Star Wars Roleplay: Chaos

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Pre-Factory/Pre-Codex

Ever Dawnracer

Guest
E
Feel free to use this forum as a place to post pre-factory and pre-codex works, especially if you don't want people to know what you're working on outside of the faction. Alternatively, if you use the forums in the factory or codex for this, and want someone to look at from the faction, you can post in this thread to get people's attention.
 
Would love some feedback on this upcoming submission!

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OUT OF CHARACTER INFORMATION

SETTING INFORMATION
  • Structure Name: Nadiem Jedi Enclave
  • Classification: This serves as both a meeting place, home, and training facility for Jedi of the Republic Remnant
  • Location: Nadiem
  • Affiliation: The Jedi Order of the Republic Remnant
  • Accessibility: The Jedi Order of the Republic Remnant is attempting to rebuild the Jedi Order that was scattered after the fall of the Galactic Republic. Nadiem is a remote planet without much of an existing infrastructure and with an agrarian society. The Jedi have selected this location for the peace of the planet and the relative obscurity. While the Jedi Enclave is not a secret, it is neither widely advertised nor as well known about as other Jedi locations of old (such as the Temple on Ossus or Coruscant). There is security in place and access is not open, though the Jedi will typically make time to see anyone coming to them. Some areas, the lower levels, are far more secure and off-limits to non-Jedi visitors.
  • Security: Yes, there are a number of security protocols in place for this enclave:
    Standard Security Checkpoints: There are standard security checkpoints at the entrances and exits to the Jedi Enclave. These are typically guarded by Jedi Knights or Jedi Padawans who have advanced in their training alongside the Saotome P.T.D. Droids.
  • Saotome P.T.D. Droids x 15: These are the most numerous at the enclave and act as training droids for the Jedi while also filling in the function of guard droids.
  • Saotome Bodyguard Droids x 10: The Saotome Bodyguard Droids are the only other security droids that maintain a constant presence at the Enclave. Most are assigned to specific locations (e.g., guarding the archives), while also be utilized by more advanced Jedi as training droids.
  • YVH-2 droids x 5: The YVH-2 droids are kept on standby and only activate when a significant security breach occurs. Three in the Upper level, 2 in the Lower level.
  • EMBU Mk. III x 5: The EMBU Mk. III droids are also on standby mode, like the YVH-2 droid, activating only when a security breach warrants their deployment. 3 in the Upper level, 2 in the Lower level.
  • Stone Guardians x 2: There are two stone guardians guarding the entrance which leads to the lower levels. When not in use they appear to be stone statue’s resembling Jedi, but when they sense a threat to the temple, they activate.
  • Saotome War Droids x 2: Finally, there are Saotome War Droids housed in the lower levels. When a security breach to the lower level or an invasion is signaled through the system, these droids activate.

[*]Description: From the outside, the structure has rounded structures that are built into the hillsides, giving the enclave, at a glance, of being natural to the area. The structure itself is split into three levels. Level 1 is the level that guests are allowed to visit under supervision. This location has a central room housing a beautiful garden and water flowing round the perimeter of the room below the translucent flooring. Three corridors lead off from this room. The northern corridor leads to the medical facility, the western corridor leads to the training room, and the southern corridor leads to the lower levels. The second level houses the personal rooms of Jedi at the enclave, meeting rooms, secure storage, the archives, and other meditation and training rooms. The third and final floor is a large cavern that out to an exit at the base of a nearby mountain range. This is the hangar for Jedi coming and going from the Enclave and access is restricted by mounted anti-aircraft turrets and hangar door that can open and close with access codes.

POINTS OF INTEREST


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Central Garden: This is the first thing visitors see when they enter the Enclave. It is meant to be a place to settle the mind and a place of contemplation. Jedi returning from missions abroad often use this room to center themselves and seek out tranquility.

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Upper-Level Training Room: This is where training takes place in full view of other Jedi and visitors to the Enclave. Typically it is where Jedi tournaments take place, and where assemblies would be had with visitors from outside the Enclave.

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2nd Level Assembly Room: This is where Jedi assemble for meetings in private, typically the most senior of the Jedi attend.

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Meditation rooms: Meditations chambers are located on the second floor.

