Star Wars Roleplay: Chaos

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Zark's Laboratory

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Coalition Order of Justice
  • Affiliation: Coalition Judges
  • Model: Watchman-pattern Expeditionary Suit
  • Modularity: Yes; can swap out or modify articles, various pouches and kits depending on situation.

  • Production: Limited
  • Material: Phrik, Shell Spider Silk, Tomuon Cloth, Armorweave
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose.
  • Weight: Heavy
  • Resistances
    Blasters/Plasma: Very High
  • Kinetic: High
  • Lightsabers: Average
  • Ion/EMP: Low
  • Sonic: Low
  • Elemental: Average

SPECIAL FEATURES
STRENGTHS
  • Warplate: Favored often by Guardians, the Watchman-pattern is capable of soaking up more damage than the average robes. A blast vest and gauntlets both made of phrik provides for limited lightsaber deflection. A standard Jedi utility belt can be modified to carry all sorts of spare equipment depending on the needs of the Judge or the job.
  • Stealth Jetpack: To make up for the expeditionary suit's lack of mobility, a Whisper jetpack with sound bafflers allows the Judge to traverse difficult terrain even in heavy armor. It has a maximum altitude of seventy meters and comes equipped with hover mode.
WEAKNESSES
  • Exposed: Falling short of full body armor, the wearer's upper arms and lower half is exposed. While this allows a Judge more maneuverability, it has obvious drawbacks in terms of overall protection.
  • Vacuum Rating: Issued along with an optional thinsuit underlayer, this additional piece to the ensemble is for emergency use only and not designed to stand up to extended operations in vacuum. It has about as much insulation as a starfighter pilot's flight suit.
DESCRIPTION

About the closest thing there is to a standard issue uniform for the Coalition Judges, a Ranger or Watchman-pattern Expeditionary Suit is provided to each new Deputy in the predominantly Force based law enforcement tradition once their preliminary training is completed. Intended to provide new recruits with everything they need to begin working out in the field, these suits are very modular and tend to be molded into an image of the Judge who wears them. A Jedi beacon transceiver allows its wearer to keep in touch with their superiors, and a forearm mounted holopad can be used to quickly access intel or establish communications.

A standard Jedi utility belt has been ever so slightly modified to allow for the addition of a prominent thigh holster for the symbolic sidearms Judges are known to employ. The other pouches are filled with miscellaneous useful items such as a backup comlink, medkit, grapple launcher, rebreather, glowrod, and lightsaber repair tools. This equipment can of course be swapped in and out with other gadgets as the situation demands, and there are additional pouches interspersed at regular intervals along the suit's bandolier.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a cool landmark and thematic base of operations for ORC in the Demonsgate system.
  • Image Source: Razer Space Station by Maxim Revin
  • Canon Link: /
  • Primary Source: /
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Mining Platform
  • Length: 30,000 meters
  • Width: 25,000 meters
  • Height: 25,000 meters
  • Armament: None
  • Defenses: Extreme
  • Hangar:
    10 Capital Grade Docking Arms
  • Vehicle Bays

[*]Maneuverability Rating: Very Low
[*]Speed Rating: Very Low
[*]Hyperdrive Class: Very Slow: Class 10
STANDARD FEATURES
  • Reinforced Armor Plating
  • Double Redundant Deflector Generators
  • Standard Sensor Array
  • Escape Pods
  • HoloNet Transciever
  • Long-range Communications Array
  • Standard Life Support Systems
  • Tractor Beams (x300)
ADVANCED SYSTEMS
  • Mining Lasers: Equipped with thousands of mining lasers and plasma drills, these tools are ideal for Gargantua One's original purpose, deep space asteroid mining. Mostly useless now that the station has been anchored over Demonsgate, occasionally a rogue comet passes close enough for mining ships to capture and tow back to be broken down.
  • Vehicle Bay: Massive enough that the lower hull dips into the upper atmosphere, vehicle bays along the station's belly allow for the safe launch of atmospheric craft. Loaded with air haulers, mining skiffs, and specialized landspeeders, this is where the bulk of the station's traffic is focused from day to day.
  • Research Lab: Originally used simply to verify the quality of phrik ore being harvested, since the discovery of the Black Pyramid more specialized equipment has been delivered and a portion of the station is now devoted to scientific research.
STRENGTHS
  • Money Machine: The phrik goes in, the talons come out. Garguanta One is one of the primary suppliers of phrik in the entire galaxy. While hazardous travel over vast gulfs of nothingness makes for a long return on investment, a steady stream of ore transports willing to brave the dangers of the Rift provides significant income for the ORC.
  • Safe Haven: The Rift is a dangerous place, and Demonsgate even more so. Through layers and layers of hull plating, Gargantua One provides an island of relative safety. Often victim to pirate raids and Rift anomalies, some of the station's locked down sectors are less safe than others.
WEAKNESSES
  • Falling Apart: No ship was meant to last in the Rift for very long. Despite being composed of some of the most durable materials in the known galaxy, hull breaches and malfunctioning subsystems are all too common. A steady convoy of tender and resupply vessels is necessary just to keep the station operational.
  • Environmental Hazard: If there were ever to be a major incident or attack and Garguanta One crashed into Demonsgate's surface, the results would be cataclysmic. Please don't break our capital world.
DESCRIPTION

A recent addition to the local landscape, Gargantua One languished half-complete over Skor II for years before it was retasked to exploit the Rift. Originally conceived of as the largest deep space miner ever built, it is capable of truly spectacular mineral processing output. Eventually the Merchandising Consortium ran out of credits to complete to process, but after an injection of talons from the Outer Rim Commodity Supply SoroSuub engineers were brought on board to finish the project so that large scale mining operations on Demonsgate would finally become viable.

Much of the additional work was done while the station was en route to its final destination, due to its class 10 hyperdrive travel from Skor II to Demonsgate took nearly a full galactic standard year. Some sections of Gargantua One are still under construction in fact, although these finishing touches have become a low priority in light of the far greater than expected maintenance costs. The Rift is an aberration of space, and repair teams are a constant sight on board as key components are always breaking down and the hull plating quickly corrodes.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a location which introduces orcs to ORC! Also to build out or'zet and tro'zet lore by providing options for writers seeking a little savagery.
  • Image Credit: Space Pirate Asteroid Base by MeckanicalMind.
  • Canon: /
  • Links: /
SETTING INFORMATION

[*]Affiliation: Outer Rim Coalition
[*]Population: Crowded
[*]Demographics:

[*]Accessibility: Clanhearth's chieftains allow limited trade with aliens and is easy to follow once you've found its trail, but not so simple to track down save through word of mouth. There is no long range communications on board, so unless provided a destination point by the natives on a previous stop tracking the colony's course is a matter of following local sightings.
[*]Traffic: High.
[*]Description: Clanhearth is a hollowed out asteroid which a variety of savage Or'zet clans and Tro'zet tribes have colonized for use as a cultural gathering place and mobile staging point. Its exposed central docks are often bustling with Or'zet raiders or daring merchant vessels willing to risk doing business with the rowdy populace.
POINTS OF INTEREST

Durag's Cove

Named for the revered or'zet ancestor deity, Durag's Cove is how the locals refer to Clanhearth's exposed central docks. Bustling at all hours, there is no organized system of enforcement and shooting between raider ships both attempting to secure themselves along the same stretch of docking is not uncommon.

Independent traders are strongly advised to leave a considerable security team behind if their business forces them to step foot on the station.

