Star Wars Roleplay: Chaos

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Tor Valum Industrial Works | Mandalorian Pre-Factory



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H A ' R A N G I R
C L A S S
"Go ahead, pray to your gods. Beg them to answer. To hear our gods, all we have to do is look up."
- Jos Krayt


OUT OF CHARACTER INFORMATION

  • Intent: To create a star destroyer for the Mandalorian Enclave.
  • Image Source: x
  • Canon Link: N/A
  • Permissions:
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Iron Fury: The Ha'rangir-class is a mighty capital ship, packing the power of a conventional star destroyer packed into the frame of a heavy cruiser.
  • Warforge: With its own complement of mining lasers, refining stations, molecular furnaces, fuel convertors and nanoforges as well as onboard production facilities and constructrion droids, the Ha'rangir is equipped to replenish itself and whatever complement it may carry indefinitely.
  • The Best Defense: The entire design of the heavy cruiser centers around its speed and maneuverability, and the Bes'drahr's defense is more centered around its small size as well as its speed and maneuverability, making it difficult to hit with heavy-hitting anti-capital weapons in the first place.
WEAKNESSES
  • Firing Arcs: The hull design of the Ha'rangir-class limits its ability to bring its full firepower to bear on a single target at certain locations in space relative to the Star Destroyer.
  • Points of Access: The Ha'rangir-class has substandard manuverability, making it easier for nimbler craft to outmaneuver the Star Destroyer.
DESCRIPTION
Kad Ha’rangir was the chief deity of ancient Mandalorian religion, the god of destruction and the gospel of war. Primitive Mandalorians waged ritualistic war as a means of pleasing their god, and saw his destruction as a catalyst that brought change to the Galaxy in opposition to idleness and stagnation.

Since it’s inception a decade and a half ago, the Mandalorian Enclave has had yet to field a capital ship truly worthy of the Mando’ade, aside from the mighty Darasuum Kote Star Dreadnought, flagship of the Mandalorian fleet. But with the introduction of the fearsome Ha’rangir-class Star Destroyer, that dynamic has been irrevocably changed.

To call the Ha’rangir-class a ‘Star Destroyer’ is an understatement. The warship was designed to be a flagship of a fleet, overwhelming its enemy with superior firepower while augmenting the rest of a fleet that complements it. It features top-of-the-line offensive technology, including the modernized M19 and M20 assault concussion missiles as well as the RSTA-3 STASIS Entropic Field Webifiers. Its boarding pod launchers allow the Ha'rangir to engage other ships in an unconventional means of naval warfare -- but one that is elementary to Mandalorians -- infantry combat.

But its numerous fleet-augmenting systems are what truly set it apart from other Star Destroyers. Its sensor suite module extends the range and capabilities of communications and sensors for itself and other friendly ships within its sphere. Its communications suppression module acts as a spatial jammer, while its field defense module and stealth field module boost the defensive capabilities of itself and other friendly ships in nearby proximity.

The Ha'rangir-class, much like the Kandosii dreadnaughts of old, is a behemoth meant to ferry armys large enough to conquer entire Star Systems. A hundred thousand Mandalorian warriors can fit comfortably into a Ha'rangir's class's many hangar bays, holds, and spartan barracks should the need arise. The Star Destroyer can also comfortably carry the necessary equipment, munitions, and vehicles to support said army, with the industrial facilities to easily self-replenish for long voyages with no friendly port in site.

The Ha'rangir-class is a triumphant accomplishment for the Mandalorian people and a herald of a new era for the Mando'ade, marking the return of Mandalorian military might that was thought lost with the Sith genocide. Once more shall the Mando'ade rule the stars.

 
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M N V - 5 2
B E V I I N
"You are iron spears amongst stars. Fly like it."
- Romul Saxon, to in-training Mandalorian Pilots

OUT OF CHARACTER INFORMATION

  • Intent: To create a next-generation starfighter for the Mandalorian Enclave.
  • Image Source: x
  • Canon Link: N/A
  • Permissions:
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Space Superiority: The Beviin features top-of-the-line thruster systems, as well as adjustable s-foils that allows a pilot to choose whether they want to prioritize manuverability or acceleration.
  • Iron Predator: The Beviin is suited for both dogfighting and anti-capital-ship warfare, and in addition to that has capable defensive systems that increases the survivability of the starfighter in tense situations.
  • Hyperdrive: The Beviin has an extremely fast hyperdrive grade, increasing its operational range and independence by decreasing its reliability on a capital ship for long-range travel.
WEAKNESSES
  • Squadron Count: Squadrons of the Beviin have lower ships-per-squadron than the average starfighter squadron, meaning that each ship is more valuable and losing a ship in battle is more consequential.
  • Cramped: The Beviin is a traditional starfighter in that, outside of the craft's small cockpit, there is little hold space. This limits somewhat the long-range functionality of the craft with little room for supplies and storage, and also prevents the Beviin from carrying roles like transporting individuals or supplies.
DESCRIPTION
It is a well-accepted fact among Military strategists that any battle is decided ultimately by space; for those who control a planet's atmosphere or orbit are the ultimate arbiters of a planet's access and travel to the outside galaxy. This was something known by Mandalorians of all ilks; Neo-Crusaders, Journeyman Protectors, Supercommandos, and lone warriors alike. Thus, the ability to competently pilot fighter craft and fly vessels of war is just as valued and respected in Mandalorian culture as are skills with a beskad and blaster.

For most of its existence, the Mandalorian Enclave did not need to rely on any coherent naval force to protect itself or its interest. With little access to large state of the art manufacturing facilities, ships produced by the Enclave were individual craft built for multi-role purposes, sold to hunters and travelers who called the Enclave home. But now as the Mandalorian Enclave began to reach out into the larger galaxy, fighting for the right to birth a Mandalorian Power once more, one thing became obvious: the need for a naval force to defend the Enclave's territory and extend their domain.

One of the first craft to be created in that program was the MNV-52 Beviin-class Space Superiority Starfighter; built along traditional Mandalorian design philosophy, the Beviin-class is designed to be fast, hard-hitting, and ultimately independent. With deployable s-foils, the Beviin can either be fast or maneuverable as a situation demands, adding to the flexibility that the starfighter has to offer. Ultimately, the Beviin is a next-generation fightercraft that will no doubt serve as a backbone component of the Mandalorian Enclave's influence in the galaxy.

Changes Made: Links, Formatting

 


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C V T - 6 1
S T A T H A S

"The Stathas are benign on the outside, but deadly and venomous when they strike. No, I'm not talking about the animal."
- Anonymous Karjr Guildmaster

OUT OF CHARACTER INFORMATION

  • Intent: To create a Mandalorian bounty hunting ship.
  • Image Source: x
  • Canon Link: N/A
  • Permissions:
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Venomous Strike: The armament of the Scathas is highly tuned for its size, boasting laser cannons and a retractable point-defense ventral missile launcher to catch attacking ships unawares.
  • Iron Shield: The Scathas is very well armored and features a wide variety of defensive and EWAR technologies.
  • Stealth Ship: The Scathas is able to utilize cloaking and stealth technology to avoid capture and patrols, and to take 0pponents out unaware.
WEAKNESSES
  • Squadron Count: Squadron count of the Scathas is 1, making it a poor ship to load carriers with.
  • Dogfighting: The larger profile of the Scathas makes it an easier target and less nimble when compared to sleeker, smaller starfighters.
DESCRIPTION
A culture feared and respected for their martial prowess, some of the galaxy's most infamous Bounty Hunters have been scions of Mandalore. Their enhanced survival skills and unsurpassed ability in combat have blended them to become dangerous predators, and it is known throughout the galaxy that if you are the target of a Mandalorian hunter, you are already as good as dead.