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3rd level hangar: this is the hangar built into the cavern system beneath the enclave.
HISTORICAL INFORMATION
Following the Fall of the Galactic Republic, the Republic Remnant settled into the Wild Space region of the galaxy. From there they began to set up their base of operations in the Teth and Nadiem regions. In order to provide a base of operations, a home, and a training location for Jedi members of the Republic Remnant, construction of an Enclave immediately went into effect on Nadiem. Model after the Enclave on Dantooine of old, the Jedi worked closely with the natives and Republic personnel to construct the site. Top of the line security systems were brought in with an accompaniment of droids to ensure that the enclave would not fall victim to an attack. While the Galactic Republic might have fallen, the beacon of hope that was the Republic and the Jedi Order would live on among the members of the Republic Remnant.
 

Aeth Deschart

Guest
A
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OUT OF CHARACTER INFORMATION
  • Intent: To create the current flagship of the Republic Remnant.
  • Image Source: Shoguneagle
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A

PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: Iblis-class Star Defender RNV Reparate Hope
  • Affiliation: The Republic Remnant
  • Production: Unique
  • Material: Alusteel frame with Neutronium Impregnate Alusteel Hull

TECHNICAL SPECIFICATIONS
  • Classification: Command Ship
  • Length: 2000 meters
  • Width: 900m
  • Height: 650m
  • Armament: Very High​​​​Long Range Turbolasers
  • Megamasers
  • Ion Cannons
  • Missile Launchers
[*]Defenses: Very High
  • Redundant Shields
  • Point Defense Lasers
  • Armor
[*]Hangar: Very Low: 3
[*]Maneuverability Rating: Average
[*]Speed Rating: Average
[*]Hyperdrive Class: Average: 2

STANDARD FEATURES
  • Communication Wave De-scrambler
  • Encryption Module
  • Frequency Jammer
  • Holonet Transceiver
  • Hyperwave Transceiver
  • Ranger Transceiver
  • Subspace Transceiver
  • Escape Pods
  • Life Support
  • Medical Bay
  • Cap Drains
  • Shields
  • Long-range Scanner
  • Sensor Dampener
  • Targeting Lasers
  • Tractor Beams
  • Maneuvering Jets

ADVANCED SYSTEMS

Strengths:
  • Heavily armed and defended
  • Still has a small hangar

Weaknesses:
  • Small hangar
  • Prominent bridge
  • Rear blind spot (The rear of the ship is mostly engines, so not many guns to cover it.)

Description: The Republic is still rebuilding. After years of near non-existence, and bouncing from location to location in search of a home, they haven't had the chance to rebrand themselves before. Enter the new age of the Republic, setting up on a Homeworld, and capable of getting things done. A new Fleet Admiral, and a focus on military growth, has led to the need of a new flagship. The result? The RNV Reparate Hope, a one of a kind Iblis-class Star Defender.

With parts purchased from outside sources, and newly built shipyards, this large vessel of war is sleek and modern, but cutting a familiar profile. She possesses engines capable of emitting a short term interdiction field, and the capability to track fleeing vessels across distance with some accuracy.
By all accounts, she is worthy of admiration.

Thanks to the efforts of the Chiss that have remained loyal to the Republic, the ship possesses a blend of weaponry including their infamous megamasers. Possessing some long range capability, the ship is still designed for close combat in which her numerous guns can shred many ships to pieces in a short amount of time. She carries three squadrons of Republic E-Wings for support, or two squadrons and a few shuttles depending on the day. She is, without a doubt, a formidable vessel and worthy of being the current Republic flagship.
 

Zek Koth

Guest
Z
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OUT OF CHARACTER INFORMATION
  • Intent: To create a new engine for use in Republic Remnant starfighters.
  • Image Source: 2753 Productions
  • Canon Link: None
  • Restricted Missions: None
  • Primary Source: None

PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: REM SLAM Engine
  • Affiliation: The Republic Remnant
  • Modularity: Can be modified to run on TibannaX.
  • Production: Mass-Produced.
  • Material: Alusteel, Engine Parts

SPECIAL FEATURES
  • One time use accelarant for added burst of speed (increases for one short time the speed to the next tier of speed).
  • Can be modified to run on TibannaX.