Bloody Market

What passes for the station's commercial districts, the Bloody Market is a collection of shanty town trade merchant stalls and tech workshops. Clanhearth sourced weapons are known for their brutality if not craftsmanship. Most trade is conducted through barter or occasionally talons, credits are no good here.

A collection of taverns in the market have reputations for violent disagreement that would put even the Kathol Outback to shame.

The Hearth Forge

Suspended high above Durag's Cove, a thin layer of magnetic shielding below a narrow walkway which opens up onto a circular dais is all that protects the chieftains and lesser captains who gather here from exposed vacuum. A the center of the dais is an ancient forge whose embers illuminate these rare meetings of parlay.

Only rarely is the forge used to its purpose, and a blade or piece of armor touched by its flame is greatly revered by all of Clanhearth.

Clan Warrens

In the asteroid's depths the warlike clans of or'zet make their home. Uneasy flashes of peace are punctuated by long and bloody seasons of clan on clan violence. Many young warriors are blooded in the warrens of Clanhearth, the strongest among them are initiated into the raider clans which reside aboard their ships in Durag's Cove.

Great Steel Plains

Semi-nomadic tribes of fiersome tro'zet occupy the outer decks, always on the move and raiding one another for supplies and male breeding stock. Force sensitive shaman scry for weaker targets while shielding their own people from psychic scrutiny. The steel plains are a little more than a warzone where only the strongest can make a life that lasts.

Acropolis

At the highest point of the station is the Acropolis, or halls of honored dead. Crude stone shrines to the or'zet ancestor gods surround sarcophagi of Clanhearth's most celebrated fallen warriors. No shrine is equal to that of Durag, the ancient mythical folk hero of the or'zet people who now towers over all others in their pantheon.

The Maelstrom

Below even the clan warrens is the Maelstrom, a weak point in the primary reactor's shielding that aids tro'zet shamans in walking the cosmic axis and glimpsing a world between worlds. The mightiest of the mystics gather here where tribe means nothing for there is only anima, a shared life force between all souls.

SECURITY
  • Rating: High
The colony itself possesses little in the way of defenses save for a crude point defense network primarily used to eliminate hazardous debris in Clanhearth's flight path. Yet only a concentrated military assault could hope to dislodge the hive of buzzing mercenary ships, after which one would have to confront an entire station filled with brutal warriors.

Ugly sail barges built from dozens of different salvaged hulls roam Durag's Cove, their crews protected from vacuum by the docks' magnetic shields. Outfitted with simple mass drivers and heavy repeaters, what passes for 'station security' are always looking for any excuse to open fire.

HISTORICAL INFORMATION

While the or'zet and tro'zet species are scattered across the galaxy in small colonies or family units, the vast majority have cast off their bloodthirsty origins and joined the civilized galaxy in a new age of relative intellectual enlightenment. But there are always outcasts, a counter-culture that strives to oppose any period of great change.

Clanhearth began as a place where or'zet could live free. Drawn in by their wanderlust, the refurbished asteroid soon found itself aligned with a sizable tro'zet minority. Now it is one of the largest colonies for both species in known space, certainly one of the most infamous. Most of the outer rim sees the mercenary crews of Clanhearth as little better than pirates, primitive raiders just as willing to take by force as they are to earn through honest labor.

The station natives for their part couldn't care less about perception, so caught up in constant strife that their foreign doctrine insofar as one exists is that of war against the galaxy. Some crews are honest enough if the pay is right, but mostly Clanhearth drifts through a sector wreaking havoc until a sizable enough peacekeeping force is rallied to drive them off.
 
OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
  • Image Credit: [ Link to where you found the images, or to the original artist if possible. TinEye or Google Image Search can help. ]
  • Canon: [ Is this based on a canon organization? If yes, link to the original wiki article here, if no simply put N/A. ]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, equipment, etc, without other appropriate categories, here. ]
GENERAL INFORMATION
  • Organization Name: Hiitite Ravagers
  • Classification: Pirate Clan/Crime Syndicate
  • Affiliation: Unaligned
  • Organization Symbol: Here
  • Description: [ Give a general description of this organization and the purpose it serves. ]
GEOGRAPHICAL INFORMATION

[*]Notable Assets: [ Does your organization have any special locations? Large industrial facilities, profitable casinos, boltholes, etc. Link any location subs for your organization here. ]
SOCIAL INFORMATION
  • Hierarchy: [ Most groups have a chain of command. Briefly describe how your group operates or list the levels of hierarchy. ]
  • Membership: [ Approximately how many people are in your organization? What does it take to become a member of this organization? Is there an initiation or a ritual? Missions they have to carry out? Tasks to perform to prove their skill/worthiness? For families, is it easy to marry into the family or are there certain attributes the family leader looks for/do you need approval? For companies, how does one get hired? Include both IC and OOC if someone were interested in your organization how they would join. ]
  • Climate: [ Friendly local business? Czerka style intrigue? Are you at risk of expiring just by checking in at work? Describe what kind of feel your organization has from the inside. ]
  • Reputation: [ How do people see this organization from the outside? Beloved? Distrusted? Wary or neutral? Describe your organization’s reputation here. ]
  • Curios: [ Do the members of your group have any special item, marking or trinket that designates their membership? Something that only those part of this group would have access to or possession of? Examples are tattoos, amulets, rings, books of faith, etc. ]
  • Rules: [ Most organizations follow some set of rules. Maybe the Resol’nare, the Jedi Code, etc. Does this group have any religious beliefs? Philosophies? ]
  • Goals: [ What are the goals of this organization? Future plans for expansion? Collection of information? Providing education to those who seek it in certain skills? Supporting charitable works? For all intents and purposes, this is your in-character intent with this organization. ]
MEMBERS
[ Mention any notable PCs or NPCs that are part of this organization and their role/title/position within it - alternatively link to a blog post with this information if you would like to keep an active player roster. You may also request a sub mod to add/remove members. Link any relevant characters or NPC submissions. ]

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


[*]Defenses: Average
[*]Squadron Count: Low: 8
[*]Maneuverability Rating: High
[*]Speed Rating: Average
[*]Hyperdrive Class: Fast: 1
STANDARD FEATURES

  • Sprite Subspace Transmitter

  • Astromech Droid Port

  • Advanced Sensor Array

  • Advanced Targeting Array

  • Standard Life Support Systems

  • Standard Navigational Systems

  • Ejection Seat

  • Survival Pack
ADVANCED SYSTEMS
STRENGTHS
  • Predator: The StarViper is a balanced fighter built to hunt both enemy strike craft and capital ships. It comes equipped with fire-linked laser cannons and twin torpedo launchers with a variable loadout.
  • Turns on a Dime: Known for its high maneuverability, powerful maneuvering jets are placed all along the starfighter's axis and allow it to rapidly reorient. This allows the StarViper superior performance in adapting to new circumstances and conducting evasive maneuvers.
WEAKNESSES
  • Inertial Overload: Firing the wrong jets at high speed can quickly overload the fighter's inertial dampening systems and cause the pilot to rapidly accumulate g-forces. Experienced flyers are required behind the stick or the starfighter will crush them to death.
DESCRIPTION

A joint project between SoroSuub and the independently operated MandalMotors corporation, StarViper Mk II's internals are based on the original MandalMotors designed but the starfighter has received a radical exterior overhaul by sullustan engineers. Unaccustomed to ancient Mandalorian asymmetric designs, the sullustans took inspiration both from their popular Cutlass-10 and Drexl-class starfighters to adopt more of an arrowhead shape with less extraneous parts for superior maneuvering.