The Karjr serve as the deputized law enforcement on the Enclave, in function similar to bounty hunters or wild west sheriffs. Unlike the military-minded Si'kayha branch, who work as a team to take down large threats, the Karjr are self-sufficient and often times operate better alone. Recognizing the need for a dedicated ship from which Karjr could operate, Kestri Hypernautics is proud to introduce the CVT-61 Stathas Assault Dropship, a cross between a military ship and light freighter designed to be the perfect operating starship for any Karjr.

Named after the venomous reptile native to the Mandalorian system, the Stathas has the outward appearance of a light freighter, benign and unthreatening. But underneath that exterior is a hard, war-forged predator. The Stathas features top-of-the-line offensive and defensive systems allowing it to entangle itself in a wide variety of possible scenarios and ensure that it comes out on top. From patrolling lawless regions of wild space to encounters with criminal cartels, the Stathas are able to weather any type of storm. Its extensive stealth technology adds an extra advantage, allowing it to slip past blockades or catch opponents unaware. The Stathas also features core bounty-hunting technologies, such as an onboard carbon-freezing chamber, a holding cell with a built-in containment field, and deployable surveillance drones for recon activities.

Altogether the Stathas is a powerful and versatile ship that enhances the capabilities of any Mandalorian utilizing it and will be a staple feature of the Karjr guild for many years to come.

 
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C V T - 6 1
S T A T H A S

"The Stathas are benign on the outside, but deadly and venomous when they strike. No, I'm not talking about the animal."
- Anonymous Karjr Guildmaster

OUT OF CHARACTER INFORMATION

  • Intent: To create a Mandalorian bounty hunting ship.
  • Image Source: x
  • Canon Link: N/A
  • Permissions:
  • Primary Source: N/A
PRODUCTION INFORMATION

SPECIAL FEATURES
STRENGTHS
  • Venomous Strike: The armament of the Scathas is highly tuned for its size, boasting laser cannons and a retractable point-defense ventral missile launcher to catch attacking ships unawares.
  • Iron Shield: The Scathas is very well armored and features a wide variety of defensive and EWAR technologies.
  • Stealth Ship: The Scathas is able to utilize cloaking and stealth technology to avoid capture and patrols, and to take 0pponents out unaware.
WEAKNESSES
  • Squadron Count: Squadron count of the Scathas is 1, making it a poor ship to load carriers with.
  • Dogfighting: The larger profile of the Scathas makes it an easier target and less nimble when compared to sleeker, smaller starfighters.
DESCRIPTION


 


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E N C L - S 1 4
P A R A D O X A L
"Know your weapon and know yourself. Learn its limitations and your own, learn its strengths and your own. If you know your weapon and yourself, you will never fail each other."
- Proverb taught to Foundlings at the Enclave

OUT OF CHARACTER INFORMATION

  • Intent: To create a slugthrower for the Enclave.
  • Image Source: x
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Slugthrower
  • Size: Average
  • Weight: Very Light
  • Ammunition Type: Depleted Baradium Pellets
  • Ammunition Capacity: Very Small
  • Effective Range: Average
  • Rate of Fire: High
  • Stopping Power: Extreme
  • Recoil: High
SPECIAL FEATURES
  • Accurized barrel choke creates a tighter bullet spread.
  • Depleted Baradium Pellets
    • Produce low-yield explosion on impact, effective against lightsabers
    • High penetrative properties against armor
  • Enhanced grips and shock-absorbent gel for decreased recoil.
  • Glowrod attachment on the bottom of the barrel.
  • Aesthetic enhancements
    • Aurodium numeral engraving on beryllius slide.
    • Vornskr Claw
STRENGTHS
  • Scattershot Slugthrower: The Paradoxal utilizes depleted baradium pellets to shoot in a scattershot-manner, that is able to do high amounts of damage at close range.
  • Accurized: Advanced craftsmanship of the Paradoxal gives it a tighter and more uniform bullet spread, increasing its accuracy and effective range when compared to other scattershot weapons.
  • High-Worth: The expensive aurodium and beryllius plating of the Paradoxal, as well as it's relative scarcity in the galaxy, makes it a valuable weapon to have.
WEAKNESSES
  • Long Ranges: Due to the spread of the scattershot pellets of the Paradoxal, it is ineffective at nearly any long range.
  • Low Ammunition: The Paradoxal has a very small magazine, and each slug has to be manually reloaded one at a time.
  • Slow-Firing: The low firing rate of the Paradoxal makes it not ideal against a large crowd of targets.
DESCRIPTION
There are many who consider the slugthrower to be a crude, obsolete weapon of a more barbaric time. In their eyes, blasters are more efficient, they cost less ammunition to operate and are more modern when compared to a slugthrower. But then again, there is nothing quite like the report of a projectile leaving the chamber, the recoil in your hands as a bullet combusts and propels itself forward, and the satisfaction of an actual projectile impacting against an enemy versus a radiating blaster bolt. There is no weapon like a slugthrower. There is no slugthrower like a scattergun, shooting a spread of deadly pellets that slice into unsuspecting foes at close range.

And there is no scattergun like the Paradoxal.

The ENCL-S14 Paradoxal Slugthower is a weapon crafted by the gunsmiths of the Enclave, almost exotic given its rarity. Although the slugthrower has truly awesome power, only a few are ever manufactured given the much more complicated process of making a weapon that shoots a multitude of projectiles. Armed with depleted baradium slugs, an accurate barrel allows the slugthrower to shoot in a spread that is deadly but controlled and tighter than standard scatterguns, increasing the effective range of the weapon. Of course, by virtue of the weapons design, the Paradoxal is ineffective at long ranges, constantly needs reloading and spare ammunition, and has a less-than-ideal fire rate, but the payoff is an extremely powerful close-range weapon that can rip into nearly any armor.
 
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R E S A ' G E R I U V R
C R U S H G U A N T
C a b u r - T y p e

