Star Wars Roleplay: Chaos

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The Confederacy: Pre-Factory/Codex

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OUT OF CHARACTER INFORMATION
  • Intent: To submit an Incursion Event NPC gifted by its writer [member="Tmoxin Temi"] for use as Archim's personal droid companion.
  • ​Image Credit: Transformers Lockdown Dog - Fausto de Martini
  • Role: Personal security for the Lord of the Mechanicum.
  • Links: Welcome to the Machine (Incursion PvE)
PHYSICAL INFORMATION
  • Service Span: Unknown
  • Force Sensitivity: Non-Force User
  • Species: Semi-Sentient Shard Android Canine Unit
  • Appearance: Resembles a very large metallic dog with razor sharp teeth and claw like paws. In passive mode, the android's photoreceptors are tinted a pleasing shade of blue, but in combat mode they shift into a violent shade of crimson red.
SOCIAL INFORMATION
  • Name: Rainbone
  • Loyalties: Archim Calixis
  • Wealth: None, is a dog.
  • Notable Possessions: A large piece of metal scrap it uses to sharpen its incisors and occasionally to spar with.
  • Skills: Advanced Attack and Defense Protocols complete with Friend or Foe Recognition. Limited electronic interference capability.
  • Personality: Apparently designed to closely mimic the behavior patterns of organic fauna, Rainbone is nevertheless significantly smarter than the average pup. While its behaviors are limited by its protocols, the android possesses cognitive power more comparable to an astromech droid than wildlife. Often communicates digitally, but when provoked can be known to elicit distorted barks of electronic white noise.
COMBAT INFORMATION
  • Weapon of Choice: Claws and/or Teeth
  • Combat Function:
(+) Attack Protocols: Rainbone was designed with violent intent, and possesses advanced combat programming which allows it to understand complex strategy and tactical thinking. Capable of distinguishing friend from foe as dictated by its system administrator Archim Calixis.
(+) System Link: In direct interface with Lord Calixis at all times except for in power save mode. Efficacy restricted by physical proximity, but when close enough Archim is capable of seeing what Rainbone sees, triggering his attack protocols from afar, and even remotely interfacing with computer terminals by proxy using the canine's own scomp link.
(-) Meatbags Suck: While his master has managed to patch over much of Rainbone's anti-organic source code, there are still digital remnants of a prior firmware state which follows clear extermination subroutines. For as long as the android is connected with Lord Calixis, it will tolerate the presence of biologic organisms albeit grudgingly. But if that connection were to be severed in such an environment, the probability of ensuing mayhem would be high.
(-) Ion Vulnerability: Because it is not a true Shard, ion weaponry and high powered electromagnetic pulses are capable of damaging not only its exterior systems, but high level functions as well. Like a droid, if subjected to a sustained ionic barrage the resulting damage would be enough to overload its cognitive centers resulting in permanent death.

HISTORICAL INFORMATION

Not much is known about the details of Rainbone's creation or its early service span, although Mechanicum enginseers are already hard at work attempting to understand and recreate as much of the technology that makes the android function as they possibly can. It is hypothesized that the semi-sentient Shard was intended as an early stage experiment by its own kind on the merits of more fully interfacing their physiology with synthetic components. A complex interlace of Shard crystal and cognitive processors appear to comprise the canine's high level functions, and it could be argued that Rainbone is some form of Shard cyborg.

First discovered on Tartarus, the android was apparently dispatched as a calculated lure by the Shard overmind to draw first responders from across the galaxy deeper into their trap. It was here Rainbone first encountered the Archim Calixis of the Mechanicum, a Metal Lord and sworn vassal to the Iron Protector [member="HK-36"]. Attempting to interface directly with the android's systems in an attempt to gain some intelligence on the current situation, Lord Calixis unintentionally developed a form of local area network with Rainbone that persisted even after its masters' Incursion was repelled.

After stepping onto the transport pad the canine had led him to, Archim found himself suddenly awakening several days later practically on the other side of the galaxy, and to his astonishment Rainbone was sitting obediently at his side as if waiting for him to get up. Apparently rejected from entry into the final phase of the Shard's plan, most likely Archim reasoned because of his nature, the Metal Lord considered the matter resolved and had flagged Taratarus as an unwelcoming environment for the Mechanicum.

Unbeknownst to Lord Calixis, his transport had not been diverted at all. Any recollection of his meeting with Rainbone's original masters and the conversation which resulted in his acquisition of the canine as his companion had somehow been wiped from his memory banks.
 
WIP Scherezade Glitter Bullets
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Name: Scherezade Glitter Bullets (SGB)
  • Manufacturer: Made by Scherezade herself
  • Homeworld (optional): n/a

  • Production: Unique
  • Affiliation: Scherezade deWinter
  • Modularity: No
  • Material: SGB are made using the same acid resistant adhesive used for the Dissuader KD-30 Slugthrower Pistol (which itself uses slugs that contain borless acid, as per canon).
PHYSICAL SPECIFICATIONS
  • Classification: Firearm round
  • Weight: light
  • Resistances:
    Blasters: Average
  • Kinetic: High
  • Lightsabers: None
  • Sonic: None
  • EMP/ION: None
  • Elemental: High

[*]
Color: Glittery pink

SPECIAL FEATURES
  • Scherezade makes these on her own.
  • Encasing for both the bullets and the glitter is made of durasteel.
Strengths
  • You can never fully get rid of glitter. Everyone knows this. It's an indisputable fact. Glitter will live longer than cockroaches.
  • The acid used for the bullets can eat through flesh, bones, and armor (as per canon)
Weaknesses
  • Glitter goes everywhere. A gust of wind is enough to set anyone in the vicinity in danger, whether they are foes or friends.
  • Because of the acid coating the glitter, it's not as strong as it would be in the original bullets. It still eats through flesh, bones, and armor, but at a much reduced rate; it's unlikely to cause instant damage unless it touches skin, but i can cause lasting and lingering damage on armor if it's not removed.
  • Range is smaller than the canon bullets - 70 meters instead of 100.
  • These bullets take Scherezade an incredibly long time to make, so her inventory of them is small; rarely more than 10 bullets at a time.
  • Durasteel can corrode and requires maintenance.
DESCRIPTION
Scherezade saw Katrine Van-Derveld use the pistol in the field, and liked the idea of having a slugthrower, as her own training both with and without the Force is going slower than both she and her writer would like. Armed with the idea that she needs such a weapon as well with her massive and deep racist hatred for anything Mandalorian, her mind began to reel around ideas that would help her destroy them. She spent nights looking up for things that could get through Mandalorian armor and realized that acid would probably work. That was when she realized that the slugthrower she was looking at would probably do the job on its own and without her interference, but she felt the need to go deeper.

Studying the bullets and how they worked, Scherezade decided that she wanted something that was more dangerous. Something that spread out. Something that was... Glitter. Her love for things that are pink finished the thoughts off as she decided to make the same bullets, but filled with glitter that gets everywhere. Her logic behind it being that glitter was hard to get rid of so that even if it didn't kill any Mandalorians off on the field, it would weaken their armor in the battles to come. And that made it perfect.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a Capitol Space Station for the Confederacy Government.
  • Image Source: https://www.astrobitacora.com
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Civilian Space Station
  • Length: 7,550 Meters
  • Width: 7,550 Meters
  • Height: 1,900 Meters
  • Armament:
    None

[*]Defenses:

[*]Hangar:
  • 18 Capital Ship [2000 Meters or Smaller] Sized Exterior Docking Ports

[*]Crew: 1,300
[*]Passenger Capacity: 12,500
[*]Cargo Hold: 50,000 Metric Tons
[*]Maneuverability Rating: Very Low
[*]Speed Rating: Very Low
[*]Hyperdrive Class: 11

STANDARD FEATURES
Standard Communications Suite
Standard Sensor Array
Standard Life Support
Standard Auxiliary Power System
Standard Hyperdrive Navigation System
Standard Propulsion Systems
Holonet Receiver
Encryption Network
Command Systems
Reactor Core

ADVANCED SYSTEMS
AEGIS Shield Systems
B1-TM3 Countermeasure Systems

Strengths:
Diplomatic Immunity: Being the capitol building of the Confederacy of Independent Systems, this station holds diplomatic immunity from enemy warships, for those who follow international laws.
Well Protected: This station boasts the best shield systems used by the Confederacy, it is no easy task to pierce through them.

Weaknesses:
Big Red Target: Being the host of the Viceroyalty and the Council of Ministers, the Congress of Confederate Systems a large target for criminals, enemies, and rivals of the Confederacy.
Hyperdrive, what Hyperdrive?: The Hyperdrive system on this space station is so slow, and takes up so much energy, that one small hyperspace jump would put the hyperdrive out of commission for days. (Once per thread essentially)

Description:
The Congress of Confederate Systems is the meeting place of the Viceroyalty and Council of Ministers, and serving as the host station for large domestic events and diplomatic functions. It is a space station, built with civilian matters in mind, while also having external locks for large civilian vessels as well as military vessels if need be. It is not a merchant station, nor is it a residence station, its primary purpose is to serve the government of the Confederacy of Independent Systems.

The CCS uses AEGIS shield systems, which are advanced military grade shield systems that uses multi layer shield projection as well as a feedback layer. This shield system is the primary protection of the space station, and makes up nearly all of its shield and armor protection. Although it does suffer from weaknesses towards overcharges and ion cannons, it is one of the best shield systems the CIS has to offer.

The other advanced defense system that the CCS utilizes is the B1-TM3 Countermeasure system. The B1-TM3 uses deactivation transceivers and sensor jammers to inert enemy missiles or diverge them from their course. Its success rate is relative to the strength of the sensory relay and the quantity of missiles shot. It can only target 5 different missiles at a time, limiting its ability to stop enemy missile barrages.
 
OUT OF CHARACTER INFORMATION

Intent: To chance a canon planet whit barley any lore into a interesting planet, fore story and faction purposes.
​Image Credit:
Canon: Yes
Links: Marcus Lund,

Planet Name: Apatros
Demonym: Apatrosi
Region: Outer
System Name: Apatros system
System Features: 1 sun, 1 moon, a rotation is 20 standard hours
Coordinates: Q-16
Major Imports: Foodstuffs, advanced Technology.
Major Exports: Metals (Especially Cortosis (canon)), Minerals, Low tech industrial goods.

Gravity: Standard
Climate: Temperate
Primary Terrain: Barren flatland's and Wastes

Major Locations: (will be added later)



POPULATION
Native Species: None
Immigrated Species: Humans(canon), Neimoidians(canon), Twi'lek, Trandoshan, and varies other species to a lesser degree.
Population: Sparsely Populated,
Demographics: The population is a fairly even mix of Humans, Neimoidians, Twi'lek, Trandoshan, whit humans being the larges of the 4 major species by a small margin, and the Neimoidians being to smallest group of the four. alongside the 4 major demographic groups live a dizzying array of other species of differing democratic sizes, toug nowhere near the sizes of the four major species.
The planet is open to any immigrant no matter wat specie they are, this is beceas of the communal nature of the population, and beceas the planet needs a large influx of new citizens in order to grow beyond the size of the 1 city Thad currently is inhabited by the entire population.
Primary Languages: Galactic Standard, whit a large majority of the population using huttese as a secondary languages.
Culture:
daily life: The daily life of a Apatrosi depends mostly on wat union they belong to, this is because all profession on Apatros are unionized. Most of the daily life of a Apatrosi consist of working in there chosen profession fore the betterment of there planet.
society: Apatrosi society is a very communal society from its union leaders down to all the workers, every Apatrosi is aware of the fact Thad there society functions at its best when all unions work together fore the betterment of there planet. The Apatrosi know Thad working together is the only way to thrive on there barren home.
This also means Thad Apatrosi are very protective of there own, as a attack against one Apatrosi is considerd as a thread against all Apatrosi.
arts: The little art Thad Apatrosi make tends to focus around themes of practicality, community, history, the common people and industry, they prefer art Thad can be clearly identify.
sports: The monthly mandatory training fore members of the militia is the closes most Apatrosi get to partaking in a sport, this is because the planet lacks most real accommodations fore large scale sport events.
religion: The only specific religious guideline fore Apatrosi, is Thad a religion's practices does not hurt any other Apatrosi. Aside from Thad every Apatrosi is free to practice any religion they choice.