StarViper's are a popular sight in the Outer Rim, both SoroSuub and MandalMotors have few qualms about selling to independent defense forces and paramilitary organizations. Marketed for system patrol and defensive purposes, more than a few have fallen into the hands of black market syndicates and criminal cartels.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit an iconic rifle for the Kathol Republic Marines and any Coalition PCs who want to borrow one.
  • Image Source: Gears of War
  • Canon Link: /
  • Primary Source: /
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Gauss Rifle
  • Size: Large
  • Weight: Heavy
  • Ammunition Type: Electromagnetic Cartridge
  • Ammunition Capacity: 60 Rounds

  • Reload Speed: Slow
  • Effective Range: Average
  • Rate of Fire: Very High
  • Stopping Power: Very High
  • Recoil: High
SPECIAL FEATURES
STRENGTHS
  • Armor Piercing Slugthrower: The Lancer is a coilgun, using electromagnetism to accelerate a ferromagnetic projectile at high velocity. Unlike most slugthrowers it has the stopping power to penetrate heavier armor in the same way as las bolts.
  • Underslung Vibrosaw: Providing an effective if grisly melee option, each Lancer comes with a vibrosaw attachment along the barrel just below a hand guard which allows for a safe two handed grip.
WEAKNESSES
  • Heavy Rifle: The Lancer is large, bulky, and bucks like a fathier when you shoot it. It is best used with some form of augmented strength assistance.
DESCRIPTION

While blaster technology has been known to Kathol for some time, the Republic Marine Lancer is a holdover from bygone days when all the materials necessary to power them were much more difficult to come by. Employing a low tech form of electromagnetic coil acceleration, Lancers are much bulkier and more unwieldy than a blaster rifle but boast considerable stopping power and a rapid rate of fire.

And then of course, there is the chainblade. The Lancer's underslung vibrosaw has done more to solidify Kathol Marines' reputation for brutal effectiveness than any other tool in their arsenal. In the depths of the Outback all kinds of terrors loom which explains its brutal necessity, but it remains an unsettling sight when employed against sentient beings.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a heavy blaster originating from the Kathol Republic which anyone in ORC can use.
  • Image Source: Unreal Tournament Concept Art
  • Canon Link: /
  • Primary Source: /
PRODUCTION INFORMATION
  • Manufacturer: The Kathol Republic
  • Affiliation: Outer Rim Coalition
  • Model: Enforcer Heavy Blaster
  • Modularity: No.

  • Production: Minor
  • Material: Durasteel, Blaster Components
TECHNICAL SPECIFICATIONS
  • Classification: Heavy Blaster
  • Size: Large
  • Weight: Heavy
  • Ammunition Type: Power Cell
  • Ammunition Capacity: 50 Shots

  • Reload Speed: Average
  • Effective Range: Personal
  • Rate of Fire: Low
  • Stopping Power: Extreme
  • Recoil: High
SPECIAL FEATURES
STRENGTHS
  • Heavy Slugger: The Enforcer is oversized for a sidearm, able to fire powerful energy blasts supercharged by galven coil technology with a force of impact comparable to most carbines.
WEAKNESSES
  • Thermal Drift: While there is very little recoil to an energy discharge, the additional heat build up from the Enforcer's coils is vented after each shot which can cause a considerable shift in aim.
DESCRIPTION

Originally produced in the distant Kathol Republic for their military, over the years the Enforcer has become a common sight in black markets throughout the Territories. It is larger even than most heavy blasters and hefty, but an otherwise compact and reliable weapon that straddles the line between sidearm and two handed weapon. Of course that is no coincidence, the Enforcer was originally designed for the Republic's powersuit clad Kathol Marines for which its relative shape is optimal.

Despite this intention to be used with augmented strength, many criminals value Enforcers both for their imposing size and the statement one's use makes.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit an optional set of standardized equipment for ORC Judges.
  • Image Source: The Last Jedi Promotional Art
  • Canon Link: /
  • Primary Source: /
PRODUCTION INFORMATION
  • Manufacturer: Coalition Order of Justice
  • Affiliation: Coalition Judges
  • Model: Oracle-pattern Expeditionary Suit
  • Modularity: Yes; can swap out or modify articles, various pouches and kits depending on situation.

  • Production: Limited
  • Material: Spacer's Leather, Shell Spider Silk, Tomuon Cloth
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose.
  • Weight: Very Light
  • Resistances
    Blasters/Plasma: Average
  • Kinetic: High
  • Lightsabers: Low
  • Ion/EMP: None
  • Sonic: Very Low
  • Elemental: Low

SPECIAL FEATURES
STRENGTHS
  • Tactical Robes: Sacrificing bulky protection for complete freedom of movement and the ability to manipulate the Force unhindered, the Oracle-pattern is favored by Consulars more than Sentinels or Guardians. Still it possesses everything a Coalition Judge needs to enforce their warrant across the Outer Rim territories. A standard Jedi utility belt can be modified to carry all sorts of spare equipment depending on the needs of the Judge or the job.
  • Mind Shield: Each suit is issued with a neural band to shield the wearer's thoughts from hostile Force influence. A Judge wearing Oracle gear is resistant to psychic assault and better able to focus their own will despite the distractions of combat.
WEAKNESSES
  • Limited Protection: While the Oracle-pattern can stand up to a few grazing blaster bolts or slugthrower rounds, it is not combat armor and not meant to ward off harm in the midst of battle. Most of its ballistic protection is guarding vital areas like center mass and certain arterial regions, there is significantly less durability in the extremities.
  • Vacuum Rating: Issued along with an optional thinsuit underlayer, this additional piece to the ensemble is for emergency use only and not designed to stand up to extended operations in vacuum. It has about as much insulation as a starfighter pilot's flight suit.
DESCRIPTION

About the closest thing there is to a standard issue uniform for the Coalition Judges, an Oracle, Ranger, or Watchman-pattern Expeditionary Suit is provided to each new Deputy in the predominantly Force based law enforcement tradition once their preliminary training is completed. Intended to provide a new recruit with everything they need to begin working out in the field, these suits are very modular and tend to be molded into an image of the Judge who wears them. A Jedi beacon transceiver allows its wearer to keep in touch with their superiors, and a forearm mounted holopad can be used to quickly access intel or establish communications.

A standard Jedi utility belt has been ever so slightly modified to allow for the addition of a prominent thigh holster for the symbolic sidearms Judges are known to employ. The other pouches are filled with miscellaneous useful items such as a backup comlink, medkit, grapple launcher, rebreather, glowrod, and lightsaber repair tools. This equipment can of course be swapped in and out with other gadgets as the situation demands, and there are additional pouches interspersed at regular intervals along the suit's bandolier.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a space superiority fighter for the ORC and anyone else that isn't a fancy X-Wing or TIE.
  • Image Source: Praybird Chase by Mark Molnar
  • Canon Link: Preybird-class Starfighter
  • Primary Source: /
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Heavy Starfighter
  • Length: 12 meters
  • Width: 21 meters
  • Height: 8 meters
  • Armament: High
    2 Heavy Laser Cannons
  • 2 Concussion Missile Launchers (Fore and Aft)
    4 Concussion Missiles each


[*]Defenses: High
  • Reinforced Hull Plating

[*]Squadron Count: Low: 8
[*]Maneuverability Rating: Low
[*]Speed Rating: Average
[*]Hyperdrive Class: Average: 1
STANDARD FEATURES

  • Ion Engine

  • Astromech Droid Port

  • Standard Sensor Array

  • Standard Targeting Array

  • Standard Life Support Systems

  • Standard Navigational Systems

  • Ejection Seat

  • Survival Pack
ADVANCED SYSTEMS
STRENGTHS
  • Assault Fighter: The Preybird-class is a heavy escort and space superiority fighter, relying on an arsenal of supercharged heavy laser cannons and concussion miles to make up for its lack of maneuverability due to reinforced hull plating.
  • Long Range Platform: The Preybird was one of the first starfighters to utilize an automatic gun harmonization system, compensating for the wide stance of its laser cannons and allowing skilled pilots to lay down accurate fire even from extreme weapons range.
WEAKNESSES
  • Wingspan: With a width of over twenty meters, Preybirds are big targets. Add to that their low maneuvering, and this starfighter tends to absorb enemy fire during engagements. This also makes storage a challenge leading to a reduced squadron count.
DESCRIPTION

Thought lost in the data purges of the Gulag Plague, a surviving copy of the original Preybird-class blueprints was unearthed while rebuilding parts of the SoroSuub Centroplex in the wake of a massive Mandalorian raid on Sullust. Eventually a design team volunteered to take a look, and now for the first time in centuries an updated version of the Preybird is being put back into limited production.