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Force-powered Crushgaunt
Gauntlet
  • Weight: Very Heavy
  • Resistances:
    • Energy: Very High
    • Kinetic: Very High
    • EMP/Ion: High
    • Lightsabers: Very High
    • Pressure: High
    • Extreme Heat: High
    • Extreme Cold: High
    • Elemental (Other): Low
    • Force: Low
    • Witch Magic: None
    • Disruptors: Average
    • Sonic: Average
    • Radiation: Average
    • Corrosion: Average
Code of the Protector
  • Weight: Extremely Heavy [Effectively Immobile]
  • Resistances:
    • Energy: Extreme
    • Kinetic: Extreme
    • EMP/Ion: High
    • Lightsabers: Very High
    • Pressure: High
    • Extreme Heat: High
    • Extreme Cold: High
    • Elemental (Other): Low
    • Force: Very Low
    • Witch Magic: None
    • Disruptors: Average
    • Sonic: Average
    • Radiation: Average
    • Corrosion: Average
Code of the Deathseeker
  • Size: Small
  • Weight: Light
Code of the Annihilator
  • Size: Very Large
  • Weight: Very Heavy
  • Explosive Type: Force & Netherworld Energy Bomb
  • Delivery Method: Thrown
  • Effective Range: Long Range
  • Area Of Effect: Extreme
  • Damage Output: Extreme
SPECIAL FEATURES
  • Polymer-enhanced beskar grants crushing grip, able to break bones and block lightsabers among other feats.
  • Ability to change between different ability set, or 'codes.' Each code features unique abilities.
  • The crushgaunt must be given time to cool down or ‘reset’. Resetting 'Code' resets crushguant charge as well.
  • Code of the Protector:
    • Summons a large shield-bubble of shimmering netherworld energy. Shield can fend off most types of attacks, but will only stay active for a limited amount of time.
  • Code of the Deathseeker:
    • Allows the user to go invisible when activated, disappearing between the folds of reality and oblivion.
    • Creates two gleaming knives of dark netherworld energy to be dual-wielded as temporary melee weapons when activated.
    • Constructs of netherworld energy, the knives dissipate when the deathseeker's charge runs out.
    • Knives have similar penetrative power and resistance to beskar.
    • Only active for a limited amount of time.
  • Code of the Annihilator:
    • Summon a gigantic bomb of destructive netherworld energy to hurl at an enemy. Does extreme damage across a large area-of-effect.
STRENGTHS
  • Lightfury: The Resa'geriuvr Crushgaunt grants the user force powers with an extreme destructive or defensive potential. Whether it be summoning massive force bombs, impenetrable force shields, or dissolving into the night to hunt a target, the Resa'geriuvr seriously increases the dangerousness of its wielder.
  • Crushgaunt: Outside of its force-power-granting abilities, the crushgaunt is still very powerful as a crushgaunt alone, able to crush bone and counter lightsabers, greatly increasing the melee capabilities of its wielder.
WEAKNESSES
  • Cooldown: The crushgaunt must be allowed time to cool down between uses, during which force powers of it will be unable to be activated until crystal stability is reached.
  • Power Dissipation: The powers of the gauntlet are only able to be activated for a limited amount of time (the exact time dependent on the type of code activated). After a certain amount of time, the amount of Force Energy being channeled through the crushgaunt's crystal is too much that it risks the crystal's stability, and must be allowed time to cool down.
  • Force Nullification: The Force-using aspects of this gauntlet are affected by all force nullification technologies, which have the ability to prohibit or cut of the gauntlet's access to the Force.
DESCRIPTION
The Resa'geriuvr Crushgaunt. A new creation, capable of both terrifying destruction and unbreakable defense.

Forged using the extreme technological capabilities and intelligence of the Mind Forge, an ancient semi-omniscient Mandalorian superintelligence, the Resa'geriuvr is an armor piece unlike any other seen in the galaxy before, Mandalorian or not. Through the use of the rare Force-channeling Kyr'lyatr crystal and advanced electronics, the Resa'geriuvr allows its user to wield the mystical power of the force, albeit temporarily.


At first glance, the crushgaunt is like any other crushgaunt; it has a terrifying 'crushing' strength, able to break bone, metal and even stop the plasma blades of the Jedi sorcerers.

Alone, that makes the crushgaunt a portent weapon with defensive capabilities, but that is only the tip of the gauntlet's great power. Because, through a kyber crystal, the Resa'geriuvr is able to grant its user abilities for a limited amount of time, to destroy, hunt, or protect as its user wishes.

The first of these abilities is the Code of the Protector. When activated, a medium-sized shield bubble of shimmering-purple Force energy is summoned around the user, able to protect the user and anyone else inside from harm. The shield bubble does not last forever and will dissipate after a moderate amount of time but will be able to withstand most types of damage, and is large enough to fit an average squad of soldiers inside. The Code of the Protector allows the user to be a defensive wall, protecting themselves and their allies from all manner of attack.

The second set of abilities a user may choose is the Code of the Deathseeker, geared for those who hunt in the dead of night for their prey. When activated, the user is granted the ability to temporarily go invisible at will for the time in which the ability is activated, concealing themselves from detection by slipping between the folds of reality and traveling through the
Spirit World, a semi-parallel dimension few can access. The gauntlet is able to arm the user with two deadly blades crafted out of Force energy, similar in cutting ability to that of a beskad. The blades will dissipate with the rest of the ability when the gauntlet's charge expires but still allows the user deadly melee capabilities.

The third ability is the Code of the Annihilator; a user is able to summon a mega-destructive bomb of Force energy, hurling it at opponents to deal devastating amounts of area-of-effect damage akin to Force Destruction or Force Shockwave. The bomb travels slowly and is 'thrown' by the user, limiting its range and practicality in tight areas (summoning it in the interior of a starship or close quarters has more potential to hurt themselves than others) but when used in the right situations it is extremely destructive, as the code would suggest.


Each of these abilities is extremely useful in its own way, but when compared to a standard force user still does not measure up fully. A wearer of the Resa'geriuvr is limited by the long cool-down time of the crushgaunt's crystal before Force Energy can be channeled through again, and Force Energy can only be channeled for a short amount of time before crystal instability is too high. Thus, the use of these powers is less a constant variable to be relied on, and more a temporary ability that can be activated to change the tide in a battle, or as a last resort.

Ultimately, the Resa'geriuvr is a powerful tool that will no doubt be instrumental to the success of all Mandalorians who wield it. And it will once more strike fear in the hearts of the Mando'ade's enemies.
 


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C V T - 6 1
S T A T H A S

"The Stathas are benign on the outside, but deadly and venomous when they strike. No, I'm not talking about the animal."
- Anonymous Karjr Guildmaster

OUT OF CHARACTER INFORMATION

  • Intent: To create a Mandalorian bounty hunting ship.
  • Image Source: x
  • Canon Link: N/A
  • Permissions:
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Venomous Strike: The armament of the Scathas is highly tuned for its size, boasting laser cannons and a retractable point-defense ventral missile launcher to catch attacking ships unawares.
  • Iron Shield: The Scathas is very well armored and features a wide variety of defensive and EWAR technologies.
  • Stealth Ship: The Scathas is able to utilize cloaking and stealth technology to avoid capture and patrols, and to take 0pponents out unaware.
WEAKNESSES
  • Squadron Count: Squadron count of the Scathas is 1, making it a poor ship to load carriers with.
  • Dogfighting: The larger profile of the Scathas makes it an easier target and less nimble when compared to sleeker, smaller starfighters.
DESCRIPTION
A culture feared and respected for their martial prowess, some of the galaxy's most infamous Bounty Hunters have been scions of Mandalore. Their enhanced survival skills and unsurpassed ability in combat have blended them to become dangerous predators, and it is known throughout the galaxy that if you are the target of a Mandalorian hunter, you are already as good as dead.

The Karjr serve as the deputized law enforcement on the Enclave, in function similar to bounty hunters or wild west sheriffs. Unlike the military-minded Si'kayha branch, who work as a team to take down large threats, the Karjr are self-sufficient and often times operate better alone. Recognizing the need for a dedicated ship from which Karjr could operate, Kestri Hypernautics is proud to introduce the CVT-61 Stathas Assault Dropship, a cross between a military ship and light freighter designed to be the perfect operating starship for any Karjr.