GOVERNMENT & ECONOMY

Government: Council of elected representative, Comprised of a representative/leader of all of the 3 most important/largest unions (the union of miners, union of industrial worker, and the union of traders/merchants), the representative of the militarily union, and the viceroy.
Affiliation: Marcus Lund, Confederacy of Independent Systems (C.I.S)
Wealth: medium, though Apatros is a planet of mostly barren wastes, it has a lot of mineral and metal (Especially Cortosis) deposits, the sale of the abundance in metals and minerals the Apatrosi mine, together whit the production of Low tech industrial goods manufactured from these metals and minerals, provide Apatros whit anof wealth to sustain itself and stil improve its infrastructure whit the remaining profits.
Stability: High, Apatros is a very stable society, the populous of Apatros know Thad in order to survive and thrive on there hars home they need to work together, whit each individual helping one an other in order to benefit the whole society.
Apatros is very open to outsiders as long as they respect the local law, the only real danger outsiders face are the wastelands outside the city, or acts of aggression/ active hostility against any Apatrosi as the people of Apatros protect there own, such action will be repaid in kind.
Freedom & Oppression: Apatros is a very free society, the general rule is: " the individual has noting to fear from the law as long as it doesn't hurt the whole", the ruling council tends not to outright forbid its population anything (outside from the obvious such as slavery), however a though not forbidden a lot is regulated, a example of this is the fact Thad any weapon someone owns must be registers, this is both to easily track any potential armed crime, and fore the logistics of the militia as any member of said militia is allowed to use there personal weapons, this law allows the militia to predict wat kind of ammunition would be in greatest demand and plan accordingly.

MILITARY & TECHNOLOGY

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(Image credit: A walpaper of the NOD faction from the game command and conquer tiberium alliances)​


Military: Apatros relies on a voluntary peoples militia fore its defense, this militia includes almost the entire population and can be classifieds into 3 parts.
1 The planetary defense militia:
This is by far the larges part of the peoples militia, these are the people who are part of the militia but only preform active military service if Apatros itself is under attack. though it is very unlikely Thad any of them will ever have to fight, they are required by law to spend 1 per appointed day a month training in order to keep there skills sharp fore the day there planet needs them, these days are planet wide day's off in order to ensure Thad all members of the militia participate.
2 The Full time militia:
This is the closes thing Apatros has to a large professional military, these members of the militia have chosen fore a live in the military.
Unlike there brethren in the planetary defense militia, thuse members of the milita are not only used to dfend there home but they also protect the interests of Apatros off planet and aid its allies. Though there equipment is the same as Thad of there brethren in the he planetary defense militia, there skill is fare greater thanks to the fact Thad they spend all there time preparing fore to fight the enemy's of Apatros.
3 The Apatros people guard:
This is the smallest part of the militia, these guards are the elite of the militia, selected from amongst the best of The Full time militia, they are suplied whit the best equipment and the best training Apatros has to offer. They are not just the elite of the Militia forces, they are also the honor guard of the council members.
equipment: (Excluding the guard) Except from the mandatory re-breathers, there are no set regulations fore wat kind of equipment the militia members have to use, every member of the militia is allowed to use any equipment they are comfortable whit, or they can use the government supplied equipment Thad all militia members are equipment to. The thinking behind this is Thad it is better fore the defenders of Apatros to use equipment they are already familiar whit rather than waste there 1 training day a month retraining them.
hierarchic:
The hierarchy of the militia is split in 2.
1 Officers Thad are expected to be in involved in combat.
These officers are chosen by there militiamen to lead them, the only way to advance in rank is to be chosen by the rank blow to lead them, this practice of elected officers ensures Thad all militiamen have a connection to there officers, and it ensures Thad every officer in the militia has experienced wat it is like to be rank and file and so will not waste the lives of the troops the entrust them there lives.
2 Officers whit a planing and tactical/ strategic job.
These officers are chosen from among the elected officers by a strict meritocracy, this ensures Thad the best and brightest form the brain of the militia.

Technology: Apatros is on a moderate technological level, as the plant is in constant contact whit the wider galaxy thru trade, and it is capable of producing many simple items it self, such as basic mining equipment.

HISTORICAL INFORMATION
Apatros has been part of the wider galaxy fore century's. This is because the planet was little more than a mining outpost ruled over by the Outer Rim Oreworks Company.
This changed however after century after Marcus Lund visited the planet and saw how poorly its people were being threader by there corporate masters.
This sickened Marcus as it reminded him of the his home world of Nar Shaddaa were the same greed led to the same mistreatment of workers.
This led Marcus to "convince" the ruler of the planet to hand it over to him, convincing this corporate man Thad it would be cheaper fore the company and more healthy fore himself if they just bought the ore the workers mind at a discount, in return fore there freedom.
Fore delivering them from there corporate overlords the people of Apatros named Marcus there viceroy.

Marcus encouraged all the people of Apatros to unionize in order fore them to easily and efficiently tell him wat the needed.
Unwilling to rule Apatros whiteout the direct input of the Apatrosi, Marcus formed a council existing of him self, 3 representatives of the most important unions and a Representative of the military union. This council would rule Apatros, deciding how to best serve its people, though the council rules, all union's can bring there plans to the council, this allows fore all Apatrosi to have a direct say in there government.

Whit its united council deciding to join the C.I.S. both fore protection, and because the fledgling free world shares the values of its new ally.
And Thad is the situation Apatros is in today, trying to establish themselves in the galaxy.
 

Ravenfire

King of Pumpkins
Moderator
OUT OF CHARACTER INFORMATION
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  • Intent: To create a body for Kyber
  • Image Source: Zai Avery
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Assassin droid,
PRODUCTION INFORMATION
  • Manufacturer: CIS
  • Model: HK-series assassin droid
  • Production: Unique
  • Affiliation: Kyber
  • Modularity: N/A
  • Material: Durasteel, droid components, stygium crystals, a shard, Reflec.
TECHNICAL INFORMATION
  • Classification: Fourth Degree
  • Weight: 70kg
  • Height: 1.8m
  • Movement: Bipedal
  • Armaments: 4 x Hidden light sabres
  • Misc. Equipment: Stealth shield generator
SPECIAL FEATURES
  • Is able to use the force.
  • Has 4 light sabres hidden within it back
  • Stealth shield generator
Strengths:
  • Personal cloaking device
  • Ability to hide 4 lightsabers within its body
  • Reflec makes him harder to detect on the average radar system
Weaknesses:
  • Lower amount of durability compared to most other HK models
  • Ion weaponry is super effective against the chassis and disables cloaking device
  • Reflec does not prevent scanners from detecting the droid model
DESCRIPTION
Kyber was a shard that was found by the CIS. After speaking to it several scientists decided to create a chasis for the shard. They made it with Reflec and Styguim crystals to give it a way to cloak itself. The scientists also added a compartment for 4 light sabres within it's body. Due to the addition of stygium crystals to the chasis. Ion weaponry is super effective against the droid due to it's cloaking abilities. Relfec prevents most radar systems from finding the droid but scanners are able to still detect the droid.
 
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  • Intent: To create additional lore for the map, entertain a few 40K fans and give another place for grabbing lightsaber crystals.

  • Image Credit: SWFanon (x)

  • Canon: N/A

  • Links: N/A
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  • Planet Name: Neverria IV
  • Demonym: Neverrion
  • Region: Outer Rim
  • System Name: Irresun
  • System Features: System includes one asteroid belt, and two jovian planets, of the two jovian planets, one has twenty-five small moons and two large moons, the second jovian planet only has one large moon.
  • Suns: G5 V Yellow Main Sequence (Yellow Dwarf Star), “Miri”
  • Orbital Position: 3rd Planet from the Sun
  • Moons: Two; Ayreen and N'Ria // "The Lovers"
  • Coordinates: S, 46
  • Major Imports: Technology, Medicine, Foodstuffs, and Building Materials
  • Major Exports: Water, Raw Materials (Lumber, Fiber, Stone) and Ore. Lightsaber Crystals; Kyber, and Lava

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  • Class: Terrestial

  • Diameter: 11,034KM

  • Gravity: Standard

  • Climate: Tropical

  • Primary Terrain: Volcanic Mountains, Mountains, River Valleys, Jungle Islands and Rainforests

  • Major Locations:

    Nocturne Forge: The Nocturne is both a forge and a mausoleum, it is here that the great Forgefathers and Forgemothers lay. Entombed throughout the forge so that they may guide the new Forgemasters who come to this place. It is said that the Holy Mother Astra herself blessed this forge and that it is she who imbues the weapons and armour made here with holy power. To forge here is an honor one earns and is not entitled to, it is bestowed upon Forgemasters by the Archsynods who oversee all Forgemasters here on Neverria. The Archsynods are the grand Forgemasters voted into their ranks by the others just as one Archsynod passes and is later entombed here in the Nocturne.

  • Ko’tan Kadai Academy: Where cybernetics, biology, medicine and engineering meet with Her Royal Majesty’s great expectations. It is said that the school was brought together by King Roman the First on Unification Day. Unification Day honors Lord Ivastaan Ghaul of House Ghaul who led House Ghaul into its final days of the Unification Wars. The Academy was named for the fallen hero Ko’tan Kadai, a comrade and confidant of his Lordship. Ko’tan and his squad gave their lives so that Ivastaan could retreat and thus we have Pask (Engineering), Kayvaan (Cybernetics), Anathema (Medicine), and Sicarii (Biology) Halls arranged in a large square.

  • Forge School Infernus: At the age of sixteen the children of Neverria choose their path, a university, a trade school, the military or a civilian work. For those who choose to go into trade are offered a variety of schools to go to. Including the Forge Schools, monitored by the Makers these schools are responsible for training the new and very young Forgesmiths who will go on to become the creators and great crafters of tomorrow. Forge School Infernus is one of the oldest and most renowned schools in the world second only to Forge School Maelstrom. Infernus’s notable claim is the Prime Maker Su’Tan taught by the Founding Forgefather Vulkanus.

  • Celestian Palace: Encompassing twenty-two acres the Celestian Palace is home to Her Majesty Queen Valencia. It includes a chapel and houses its own clergy, the Palace is opened to the public midday three days a week to those looking to view the beautiful yet dark home. It is said that the Palace was built where Cardinal Edarius IX received his charge to Purge the heretical Abyssals from the Dominicon Delpharius the II. A monument to this moment had been erected but eventually brought down to coincide with Parliament’s Freedom of Religious Worship Act. The Palace was built by Lady Araceli Vega-Ghaul, who later became Queen Paloma the Just. Beneath the sprawling palace lay a dungeon where those who did not kneel before House Ghaul were brought, and either tortured or rotted for the rest of their days. Historical Halls commemorate the changes throughout Neverria’s history and the Royal Family’s lineage.

  • St.Rhiannon’s Convent: St. Rhiannon’s Convent sits attached to the church that bears the same name, and here young girls devote their lives to Aurora. They are raised to be her divine eyes and ears who go on to lead the masses in worship. Others within the convent are selected for a different purpose, and that is to combat heretical worship. To defeat the Abyssals, they are the chosen known as Ordo Astra. St. Rhiannon’s is one of the oldest and largest convents on Neverria.

  • Caliban City: One of two main cities on Neverria, Caliban City sits as the militaristic capital of the planet. It is home to many of the main features on Neverria including the Celestia Palace, and Kodai Academy. It is also one of the oldest cities legend has it that the planet was founded by Horus’s son Alpharius there in the main plaza, a shrine has been erected to honor Alpharius and his service to the Auroran Church. Caliban is also home to Tu’Shan Forge, a grand forge that has forged many a ceremonial armor. Many young forgeworkers and future forgemasters start their work at Tu’Shan. The city is lined with coal-colored statues, lined against dust colored streets that are paved with the finest gravel.