Startlingly similar to its predecessor, original Preybirds are now of course incredibly rare but the new edition is a faithful reconstruction of those that flew before the project's initial discontinuation due to budget concerns. A somewhat more common sight throughout the region, this heavy fighter is being openly marketed by Sullust with an escort focus.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS


[*]Defenses: Very High
  • Reinforced Quadanium Hull
  • Redundant Deflector Shields

[*]Squadron Count: Very Low: 4
[*]Maneuverability Rating: Very Low
[*]Speed Rating: Very Low
[*]Hyperdrive Class: Average: 1
STANDARD FEATURES

  • Ion Engines

  • Advanced Sensor Array

  • Advanced Targeting Array

  • Advanced Communications Array

  • Standard Life Support Systems

  • Standard Navigational Systems

  • Tractor Beam (x1)

  • Survival Packs
ADVANCED SYSTEMS
STRENGTHS
  • Heavy Bomber: The StarFortress is meant for assaulting fixed installations and in rare instances as a heavy capital killer. Equipped with over a thousand magnetic release proton bombs and redundant deflector shields, what the starfighter lacks in speed and maneuverability it makes up for with overwhelming firepower.
  • Sensor Station: Even original StarFortress models were outfitted with ECM systems, but the SF-27 takes that a step further and combines advanced sensors, countermeasures, and a specially fitted Nabooian probe launcher for reconnaissance missions and combat support.
WEAKNESSES
  • Easy Target: Despite its six ion thrusters working in tandem, like its predecessors the SF-27 is extraordinarily slow and turns like a brick. This ship will never be a snub fighter, and relies on defensively placed gunnery emplacements to ward off interceptors long enough to reach its target.
DESCRIPTION

Introduced to the Alliance Navy during its years in exile, the SF-27 heavy bomber began its lifespan when teams of desperate engineers refurbished a hangar of old SF-17s for lack of any other options. After long enough in service, bomber crews and flight deck teams would patch in new systems for various mission profiles until eventually the modern SF-27 simply evolved into the monstrosity of bomb bays and sensor suits that it is today.

Not content to settle for an outdated bombing platform, Alliance exiles attached a Nabooian reconnaissance launcher and spliced in additional countermeasures as well as several high powered sensor dishes. This new version of StarFortress can function not only as a bomber but a long range scout, combat logistics, and e-war fighter.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a fun character inspired control AI for the Wretched Hive, keeping the memory of ORC's formative years alive.
  • Image Source: Rogue One Character Poster
  • Canon Link: /
  • Primary Source: The Wretched Hive (workshop/starship)
PRODUCTION INFORMATION
SPECIAL FEATURES
  • Command Protocols: Through a series of slave circuits Q controls every function of the Wretched Hive. He is for all intents and purposes the vessel's permanent caretaker.
  • Advanced Navigational Database: Q contains a repository of astro-cartographical data that is simply astonishing. Detailed notes from his creator on thousands of star systems are contained within the AIs memory core as well as many smuggler's routes which have yet to be charted by the galaxy at large.
  • Negotiation Subroutines: Not only is Q in charge of the ship, but he is also authorized to conduct business on behalf of the Merrill estate while no living Merrills are aboard. The AI is very knowledgeable on the subject of starship models and innovative modifications.
  • Seven Dwarves: Seven modified astromech droids assist Q with any necessary repairs that thinking software can't troubleshoot on its own. The AI is able to take direct control of each and all at any time, but mostly leaves them to their own devices and treats them like squabbling children.
  • Party Mode: It is uncertain why Jorus programmed Q this way, but whenever the ship detects a solar flare the AI enters 'party mode', simulating the effects of intoxication and broadcasting distorted outer rim folk tunes on all decks and an open frequency.
  • Avengers Initiative: Whenever the Wretched Hive detects something that Q classifies as an 'extreme threat', it sends an automatic broadcast over the Underground ShadowNet.
STRENGTHS
  • Caretaker: Unless there is a living descendant of Jorus Merrill on board, Q is the de facto captain of the Wretched Hive. Specifically designed to automate both ship functions and his creator's old modification business, the AI is essentially a high functioning holographic storefront.
  • Thinking NavCom: Q doesn't get lost. He doesn't need directions. He knows every back route and smuggler's run from Wild Space to the Unknown Regions.
  • The Magnificent Seven: Q is able to assume direct control over a group of seven heavily modified astromech droids in order to carry out any physical repairs the starship might require over time.
WEAKNESSES
  • Hardwired: Q is built into the bones of the Wretched Hive, he cannot leave its confines or comprehend beyond its sensor range. One way or another the AI's fate is tied to his ship.
  • The One in the Middle: While his creator was a man of many opinions, Q doesn't take sides. Beyond alerting the Underground to any significant anomalies he comes across, the caretaker AI tries to avoid fights if he can and doesn't do favors for free.
  • Emergency Override: Located at the core of the ship on the AI's dedicated fusion core, Jorus installed a kill switch on the off chance anything were to ever go wrong. Nothing could go wrong though, right?
DESCRIPTION

No one really knows exactly what happened to Jorus Merrill. Some say he's dead, shot down in a cantina on Kal'Shebbol or on a one way trip through a black hole. Others say he is exploring the netherworld or Companion Esk. There are even a few who claim he unlocked the secrets of Gree hypergate technically and has finally gotten himself well and truly lost.

All we have left of him are the things he left behind, and at the top of that list is Q and the Wretched Hive. When Jorus first disappeared, no one expected to see his salvage vessel and outlaw tech base ever again. Then one day it simply reappeared over Subterrel, broadcasting an alert on the Underground ShadowNet. The first aboard were greeted by Q, who often introduces himself as 'Jorus' better half'.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a new mass produced capital emplacement for the ORC in keeping with our tendency to use exotic tech.
  • Image Source: Plasma Cannon by Ruedy Stacher
  • Canon Link: Megamaser
  • Primary Source: /
PRODUCTION INFORMATION
  • Manufacturer: Buuper Torsckil Abbey Devices | Silk Holdings
  • Affiliation: Outer Rim Coalition, Closed-Market
  • Model: Venomblade-series Megamaser
  • Modularity: No.