Named after the venomous reptile native to the Mandalorian system, the Stathas has the outward appearance of a light freighter, benign and unthreatening. But underneath that exterior is a hard, war-forged predator. The Stathas features top-of-the-line offensive and defensive systems allowing it to entangle itself in a wide variety of possible scenarios and ensure that it comes out on top. From patrolling lawless regions of wild space to encounters with criminal cartels, the Stathas are able to weather any type of storm. Its extensive stealth technology adds an extra advantage, allowing it to slip past blockades or catch opponents unaware. The Stathas also features core bounty-hunting technologies, such as an onboard carbon-freezing chamber, a holding cell with a built-in containment field, and deployable surveillance drones for recon activities.

Altogether the Stathas is a powerful and versatile ship that enhances the capabilities of any Mandalorian utilizing it and will be a staple feature of the Karjr guild for many years to come.

 
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S I ' K A H Y A
B E S K A R ' G A M


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"For the strength of the pack is the wolf, and the strength of the wolf is the pack."
- Common saying among Rekr Warriors

OUT OF CHARACTER INFORMATION

  • Intent: To create a Rekr variant of the Si'kahya beskar'gam for the Mandalorian Enclave.
  • Image Source: Midjourney
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Armor Set | Beskar'gam
  • Weight: Average
  • Resistances:
    • Energy: Very High
    • Kinetic: High
    • Concussive: Average
    • EMP/Ion: Average
    • Electrical: High
    • Lightsabers: Very High
    • Extreme Elemental: Average
    • The Force: Average
    • Chemical: Very Low
    • Biological: Very Low
SPECIAL FEATURES
  • Structural
    • Multilayer-composite Bodysuit, Atmospheric and Pressure-sealed
      • Layer I - Plastoceramic Plating [Disperse Kinetic Impact]
      • Layer II - Ablative Inertial Damper Electronic Wiring [Disperse Kinetic Impact]
      • Layer III - Armorweave Bodyglove [Disperse Energy Impact]
    • Life Support Monitoring Systems
      • Adrenal Stim Autoinjection System [Limited Quantity, Refillable]
      • Supplementary Bacta Injection [Limited Quantity, Refillable]
    • Altitude and Environmental Protective System
      • De-Icing
      • Heat Resistance
      • Wind Resistance
      • Pressure Resistance
    • Thermal Insulation Fabric
    • Integrated Heat Sinks, Ion Dispersal Coils
    • Electro-resistant grounding sinks, dispersion mechanics
    • Ablative Anti-Rad Shielding
    • Rust Inhibition System
  • Helmet
    • Rebreather, Envirofilter
    • Atmospheric Pressure Seal
    • HUD System
      • Long-Range Audio Detector
      • Heat Signature Sensor
      • Biometric Display
      • Optic Zoom Function [Enhanced Magnification]
      • Tracking Fob Integrator
      • Biometric Scan & Indent
      • Field-of-View Enhancement [up to 360 degrees]
    • Sensor/Receptor Systems [EMF/EM/FS/DE]
    • Hydration Dispenser
    • Holo/Video Recording Systems
    • HoloNet Scan & Uplink
    • Rangefinder
      • Enhanced Long-Range Systems
    • Encrypted Long-Range Transmitter
  • Chest
    • ENCL-JR5 Striking Falcon Jetpack
      • Flight Stabilizing Boosters
    • Digital Life-Support Readout
    • Backplate-Mounted Power Cells, Rechargeable [Solar-Ionization]
    • Modular Equipment Mount
    • Beskad Sheath [Back]
  • Vambrace [Right Arm]
  • Vambrace [Left Arm]
  • Utility Belt
  • Lower Body
    • Knife Sheathe [Left Shin Plate]
      • Survival Knife
    • Magno-Lock Soles
STRENGTHS
  • Iron Shield: The comprehensive beskar plating of the armor is extremely durable and protective, made to withstand most types of direct damage. Areas that are not covered by the beskar plating are protected through lesser materials that still offer strength.
  • Modular Fighter: Many modules expand the combat capabilities of the wearer; the customizable nature of the armor allows for a great amount of versatility depending on the situation.
WEAKNESSES
  • Exposed Parts: Gaps in the armor offer points for enemies to exploit.
  • The Force: The beskar'gam offers no protection from force-based attacks or alchemy-based attacks, leaving its user vulnerable to those types of damage.
  • Biological Hazards: The beskar'gam offers no direct protection from biological weapons.
DESCRIPTION
Created for those among the Si'kayha that follow the order of the Rekr, the Rekr variant beskar'gam is the closest to a standard set of beskar'gam produced by the Mandalorian Enclave. It is adequately defensive; a large understatement for an armor set designed with one of the most exclusive materials in the galaxy, beskar. The defining Mandalorian material to some, beskar plating is utillized in most places of the armor to provide comprehensive defense against energy, kinetic, and lightsaber damage types among others.

The
Rekr variant plays all to the strengths of a traditional Mandalorian armor, and as such may be seen as standard or 'boring' when compared to the more specialized variants available to other Si'kayha orders. However, small additions like a beskad sheath on the back of the armor or on the hip (modifiable depending on user desire) acknowledge the unique assets available to Rekr warriors. Ultimately, the beskar'gam is protective, functional in combat, and will serve its warrior well. Although there are no defenses against the Force and there are some exposed parts to exploit, ultimately the beskar'gam is well rounded and will serve warriors well in combat.

Changes Made: Strengths, Weaknesses, Special Features, Resistances


 


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K A ' Y A T R
C L A S S
"No one will hear your screams."
- Romul Saxon


OUT OF CHARACTER INFORMATION

  • Intent: To create a suppressive cruiser for the Iron Covenant.
  • Image Source: Ansel Hsiao modified with AI
  • Canon Link: N/A
  • Permissions:
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Mythos Cloak: The Ka'yatr
WEAKNESSES
  • Escort Reliant: The
  • Wind-up: The
DESCRIPTION
The Ka'yatr-class Suppression Cruiser is the Iron Covenant's first modern addition to its Mythos Fleet and is the first new class of warship produced by Kestri Hypernautics after its reconstitution under the new Mandalorian Faction. The design and layout of the cruiser is heavily influenced by its larger cousin, the Bes'drahr-class Heavy Cruiser, but it has been gutted and upgraded with the most state-of-the-art electronics warfare capabilities to serve its purpose at the heart of the Mythos Fleet.

The Ka'yatr is designed to control the battlefield, in space and planetside, giving its fleet the upper hand to strike quickly and decisively before the enemy can cohesively respond. It lacks a substantial offensive armament or fighter complement; indeed, on its own, it is rather lackluster in ship-to-ship combat. It is designed to be protected by the fleet that it in turn augments, which it does to great effect.

The cruiser's primary EWAR capabilities give it complete dominance over all wavelengths, from radio to microwave to low-energy subspace transmissions, up to hyperwave frequencies. It's S-Thread disruptor suite, powered by onboard hyperwave transcievers allows it to interject disruption into and hijack transmissions through normally-safe holonet transmission frequencies. In effect, the Ka'yatr-class can blanket a star system in static, wiping it from the holonet, or hijack into all transmission frequencies, allowing Mandalorians to transmit counter-frequencies and disrupt enemy communications, while to a casual observer, nothing would appear to be the matter.