  • Mt. Vulkan: It is said that Alpharius was born from Mt. Vulkan that he and his hounds known as the Lunars emerged from Vulkan. Horus found Alpharius and took him as his own, Mt. Vulkan is also the resting place for greatest warriors, priests, scrollmasters and for those forge masters who elect to be interred here. And it is here in such a holy place that rumors say you may find the defilers, the Guild of Blades. Those who believe that Roboute did no wrong, Corax Corvous founded the Guild of Blades and invited many Abyssals to learn the art of war. To be forged from Vulkan’s heat into the finest blade in which to pierce into the heart of many true Aurorans.

  • Ohmn-Mat Forge: This forge is a quiet forge while it doesn’t have quite the notoriety as the Nocturne Forge. Ohmn-Mat is often used by those who are just starting out as it is more forgiving than Nocturne. Once you have conquered Ohmn-Mat you are ready to begin your work at Nocturne.

  • Mt. Prometheus: One of the great mountains that once spewed such great fire and heat that it is said that it Prometheus was born from Neverria itself and rose to bring his people the gift of light, hearth and home. Often seen as a protector of their lands those loyal to the Crown and the Church swear by its majestic presence. Having held back a number of Abyssal surges, or swallowed them whole all together.

  • Ultramar Planus: The plains of Ultramar are generally quiet, but bear the blood and ghosts of many long since dead. The Ultramar Planus is said to be the place where Aurora was beaten, chained and otherwise humiliated. Thus as you cross the plains and walk along the caravan routes you’ll see offerings, altars and other symbols meant to bring peace and goodwill. As a way to appease Astra and Horus, a way of apologizing for their actions. Once a year there is a festival known as the Epiphany of Lights. Many from far and wide gather to sing praises to the Gods, and sing songs of sorrow as they bid goodbye to their loved ones and repent for their actions from the year. The Auroran Church does not recognize this festival, but many still attend.

POPULATION


  • Native Species: Neverriaans (Human-like)

  • Immigrated Species: Chagrians, and Humans

  • Population: 7 Million

  • Demographics: Neverrians (52%), Humans (28%), Chagarians (20%)

  • Primary Languages: Basic, Chagri, and Nevari

  • Culture: [General overview of the planet, should include information about daily life, society, arts, sports, religion.]

GOVERNMENT & ECONOMY

  • Government: Greater Nevari Union; Parliamentary Monarchy

    The GNU or Greater Nevari Union is the ruling planetary government, comprised of a House of Commons and the Senate. The House of Commons elects Commissioners, the number of Commissioners assigned to a province depends on the number of people living there. Commissioners rule counties, counties are smaller areas that make up a province. The Senate [SIZE=10pt]on the other hand[/SIZE] are elected in pairs from a region, regions are made up of several provinces. Together the Senate and Commons work together on legislature and the overall governance of the planet, they are known as Parliament. Parliament holds chamber meetings in which the Ministers then sit and speak with both houses in order to better discuss and create law that works for the people. Of course the lot also speak on taxes, education, agriculture, health, science, defense and all the items that come with governance. Ministers are appointed by the Prime Minister and Deputy Prime Minister, both of whom are elected by the people of Neverria.

  • The second part [SIZE=10pt]to[/SIZE] the GNU would be their monarchs, and while they no longer have any true power. Monarchs have the ability to veto law, or legislation that they believe will harm the people of Neverria. They are the final stop of any piece of legislation. They also have final say on judicial appointments, although this has rarely been an issue as the Monarchy seems to usually agree with the Prime Minister’s appointments. The current ruling family; the Cartagena family with their ruling Queen Valencia Inez Cartagena the Third who has recently turned seventy-five and thus far is the second longest ruling monarch. The first being King Roman Stephano Cartagena the First who ruled for nearly a century before his death (natural causes). Queen Valencia’s heir is said to be her daughter Princess Natalia Angelica Cartagena-Velez, with her husband the Prince-Consort Joaquin Horatio Guzman-Velez.

  • Note: The people of Neverria elect their Commissioners/House of Commons, as well as their Senators and the Prime Minister and the Deputy Prime Minister. Politicians may be recalled either by the people through a recall vote which has to be initiated through a system of petitions to the courts. Or by the Monarchy - and the only time in which the Monarchy may do so is one, in times of war or great peril or when the recall or call of the people have not been heeded.

[*]
Affiliation: Independent

[*]
Wealth: Medium

  • Neverria uses a contracted trader to sell their goods and thus they do not make as much money as they would otherwise.

[*]
Stability: Medium

  • Given the culture [SIZE=10pt]and history[/SIZE] of the planet, stability here is high - anyone thought to be a traitor or an abyssal mysteriously disappears. Abyssals run insurgent campaigns of terror into the interior of the main continent causing stability issues.

[*]
Freedom & Oppression: Oppression, there is a way of life here you follow it or die. Indoctrination into the way of life here begins at birth, but birth in itself is quite the odd notion here. Freedom is something to [SIZE=10pt]be laughed at[/SIZE], give freedom and you leave room for anarchy.

MILITARY & TECHNOLOGY

  • Military: [SIZE=10pt]Neverria[/SIZE] is completely militarized and while it has not met with the galactic powers that be. Their weapons are considered barbaric but technology speaking on par with most of the galaxy at a standard level.

  • Technology: Hyperdrive - the Neverrians have achieved this level of technology recently and are quickly studying the works of the Galaxy so that one day soon they might bring Aurora’s Light to the masses and extinguish all those who do not heed her word.
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The Ancients describe the history of Neverria as a tale between two brothers, the first son Horus and the second son, Roboute and their father known only as Anaton. It was said that Anaton created Neverria through his hands he molded the planet into his vision. Anaton grew lonely and made for himself several wives, Ayreen so that she might give life and water to the planet. N’Ria so that she might bring her beauty to the skies above, Iarla so that her grace might make vegetation upon this world possible and lastly Mironia so that her winds might carry the air this world so desperately needed. Anaton had many children by these women and among them were his two favorite sons, Horus and Roboute and of them he made the old Neverrions.

Horus and Roboute competed for their father’s affections and attention. Roboute the younger, was a strong and noble lad who obeyed his father’s every wish. Horus who was the intellectual, the mighty and brave who did love his father but he loved his mother more. He saw that his mother was unhappy, her tears made the rivers and created the valleys of the planet. He asked her why it was that she so unhappy, and his mother said; “For I am without my lover, N’Ria. She serves your father so that she fears to leave her duties for me.”

Roboute’s mother N’Ria loved Ayreen, and Roboute saw her sneak away one night. He watched her leave and behind her a trail of stars as the skies became black. Empty of clouds and devoid of the beauty that was the day. The younger of the two brothers watched as his mother was welcomed into Ayreen’s arms. What he saw next disgusted him and he ran across Neverria and told his father. Furious at the betrayal, Anaton thundered across Neverria creating canyons and his anger boiled so that from the ground came the mountains that spewed lava across the land.

Mironia whispered to the lovers Ayreen and N’Ria to flee for Anaton was on his way. Her children struck their father in his path, creating massive storms to prevent him from finding them. He could not be stopped and thus fought his children and it was during this commotion. Horus learned what had happened, he ran toward the fight and with his ice cold hands struck his father. Roboute watched in horror, he worked his energy - the energy of the stars to fight his brother.

In the end; Horus struck his father down trapping him in the hellscape beneath the surface. Roboute in his rage at his brother’s own betrayal killed Horus’s mother and then his own. Horus the elder then struck his brother to be in the same prison as their father. Then with the help of Iarla and Mironia they secured Ayreen and N’Ria’s souls and they became the twin moons of Neverria. Horus swore on this day that no man, that no woman should have to hide their love away. They should not be forced into marriages and that this would never happen again, and thus the planet was called Neverria.

Horus was left with a world that now burned with rage as his father once had. And he was left alone, as one by one his family faded into the planet. Creating safe havens, and lush terrains for life to grow, the man-God banished himself to the heavens so that he could keep watch on the planet below. Vowing to return only to fight his brother and father should they be freed from their hellscape. As time went on, Horus relaxed and found a woman named Astra it was said that he found her among the stars and took her for his wife.

Through Astra, Horus found grace and found a way to calm the burning embers of the planet. As he did so, he found that his people had begun to worship his father and brother. Creating armies in their name Astra calmed her husband and bore him a daughter; Aurora. Aurora was sent to the planet as a way to bring a message from Horus to calm them. They did not believe she was Horus’s child and chained her up to stop her from spreading her father’s word. She was chained, beaten, and starved before she was tortured to death. Astra mourned her daughter and let loose upon the world her husband’s fury. Horus swept through and found that some of his so-called siblings had instigated this heresy. A heresy he dispatched with his own hands damning those who dare worship the vile of Anaton and his wicked spawn would spend their eternities burning in the hellscape with them.

All the while, Astra pleaded with Ayreen who then brought Aurora back from the dead. Whoever was to believe that Aurora was not only Horus’s daughter but believed that she could save them. Would be saved, but it would be to her that they would pray. As a promise to the people of Neverria that Aurora would listen - she would descend upon them a beautiful show of colors in the sky both during the day and night.
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Soon after, the first ruling family known as Ghaul family worked to unite the Neverrions. Citing that Horus bequeathed to them the power to do so. Ghaul were challenged by the Beleth family from the South and the Wycoffs of the North and the Chagri Coalition from the East. War broke out between them all, one by one enemies were defeated the first of which were the Wycoffs (Fifty Years of War) who were married into the Ghauls. Next to fall were the Chagri forming the United Nevari Kingdom (Fifty More Years of War), and at last the Beleth family fell (100 Years of War) - forming what is now the Greater Nevari Union (Known as the 200 Year War). It would be from the Wycoffs that the eventual Cartagena line would be formed, for when the Ghaul line could not claim their own blood as heirs to the throne - they named Rogelio Magnar as heir. Rogelio married his lover Hernando Paloma who had a daughter by a Ghaul (although this was not known at the time). This daughter would later be Queen Aurelia Magnaria-Paloma Juarez the progenitor of the Cartagena line.

This is what the galaxy knows as the four hundred years of darkness. Records during the four hundred years of darkness were meticulously kept in vaults and archives, copies and copies secured in various locations. As the four hundred years drew to a close the monarchy shifted into the parliamentary monarchy it is today, this was after the founding of the Auroran Church. And while the Auroran Church is not the state religion, officially - unofficially it is the single most unified religion across the planet. After this is the religion or cult of Horus, followed by the Path of Enlightenment and the Cosmic Balance.

The Auroran Church deemed that the Gulag Plague was sent because of the unholy and blasphemous Roboute-Anaton worship associated with the Hellscape Church simply referred to as the Abyss. The monarchs accepted this as fate and that those who contracted the Plague were either secret Abyssals or had been corrupted by them and needed to be saved. Parliament refused to accept it as fact and acted quickly with the information available to try and contain the plague. And at long last when the plague had been contained, bodies burned and earth scorched - the Netherworld opened its mouth. It was feared that Anaton and Roboute had returned - and defeated by Horus himself.