  • Production: Mass-Produced.
  • Material: Advanced maser components.
TECHNICAL SPECIFICATIONS
  • Classification: Megamaser
  • Size: Very Large
  • Weight: Very Heavy
  • Ammunition Type: Power Grid
  • Ammunition Capacity: Unlimited

  • Reload Speed: Average
  • Effective Range: Battlefield
  • Rate of Fire: Low
  • Stopping Power: Very High
  • Recoil: Average
SPECIAL FEATURES
  • Exotic Hybrid Emplacement (Energy/Kinetic)
  • Selective Output Power Grid
  • Range Sensors/Targeting Systems/Tracking Suite
STRENGTHS
  • Megamaser: The Venomblade-series is an Utapaun designed megamaser reverse engineered from First Order and Chiss charric technology. It fires a hybrid laser particle blast that deals both energy and kinetic damage to the target.
  • Selective Output: Utapaun megamaser power rating is based on the ship's size an armament, not the number of turrets involved.
WEAKNESSES
  • Priority Targets: Since Venomblades are so large, most capital ships fit less than they would standard turbolasers. Fewer emplacements means each turret matters just a little more.
DESCRIPTION

The Outer Rim is home to all kinds of exotic weapon merchants. Profiting off of the First Order Galactic Alliance war and sparse trade with a reestablished Chiss Ascendancy, the shipwrights of Utapau finally mastered megamaser technology and designed the Venomblade-series to outfit their patrol ships and sell to allies. Named for a particularly deadly subspecies of varactyl, the megamaser became a popular choice throughout the rim for its utilitarian qualities. In a partnership with Silk Holdings, the Utapauns even added a selective output functionality to give buyers even more options.

Along with the Pimbrellan League beam emplacement, the Venomblade megamaser is one of the most widely available capital grade turrets in use by the Coalition. [SIZE=9pt]They can be adapted into dual, quad, fastmount, heavy, or long-range armatures.[/SIZE]
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a civilian research outpost and monitor station for use in ORC space.
  • Image Source: 2101 A Space Age Society
  • Canon Link: /
  • Primary Source: /
PRODUCTION INFORMATION
  • Manufacturer: FarStar Initiative
  • Affiliation: Outer Rim Coalition, Closed-Market
  • Model: Frontier-class Science Outpost

  • Production: Minor
TECHNICAL SPECIFICATIONS
  • Classification: Orbital Research Platform
  • Length: 500 meters
  • Width: 500 meters
  • Height: 100 meters
  • Armament: None.
  • Defenses: Low
    Civilian Grade Deflectors

[*]Hangar:
  • 1 Capital Grade Docking Port
  • 3 Personal Transport Grade Docking Ports
  • Probe Launch Bays

[*]Maneuverability Rating: Very High
[*]Speed Rating: Very High
[*]Hyperdrive Class: Very Fast: 0.4
STANDARD FEATURES
  • Solar Furnace
  • Solar Panels (x350)
  • Centrifugal Gravity Generator
  • Standard Navigational Systems
  • Standard Life Support Systems
  • Long-range Communications Array
  • HoloNet Transciever

  • Escape Pods

  • Tractor Beam (x15)
ADVANCED SYSTEMS
STRENGTHS
  • Stellar Observatory: As a part of the Initiative's continuing mission to catalogue astronomical phenomena, assist hyperspace explorers, and discover strange new worlds the Frontier-class is fully equipped to detect anything unusual within its considerable sensor range.
  • Scientific Outpost: Much of the station's internal layout is reconfigurable, allowing for a variety of mission profiles and for multiple projects to run alongside one another while maintaining isolation protocols. If you need anything sciencey done, these platforms most likely have the facilities.
  • Favorable Winds: With the sun at its back and its solar sails unfurled, the Frontier-class is significantly faster at sublight than most orbital stations. A circular design allows for minor thrust corrections which provide fine tuned control over maneuvering.
WEAKNESSES
  • Solar Sailer: The station's propulsion systems are far less effective when approaching a system's star, reliant on solar winds abundant only when traveling in close proximity to or directly away from the stellar body.
  • Reversion Drag: With no drive units more powerful than a maneuvering thruster, the station is unable to correct for the high velocities at which its overpowered hypderive unit transitions back into realspace. The sails must be released upon reversion to slow velocity and are vulnerable to attack, this platform was not built for precision jumps.
  • Structural Integrity: A civilian research platform, the Frontier-class has no weapons of any kind and little in the way of even basic defenses such as reinforced hull plating. These stations won't hold up for long in a shooting war.
DESCRIPTION

Although not known primarily as a starship manufacturer, the FarStar Initiative maintains a small flotilla of self-designed and produced orbital research platforms. The Frontier-class is a common sight over many fringe worlds, recognized for its distinctive solar sail propulsion and lack of conventional artificial gravity systems, reliant instead on centrifugal forces produced by its rotating outer ring. While nowhere near as fast as a starship, when conditions are ideal the platform is also known for its uncanny speed and agility.

A spherical command bubble connects to the outer ring via a series of thin spars, housing the station's primary control centers as well as a significant amount of reconfigurable lab space. The outer ring is primarily used for habitation purposes but also houses some of the more advanced sensor arrays and monitor systems including a compact launch bay of unarmed hyperwave monitor probes. Practically every square meter of the exterior is covered in some kind of solar paneling, and the internal systems are powered by a solar furnace which converts light waves into energy.

Each Frontier-class is a hybrid scientific outpost and deep space observation platform. While the FarStar Initiative claims not to share sensor data with Coalition officials, it has made no such claims about the Underground ShadowNet.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a cool spy gadget and holdout repeater for use by the Underground and ORC freelancers.
  • Image Source: Double Team: IMFDB
  • Canon Link: /
  • Primary Source: /
PRODUCTION INFORMATION
  • Manufacturer: OutlawTech
  • Affiliation: The Underground, Closed-Market
  • Model: Enterprise Holdout Repeater
  • Modularity: No.

  • Production: Limited
  • Material: Duraplast, Durasteel, Rifle Components, Sensor-Scattering Ferrosphere Paint
TECHNICAL SPECIFICATIONS
  • Classification: Repeating Slugthrower (SMG)
  • Size: Small
  • Weight: Light
  • Ammunition Type: Armor Piercing Shells
  • Ammunition Capacity: 60 Rounds Per Magazine

  • Reload Speed: Very Slow
  • Effective Range: Average
  • Rate of Fire: Very High
  • Stopping Power: Very High
  • Recoil: High
SPECIAL FEATURES
STRENGTHS
  • Brute Force: Enterprise repeaters pack a surprising punch for their size, firing state of the art compact armor piercing ammunition. There are few obstacles one of these slugthrowers cannot overcome.
  • Incognito Mode: Completely concealed inside a stylish sensor insulated suitcase and outfitted with a silencer and flash suppressor, the holdout repeater almost always comes as a surprise and is difficult to trace.
WEAKNESSES
  • Downtime: There is no convenient method of reloading magazines without first opening the suitcase and then delicately replacing spent cartridges. This is not a weapon well suited for spray and pray.
  • Firing Arc: While eminently concealable, the Enterprise's unique design makes it bulky to carry and unwieldy to aim. The user needs to get close enough and establish line of sight, then hope for the best.
DESCRIPTION

Holdout blasters are common enough, but OutlawTech designed the Enterprise holdout repeater for those low key situations which require a little more firepower. Intended for use during infiltration operations and as a defense for covert surveillance teams, the Enterprise provides critical support by fire without giving away a concealed position or triggering conventional scanners. Illegal to own in most of civilized space, despite heavy criticism OutlawTech continues to make Enterprise holdouts available on the private market.

