters, slugthrowers, and lightsaber strikes and can take several blows before failing.
  • Has Repulsorlift skates allowing them to move across difficult terrain.
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  • Heavy and difficult to move around in.
  • Vulnerable at the Joints
  • EMP and Ion vulnerable
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Nimbus Commando Armour was originally made among the old Confederacy. Aaron's family took the designs with them when the Confederacy fell and such he has been waiting to open the up again once he joined them again. He added several new things to it along with Repulsorlift skates that allow the commandos to cross difficult terrains with ease. The armour is still heavy and the joints are still vulnerable. However it is also vacuum sealed and can be used with elements as well.
 

Ravenfire

King of Pumpkins
Moderator
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  • Intent: To create a blaster rifle for the Nimbus Commandos only to use.
  • Image Source: Darth Metus
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: SC_blaster_rifle
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  • Manufacturer: CIS
  • Model: Nimbus Commandos blaster rifle
  • Affiliation: CIS
  • Modularity: No
  • Production: Limited (Nimbus Commandos)
  • Material: Durasteel, blaster components
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  • Classification: Blaster Assault Rifle
  • Size: Average
  • Weight: Light
  • Ammunition Type: Power cell, gas canister
  • Ammunition Capacity: 500 (power cell), 500 (gas canister)
  • Reload Speed: Fast
  • Effective Range: Average
  • Rate of Fire: High
  • Stopping Power: Average
  • Recoil: Low
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  • Extended power pack capacity
  • It has a faster Magazine swap
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  • A lightweight blaster rifle with a high rate of fire.
  • Can swap power cells and gas faster
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  • Lowered accuracy in fully automatic.

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Nimbus Commandos blaster rifle was a creation from the old confederacy. When the Stratus family left shortly after the disbandment of the confederacy they took all of the plans for the Nimbus commandos weapons hoping one day to once again join the CIS. Aaron is fulfilling that purpose as the last of his name by joining the Current CIS. The blaster has a high rate for fire while also can quickly swap power cells and gas. But it does have a lowered accuracy when in fully automatic
 

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