System-wide blanket jamming is achieved through deployable orbital relay-satellite interference amplifiers, deployed via specialized launch tubes similar to those used by Mandalorian boarding pods. Once they have achieved an optimal radius around a planet, including reaching out into Lagrange points, a single cruiser creates a constellation of transmission interference. The control suite in the cruiser affords its crew complete comms control of a celestial body and its orbital environment. The time it takes to complete this domination varies with the size of a celestial body and its circumstellar region, but the variable, while non-negligible, does not increase or decrease drastically with the standard deviation of planet-sized celestial bodies.

 
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T R A N ' C A ' N A R A

"The Manda is the light that charts our way through the dark."
- Tytos Saxon

OUT OF CHARACTER INFORMATION
  • Intent: To create a starship technology for the Iron Covenant.
  • Image Source: N/A
  • Canon Link: N/A
  • Permissions: Roble Manufacturing
  • Primary Source: N/A
PRODUCTION INFORMATION
SPECIAL FEATURES
  • Multi-nodal encryption core
    • Variable key, token creation
    • Direct integration with the Nau'braar
  • Liquid-aenite coating
    • Effective anti-EMP and ion protection
  • Encrypted hyperspace emitter arrays
  • Anti-slicing sensor jammer suite
    • Rotating encryption code, firewall system
    • Interference projection matrix
    • Multi-cell capacitator block
    • Interference projection matrix
STRENGTHS
  • Sundial Astrograph: The Tran'ca'nara receives hyperspace routes directly from the Nau'braar's live stellar arrays and Astrocartograph Command rather than calculating them independently, translating the Lighthouse's continuously updated charts into executable jump solutions with a speed and precision no isolated navicomputer can match. Because every unit draws from the same live data feed, Iron Covenant vessels can execute coordinated fleet-wide jumps with ease.
  • Electronic Integrity: The Tran'ca'nara's jammer suite exists to protect itself. The interference projection matrix and complex firewall systems work in concert to make the unit a hostile environment for anyone attempting to slice its encryption network. The liquid-aenite coating and chromium-titanium internal casing further harden the unit against EMP, ion disruption, and physical combat damage.
WEAKNESSES
  • Connection Required: Without a live authenticated link to the Nau'braar, the Tran'ca'nara is completely non-functional.
  • Closed Architecture: The Tran'ca'nara's encryption and integration protocols are entirely proprietary to Kestri Heavy Engineering. It cannot interface with standard astrogation databases or third-party navicomputer networks, and a unit removed from a Covenant vessel cannot be sliced into operation without destroying the encryption core in the process.
DESCRIPTION
The Tran'ca'nara-type Astrogation Computer is Kestri Heavy Engineering's answer integrating component to the Nau'braar, the beating heart of the Mythos Fleet and the means by which the Iron Covenant charts teh stars.

Installed across Mythos Fleet vessels as the standard astrogation and communications system, the Tran'ca'nara maintains a continuous encrypted hyperwave link to the Nau'braar's Astrocartograph Command. Every jump solution it executes comes directly from the Beacon's live stellar data; routes calculated by Iron Covenant astrocartographers and droid-brain systems, refined in real time, and transmitted to individual vessels as authenticated, executable coordinates. The navigator aboard a Tran'ca'nara-equipped ship does not chart a course so much as receive one, trusting the Beacon to have already done the harder work of finding where it is safe to go.

This makes the Tran'ca'nara extraordinarily capable within its intended operating environment. When the Nau'braar has identified a traversable gap in the Blackwall and a shaman on the Astral Platform has confirmed the window through Kadir'litr working, the Tran'ca'nara propagates the jump solution to the ships oiwn navigation systems through its encrypted hyperwave transceiver network. Fleets may synchronize across a single transmission, ensuring that every vessel receives the same coordinates at the same moment and remains coordinated through hyperspace travel.

The computer features an anti-slicing sensor jammer suite because the Tran'ca'nara's designers understood its vulnerability clearly. A system this dependent on a live external connection is a system that can be targeted through that connection, sliced, spoofed, interdicted, or mirrored back against the vessels running it. The jammer suite does not attempt to blind enemy sensors or jam enemy communications. It makes itself a hostile environment for anyone trying to do the same to it. Any hostile attempt to intercept the Beacon link is deflected and falsified. Essentially, trying to hack the Tran'ca'nara would feel like you are being hacked yourself.

What it cannot do is work without the Nau'braar. The Tran'ca'nara has no fallback mode, no cached data, and no degraded operation state. When the link to the Lighthouse fails, the Sundial stops. If this leaves a Mandalorian fleet stranded in a precarious position, that is the risk they take.

 
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K W F - 5 1
AUTO BLASTER RIFLE

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"Mandalorian battle tactics often include killing the enemy."
- Veteran instructor

OUT OF CHARACTER INFORMATION
  • Intent: To create a blaster rifle for the Iron Covenant.
  • Image Source: x
  • Canon Link: N/A
  • Permissions: Roble Manufacturing
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Blaster Rifle
  • Size: Average
  • Weight: Heavy
  • Ammuunition Type:
  • Ammunition Capacity:
    • Average (Blaster)
    • Extremely Small (Ripper Overcharge)
    • Low (Slugthrower)
  • Effective Range:
    • High (Blaster)
    • Personal (Ripper Overcharge)
    • Very High (Slugthrower)
  • Rate of Fire:
    • High (Blaster)
    • Extremely High (Ripper Overcharge)
    • High (Slugthrower)
  • Damage Output:
    • Very High (Blaster, Slugthrower)
    • Extreme (Ripper Overcharge)
  • Recoil: Average
SPECIAL FEATURES
  • Protective anti-element coating
  • Modified disruptor components
    • Barrel electromagnetic coil accelerators
    • Enhanced barrel rifling
  • Helmet HUD Integration
    • Encrypted transmittor, scrambled Iron Covenant frequencies
    • Individually-synchronized IFF (Identification: Friend-or-Foe) network
  • Weapon component mounts
    • Interchangeable scope
    • Under-barrel mount, optional glowrod
  • Variable power regulator
    • Standard, Blaster
    • Stun (immobilize only)
    • Ripper Overcharge (completely expends power cell and gas cannister for a short, high-intensity burst, followed by a momentary cool-down of internal components)
  • Interchangeable ammunition feed
    • Single-track barrel integration
    • 2-second exchange window transitioning between slugthrower and blaster ammunition, audible click
  • Ripper muzzle components
  • Dissapation venting
    • Rapid thermal-buildup discharge
  • Modular Gas Supercompression Chamber
    • Supercompresses blaster gases to extremely high pressures
    • Automatic composition regulator renders most blaster gases usable in a pinch
  • Structural Reinforcement
    • Blaster may be swung as a melee weapon without fear of damaging internal components
  • Underslung munitions launcher
    • Variable ordnance integration
    • Limited magazine (~6 units for conventional-sized ordnance)
STRENGTHS
  • Hits like a Truck: In the hands of any capable warrior, the KWF-41 is an extremely lethal weapon, punching high above its weight class. Its gas supercompression chamber, magnetic coil accelerators, and disruptor-derived components give the heavy blaster pistol its characteristic stopping power that can punch through armor and deal serious damage to organic tissue.
  • Variable Blaster Output: The blaster rifle, at the expense of additional weight, has four firing modes: a standard blaster mode, a stun mode, an overload ripper mode that expends all of the blaster's gas cannisters for a high-burst stream of disruptor particles, and finally a slugthrower mode in which the blaster switches to a chamber of eight potent tracynitum rounds, with better range and higher rate of fire.
  • Mandalorian-grade: For all of its advanced internal components, the KWF-51 is extremely durable, not prone to malfunction or wear. The blaster is sturdy enough to be wielded as a makeshift club without serious risk to its function. With proper routine maintenance, the model is extremely reliable in almost every condition.
WEAKNESSES
  • Bucks like a Truck: The weapon's heavier-than-normal frame and high recoil require a deft, capable hand to wield effectively. Novices would consider the hand cannon harder to use than a traditional blaster pistol.
  • Slughthrower Reload: The slugthrower magazine is confined to a much more limited scope than traditional blaster weaponry, and heavy use necessitates carrying multiple packs of ammunition, extra bulk and weight that may be cumbersome and is obviously more logistically complicated.
  • Ripper Cooldown: The ripper overcharge mode of the blaster completely expends its power cell and gas cannister. It should be used cautiously and a Mandalorian reloading the weapon will be left vulnerable.
DESCRIPTION