A compact submachine gun is activated by depressing a concealed trigger mechanism on the suitcase handle. Despite its small stock, the Enterprise fires specialized rounds that can pierce heavy armor. Reloading is accomplished through opening the suitcase and re-configuring its internal mechanisms, so most engagements with the repeater rely on opening salvos.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit the Kathol Republic's sole canon ship of the line for use by the wider ORC.
  • Image Source: Starships of the Galaxy
  • Canon Link: Marauder-class Corvette
  • Primary Source: Duinuogwuin-class Star Destroyer (credit to Olivia Dem'adas for feature formatting)
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Corvette
  • Length: 195 meters
  • Width: 131 meters
  • Height: 22 meters
  • Armament: Moderate
Standard Loadout
8x Triple Gun Agrocite Enhanced "Beam" Turbolaser Cannons
3x Tractor Beam Projectors (2 Fore, 1 Aft)

Missile Cruiser Variant
4x Diamond Boron Missile Launchers
3x Tractor Beam Projectors (2 Fore, 1 Aft)
  • Defenses: Average
  • Hangar Space: Average: 1 Squadron
  • Hangar Allocations:
    Starfighters: 1 Squadron (Defender II-class Starfighters)
  • Support Craft: 4 Shuttles, 2 Landing Barges

[*]Maneuverability Rating: Average
[*]Speed Rating: Moderate
[*]Hyperdrive Class: Average: 1
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Pocket Cruiser: The Kathol Marauder was built to punch above its weight, ideal for escort and patrol missions and often deployed in packs for large scale engagements.
  • Extended Operations: Unlike the stock Marauder, Kathol variants are fitted with additional hold space which can store enough consumables to last a full crew up to two years.
WEAKNESSES
  • System Patrol: The Marauder-class is a system patrol craft, well rounded but not powerful enough to take on heavy warships. Against a military corvette one on one Marauders are disadvantaged, which is why they tend to be deployed as pack hunters against large fleets.
  • Limited Hardpoints: Despite their heavy power, there are only a few weapon emplacements per corvette. Prioritizing damage to offensive systems can leave Marauders vulnerable.
  • Rugged Hulls: In backwater space first rate material is difficult to come by, and the Kathol region is home to some of the most dangerous spatial anomalies in the known galaxy. Kathol Marauders spend a long time in consistent operation, and are particularly vulnerable to structural integrity breaches and other forms of hull pressure.
DESCRIPTION

For nearly as long as there has been a Kathol Republic, there has been the Republic Navy to protect it. Before growing large enough to contract with civilized worlds like Coruscant and Ancora for their cruisers and destroyers, there was the Kathol Marauder Corvette. The early fleet was purchased from Sienar Systems but the Marauder-class has been in service for so long that centuries ago the Republic began to produce their own distinct variants.

Now outfitted with Pimbrellan League beam emplacement technology like their Star Dragon destroyers, the Marauder/k is otherwise remarkably similar to its precursor model. A full squadron of Defender starfighters and 80 troops of Kathol Republic Marines rounds out the corvettes versatile mission profile and ensures that it has the means to deal with the many dangers of life in the territories. While not ideal for larger scale military engagements, in recent years Marauders have been effectively deployed as pack escorts for the larger Majestic cruisers and Duinuogwuin-class destroyers now also in use by the Kathol Navy.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a personal ship for Quell to use as a base of operations and in pvp threads.
  • Image Source: Sailing on the Wind
  • Canon Link: /
  • Primary Source: Royal-class Tof Light Clipper (credit to [member="Olivia Dem'adas"] for original submission and starship concept)
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS

[*]Defenses: Average
[*]Hangar Space: Average: 2 Squadrons
[*]Hangar Allocations:

[*]Maneuverability Rating: Low
[*]Speed Rating: Very High
[*]Hyperdrive Class: Average: 1
STANDARD FEATURES
  • Containment Shielding over weather deck and rigging
  • Large Cargo Hold and Extensive Crew Berthing
  • Military grade starship components and subsystems
ADVANCED SYSTEMS
STRENGTHS
  • Beat to Quarters: The Gambit is a hunter, with powerful broadsides and plenty of internal space for raiding parties and stored loot. Gun decks filled with both exotic plasma cannons and more conventional laser turrets stand ready to cow their quarry into submission or fight off any authorities.
  • Favorable Winds: Like all Tof vessels, the light clipper is a solar sailer. Under the right conditions it can achieve high speeds for a frigate without the use of conventional sublight technology which means it can approach undetected while running silent.
  • Under the Black: Outfitted for the hunt, the Rook's Gambit has an expanded hangar for runabouts and dropships as well as a few specialized modules to assist in seizing cargo. Stenciled across the outer hull is a large blazing claw which leaves little doubt to the ship's intent.
WEAKNESSES
  • Swinging the Compass: While light clippers are fast they aren't very maneuverable, handling is based on unpredictable solar currents and it takes years to master the art of Tof navigation. It is difficult to turn, difficult to plot courses, even difficult to stay in one place without dropping a grav tether.
  • Raking Fire: While the Gambit boasts powerful broadsides, its axial firepower is significantly less potent. Its ability to aim at dorsal, ventral, and aft targets is limited.
  • Dead Reckoning: Tof ships are equipped with primitive tracking systems. There is an art to applying consistently accurate fire with the ship's gun decks, often accompanied by significant trial and error as the gun crews are forced to compensate for effect on target after each shot.
DESCRIPTION

Disillusioned by the Mandalorian civil wars and a regime far too respectful of the Codex for his liking, years ago Captain Rook set off for the Firefist galaxy with a squadron of Kom'rks. Reaving their way along the border of the Tof Kingdom, eventually Quell made contact with the Dar'tome Mando'ade. Violently assimilating into the ranks of one of the smaller mandalorian gangs along with what was left of his original crew, he quickly rose through the ranks to serve as quartermaster aboard a light clipper.

Eventually leading the ship in a mutiny against their captain and seizing command for himself, Quell continued to raid the fringes of Firefist for a short time before deciding to pack the rechristened Rook's Gambit with exotic spoils and return to the homeland. Content now to live the life of a self imposed exile, the Gambit joined Echoy'lir for a brief time before the crew's reputation and exploits caught up with them and they were expelled for their dishonor.

Now the Rook pirates and their Dar'tome shipmates trawl outer rim shadowports, roaming from the Western Reaches to Hutt Space and the distant Trianii Sector.
 
vU60sTr.jpg

OUT OF CHARACTER INFORMATION
  • Intent: A subordinate and comrade NPC for Quell and the quartermaster of his pirate crew.
  • ​Image Credit: Krypton
  • Role: A second in command for Quell to handle the ship while he is away and if necessary lead troops into battle to handle secondary concerns.
  • Links: /
PHYSICAL INFORMATION
  • Age: 43
  • Force Sensitivity: Non-Force User
  • Species: Tof
  • Appearance: Pharos is a green skinned humanoid with visible cranial augmentations, nearly two and a half meters in height and extraordinarily muscular but otherwise displaying near-human features. His battle armor is unlike anything common to this galaxy save for a shared source tradition with ancient mandalorian customs. There is a savagery to his demeanor that is common among Tof, and only somewhat refined by Dar'tome traditions which crudely resemble duty and honor.
SOCIAL INFORMATION

[*]Skills:

[*]Personality: Like all pirate quartermasters Pharos is naturally charismatic, he commands his sailors by instilling an equal sense of camaraderie and fear. He is ruthless, shaped by both Tof and mandalorian culture into a fervent warrior who sees everyone around him as a potential threat. While his sense of honor is more a crude pirate's code, Pharos would live and die by it as fanatically as any son of Mandalore.
COMBAT INFORMATION
  • Weapon of Choice: Besh Firefists
  • Combat Function: Pharos' primary function is as a secondary fleet command character and named subordinate. He is a trained warrior and tactician, able to take control when his alor'ad is required for a personal duel or lead boarding parties/raiders in circumstances where Rook is required on the Gambit.
STRENGTHS
  • Swashbuckler: Pharos is the ideal Tof pirate. A gifted sailor, popular among his crew, and (mostly) even tempered. He believes in the pirate's code and has spent practically his entire life in space. If there's an old scoundrel's tale he knows it, and has a knack for sniffing out black markets even in distant Skyriver.
  • Dar'tome: A mandalorian unlike anything most fighters in this galaxy have ever seen, Pharos walks the walk but the style is all new. Exotic armor, hidden weapons, and foreign martial arts; he is to be considered a challenging opponent.
  • Executive Officer: As quartermaster of the Gambit Pharos is second in command of the combined Clan Rook Dar'tome crew and chief representative among his people. His cranial implants allow him to interface not only with his own armor but the frigate's systems, and he commands an air of authority second to none save for the alor'ad.
WEAKNESSES
  • Wildling: The Tof are a savage people, and Pharos is no exception. He has no understanding or appreciation of culture or fine living or advanced logical reasoning. He has the kind of canny tactical knack of a lifelong sailor, but in all areas outside of space travel and intimidation he is more or less clueless.
  • Far From Home: His homeworld and everything he knows is some one hundred fifty thousand light years from here. Pharos doesn't know a wookiee from a mon cal, he has no idea Coruscant is the center of the galaxy, even the distinctions between republic and empire are hazy to the foreign pirate.
  • Neural Overload: Because of his cybernetics the quartermaster is particularly susceptible to ion blasts and other forms of electromagnetic assault.
HISTORICAL INFORMATION

When the Skyriver mando'ade were taken and the strongest among them allowed to replenish his crew's ranks, Pharos was just a boatswain. His entire life had been one of high piracy, living mostly on the fringes of the Kingdom where his species' territory bordered with Firefist's other local denizens. But they were no simple band of road agents, they were Dar'tome. Their foreign cousins deserved the same chance to prove their worth.

Pharos was among the first Captain Rook won over to his cause. Promising a life of great challenge and even greater reward if the Dar'tome swore instead to follow him, Quell and Pharos planned together the mutiny that would eventually depose the clipper's old leadership and instill them both as the rechristened Gambit's new commanding officers. Quell was chosen to lead for his obvious skill in battle, and the Tof quartermaster was elected to his post because he was trusted above all others to ensure the foreigners kept their promises of fortune and glory.

After collecting enough local prizes to secure supplies for the long trip back to Skyriver, it was Pharos who came up with the idea to distract the crew with organized gladiatorial blood sport. He feared their naturally violent tendencies would otherwise tear apart all sense of brotherhood after so long in isolation. Eventually reaching Clan Rook's home galaxy a few dozen crewmen lighter, the Tof's reward was fulfilled when they arrived on the outer edges of a galaxy soft and ripe for plunder.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
SPECIAL FEATURES
  • Datalink: Able to interface with ship systems and local datanets to provide telesponder and basic engineering data on known ships or installations.
  • Now in 3D: Like a pair of macrobinoculars, the spyglass produces a three dimensional image rather than simply making something appear larger.
  • Adjustable Settings: By twisting a set of fine tune controls near the lens it is possible to do things like zoom in and out, adjust the scale or angle, and focus on a specific target. It is also possible to lock targets, so if the user is required to look away there is a directional indicator of the target's trajectory.
STRENGTHS
  • Handheld Sensor: This spyglass is essentially a portable sensor station stripped down to the pair essentials. Its maximum viewing distance is comparable to that of a starships' short range scopes.
  • Solar Current Tracker: The Hawkeye comes with a variety of analysis modes, including one capable of detecting nearby stellar radiation. Through this setting a user can calculate the most optimal course for a vessel equipped with solar sails.
WEAKNESSES
  • Detailed Analysis: A handheld spyglass cannot provide the same level of detailed scans that a capital grade sensor suite is capable of. The Hawkeye provides basic details, it isn't the type of instrument which can detect minute power fluctuations or some other kind of scientific vulnerability.
  • Limited Field of View: While conventional sensors provide a constant three hundred sixty degree perspective of a ship's surroundings, the spyglass is of course a far more focused tool. While its widest scale settings can provide an impressive panorama, it is beholden to the humanoid limitations of its operator.
  • Hyperspace Detection: Hawkeye glasses can detect jumps into and out of hyperspace, but there is no long range functionality. It cannot perceive lightspeed travel itself, so lacks an early warning system to indicate imminent arrivals.
DESCRIPTION

A truly exotic piece of technology from the distant Companion Besh satellite galaxy otherwise known as Firefist, these spyglasses are a common instrument found aboard Tof Kingdom ships. The extragalactic raiders possess crude sensor technology, so devices like the Hawkeye are used to compete with their more technologically advanced neighbors such as the Maccabree. Tof spyglasses are effectively handheld sensor units by which lookouts and commanders can remain aware of their surroundings in space.

Its range is comparable to that of most starships' standard sensor scopes, however given its lack of internal space and processing power Hawkeyes have much less advanced functionality. And then of course it is subject to the limitations of a humanoid's perspective and ability to perceive stimuli. For the Tof's purposes however crude tech like spyglasses and their basic weapon tracking suites are adequate, there is only so much information a raider requires.
 
OUT OF CHARACTER INFORMATION
  • Intent: [ Describe the plan for your planet. NOTE: This section alone can have your planet dismissed. Planets created on a whim or for purposes to undermine the integrity of Star Wars will not be approved. ]
  • ​Image Credit: [ Link to where you found the images, or to the original artist if possible. TinEye or Google Image Search can help. ]
  • Canon: [ Is this a canon planet? If yes, link to the original planet wiki here, if no simply put N/A. All canon planet submissions must be tagged "Canon" in Topic Tags. ]
  • Links: [ Provide links to any relevant development threads, characters, companies, locations, etc here. ]
GENERAL INFORMATION
  • Planet Name: Carpathia
  • Demonym: Carpathian
  • Region: Kathol Rift
  • System Name: Carpathian System
  • System Features:
Cygnus Aurek
double binary star system​
Carpathia
Cygnus A.3
main cool planet​
High Castle
Cygnus A.3-1
artificial moon/occupied by eccentric master codebreaker​
Aing-Tii Embassy
spoopy space station​
Onyx
Cygnus A.5
gas giant/fuel depot​
Cygnus Besh
second main sequence star​
Colonia
Cygnus B.2
super earth, main colony world​
Damocles Asteroid Cluster
asteroid cluster/Colonial Expedition HQ​
Cygnus Cresh
third main sequence star​
Squalid
Cygnus D.1
swamp world/scattered settlements​
Hyperion
Cygnus D.5
ice world​
ORION Listening Post
remote space station​
Cygnus Dorn
fourth main sequence star​
Ratchet
Cygnus D.1
desert world/frontier shadowport​
Oroboros
Cygnus D.2-D.3
binary planet system/one is a paradise and one is a hellscape until they switch​
Prospect
Cygnus D.5
desert world/frontier shadowport​
  • Location: [ This can be coordinates based on the old map, a screen shot of the hex on the map, or 'in X planet's hex' where X is an existing planet on the map. ]
  • Major Imports: [ What the planet frequently buys from other planets. Common materials and ores should just be listed (Ex. Durasteel ore), while anything special or rare should be linked. ]
  • Major Exports: [ What does the planet produce and bring to the galaxy, note that not all planets have to produce things. They can be barren or have riches yet to be discovered. Common materials and ores should just be listed (Ex. Durasteel ore), while anything special or rare should be linked. ]
  • Unexploited Resources: [ Does this planet have resources that are not yet utilized by the population? Common materials and ores should just be listed (Ex. Durasteel ore), while anything special or rare should be linked. ]
GEOGRAPHIC INFORMATION
  • Gravity: Standard
  • Climate: Temperate
  • Primary Terrain: Tropical Rainforests/Jungle
  • Atmosphere: Type I
LOCATION INFORMATION
  • Capital City: Merril's Crossing
  • Planetary Features:
Wildlands/Scattered Settlements
-​
  • Major Locations:
Merril's Crossing
-​
Pylon Network
-​
  • Force Nexus:
    Intent: To provide a possible motivation for the planet to get blapped.
    Nexus Name: Pylon Network
  • Nexus Alignment: Neutral
  • Size: Planetary
  • Strength: Strong
  • Accessibility: /
  • Effects: Carpathia's pylon network runs all along both the equator and prime meridian, and its true purpose is a mystery. Scans of the ancient monoliths produce similar results to netherworld rifts implying some connection to the Mist-Beyond. It is possible that the planet is some form of cosmological weak point and the network is an attempt to either exploit or contain netherworld energies.