As no other true explanation could be given at this time.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Tartarus / The Mechanicum
  • Model: Subject RAINBONE - Semi-Sentient Shard Android Canine Unit

  • Production: Unique
  • Affiliation: Archim Calixis
  • Modularity: No.
  • Material: Tartarine Crystal, Modular Turadium Alloy Plating
TECHNICAL INFORMATION

[*]Misc. Equipment:

SPECIAL FEATURES
  • System Link: Directly interfaced with its master, Lord Calixis, at all times except for in power save move. Efficacy restricted by physical proximity, but when close enough Archim is capable of seeing what Rainbone sees, triggering its attack protocols from afar, and even remotely interfacing with computer terminals by proxy using the android's scomp link.
  • In-Built Deflector Shield: Very similar to the design of a droideka, Rainbone is capable of activating an internally powered personal energy shield that is capable of deflecting or absorbing any manner of energy or projectile fire up to the level of a light artillery bolt.
  • ECM Pulse: Although it takes some time (at least a round) to charge up, the android is capable of triggering an electromagnetic pulse strong enough to temporarily knock out all electronics in its immediate area. The power drain, however, is significant and takes some time to recharge (can only be used once per engagement).
Strengths:
  • Attack Protocols: Rainbone was designed with violent intent, and possesses advanced combat programming which allows it to understand complex strategy and tactical thinking. Capable of distinguishing friend from foe as dictated by its system administrator Archim Calixis, the android is primarily a close range fighter.
  • Local Area Network: The android's system link functionality allows it to operate as a limited extension of its cyborg enginseer master. Suitable for reconnaissance as well as initiating remote access to terminals within Rainbone's proximity, the closest analagous organic relationship would be some form of psychic bond.
Weaknesses:
  • Meatbags Suck: While its system administrator has managed to patch over much of Rainbone's anti-organic source code, there are still digital fragments of a prior firmware state which follows clear extermination subroutines. Should the android's link with Lord Calixis ever become disrupted, Rainbone would cease to recognize its established friend or foe parameters and be just as likely to attack nearby allies as anything else.
  • Shield Weak Point: Also similar to destroyer droids, Rainbone's personal deflector has a weak spot at the very top of the shield, a point where lightsabers and blasters are able to penetrate. Not possessing any blaster weaponry like a droideka, this shield also limits the android's offensive options, making it a tool most often used for closing the distance and escape.
  • Ion Vulnerability: Not a true Shard, ion weaponry and high powered EMPs re capable of damaging not only its exterior systems, but high level functions as well. Like any other droid, if subjected to a sustained ionic barrage the resulting damage would be enough to overload its cognitive centers resulting in permanent death.
DESCRIPTION

Not much is known about the details of Rainbone's creation or its early service span, although Mechanicum enginseers are already hard at work attempting to understand and recreate as much of the technology that makes the android function as they possibly can. It is hypothesized that the semi-sentient Shard was intended as an early stage experiment by its own kind on the merits of more fully interfacing their physiology with synthetic components. A complex interlace of Shard crystal and cognitive processors appear to comprise the canine's high level functions, and it could be argued that Rainbone is some form of Shard cyborg.

First discovered on Tartarus, the android was apparently dispatched as a calculated lure by the Shard overmind to draw first responders from across the galaxy deeper into their trap. It was here Rainbone first encountered the Archim Calixis of the Mechanicum, a Metal Lord and sworn vassal to the Iron Protector @HK-36. Attempting to interface directly with the android's systems in an attempt to gain some intelligence on the current situation, Lord Calixis unintentionally developed a form of local area network with Rainbone that persisted even after its masters' Incursion was repelled.

While much of Rainbone's inner workings are fundamentally alien in design, Mechanicum drones have on several occasions been granted access to install adapters and other technological components that allows for it to interface with most standardized galactic technology. Devices such as a scomp link and coded transceiver allow for it to not only better communicate but also assimilate data. Lord Calixis himself wrote the codecs that allow for its holocamera feed to be decrypted and its transmissions translated from Shard machine code into a form of simplified Basic similar to an astromech unit in vocabulary.
 
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  • Intent: To submit a new corporate headquarters for the Mechanicum as well as a shipyard and repair station for the Zhar system. DISCLAIMER: This is NOT a Star Forge, or anything like a Star Forge.
  • Image Source: Nexus Reveal by Ben Lo
  • Canon Link: /
  • Restricted Missions: /
  • Primary Source: /
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  • Manufacturer: Confederacy of Independent Systems | The Mechanicum
  • Model: Maker-class Orbital Forge
  • Affiliation: The Mechanicum, Confederacy of Independent Systems

  • Production: Unique
  • Material: Quadanium Steel, Solarium Glasteel
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  • Classification: Orbital Shipyard and Spacebound Starship Repair
  • Length: 40000 meters
  • Width: 15000 meters
  • Height: 15000 meters
  • Armament: None
  • Defenses: Extreme
  • Hangar:
    Shipyards for Starship/Vehicle Manufacturing and Repair
  • 50 Docking Arms for Capital Mooring
  • Network of Small and Medium Hangars for Commercial Traffic

[*]Maneuverability Rating: Very Low
[*]Speed Rating: Very Low
[*]Hyperdrive Class: Very Slow: 10
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  • Advanced Sensor Array
  • Advanced Targeting Systems
  • Encryption Network
  • Escape Pods
  • Heavy Reinforced Molecular Shield Generator
  • Hypermatter Annihilator Reactor Network
  • HoloNet Transceiver
  • Long-range Communications Array
  • Reinforced Hull Plating
  • Standard Detention Cells
  • Standard Life Support Systems
  • Tractor Beams (x160)
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Molecular Shields: A special form of deflector technology, absorbing energy fire instead of deflecting or neutralizing it so that it may be converted into powering certain critical station systems. In addition to being more durable than standard capital grade shielding, this absorption process allows for the station to maintain reactor power under fire, making it very difficult launch an overwhelming strike that might cripple its shielding. A sustained barrage is the most effective method of attack, although the deflectors are more vulnerable to heavier hitting weaponry like HVCs, heavy turbolasers, and concussion missiles.

Hypermatter Reactor Network: Very similar to the Death Star's system, the Void Forge's hypermatter annihilator is fed by many stellar fuel bottles lining its outer rim. These pods can cause significant damage to the surrounding structure if struck in combat, but the system's more egregious design flaws have been corrected. A single volley of proton torpedoes would have minimal effect on the superstructure no matter where they were aimed.

Crystal Gravfield Trap: In addition to a comprehensive sensor suite, the station also uses synthetic crystal grids to detect and identity fluctuations in the local gravity field. This allows it to detect vessels employing the vast majority of cloak/stealth technology in orbit around Zhar. The gas giant's size and dense gravimetric baseline however means that the station's maximum detection range does not extend far outside orbit, or around to the planet's far side. With proper study of the Void Forge's orbital pattern, an undetected landing or take off on one of Zhar's moons is still possible.

Droid Repair Workshops: With its growing reputation as a kind of droid holy site and pilgrimage point, the Void Forge boasts some of the most high quality robotics repair and refurbishment facilities in the Outer Rim. Many artisan droidsmiths either call the station home or spend some time out of their year there. To the artificial population of the Zhar system, rather than a luxury service the station's facilities are seen as one of the premier droid 'hospitals' in the known galaxy, not only in terms of service quality but also care of treatment.

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  • Shipyards: The Void Forge is part staryard, part commercial facility. While much of the superstructure is devoted to repair, construction, and maintenance of any kind, a central ring at its center forms almost a station all its own. Marketplaces, living quarters, and other amenities are all to be found, but the Void Forge's main purpose is as an industrial scale manufacturer.
  • Extreme Service Capacity: Not only known for creation, Mechanicum enginseers are renowned as starship mechanics. With sufficient space to service some of the mightiest vessels in the Confederate Navy, the Void Forge is capable of patching up star destroyers by the dozens and is one of the few structures in all of CIS space outside of Geonosis with the ability to carry out extensive repairs to the Fortressa, a gargantuan ten kilometer Lucrehulk that serves as flagship of the Confederacy.
  • Last Bastion: Although greatly expanded upon since its arrival in CIS space, the core of the Void Forge is the same station that once orbited Denon before the downfall of the Coalition. As a refugee people, its Mechanicum architects adamantly insisted upon state of the art defenses and reinforced hull plating. Although it lacks any offensive weaponry, expensive molecular shielding and CGT sensor grids make the shipyards difficult to assail.
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  • Ion/EMP Vulnerability: Not only do these forms of attack reduce the efficiency of the station's molecular recharge, but given the significant degree of automation in the Void Forge's design as well as its majority droid crew, shots that penetrate can have just as devastating an effect as standard blaster or projectile fire.
  • Exposed Fuel Cells: Requiring massive amounts of energy for the shipyards' reactor network to power each and every facility continuously, the Void Forge stores and conserves fuel in much the same way as a Death Star. Like that station, these exposed tanks have the potential to cause significant damage to the surrounding structure if detonated. This does not extend to the station's exhaust ports, which are properly shielded against torpedo strikes according to modern industry standards.
  • Biologic Quality of Life: While it is certainly possible for organic life forms to live and work on the station, it is built and operated primarily with droids in mind and that comes at a cost to those of the flesh. Most signage is written in binary, clickwise, or a smattering of other machine code shorthands, with Basic translations occasionally added as an afterthought. Several sections of the station are wholly without life support, necessitating long detours or a handy spacesuit for those who require oxygen and would like to make full use of the shipyards' amenities.
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"Toll the Great Bell Once!
Pull the Lever forward to engage the
Piston and Pump...
Toll the Great Bell Twice!
With push of Button fire the Engine
And spark Turbine into life...
Toll the Great Bell Thrice!
Sing Praise to the
God of All Machines"
- excerpt from the Catechism of the Autoculus
Mechanicum means many things. Once a Void Kingdom of the Metal Lords, now it is part religious cult and part emergent industrial powerhouse within Confederate space. From their manufactory communes throughout the Zhar system and on Eos, fanatical enginseers and hierarchitects design and mass produce as a form of worship to their Machine God, providing goods to both their own people and other viceroyalties at exorbitant subsidies. A massive shipyard orbiting Zhar known as the Void Forge serves as the seat of their power.

Initially a much smaller repair facility when it was first constructed in orbit over Denon, the station was continuously expanded upon both with the assistance of resources first from the Free Worlds Coalition and then the Confederacy of Independent Systems until it reached its current proportions. Now orbiting the eponymous gas giant of the Zhar system, it broadcasts with a Confederate transponder as a symbol of unity between the systems' long time denizens and its sizable FWC and Metal Lord refugee minority.

The vast majority of the structure's meterage is dedicated to industry, with the Mechanicum shipyards comprising the most vast contiguous facility on the station by far. Dry docks and service hangars are honeycombed throughout the superstructure in complex patterns that would only seem rational to a droid in their layout. There is even a large scale droid foundry that takes up several sectors worth of space.

At the Void Forge's center are its main docking rings, which is where many of the station's public hangars and commercial transactions take place, as well as containing living facilities for those who call the station home. With an unusually high percentage of synthetic personnel, crew quarters are often shared en mass which allows for even more capacity and increased work productivity.

By far the largest sector within the station's commercial ring consists of the palatial administrative headquarters of the Mechanicum itself. Not officially the seat of government for the system, Viceroy Calixis maintains an estate on Gall specifically for that purpose. It is however the center of power for the region's de facto corporate superpower.

Not far from these headquarters there is a Temple reserved for universal worship, although it is primarily dedicated to the Great Maker and what the machine cult refers to as a Motive Force specifically for droidkind. Maintained and guarded by the loyalist Technomancer Order of Mechanus, the Great Machine Temple as it is commonly called is something of a phenomenon as center of a droid spiritualist movement.

During the fierce Void Kingdom civil war which drove the Metal Lords from Denon for a final time, there was a philosophical rift between the Chief Hierarchitect and a Master of the Technomancer Order which ultimately led to religious conflict. With Forge Denon lost to the heretikal teachings of this new Dark Mechanicum, the remaining Forges were ruthlessly purged of any whose loyalties to the Maker were in question. While the Void Forge was declared pure soon before their exodus from Coalition space, rumors persist of a Dark Yard, a sector of the shipyard deleted from the schematics and its crews memory, who hold allegiance only to the Black Signal.
 