 
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H A ' R A N G I R
C L A S S

"Full volley this time. Fire at will until there is nothing left."
- Kjartan Hammer-hand

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Mythos Storm: The Ha'rangir is central to the doctrine of the Mythos Fleet. It is a bastion of a starship, able to deal extreme damage and take extreme damage in turn, weathering any storm. It contains a ferocious complement of weapon emplacements, powerful enough to wreak havoc against any fleet and deform terrestrial surfaces with ease.
  • Star Forge: The Ha'rangir is half a forge-ship, with the ability to act as a constant resupply for itself and other ships in the fleet, mining away at asteroids or reconverting post-battle wreckage into usable material for the Mythos Fleet.
WEAKNESSES
  • Lumbering Giant: The Ha'rangir-class has substandard maneuverability and speed, making it easier for nimbler craft to outmaneuver the Star Destroyer.
  • Fighter Complement: The Ha'rangir-class has a smaller-than-average complement of small craft relative to the vessel's size.
DESCRIPTION
The Ha'rangir-class Star Destroyer is the core of the Mythos Fleet. Kad Ha'rangir, who was the chief deity of the ancient Mandalorian religion, the god of destruction, and the gospel of war. Primitive Mandalorians waged ritualistic war as a means of pleasing their god, and saw his destruction as a catalyst that brought change to the Galaxy in opposition to idleness and stagnation.

The original Ha'rangir-class Star Destroyer was the principal capital ship of the Enclave's fleet, the pride of Mandalorian engineering, and the most powerful ship class Kestri Hypernautics had produced until that point. As the Enclave's primary ship of the line, in the wake of its collapse, many were left in the hands of Mandalorian Alors. Some were lost to space or defection, but when the Iron Covenant rose shortly after, the majority of these Star Destroyers were recovered.

As Kestri Hypernautics began to construct the Iron Covenant's new fleet, rearming the Star Destroyers with the latest technologies and components manufactured by Kestri Heavy Engineering proved to be too complicated, and a full-scale retrofit of the Star Destroyer was ordered by the Rekav'dral. Its hull structure was enlarged by around 500 meters in length and similarily enlargened in other dimensions to compensate for the newer systems and weapons installed in the Star Destroyer.

Doing so only increased the firepower capabilities of this immense star-weapon. The Ha'rangir-class, Iron Covenant retrofit is the pinnacle of Mandalorian Engineering and an instrument of destruction and overwhelming firepower that forms the backbone of the Mythos Fleet. A behemoth meant to ferry large armies, it is completely self-sufficient with ample forges and industrial systems to provide for itself and its fleet. Around one small or medium-sized clan will fill her halls.

 
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R A M I K A D
C L A S S

"You have five minutes... if you are unable to make it off, you have my sympathies."
- Andras Garron

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Star Ram: The Ramikad retrofit is very good at what it does: ramming. The plasma ram enables it to cut through defenses and deploy the complement of Mandalorians it has inside.
  • Iron Defense: The Rami'kad is extremely resilient and able to survive ramming attempts to withdraw and be used again.
WEAKNESSES
  • Conventional Engagement: Outside of ramming and perhaps troop transport and blockade purposes, the Ramikad has very little utility and is underwhelming in direct armament engagements.
  • Head-On Collision: Ramming requires maneuvering and speed, meaning the ship will likely draw combined fire from enemy formations as it approaches.
DESCRIPTION
The Ramikad-class Ramming Corvette is an Iron Covenant retrofit of a corvette originally made for the Mandalorian Enclave. Old hulls were salvaged and upgraded with newer technologies and materials to integrate the corvette into the Mandalorian fleet. Its long legacy in Mandalorian naval service is a hallmark of the composition of the Mythos Fleet.

The corvette is fast, maneuverable, and a very hard nut to crack, thanks to its plethora of defensive systems as well as its extremely durable construction. As a traditional ship, the Ramikad poses little threat to other capital ships, outfitted with only five heavy laser cannons and a point-defense missile system. However, the Ramikad is not a traditional ship. It is designed to be used as a battering ram against larger capital ships.

The corvette's plasma ram gives it the necessary bite to be able to cut through opposing capital ship armor at high speeds. Afterwards, the front of the ship opens up to deploy a complement of warriors aboard, designed with a capacity of around 300 Mandalorian warriors. The ship's durable construction is designed to allow it to withdraw from a rammed opponent and continue fighting, perhaps the most significant upgrade of the retrofit.

The ship's strengths allow it to serve adequately enough as a blockade runner in certain situations. Inside are the necessary components to comfortably ferry the complement of Mandalorian warriors and crew, with berths, armor repair stations, a commisary, and a medbay; however accomodations are bare and not as extensive as those found on a larger capital ship. Extensive automation of systems drastically reduces the required number of crew to operate the ship.
 
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M T B - 3 0
B A N ' B A N
LASER CANNON

"Strap yourselves in ad'ika."
- Kjartan Hammer-Hand

OUT OF CHARACTER INFORMATION
  • Intent: To create a Mandalorian heavy laser cannon.
  • Image Source: N/A
  • Canon Link: N/A
  • Permissions: Roble Manufacturing
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Heavy Laser Cannon
  • Size: Large
  • Weight: Average
  • Ammunition Type:
  • Ammunition Capacity: Average (Laser Cannon)
  • Effective Range: Average
  • Rate of Fire: High
  • Damage Output: High
  • Recoil: High
SPECIAL FEATURES
  • Protective anti-element coating
  • Dual-barrel laser discharge
    • Rifling-style plasma channeling grooves
    • Gadolinium-based electromagnetic coil accelerators
    • Sybarium crystal lattice focusing array, scatter-prism ring inside barrel
    • Galven coil base
  • Pulse-Cycling Power Format
    • Micro-staggered mechanism, three-burst shots
  • Turbolaser power generation core
    • High-spin agrocite-based laser actuator
    • Energy coupler
    • Capacitator
    • Mirkanite-based gas supercompression chamber
    • Ionic cascade overcharge chamber
  • Heat-sink cooling shrouds
    • Preventative overheating of barrel and laser components
    • SACG-23S Shock Absorbent Gel-based cooling tubes
  • Recoil-absorbent thorilide base
  • Fire-link automation systems
  • Servo-motor rotational base
    • Prolate hemispherical firing arc, ship hull permitting
    • [360-degree traverse, +90/-20-degree elevation arc]
    • Fast-tracking motors
STRENGTHS
  • Dual Laser-Ionic Integration: The laser cannon combines laser and ion systems; its three-pulse burst carries an electromagnetic disruption payload, which is visualized by a faint blue halo surrounding each pulse. It is extremely effective against both shields and solid armor.
  • Starfighter's Worst Friend: With a high rate of fire, three-pulse burst, and fast-tracking motors, the MTB-30 is extremely capable against small craft and can be used as both anti-capital and point-defense weaponry.
  • Mandalorian-grade: The MTB-30 is an extremely sturdy and redundant design, plated with an impervium carbide coating and quadanium steel. Advanced systems enable efficient power generation for its size and damage output.
WEAKNESSES
  • High Recoil: The high recoil of the weapon necessitates the inclusion of sufficient systems and components to maintain it and make it practical. The recoil may be slightly noticeable for small craft.
  • Power Management: The laser cannon is designed to be installed on ships of all sizes, yet consideration must be made for its power draw and size. Small craft, for example, may not install more than a couple of laser cannons. Ships under 20 meters may not install the weapon.
DESCRIPTION
The MTB-30 Ban'ban Heavy Laser Cannon is a scaled version of the dual ion-laser technology pioneered by Kestri Heavy Engineering. Its range capabilities and total damage output are scaled back in favor of a higher-than-average rate of fire, smaller overall size, and better anti-starfighter capabilities.