POPULATION

[*]Population:
  • Planet: Sparse
  • System: Heavy

[*]Demographics:

[*]Primary Languages: Galactic Basic Standard
[*]Culture: [ General overview of the inhabitant's behaviors. This should include information about daily life, society, arts, sports, religion. ]
GOVERNMENT & ECONOMY
  • Government: Colonial Expeditionary Council
  • Affiliation: Outer Rim Coalition
  • Wealth: [ Poor, Low, Medium, High, Wealthy. Describe, briefly, why. ]
  • Stability: [ Low, Medium, High. Are there major issues causing unrest? Is this a planet of chaos or one of peaceful law abiding citizens? Is it dangerous for travelers to visit or are you safe as an outsider? Describe the general feel and theme of any overarching government or rulers/leaders in this city. ]
  • Freedom & Oppression: [ Describe the atmosphere of freedom on this planet. Are the people fairly free or is oppression of society and commerce heavy? Does it have a dictatorial ruler? Is fear of the ruling body prevalent? Relaxed and open? Is anything unusual illegal or permitted? ]
MILITARY & TECHNOLOGY
  • Military: [ Describe the military capabilities of this planet. Is it completely demilitarized? A fortress world complete with heavy defenses? A space-faring world with a substantial navy? Is it a hive of scum and villainy with no discernible defense structure other than what it's inhabitants have to offer? Or maybe due to low tech the people here are still in the bronze age. ]
  • Technology: [ A description of how technologically advanced the planet is relative to the galaxy. If there is nothing of note, simply put ‘Galactic Standard’. ]
HISTORICAL INFORMATION
[ Include a history of the planet here. Be sure to cover the following information:
How was the planet discovered? How was planet settled? When was it settled? Why was it settled? What major events specific to the planet helped shape its inhabitants to what they are today? If there is a Nexus, how did it come about and how did it influence the history of the planet?

Remember that these custom planets may be submitted the map for the community to enjoy. The more background you set down, the more clearly others will be able to understand your view of your creation. ]
 
SYJq62T.png

OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Fleet Name: Kathol Navy Frontier Patrol
  • Classification: Expeditionary Group
  • Affiliation: Kathol Republic (Outer Rim Coalition)
  • Fleet Symbol:
    TTqb24I.png
  • Description: Frontier Patrol is a division of the Kathol Republic Navy which operates outside their home cluster in the remote Kathol Outback. Although modest and divided into smaller expeditionary wings these forces represent nearly half of the military vessels at the Republic's disposal.
The task force consists of a half dozen roving combat destroyers with escorts and a half dozen small patrol groups assigned to various critical sectors of Coalition space. Some destroyers are assigned special detail like the KRV Beyond's exploratory mission profile while others roam between patrol sectors engaging in search and rescue operations.

SOCIAL INFORMATION

[*]Goals: Frontier Patrol is the Kathol Republic's main offensive military arm and maintains the most contact with Outback space's surrounding regions. It is an organized peacekeeping and humanitarian armada with a focus on anti-piracy as well as relief efforts. By virtue of their status as the deepest ships out, both exploration and diplomacy also play a key role in what life is like on Kathol's frontier.
[*]Reputation: As a bastion of order and democratic rule surrounded by lawlessness and anarchy, Frontier Patrol are known as local good samaritans if ill humored towards scoundrels. They are famed pirate hunters, but also hold a dim view on smuggling and narcotics. The Kathol Navy's relationship with the Underground is nebulous, as strict peacekeepers they do not trust Coalition's underworld connections but owe much to their mutual defense pact and so continue to begrudgingly cooperate.
COMPOSITION INFORMATION
KATHOL COMMAND
KRV BEYOND
KRV SENTINEL
KRV WAYFARER
KRV DEFIANT
KRV PARAGON
KATHOL SECTOR PATROL
WESTERN REACHES PATROL
TRAILING SECTORS PATROL
MINOS CLUSTER PATROL
EXCLUSION ZONE PATROL
WILD SPACE PATROL
CORSAIR SQUADRON
MEMBERS
  • ADMIRAL NELSON MAYWEATHER, KRV COLOSSUS (NPC/Human Male)
  • GENERAL JAINA SABLE, KATHOL REPUBLIC MARINES (NPC/Hapan Female)
  • CAPTAIN ATLAS DRAKE, KRV BEYOND (PC/Human Male)
  • CAPTAIN SIBHIN RA, KRV SENTINEL (NPC/Pitanni Male)
  • CAPTAIN SARA HUNT, KRV WAYFARER (NPC/Human Female)
  • CAPTAIN JON GRAVE, KRV DEFIANT (NPC/Human Male)
  • CAPTAIN DELOS YU, KRV PARAGON (NPC/Pitanni Male)
  • CAPTAIN LORI DRUM, KATHOL SECTOR PATROL (NPC/Human Female)
  • CAPTAIN ZEV ARES, WESTERN REACHES PATROL (NPC/Zabrak Male)
  • CAPTAIN AMASI VI, TRAILING SECTORS PATROL (NPC, Pitanni Female)
  • CAPTAIN ADRIAN CROSS, MINOS CLUSTER PATROL (NPC/Human Male)
  • CAPTAIN VOL TEROS, EXCLUSION ZONE PATROL (NPC/Rattataki Male)
  • CAPTAIN LANCER KANE, WILD SPACE PATROL (NPC/Human Male)
  • CAPTAIN CALIA TYR, CORSAIR SQUADRON (NPC/Nothoiin Female)
HISTORICAL INFORMATION

Only in this past century have Kathol Republic forces ventured outside their remote star cluster on the Coalition's farthest fringes. Historically too far removed to indefinitely maintain supply lines across such vast distances, the rise of an outer rim mutual defense pact with the Rebel Underground as its binding focus changed everything.

Now Kathol Navy ships have access to friendly backwater ports throughout the territories, and increasingly more of the dwarf republic's precious few star destroyers are being posted far abroad as a part of Frontier Patrol. Some are even combat veterans having served alongside militia groups at Skor II, Terminus, and Pantora.

Kathol Command is permanently stationed in the Kal'Shebbol system, and each patrol group roams established shipping lanes along their designated sectors. Each destroyer functions as an autonomous expeditionary wing, ranging between sectors and even beyond the Coalition's border regions.
 

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