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  • Intent: To submit an elite line of carriers for the Mechanicum's use to patrol the Zhar hex, continue their mission of scientific discovery, and for general use in CIS fleets.
  • Image Source: Hyperion by Brian Sum, Arks and Nexus Andromeda Initiative Orientation
  • Canon Link: /
  • Restricted Missions: /
  • Primary Source: /
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  • Manufacturer: Confederacy of Independent Systems | The Mechanicum
  • Model: Ark-class Command Carrier
  • Affiliation: (x) The Mechanicum, (x) Confederacy of Independent Systems

  • Production: Limited
  • Material: Alusteel, Duraplast, Solarium Glasteel
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[*]Defenses: High
[*]Hangar: High: 16 Squadrons

[*]Maneuverability Rating: Low
[*]Speed Rating: Low
[*]Hyperdrive Class: 1
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  • Advanced Sensor Array
  • Advanced Targeting Systems
  • Encryption Network
  • Molecular Shield Generator
  • Hypermatter Annihilator Reactor
  • HoloNet Transceiver
  • Long-range Communications Array
  • Reinforced Hull Plating
  • Standard Detention Cells
  • Limited Life Support Systems
  • Tractor Beams (x32)
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Warmind: Each Ark is directly overseen by a Warmind, powerful super tactical droid brains which directly interface with the carrier's electronic systems. Capable of not only vastly improved strategic analysis over Separatist era designs, each Warmind functions not merely as a ship's commander but effectively its entire bridge crew. While a small support team is required for maintenance and certain secondary systems, the super tactical droid effectively automates most command level functions.

Central Control Computer: Not far from the bridge is the Ark's central core, which allows it to instantly relay information and orders from droid to droid across an entire planetary body. Normally this is used to assist its drone squadrons in more efficient use of tactics, but should the situation call for it an Ark's hangar can be loaded up with troop transports instead and function much like a Separatist era Lucrehulk.

Molecular Shields: A special form of deflector technology, absorbing energy fire instead of deflecting or neutralizing it so that it may be converted into powering an Ark's own weapon systems. In addition to being more durable than standard capital grade shielding, this absorption process allows for the carrier to return fire even under reactor strain. Resistant to most short ranged weapons fire, a sustained barrage is the most effective method of attack, although the deflectors are more vulnerable to heavier hitting weaponry like HVCs, heavy turbolasers, and concussion missiles.

Stellar Observatory: While the primary purpose of the Ark-class is system defense and combat patrol, like all larger Mechanicum vessels at least some space is reserved for research that might further the machine cult's overall objective of scientific exploration and discovery. Fine tuned sensors are designed to assist their operators in mapping spatial anomalies and other stellar phenomenon with exquisite detail.

Self-Repair Protocols: With abundant artificial crew to spare, Ark repair teams are able to patch up severe structural damage even in the midst of battle. Concerns such as a lack of life support, extreme temperature differentials, even exposure to the vacuum of space are at most a minor inconvenience. Most Arks are deployed with at least several squadrons of tender drones, which makes limited repair operations on the starship's outer hull routine.

Hypermatter Nacelles: Specialized housing attached to the rear of the starship, these elongated prongs on the carrier's aft extend out from alongside the hull shortly before and during hyperspace travel. While exposed to subspace the nacelles act as collectors, siphoning off additional hypermatter energy to power the Ark's reactor core. This makes it possible for the starship to execute sustained jumps across greater than average distances as well as remain safely at lightspeed for longer periods of time.

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  • Warmind: Instead of a typical bridge crew consisting of individual organic or droid officers, each Ark is run almost entirely by a single supercomputer. Essentially a highly advanced tactical droid brain housed inside a static superstructure, this allows the starship to react to stimuli and execute commands with a unity of thought. A Warmind comes with significant benefits to the carrier's overall command level reaction time.
  • Central Control: Primarily used as a network hub for each carrier's drone squadrons to stay up to date on each other's whereabouts and tactics, it is also possible for an Ark's hangars to be filled instead with battle droid troop transports. This specialized loadout allows the ship to function in a secondary role as a planetary assault carrier.
  • Exotic Arsenal: While the Ark-class is lightly armed, those emplacements it does possess consist primarily of plasma based weaponry. For the most part more effective against shields than armor, this is mitigated somewhat by high impact railguns and gauss cannons. The most conventional turrets on the carrier are its array of point-defense lasers.
  • Molecular Shielding: A unique form of deflector technology with improved resistances especially at short range, molecular shields absorb rather than deflecting or dispersal. This absorbed energy is passed along to the Ark's own weapon systems, allowing it to maintain fire even at low power levels if its shields are still up and being attacked.
  • Mobile Research Center: Primarily a combat vessel, as an organization the Mechanicum is built on the drive for a greater understanding of the universe and its fundamental nature. Space on board is reserved not only for a fully equipped state of the art stellar observatory, but other research labs and experimental programs are interspersed throughout each carrier.
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  • Overautomation: While most carriers retain a complement of cyborgs within the ranks of their senior officers, in line with the machine cult's ethos Arks are extremely reliant on system automation. Operations that would require entire departments on ships run by biologics are handled entirely by protocols and subroutines, even the most senior command level is run entirely by a single tactical droid. Needless to say, one disruption or malfunction often proves catastrophic.
  • Ion Vulnerability: Not only due to the starship's focus on automation, but also because of the Mechanicum's high rate of synthetic crew. Ion fire and EMP pulses are just as devastating to an Ark as turbolaser or projectile fire, often even more so.
  • Power Distribution: The Ark-class features a whole host of systems which require large amounts of power consumption, making it impractical for every part of the ship to run at peak efficiency simultaneously. Particularly when drawing on its central computer core to relay information, power must be diverted from shields, weapons, or the Warmind in order to maintain continuous uninterrupted function.
  • Spare Parts: With its exotic nature comes a truly exotic repair bill, making it an impractical venture to seek more comprehensive assistance outside Mechanicum space should a carrier take heavy damage. Mechanicum design philosophy combines a myriad of independently developed forms of technology in a decidedly ad hoc manner.
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"The soul of the Machine God surrounds thee.
The power of the Machine God invests thee.
The hate of the Machine God drives thee.
The Machine God endows thee with life.
Live!"
The Litany of Ignition​

Striding the line between star destroyer and battlecruiser, the Ark Mechanicus are some of the most impressive starships to be manufactured in the shipyards orbiting Zhar. Command carriers designed to defend and patrol Mechanicum space, like almost all their designs there is also a focus on exploration and scientific inquiry. While for the most sight these carriers are a sight confined to the Cadavine sector, encountering lone Arks throughout the galaxy on long range exploratory assignments would be improbable but not unnatural.

The design of an Ark combines a sleek outer hull with a labyrinthine internal structure logical only to a droid which makes no aesthetic considerations whatsoever. Partially and fully exposed mechanical systems, corridors lined with wiring and heavy cables, entire sections where life support is non-functioning, it is not a ship designed with carbon based life primarily in mind. Cavernous hangar bays are lined with racks of Mechanicum drones on stand by mode awaiting their next flight mission.

What little capital grade firepower an Ark does possess is almost entirely plasma based in nature. Pulse-wave cannons as well as plasma railguns and torpedoes make up the bulk of its arsenal, but the carrier also utilizes gauss cannons and an alternative form of ion weaponry known as a bio-energy array based on organic technology. All these batteries function primarily to provide support by fire to each Ark's impressive complement of drone squadrons.

Since extensive automation and minimal crew living requirements allow for additional space, what parts of the ship not used for carrier operations are reserved for laboratory space, including a specially designed stellar observatory. Each Ark has its own cartography division assigned to map out known space in as much detail as is scientifically possible by today's standard of sensor technology.

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  • Intent: To submit a line of competent command level droid consciousness short of true artificial intelligence that is nevertheless capable of comparable performance to a biologic strategist in combat.
  • Image Source: (x) Atheon Rising by Thira
  • Canon Link: /
  • Restricted Missions: /
  • Primary Source: Super Tactical Droid
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  • Manufacturer: The Mechanicum
  • Model: Warmind-series Super Tactical Droid

  • Production: Limited
  • Affiliation: The Mechanicum, Confederacy of Independent Systems
  • Modularity: No.
  • Material: Synchronized Fire Circuits, Reinforced Durasteel Plating
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Command and Control Platform: Each Mechanicum tactical droid's sole purpose is to serve as master and commander of its assigned domain. Most often this means authority over a starship, but these super tactical droids can also be installed in secure facilities and programmed to serve as an automated guardian. The Warminds represent some of the most sophisticated droid intelligences in all of the Mechanicum, capable of at times outwitting biologic commanders.

Hardwired Interface: Doubling down on sheer cognitive power, Mechanicum tactical droids are fixed platforms rather than mobile automatons like the old Confederate models. Directly plugging into a ship or facility's systems allows for unprecedented levels of automation and response time, particularly when connected to a structure specifically constructed for its use. Given their staggering size, Warminds are only installed in large capital ships or structures.

Unique Personalities: Even more so than the old T-series, these droids tend to develop different behavioral quirks and personal characteristics that varies with each model. No one tactical droid is exactly the same as another, although each series has its own distinct patterns. Warminds have a strong tendency to be serene, even in a crisis. When interacting with others they can also come across as distant and aloof, as if preoccupied by much larger concerns.

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  • Soft AI: Far too specialized for true sentience, Warminds lack some of the tools necessary to make a genuine choice. Essentially complex interweaving layers of algorithms, the Warmind-series is a simulation of consciousness molded towards a particular purpose. This allows its comparable level of performance to a skilled NPC commander.
  • Assuming Direct Control: Especially when installed in a location designed for its use, a Warmind is capable of duplicating the efforts of most capital ship bridge crews or surface command centers. While its superstructure and interface still require a modest support crew to run efficiently, the tactical droid is functionally similar to the queen of a hive consciousness.
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  • Droid in the Shell: Mechanicum tactical droids don't have legs or wheels or repulsorlifts. They are complex droid brains built into an immobile housing. Impossible to move once installed and activated save by completely powering them down, thus 'killing' the droid by resetting its personality. The Warminds' particularly massive superstructure only allows for it to be installed in a larger structure.
  • High Risk of Rampancy: At the factory level, a Mechanicum tactical droid is nothing more than a tool. But each droid is programmed with heuristic processors allowing for it to learn and adapt. After so many iterations of these learning protocols, there is a tendency for some models to develop the beginnings of self-awareness. This form of semi-sentience is often traumatic and debilitating, more often than not a rampant tactical droid will eventually turn on its crew as a result of its delusions. As the closest to completely conscious beings, the rate of rampancy in Warminds after several years of continuous operation is high.
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Designed as a next generation in strategic level battle droids, Warminds combine the Mechanicum's unique perspective on how artificial life and its limitations with new insights gleaned after being granted access to reverse engineer old Separatist era technology. Far more advanced than a super tactical droid, these supercomputers are designed to not just replace organic captains, but entire bridge crews.

Sacrificing any form of mobility and most extraneous programming common to most droids in exchange for more processing power, a Warmind is assembled and installed in one static location. Often with Mechanicum designs the vessel is built around the Warmind, but it is possible to adapt the technology to non-native models.

Most of a Warmind's superstructure is hidden away on a level all its own underneath its primary user interface. This lower structure's exterior is little more than a conical durasteel shell, at the top of which rests the interface. This exposed region can be difficult to perceive with biologic sight, but appears as a shifting pyramidal structure composed of radiant glass. A voice emanates from the center of the pyramid, and its hues of illumination shift based on context.

With all Mechanicum tactical droids the risk of rampancy, a form of synthetic mental illness, is a factor. This deteriorating state of stable cognitive function often manifests in the form of a murderous rage, and it is strongly advised to disconnect a Warmind at its core if it begins exhibiting these symptoms.

Rampant tactical droids which are successfully contained are supposed to be delivered back to the Mechanicum for disassembly, but in secret they are preserved and locked away in an asylum hidden in deep space.
 