The cannons' fast-track servo motors allow it to competently track the movement of a starfighter independent of the movement of the ship on which it is installed, with astonishing speed. Its prolate hemispherical firing arc grants it a large range in which it can track an enemy starfighter. Of course, a ship's hull design might limit the practical firing arc of the laser cannon.

 
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K E L D A B
C L A S S

"You have five minutes... if you are unable to make it off, you have my sympathies."
- Andras Garron

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Maneuverability: The Keldab features top-of-the-line thruster systems that are fitted on unique, multidirectional, and adjustable mounts that allow the four individual thrusters to immediately fire in whatever necessary direction. This allows the Keldab to perform maneuverability feats that would otherwise be impossible with a conventional thruster system.
  • Iron Shield: The Keldab is extremely well-armored and well defended, built to withstand the toughest of point-defense systems to safely ferry Mandalorians in and out of combat.
  • Hyperdrive: The Keldab has an extremely fast hyperdrive grade, increasing its operational range and independence by decreasing its reliability on a capital ship for long-range travel.
WEAKNESSES
  • Squadron Count: Squadrons of the Keldab have lower ships-per-squadron than the average starfighter squadron, meaning that each ship is more valuable and losing a ship in battle is more consequential.
  • Dogfighting: With a large profile and poor offensive weapon systems, the Keldab is inadequate when it comes to offensive starfighter-to-starfighter combat.
DESCRIPTION
The MNV-60 Keldab-class Assault Dropship is the upgraded version of its predecessor of the same name. During the rearmament of the Iron Covenant, Kestri Hypernautics elected to continue the popular and effective design, only upgrading necessary subsystems but maintaining the overall design of the assault dropship. Refitting the countless dropships held over from the Enclave proved to be far more economical than designing a completely new starship.

With extremely tough armor, shields, and point defenses, casualty rates of transports mid-battle are estimated to be extremely low, an impressive feat given the high focus that dropships and their crews experience in combat from enemy weapon systems. This can also be owed to the non-conventional thruster systems of the Keldab, designed to be able to move directionally to provide better maneuverability and directional control for the Keldab while in combat. Perhaps the biggest improvement made to the model was the inclusion of the Ban'ban Heavy Laser Cannon, which can be manually controlled by an additional crew member or put on autotargeting mode from the ship's cockpit.

The Keldab is designed to ferry Mandalorians in and out of battle, and thus most of the ship's interior is allocated towards that purpose. Four entrances into the main hold give flexibility for deployment, and all blast doors are double-reinforced to provide extra durability. At its maximum, the Keldab can ferry 20 Mandalorian soldiers into combat, or around twice as many Cernr-type droids (or any droid of similar design). It is an extremely durable ship with high maneuverability. Proven in combat, the Keldab is a vital component of the Iron Covenant's war machine.
 


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K W F - T 1 1
PLASMA CASTER

"Jedi and Sith both find out that lightsabers can't really block flames."
- Veteran instructor

OUT OF CHARACTER INFORMATION
  • Intent: To create a plasma caster for the Iron Covenant.
  • Image Source: x
  • Canon Link: N/A
  • Permissions: Roble Manufacturing
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Plasma Caster
  • Size: Small
  • Weight: Average
  • Ammuunition Type:
  • Ammunition Capacity: Low
  • Effective Range: Personal (Cone 12 meters in length, max 3-meter diameter)
  • Rate of Fire: N/A
  • Damage Output: Very High
  • Recoil: N/A
SPECIAL FEATURES
  • Standard quick-detach vambrace/rifle rail
  • Plasma discharge system
    • Pressurized plasma feedstock
    • Superheater coil
    • Dual powercell, flow regulator module
    • Advanced heat shroud
    • Concentrating discharge nozzle
  • Superheated plasma stream output
    • Sustained cone discharge, not discrete bolts
    • Stream temperature elevated above the standard plasma caster baseline
    • Cone profile: 12m length, 3m max diameter
  • Micro-gas compressor
    • Ambient gas intake vents along casing
    • Micro-compressor pressurizes harvested atmospheric gases
    • Fractional distillation chamber
    • Processed gases are fed into the feedstock line as supplementary fuel
STRENGTHS
WEAKNESSES
DESCRIPTION



 
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O G G M I R I
KAROYA'S MANTLE

"With a hide this thick, you'd think these things are unkillable."
- Kayatr'ade smith upon creating the first mantle