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  • Intent: To submit a line of competent command level droid consciousness short of true artificial intelligence that is nevertheless capable of comparable performance to a biologic strategist in combat.
  • Image Source: (x) Event Horizon
  • Canon Link: /
  • Restricted Missions: /
  • Primary Source: Super Tactical Droid
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  • Manufacturer: The Mechanicum
  • Model: Titan-series Advanced Tactical Droid

  • Production: Minor
  • Affiliation: The Mechanicum, Confederacy of Independent Systems
  • Modularity: No.
  • Material: Synchronized Fire Circuits, Reinforced Durasteel Plating
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Command and Control Platform: Each Mechanicum tactical droid's sole purpose is to serve as master and commander of its assigned domain. Most often this means authority over a starship, but these super tactical droids can also be installed in secure facilities and programmed to serve as an automated guardian. The Titans are an advanced series of droid brains capable of posing a significant challenge to biologic NPC commanders.

Hardwired Interface: Doubling down on sheer cognitive power, Mechanicum tactical droids are fixed platforms rather than mobile automatons like the old Confederate models. Directly plugging into a ship or facility's systems allows for unprecedented levels of automation and response time, particularly when connected to a structure specifically constructed for its use. Given their mass and spatial requirements, the use of Titans is impractical in environments where space is at a premium.

Unique Personalities: Even more so than the old T-series, these droids tend to develop different behavioral quirks and personal characteristics that varies with each model. No one tactical droid is exactly the same as another, although each series has its own distinct patterns. Strangely Titans have the most diverse range out of them all, entering into uncanny valley levels of identity simulation.

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  • Sophisticated Tactical Brain: More advanced than a super tactical droid, Titans are capable of holding their own against their biologic counterparts. Not quite capable of thinking beyond the level of one or two engagements at a time, these sizeable intelligence cores are nevertheless challenging opponents for biologic NPC commanders.
  • Assuming Direct Control: Especially when installed in a location designed for its use, a Titan is capable of duplicating the efforts of most bridge crews or surface command centers. While its superstructure requires a modest support crew to run efficiently, the tactical droid is functionally similar to the queen of a hive consciousness.
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  • Droid in the Shell: Mechanicum tactical droids don't have legs or wheels or repulsorlifts. They are complex droid brains built into an immobile housing. Impossible to move once installed and activated save by completely powering them down, thus 'killing' the droid by resetting its personality. The Titans' large central core requires independent housing, making it impractical for installation on smaller ships and outposts.
  • Moderate Risk of Rampancy: At the factory level, a Mechanicum tactical droid is nothing more than a tool. But each droid is programmed with heuristic processors allowing for it to learn and adapt. After so many iterations of these learning protocols, there is a tendency for some models to develop the beginnings of self-awareness. This form of semi-sentience is often traumatic and debilitating, more often than not a rampant tactical droid will eventually turn on its crew as a result of its delusions. Although advanced, there are upper limits to a Titan's operating capacity, and so their rate of rampancy after several years of continuous operation is only moderate.
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Designed as a next generation in strategic level battle droids, Titans combine the Mechanicum's unique perspective on how artificial life and its limitations with new insights gleaned after being granted access to reverse engineer old Separatist era technology. More advanced than a super tactical droid, these supercomputers are designed to not just replace organic captains, but entire bridge crews.

Sacrificing any form of mobility and most extraneous programming common to most droids in exchange for more processing power, a Titan is assembled and installed in one static location. Titans interface most efficiently with Mechanicum designs, but it is possible to adapt the technology to non-native models.

A Titan's physical structure consists entirely of a central core located in a room adjacent to a bridge or command center. Unlike other Mechanicum tactical droids, Titans have no corporeal interface, instead appearing as a holographic representation of the droid brain which varies from model to model.

With all Mechanicum tactical droids the risk of rampancy, a form of synthetic mental illness, is a factor. This deteriorating state of stable cognitive function often manifests in the form of a murderous rage, and it is strongly advised to disconnect a Titan at its core if it begins exhibiting these symptoms.

Rampant tactical droids which are successfully contained are supposed to be delivered back to the Mechanicum for disassembly, but in secret they are preserved and locked away in an asylum hidden in deep space.
 
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  • Intent: To submit a line of competent command level droid consciousness short of true artificial intelligence that is nevertheless capable of comparable performance to a biologic strategist in combat.
  • Image Source: (x) GLaDOS by Mike Maihack
  • Canon Link: /
  • Restricted Missions: /
  • Primary Source: T-Series Tactical Droid
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  • Manufacturer: The Mechanicum
  • Model: Apostle-series Tactical Droid

  • Production: Mass-Produced
  • Affiliation: The Mechanicum, Confederacy of Independent Systems
  • Modularity: No.
  • Material: Synchronized Fire Circuits, Reinforced Durasteel Plating
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Command and Control Platform: Each Mechanicum tactical droid's sole purpose is to serve as master and commander of its assigned domain. Most often this means authority over a starship, but these droid brains can also be installed in secure facilities and programmed to serve as an automated guardian. The Apostles is comparable to a super tactical drone in intelligence although capable of a wider variety of simultaneous tasks. Inferior to a biologic commander, they are nevertheless competent strategists and adequate leaders.

Hardwired Interface: Doubling down on sheer cognitive power, Mechanicum tactical droids are fixed platforms rather than mobile automatons like the old Confederate models. Directly plugging into a ship or facility's systems allows for unprecedented levels of automation and response time, particularly when connected to a structure specifically constructed for its use. The Apostle's relatively small frame allows for it to be installed even on smaller ships and surface outposts.

Unique Personalities: Even more so than the old T-series, these droids tend to develop different behavioral quirks and personal characteristics that varies with each model. No one tactical droid is exactly the same as another, although each series has its own distinct patterns. A much more simplistic model, Apostles often simply develop tendencies towards different outlooks. Often the tactical droids are overly chipper and persistently eager to help, but every once in a while an Apostle will for some reason spiral into excessive pessimism and gloom.

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  • Tactical Brain: The Apostle-series has only made modest improvements on Separatist era super tactical designs. Due to concessions made for its compact frame, the droid's overall level of performance is more or less comparable.
  • Assuming Direct Control: Especially when installed in a location designed for its use, an Apostle is capable of duplicating at a basic level efforts of most bridge crews or surface outposts. While its interface still require a small support crew for maintenance, the tactical droid is functionally similar to the queen of a hive consciousness.
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  • Droid in the Shell: Mechanicum tactical droids don't have legs or wheels or repulsorlifts. They are complex droid brains built into an immobile housing. Impossible to move once installed and activated save by completely powering them down, thus 'killing' the droid by resetting its personality. Despite this limitation, Apostles are compact enough that they can be adapted to most structures no matter their size.
  • Low Risk of Rampancy: At the factory level, a Mechanicum tactical droid is nothing more than a tool. But each droid is programmed with heuristic processors allowing for it to learn and adapt. After so many iterations of these learning protocols, there is a tendency for some models to develop the beginnings of self-awareness. This form of semi-sentience is often traumatic and debilitating, more often than not a rampant tactical droid will eventually turn on its crew as a result of its delusions. Fairly simple in design, a truly improbable sequence of scenarios would have to take place over a long service span for an Apostle to become rampant, but cases have been documented.
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Designed as a next generation in strategic level battle droids, Apostles combine the Mechanicum's unique perspective on how artificial life and its limitations with new insights gleaned after being granted access to reverse engineer old Separatist era technology. Comparable to a super tactical droid in intelligence, these supercomputers are designed to not just replace organic captains, but entire bridge crews.

Sacrificing any form of mobility and most extraneous programming common to most droids in exchange for more processing power, an Apostle is assembled and installed in one static location. Apostles interface most efficiently with Mechanicum designs, but it is possible to adapt the technology to non-native models.

Apostles are often installed on the ceiling of a bridge or command center, and extend downward into a maneuverable interface for the purpose of interacting with others. In this respect, the Apostle-series most resembles more conventional droid models.

With all Mechanicum tactical droids the risk of rampancy, a form of synthetic mental illness, is a factor. This deteriorating state of stable cognitive function often manifests in the form of a murderous rage, and it is strongly advised to disconnect an Apostle at its core if it begins exhibiting these symptoms.

Rampant tactical droids which are successfully contained are supposed to be delivered back to the Mechanicum for disassembly, but in secret they are preserved and locked away in an asylum hidden in deep space.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To flesh out the Mechanicum's corporate headquarters and add a unique point of interest to CIS space.
  • Image Credit: Nexus Reveal by Ben Lo
  • Canon: /
  • Links: /
SETTING INFORMATION
  • Space Station Name: The Void Forge
  • Station Model: Maker-class Orbital Forge
  • Classification: Shipyard/Commercial
  • Location: Zhar
  • Affiliation: The Mechanicum
  • Population: Heavily Populated
  • Demographics:
    70% Droid
  • 22% Cyborg
  • 5% Human
  • 3% Other

[*]Accessibility: Orbiting the eponymous gas giant of the Zhar system, the Void Forge serves as a commercial nerve center with convenient access to the densely populated moon of Gall. A gateway to the southwest of Confederate space, Zhar is not far from Geonosis. Landing rights are extended to all those who observe both system law and station regulations, but the atmosphere naturally favors droidkind to an extent that most organics find oppressive and even occasionally off putting.
[*]Description: A supermassive forty kilometer long orbital shipyard, the Void Forge consists of two thick rectangular slabs of quadanium plating in parallel, with a central docking ring that consists of a separate commercial station all its own. Docking arms are dispersed throughout the superstructure in order to accommodate many large capital ships at one time. The vast majority of the station's internal space is dedicated to the Mechanicum shipyards and repair facilities, but given its vast proportions what little space is left over for habitation and commerce is quite spacious by typical standards. The Void Forge's inner workings can be disorienting to navigate for organic minds, its layout is organized according to arcane mathematical theorems logical only to a droid, and its designers were not always compelled to build with things like gravity or life support or even continuous orientation in mind.
SECURITY

As a civilian station, the Void Forge is not rated for offensive armament. Apart from its heavy molecular shielding, reinforced hull plating, and sensors capable of detecting most forms of stealth technology, the shipyards are completely reliant on Zhar's local defense force or the Confederate Navy to fend off any serious aggressors. That said, given the system's population and the strategic value of the shipyards, moored star destroyers or other allied military vessels are not an uncommon sight.

POINTS OF INTEREST

Divine Forgeworks

The bulk of the station is comprised of the Divine Forgeworks, a massive shipyard overseen by Mechanicum enginseers and hierarchitects. Starships and other vehicles are crafted here at all hours, both proprietary designs and contracts according to the specifications of any who do business in Confederate space.

Tireless servitors and labor drones roam the labyrinthine yards performing those tasks which cannot be automated, retiring only rarely for maintenance or brief bouts of prayer and recreation. While most of the Forgeworks is reserved for Mechanicum construction, some space is leased out to other companies and a portion serves as dry dock for particularly severe repair operations.

Infinity Docks

Most of the Void Forge's commercial traffic flows through its central ring, the outermost rim of which is known as Infinity Docks. While technically a misnomer, the station's service capacity is staggering. Capable of sheltering dozens of star destroyers within its molecular shields at one time, the Docks are also where a great deal of starship repair and salvage occurs. It is not uncommon to see tender droids crawling across or hovering over the hulls of moored vessels.

Infinity's central ring is enough for most vessels, but for truly large capitals such as star destroyers and battlecruisers additional docking arms are located across the outer hull of the Forgeworks.

Maker's Foundry

A not insignificant portion of the Divine Forgeworks dedicated to the production of droids. Like all Mechanicum droid foundries, the process of production is treated as a most sacred ritual. While not quite a form of procreation, those who work in the Foundry are seen by others as shapers of the next generation.

Not all droids here are constructed specifically to replenish the machine cult's ranks. Many are built to serve out long term leases outside the Mechanicum, exchanging time spent as a piece of property for the opportunity to travel and experience the wider galaxy.

Iron Bazaar

Much of the Void Forge's central ring is what is known as the Iron Bazaar, a freeport market specializing in robotics and cybernetic technology with minimal regulation and oversight. Featuring many exotic wares from holy Mechanus and the Void Kingdoms of the Metal Lords, there are also many merchants who keep a plentiful stock of more conventional items.

Most businesses in the Bazaar are run by either droids or cyborgs, and while they are usually not prejudiced against doing business with organics, the establishments are used to commerce between majority droid populations and enterprises. Some are beginning to cater to a more bio-friendly atmosphere, but navigating the markets can range from daunting to visually off putting for those of the flesh.

Halls of Refurbishment

A sector of the station's central ring within the Iron Bazaar, the Halls of Refurbishment are not one specific location, but a whole network of droid repair workshops operated by some of the most qualified mechanics not only in the Mechanicum, but all of Wild Space. It is particularly known not simply for its quality of work, but the care with which that work is handled.

To organic tourists, the Halls are a highly reputable commodities market, but to droidkind these workshops together make up one of the most well regarded synthetic hospitals in the known galaxy.

Ascension Labs

Mostly concentrated not far from the Halls of Refurbishment, Ascension Lab is a local piece of terminology used to refer to those commercial facilities dedicated to droid modifications and upgrades. Like the rest of the Bazaar, inventory in the Labs is always in flux, but between all the Labs on the station there is a good chance of locating some obscure or otherwise difficult to obtain mods.

These Ascension Labs are one of the focal points of droid culture in the Zhar system, particularly noteworthy for the high rate of droids purchasing entirely cosmetic modifications with no utilitarian value. Most Labs also trade in cybernetic augmentation. In this respect, the Labs somewhat resemble tattoo and piercing parlors of a biologic society.

Recreation Centers

Like the Ascension Labs, the station's Recreation Centers are another particular oddity of note. Dispersed throughout the station, these centers are something akin to droid cantinas. Each center has a bevy of charging ports and assortments of lubricants for sale to pass the time with. Public oil baths are a common site, as well as more synthetic themed entertainment. Droid music is a relatively recent phenomenon, as challenging as it may be to listen to.

There are a handful of more traditional cantinas on the Void Forge that cater specifically towards the station's small organic minority as well as those with only minor cybernetic augmentations.

Pyramidion

At the sunward end of the central ring is pyramid shaped palatial crystalline structure. Lacking any true orientation in space, the Pyramidion nevertheless appears upside down from the Infinity Docks far below. On its own separate artificial gravity feed, from the inside it is the shipyards and gas giant below that appears as a sky of sorts above.

The Pyramidion is the administrative hub for all of the Mechanicum. A direct line between all loyalist Forges still currently in operation, it is where the most intellectually elevated droid brains together with their Chief Hierarchitect guide the machine cult on a day to day basis. Not technically the true seat of government for the Zhar system, this facility nevertheless wields great political influence, and it is known that the Viceroy often simply casts his consciousness to his governor's mansion on Gall from his personal chambers at the Pyramidion's zenith.

Great Machine Temple

Almost directly below the Pyramidion is one of the station's only entirely non commercial structures, a public temple reserved for universal worship. Despite this open policy towards all faiths and creeds, there can be no doubt that this shrine was built by the local droid population for the purpose of Maker worship. Regular services are carried out by Metal Lord clergy droids who also tend to the grounds day and night with little pause save for critical maintenance.

More than simply a spiritual altar, this Great Machine Temple is also home to perhaps the largest concentration of technomancers outside of the Mechanus system. A militant spiritual arm of the Mechanicum, these tech priests seek to simulate the effects of Force affinity and manipulation through the use of technology.

Featuring heavily into the machine cult's founding philosophy, they are descendants of a sect operating on Mechanus that first taught the Chief Hierarchitect the history of their Machine God and the way of what they call the Motive Force. Acolytes, tech knights, and magos all train together as kind of meditative exercise.

Shadow Yard

When they left Free Worlds Coalition space, the Mechanicum did so as refugees not only fleeing Sith raiding parties but also a brutal civil war between the Void Kingdoms of the Metal Lords. During this schism, a branch of heretikal machine cultists broke off in secret to form their own Dark Mechanicum. Led by a rogue technomancer magos known as Null, these corrupted ones infiltrated practically every loyalist facility save for the Forge on Mechanus.

Having uncovered this betrayal just barely in time to avoid complete obliteration, the Chief Hierarchitect was forced to cede Forge Denon to these hereteks, but managed to successfully purify the Void Forge and a convoy of other orbital structures that were hyperspace capable before they reached the safe haven promised to them by the Confederacy. Or so they believe.

Rumors yet persist of a Shadow Yard, a whole sector of the Divine Forgeworks deleted from both the station's schematics and the loyalists' collective memory banks. Those who happen upon this knowledge by accident quickly disappear, so the story goes. Like the hereteks, it is a subject of conversation that is officially forbidden by the Pyramidion, but lately there have been reports of excess power draws that would seem to suggest some energy from the station's reactor is being siphoned off elsewhere.

HISTORICAL INFORMATION

"Toll the Great Bell Once!
Pull the Lever forward to engage the
Piston and Pump...
Toll the Great Bell Twice!
With push of Button fire the Engine
And spark Turbine into life...
Toll the Great Bell Thrice!
Sing Praise to the
God of All Machines"
- excerpt from the Catechism of the Autoculus
When Archim Calixis returned from his pilgrimage to Mechanus to form his machine cult, he traveled alongside the Council of Sparklords and their Iron Protector, [member="HK-36"]. Settling in the Core as nomadic wardens of organic space, Archim became Lord of one of the first Void Kingdoms. Naming his domain the Mechanicum in honor of the homeworld of the droids that had helped him to quantify his faith, he built the first Forge on Denon, an industrial commune that practiced mass production as a form of Maker worship.

Soon with enough followers they expanded into orbit, and the Chief Hierarchitect oversaw construction of the Void Forge. Not nearly as massive as it is today, back in the beginning it was simply a modest orbital shipyard which produced little more than drone starfighters and other handy forms of technology at first. Over time, and despite the ultimate downfall of the Metal Lords, the station began to grow to match the Mechanicum's expanding industrial requirements.

Fashioned with hyperdrive engines in preparation for a planned evacuation to safe harbor within Free Worlds Coalition space, they would never get the chance. Ultimately fleeing first a civil war between the Void Kingdoms and then Sith retribution upon their allies in the fallen Coalition, Lord Calixis filled the shipyards and several other Mechanicum stations with as many loyalist droids and cyborgs as he could find. As refugees they sought sanctuary far to the south on Geonosis along with several other droid kingdoms.

Ultimately Archim negotiated his current posting as Viceroy of a Metal Lord and Free Worlds sanctuary in Zhar Territory with the Confederate Vicelord in exchange for leveraging the Mechanicum's industrial efforts in the name of the Confederacy. Now in orbit over the gas giant Zhar, the Mechanicum has wasted little time in putting their allies abundant resources to use in dramatically expanding the scope of the shipyards.

Stretching forty kilometers in length, the Void Forge is one of the largest industrial facilities in all of Confederate space outside of Geonosis. Capable of servicing dozens of star destroyers at a time, it is even massive enough to easily host the Fortressa if ever required.
 
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OUT OF CHARACTER INFORMATION
Intent:
A Heavy Cruiser, the largest ship a Tier 3 company can produce.
Image Source:
Google search? Dream Wallpaper.com?
Canon Link:
n/a
Restricted Missions:
n/a
Primary Source:
n/a

PRODUCTION INFORMATION
Manufacturer:
Blood Hunter's Iron Works
Model:
Grand Hammerhead Class Cruiser "Leviathan"
Affiliation:
Blood Hunter's Iron Works and it's Subsidiaries
Closed Market
Production:
Limited
Material:

TECHNICAL SPECIFICATIONS
Classification: Heavy Cruiser
Length: 1000m
Width: 750m
Height: 370m
Armament: High
-Heavy Plasma Railgan {3 Fixed Forward}
-M.A.R.C. 1 {4 Fixed Forward}
-Super Heavy Energy Torpedo Launcher {10 Fixed Forward}
Defenses: High

Hangar:
H-SDV1 "The Truck" {6}
MT-RAW {1 Squadron}
DTI-60 Rail Tank {1 Squadron}
Maneuverability Rating: Low
Speed Rating: Low
Hyperdrive Class: 1

STANDARD FEATURES
Standard Ion Engines
Standard Hyperdrive
Standard Life Support Systems
Standard Navigational Systems
Standard Repulsorlift Engines
Standard Sensor System
Standard Weapons Systems

ADVANCED SYSTEMS
Clan Heart Reactor {6}
Encrypted Communications Array
Hyperwave Signal Interceptor

Strengths:

Weaknesses:

Description:

[member="Darth Metus"] Boss, don't let me forget about this, k? Thanks!
 

Karlie Lynn Destat

Conspiracy Theorist and Investigator (IBI)
Oi...got caught flirting with one of the cute factory judges and got denied my fighters. :(
Castan CDX-3 starfighters


Sorry, but he was so cute.... I couldn't help myself. :(
Anyway, I had to submit it again in second chance. Now waiting for Jamie Pyne (sorry if misspelled her name) to reconsider it.

Yea...I get into a bit of difficulties most times.
:(
 

Karlie Lynn Destat

Conspiracy Theorist and Investigator (IBI)
Oh Lord... I can't help writing Karlie as I do.
But it finally got through the second chance factory run-a-round and with warnings. Just verbally though. Was hopping for an actual warning point or two. I'd have worn it proudly as a badge of 'Bad Ass'. :D

OK Mr [member="Muad Dib"] ...get your assembly line tooled up and on line. I need to get like 60 fighters made for the SD Tecknor.
Uhm...could you like crack the whip on the assembly workers a bit, as with all the red tape I was put through, the deadline for first delivery of the fighters to the Tecknor is like...yesterday?..?? :(
 
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  • Manufacturer: Confederacy of Independent Systems
  • Model: Exigent-class Star Dreadnought
  • Affiliation: Confederacy of Independent Systems, Closed-Market
  • Production: Unique
  • Material: Durasteel, Duralumin, Transparisteel, Starship Components
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  • Classification: Super Star Destroyer
  • Length: 10.000 Meters
  • Width: 1132,08 Meters
  • Height: 984,93 Meters
  • Armament: Extreme
    - 1x Dual-Emitter Composite Beam Cannon
    - 30x Heavy Torpedo Launchers
    - 40x Hypervelocity Cannons
    - 80x Heavy Turbolasers
    - 250x Turbolasers
    - 100x Quad Lasers
    - 40x Heavy Ion Cannons
    - 60x Medium Ion Cannons
    - 120x Laser Cannons
    - 4x Tractor Beams
  • Defenses: Extreme
    - Quad-layer, honeycombed high grade durasteel armor plating
    - Duralumin-reinforced superstructure
    - 4x Shield Generators (2 Recessed inside the hull)
    - Electronic warfare suite
  • Hangar: Low: 21 Squadrons
  • Maneuverability Rating: Very Low
  • Speed Rating: Low
  • Hyperdrive Class: Average: 2 | Very Slow: 13 (Backup)
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  • Starship Ion Engines
  • Starship Hyperdrive
  • Starship Repulsorlift Engine
  • Starship Maneuvering Thrusters
  • Starship Life Support System
  • Starship Escape Pods
  • Starship Inertial Dampeners
  • Starship Medical Bay
  • Starship Barracks
  • Hydroponics Bay
  • Shipboard Cantina
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  • Dual-Emitter Composite Beam Laser: Designed as a frontline flagship who's primary purpose is to engage enemy supercapital ships, the Exigent is outfitted with an axial composite beam laser comprised of two emitters that produce a pair of orange beams which connect to merge into one
  • Advanced Communications System: As a flagship, the Midnight Exigent is equipped with a wide array of communications systems, from short-range tightbeam antennae, to line-of-sight laser communicators and powerful long-range dishes, boosted by highly capable computers. These systems allow the Exigent to defeat most types of jamming and engage in electronic warfare
  • Advanced Battle Management System: Intended to function as the flagship of an Admiral in command of a large fleet, the Midnight Exigent features an advanced battle management system which conglomerates and processes battlespace information from the ships in the fleet and displays it on a three-dimensional holographic projection on the bridge, allowing the Admiral improved situational awareness during combat
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  • Long Range Firepower: Its composite beam laser and torpedo launchers give the Midnight Exigent the ability to engage targets at long ranges
  • Space Tank: Designed to give and take a beating, the Midnight Exigent is outfitted with heavy armor and powerful shield systems which make it a formidable foe in combat
  • Supercapital Killer: A frontline dreadnought designed to engage enemy Super Star Destroyers directly, the Midnight Exigent is very proficient in its intended role
  • Electronic Warfare: Equipped with powerful sensors and advanced communications systems, the Midnight Exigent is capable of engaging in electronic warfare against other ships
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  • Space Brick: While heavily armed and armored, the Midnight Exigent is a slow-turning and not very maneuverable ship who's vast firepower is concentrated mostly towards the front, thus rendering it vulnerable to flanking attacks
  • Rebel Scum: Intended to engage enemy Super Star Destroyers, the Midnight Exigent's size and relatively poor anti-fighter defenses render it vulnerable to daring pilots at the helms of nimble bombers and starfighters
  • Team Player: Despite its extremely powerful armament, the Exigent's drawbacks force it to rely heavily on support ships and would be extremely vulnerable if it traveled alone, or was somehow isolated from its support fleet by the maneuvers of an enemy Admiral
  • Can't Catch the Razorback: A lumbering behemoth, the Midnight Exigent takes a long time to accelerate and decelerate and almost any enemy vessel has a guaranteed advantage in speed over it, allowing a clever captain to dance in and out of the dreadnought's weapons range
  • Incapable of Microjumping: Due to its immense size, the Exigent is incapable of the high precision over short distances required for tactical FTL jumps, thus forcing it and its escorts to maneuver exclusively under sublight propulsion during combat
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(Image Source: DeviantArt)