OUT OF CHARACTER INFORMATION
  • Intent: To create a semi-unique hunt spoil for the Iron Covenant.
  • Image Source: Midjourney
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: Oggmiri Force Lizards
PRODUCTION INFORMATION
  • Manufacturer: Kayatr'ade Forges
  • Affiliation: The Iron Covenant (Thread Participation)
  • Market Status: Closed-Market
  • Model: Oggmiri Karoya's Mantle
  • Modularity: Size, conforming to the wearer
  • Production: Semi-Unique
  • Material:
    • Oggmiri Force Lizard products
      • Hide and scales (cloak body)
      • Intact dorsal osteoderm spikes (spine ridge)
      • Treated sinew stitchings
    • Duranium buckle clasps, shoulder fittings
TECHNICAL SPECIFICATIONS
  • Classification: Cloak
  • Size: Small
  • Weight: Heavy
  • Resistances:
    • Energy: Extreme
    • Kinetic: High
    • Concussive: High
    • EMP/Ion: None
    • Electrical: None
    • Lightsabers: Extreme
    • Extreme Elemental: High
    • The Force: High
    • Chemical: Low
    • Biological: Low
SPECIAL FEATURES
  • Cured Oggmiri scale-hide construction
    • Natural mottled orange-brown and rust patterning, swamp/jungle passive camouflage
    • Thick overlapping scale structure, inherits partial lightsaber resistance of the living hide
  • Intact osteoderm spike ridge
    • Dorsal spikes are preserved along the mantle's upper edge and shoulders
    • Defensive deterrent (gripping or grabbing the wearer from behind risks injury to the attacker)
  • Duranium clasp fittings
    • Adjustable shoulder mounts, wearable over standard armor
  • Traditional hide-craft finishing
    • Sealed against moisture and rot, suited for humid environments
STRENGTHS
  • Hunter's Trophy: The Oggmiri's naturally lightsaber-resistant osteoderm scales retain their toughness even after death. Folded multiple times over into the mantle, a glancing blade or lightsaber strike that catches the mantle rather than the armor beneath can not only be repelled but caught by the uneven edges of the scales.
  • Jungle Camouflage: The Oggmiri evolved its coloring for ambushes in swamps and jungles. That patterning is intact in the finished mantle, providing genuine passive concealment in humid, overgrown, or low-light environments without any active system.
  • Spiked: The preserved osteoderm spikes along the mantle's shoulders and upper back act as a passive deterrent. Anyone attempting to seize, grapple, or restrain the wearer by grabbing that section of the mantle will find the spikes make that a painful and costly decision.
WEAKNESSES
  • Environment Dependent Camouflage: The natural patterning works in swamps, jungles, and humid low-light terrain. In open ground, urban settings, or arid environments, the deep rust-and-brown coloring offers no concealment and may actually draw the eye.
  • Maintenance Required: The hide, while sealed by Kayatr'ade smiths, requires periodic conditioning to remain supple and resist cracking in dry or cold climates. Neglect will degrade the scale's integrity over time.
  • Heavy-Set: Thick, the mantle sits heavily on the wearer.
DESCRIPTION
The Oggmiri Hunter's Mantle is not a product of Kayatr'ade Forges in the conventional sense. Made from Oggmiri lizard hides obtained in a hunt on Cularin, Kayatr'ade smiths receive the raw Oggmiri hide and work it using traditional Mandalorian hide-curing and leather-craft techniques passed down through generations.

The osteoderm scales are cleaned, preserved, and reintegrated into the finished piece with their natural structure intact. The hide is folded several times older into the final product The dorsal spine ridge -- the creature's most visually distinctive feature in life -- is kept whole along the mantle's upper edge, running across the shoulders and down the back in a crest of blunt, hardened spikes. The result drapes over the shoulders and upper back in the manner of a short cape or mantle, wearable over armor, secured at the chest by duranium clasps.

The mantle heavier than any cloth, smelling faintly of the work that went into curing it. It carries the mottled rust-and-shadow coloring of a creature that survived by being invisible in the swamp. It is a trophy, proof that its wearer hunted something that could not be touched by the Force, that shrugged off blaster fire, and that had been engineered to be a weapon.

Practically, the thick scale-hide offers real if modest resilience. A glancing blade or lightsaber strike that catches the mantle rather than bare armor finds genuine resistance, and anyone foolish enough to grab a Mandalorian by the shoulders from behind will discover the osteoderm ridge has not lost any of its persuasive qualities in death. The natural camouflage patterning is no illusion; Oggmiri evolved over engineered generations to be invisible in swamp terrain, and that advantage belongs to whoever wears their skin now.

 
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T A L Y C ' K A L
"Raise the Mythosaur and show them that it does not forget and will never kneel again! Let that be the beginning of our Saga!"
- Vren Rook, echo-speaker of the Iron Covenant

OUT OF CHARACTER INFORMATION
  • Intent: To create a semi-unique combat knife as a spoil for the Iron Covenant.
  • Image Source: Midjourney
  • Canon Link: N/A
  • Permissions: Roble Manufacturing
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Vibroknife
  • Size: Small
  • Weight: Very Light
SPECIAL FEATURES
  • Reforged Sith sword steel and beskar composite blade
    • Purge of original dark side alchemical treatment
    • Beskar worked and refolded the blade structure,
    • Retains some inherent durability of the original Sith-forged steel
  • Full-tang construction
    • Blade runs through the entire length of the handle
    • Exceptional structural integrity
  • Reinforced spine
    • Duranium-backed blade spine for prying, breaching, and utility work
  • Traditional Mandalorian finishing
    • Hide-wrapped grip, sealed and fitted by hand
    • Each knife bears a small forge mark identifying it as a product of the Bloodforge
  • Ultrasonic Vibration Generator
    • Multiple Power-level Configurations
STRENGTHS
  • Reforged Steel: The Sith forged these blades to be weapons of domination. Metalsmiths took them apart and made them into something else. The reforged composite of Sith steel and beskar produces a blade of exceptional hardness and edge retention, a combat knife that holds its sharpness under conditions that would dull or chip ordinary metal, and that carries beskar's characteristic resistance in a practical, wearable form.
  • More From Less: A handful of Sith short swords seized from the foundries of Seswenna became several Talyc'kal. Kayatr'ade metalsmiths broke the enemy's blades down and multiplied them. Each knife carries the steel of a Sith weapon that will never threaten Mando'ade again.
  • Legacy: There is no mistaking what the Talyc'kalis are or where they came from. The faint layering pattern in the blade, where Sith steel and beskar were folded together, is visible. Every warrior who carries one carries proof that they were at Seswenna, and that the Iron Covenant took something back.
WEAKNESSES
  • Not a Beskad: The beskar content of the Talyc'kal is real but measured. It is worked throughout the blade, but this is a combat knife, not a full beskar weapon. A sustained lightsaber strike will eventually find its limit, and the knife should not be tested against one deliberately.
  • No Alchemical Properties: The original Sith swords carried Sith alchemy, a dark side treatment that gave them a supernatural edge and resistance. That treatment was burned out entirely in the reforging. The Talyc'kal carries no such enhancement. It is an exceptional knife by craft alone, not by the dark side's work.
  • Semi-Unique: The source material was finite. Only as many Tracyn'kad exist as the seized blades allowed. They are not in production and cannot be replicated without comparable source material.
DESCRIPTION
When the Iron Covenant's warriors came back from Seswenna, they brought more than data and liberated workers. They brought Sith steel, pulled from the foundries that had churned out weapons for the Dark Side's war machine. Among the seized materials were a clutch of Sith short swords, alchemically treated, dark side-imbued, and forged for the glory of an empire that viewed the Mando'ade as vermin to be exterminated.

Kayatr'ade metalsmiths received them without ceremony. Disdaining the dark magic that made the blades, they did not study the alchemy or preserve it. They built the Bloodforges hotter than standard, drove the blades in, and burned the dark side treatment out of the steel entirely, an hours-long process of repeated heating, folding, and quenching that left nothing of the Sith's work behind. What remained was good metal, stripped clean. Into that metal they worked beskar, fold by fold, until the two were inseparable, the enemy's steel and the Mando'ade's sacred iron, beaten into the same blade.

The result: a handful of short swords yielded several combat knives. Kayatr'ade metalsmiths saw no reason to honor the Sith's preferred form. They took what was given and made what was useful: a combat knife with a beskar-composite blade, monomolecular edge, a reinforced duranium core, and a hide-wrapped grip finished by hand. Practical. Clean. Mandalorian.

The faint layering pattern where Sith steel and beskar were folded together is visible in good light, a ghost of the reforging process that no amount of polishing fully erases. Some warriors find this unsettling. Most find it fitting. The blade remembers what it was made from, and what was done to it, and it is better for both.

The Talyc'kal is a hard-won spoil of Seswenna, of warriors who crossed the Blackwall, fought the Sith on their own territory, and came home with the enemy's own steel remade in their hands.

 
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