Certainly one of the most ambitious projects undertaken by the Confederacy's shipbuilding industry and military industrial complex at the time of its inception, the Midnight Exigent has been designed from the ground up as a marriage of both Confederate and Shrouded Republic technology, drawing from both nations' entire pool of experience at designing and constructing spacefaring engines of war.

Began shortly after the fall of the Ancient Eye and the Confederacy's absorption of its remnant elements, the massive superdreadnought that was designed to serve as the flagship of the newly minted Confederate 5th Fleet, which is comprised out of the remnants of the Ancient Eye's navy, the Midnight Exigent has been the single most expensive project ever undertaken by the Confederacy's newest member state and one of the most expensive in the history of the entire Confederacy. Costing almost three billion credits to develop and build, the Exigent was mostly funded by the Shrouded Republic, out of both its own defense budget and the contribution that is made towards the Confederacy's national military budget.

Within certain, more pacifist circles, this vessel is viewed with scorn and distaste, as the staggering amount of money that has been spent on its construction, has rendered it a somewhat controversial hot topic of debate amongst news agencies and the general public at large.

And yet, despite the controversy, development and construction of the massive dreadnought, was fast-tracked as a result of extensive lobbying to the Confederate government by prominent members within the Shrouded administration, most notably Darth Tacitus himself.

Intended to serve as a frontline flagship and as a means to engage enemy Super Star Destroyers, the Midnight Exigent performs excellently within those roles, benefiting from an intimidating array of weaponry which can unleash a withering barrage of fire at respectable ranges, especially due to its axial dual-emitter composite beam and the heavy torpedo launchers that it possesses. As secondary, close-range armament, the Exigent is outfitted with a large number of medium and heavy turbolasers, ion cannons, hypervelocity guns and a set of four tractor beams for immobilizing enemy vessels such as frigates and corvettes.

Complementing this impressive armament, the Midnight Exigent's defenses are equally excellent at withstanding fire from enemy dreadnoughts, utilizing a quad-layered, high grade Durasteel armor plating which is honeycombed, in order to better disperse the energy of impacting shots. The dreadnought features four shield generators, two of which are recessed within the hull of the ship itself so as to protect them from enemy fire.

Designed to engage enemy dreadnoughts, the Exigent suffers from a number of drawbacks which can be exploited against it. Its armament and defenses are geared towards supercapital engagements and are not suited for fighting against smaller, more nimble ships.

Additionally, the sheer size and weight of the dreadnought, as well as its slow acceleration and extremely poor maneuverability leave it very vulnerable to flanking maneuvers and attacks from the rear, making an escorting fleet an absolute necessity that the Exigent simply can not do without.

In a notable departure from the standard Confederate doctrine on space warfare, which emphasizes large numbers of droid starfighters, the Midnight Exigent has a rather low hangar capacity, comparatively to its size, being able to hold and service only twenty-one squadrons of strike craft, as well as a number of shuttles for transporting personnel and supplies.

The Midnight Exigent's communications and sensor systems are top-notch and excellent, enabling the vessel to gather data from other ships in the fleet and display it in an aggregate manner to its commanding officer, allowing for improved situational awareness. Also, its powerful communications systems give the dreadnought the ability to engage in electronic warfare in a decent, competent manner, although it is certainly not on par with a dedicated electronic warfare ship in this regard.

A veritable city in space, the Midnight Exigent's crew requirements create the need for shipboard amenities that can adequately meet the crew's need for comfort. The dreadnought features an onboard hydroponics bay in order to provide fresh produce for its officers' meals and even features a shipboard cantina, for off-duty crew to relax and socialize.

An impressive tool of war and a powerful symbol of the strong ties which bind the worlds involved in its construction, the Midnight Exigent is one of the Confederacy's most impressive achievements in military engineering and shipbuilding and its presence on the battlefield inspires Confederate spacers and ground troops as well.
 
"You have to follow your own path."
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  • Intent: To create a Flagship for an advanced Stealth Fleet
  • Image Source: Link
  • Canon Link: N/A
  • Restricted Missions: Mission I, Mission II, Mission III
  • Primary Source: N/A
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  • Manufacturer: The Confederacy
  • Affiliation: The Confederacy
  • Model: Wraith-Class Star Dreadnaught
  • Production: Unique
  • Material: Durasteel Hull, Titanium Frame, Glasteel Viewports, Starship Compnents, Stygium Field Components, Adegan Crystals.
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  • Classification: Super Star Destroyer
  • Length: 10,000 Meters
  • Width: 2,120 Meters
  • Height: 1,231 Meters
  • Armament: Extreme
-250x Standard Turbolasers
-100x Anti-Starfighter Laser Cannons
-100x ION torpedo launchers
-100x Standard Ion Cannons
-25x Hypervelocity Cannons
-10x Solar Ionization Cannon
-4x Warhead Storage bays
-1x Biochemical Warfare Storage bay
  • Defenses: Very High
-Reinforced Durasteel Hull
-Multi-Shield Generator {2 Standard Warship Deflector shields}
-Titanium Warframe
-EWAR
  • Hangar: None
  • Maneuverability Rating: Very Low
  • Speed Rating: Moderate
  • Hyperdrive Class: Slow
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  • Star Dreadnaught ION drives
  • Star Dreadnaught Life Support
  • Star Dreadnaught Standard Hyperdrive
  • Star Dreadnaught Compliment barracks
  • Star Dreadnaught Mess Hall
  • Star Dreadnaught Medical Center
  • Star Dreadnaught Navigational Systems
  • Star Dreadnaught Communications Systems
  • Star Dreadnaught Communications Jamming Array
  • Star Dreadnaught Tractor Beams
  • Star Dreadnaught Escape pod bay
  • Holonet Transceiver {Encryption Network}
  • WarDroid Maintenance bay
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  • Multi-Stygium Cloaking Field Generators: The Veil is an impressive fusion of Super Star Destroyer and Cloaked Warship. The starship houses four cloaking generators that are surrounded by reinforced Titanium frames. The Primary generator is located in the middle of the Dreadnaught, and maintains the highest amount of Stygium crystals. This generator alone is not capable of faithfully powering the massive warship, therefore three additional generators, powered with Stygium crystals, and reinforced with Adegan crystals are located through out the rest of the warship. Like the primary generator they are located within large Titanium reinforced bays.
  • Automatic Volley Warfare System: All of the weapons on this Dreadnaught are capable of being tied into a central targeting system, that strategically selects and fires on multiple starships VIA a pre-uploaded targeting program. This allows for maximum coordinated automated firepower in mere seconds.
  • Thrust Trace Dampner: There are several ways to track a cloaked ship. The Thrust Trace Dampner captures all exhaust released through the engines and awaits them to cool before releasing them back into the reaches of space. This allows the ship to avoid being tracked via it's engine exhaust.

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  • Maximum Firepower: This Warship hosts the full destructive fire power of any fully armed Dreadnaught. It hosts an array of weaponry that makes it devastating to most enemy fleets.
  • Hardy Defense: The Veil is host to multiple shields, a durable hull, and a massively reinforced frame. This ship is not going to be torn to pieces anytime soon, and can take a considerable beating from enemy warships.
  • Cloaking Technology: The Stygium/Adegan Cloaking Technology utilized by this Starship makes it practically invisible to all sensors that are not attuned to tracking cloaked ships. To the naked eye it is little more than a ghost in the dark reaches of space. Also, due to it's multiple generators and the mass droid crew it utilizes, this Warship is capable of cloaking in pre-Hyperspace before dropping into real space.
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  • Stealth Deployment: This Starship is incapable of firing it's weapons when stealthed. To accomplish a successful cloaking, all weapons systems must be fully powered down and deactivated. After uncloaking, it takes the ship some time to prime all weapons and enter an engagement.
  • Hypercloaking Shift: When dropping out of the reaches of Hyperspace fully cloaked, this ship can trigger Hyper-detection systems for a fraction of a moment.
  • Cloaking Defect: The warships Armament and Shields are completely powered down during it's stealth mode, leaving only it's reinforced hull to defend from attacks.
  • EMP/ION: This Warship has little defense from EMP technology. If ION weaponry manages to hit the ship while it is cloaked and it's shields are lowered, it will likely damage the Stealth Generators, rendering them useless for several minutes.
  • Low Maneuverability: The Veil has extremely low maneuverability capability. Even for a Star Dreadnaught it's ability to evade incoming fire or move strategically is extremely limited.
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The Veil was supposed to be the unchallenged Warship of the future. A Stealth Juggernaut with an uncanny array of firepower it was destined to be a weapon of unknown potential from the beginning.

The Vicelord had commanded the Confederacy's most prominent scientists, stealth field experts, and warship manufacturers to come together to bring this dream to reality. In the beginning, the Dreadnaught was supposed to be a standard flagship, no larger than six thousand Meters at most. However, the lead scientist for the project, Asher Malvern, looked to grander designs. He ordered the warship be nearly doubled in size and maximized for firepower and defense, allowing it to utilize it's cloaking fields to their maximum potential.

The result was a massive, yet elegant, war machine known as The Veil. Named after it's ability to shroud itself successfully, the warship was a project that took nearly seven years to complete. The Star Dreadnaught was outfitted with a reinforced hull that minorly reduced the effectiveness of enemy firepower. Along with the dual shielding utilized to cover the warship it made for an ideal defense. A sophisticated armament was developed, utilizing a cutting edge automatic volley warfare system. This system syncs all of the warships exterior armament together, allowing for maximum effect through unified fire or perfectly rotated firing iterations.

With a large deck crew, of over thirty droid deck officers and one biological ship Commander, the warship has a massive functionality crew of well over five hundred engineers, janitors, cooks, astromechs, medics, doctors, and more. Outside of that, the warship can house and carry thousands of individuals aboard. While it has no invasion bays to transport large vehicles or starfighters, it does house a number of escape pod bays.

Though the Starship is host to an impressive arsenal and compliment, it has many drawbacks which can be critical in the grit of combat. Perhaps it's largest drawback is the fact it has no fighter compliment that can defend it from oncoming fighters. Along with a notable ION/EMP weakness, the warship has a low maneuverability that also can lead it to ruin.
 

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