Strengths
:
  • The engine is capable of being made in modular sizes to fit different size fighters.
  • The engine can be modified to run on TibannaX
  • The engine includes a secondary fuel chamber that injects an accelarant which causes a temporary boost of speed beyond what is typical for the craft.

Weaknesses
:
  • Usage of the booster fuel negates the effects of using TibannaX and increases the ships visibility both physically and to scanners.
  • The accelarant can only be used once before it has to be refilled, meaning the ship has to be refueled, and it can only be done when the ship is landed.

DESCRIPTION
The REM SLAM Engine was born from the concept of booster engines often used in racing. In times where a quick speed boost is necessary, a racer will use a booster to give a temporary boost of speed and jet their way past an opponent. The same concept applies here, though the accelarant is a one time use component that negates the effects of using TibannaX. The use of the accelarant causes a speed boost, increasing G Forces on the pilot and allowing them to cover distance at a faster pace, but quickly burns out. It can be used for a quick getaway, or to cover the space between capital ships more rapidly than the enemy can prepare for. When not using the accelarant, the engine functions like most standard fighter engines.
 
[member="Ever Dawnracer"]

The Ranger Scutum

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Image 1: Shield when powered up

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Image 2: Shield when powered down and retracted.

OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: n/a
  • Affiliation: The Republic Rangers of the Republic Remnant
  • Modularity: No
  • Production: Limited (only Republic Rangers)
  • Material: Durasteel and shield internal components
SPECIAL FEATURES
  • Capable of retracting into a piece small enough to pack into a bag or wear on a utility belt
  • Capable of blocking blaster bolts, projectile weapons, and even lightsaber strikes thought metal components are susceptible to damage
Strengths:
  • Capable of blocking blaster fire
  • Capable of blocking projectiles
  • Capable of blocking lightsaber strikes
Weaknesses:
  • Cumbersome: When activated this shield is large and cumbersome and therefore requires specialized training to fight effectively with it.
  • Exploitable vulnerabilities: While capable of blocking strikes directly to the shield, the durasteel of the central boss as well as the outer cylinders are susceptible to damage.
  • Kinetic Energy: While the shield is capable of blocking attacks, it is limited by the physical capabilities of those wielding the shield. While the shrapnel and flames of an explosion or a direct hit on the shield from a larger weapon (e.g., turret) may be deflecting from the shield, the kinetic energy of such blasts would surely kill those wielding the shield.
DESCRIPTION
With the Republic scattered and defeated the Republic Remnant is surfacing to try and piece together the Republic. To aid in this endeavor, the Republic Remnant has established the Republic Rangers. This elite expeditionary force serves on the front lines and is often in harms way. As such, the Ranger Scutum was designed to compliment the armaments of the Rangers (armor and weapon) and provide much needed protection. The Ranger Scutum is a personal energy shield that is designed to protect the Ranger using it from blaster fire, projectile weapons, and even lightsaber strikes. However, while the shield is capable of deflect these attacks, the durasteel components are susceptible to damage. The Scutum is designed to cover much the body of an average sized human and when not in use the horizontal and veritcal arms retract into the shield boss to allow it to be stored in a pack or on a utility belt.

The Ranger Scutum was designed to compliment the weaponry of a Ranger as well, the Blaster Stave. The primary purpose of the cylinders on either side of the horizontal arms are to stabilize and shape the shield. However, a secondary purpose is to rest the iconic weapon of the rangers upon it. This can serve two purposes: (1) to rest the heavy weapon while advancing against an enemy and (2) to provide a platform from which to rest the stave when firing, thus increasing accuracy.
 

Zek Koth

Guest
Z
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OUT OF CHARACTER INFORMATION
Intent: To create an electrochromic compound for use in coating stealth vessels.
Image Source: Alberto Burri
Restricted Missions: N/A
Primary Source: Link

PRODUCTION INFORMATION

Name: ECP Black
Manufacturer: Republic Industries (The Republic Remnant)
Homeworld (optional): N/A
Production: Limited
Affiliation: The Republic Remnant
Modularity: No
Material: Sulfur, Nitrogen, Carbon, Oxygen

PHYSICAL SPECIFICATIONS

Classification: Polymer
Weight: Average
Resistances:
  • Blasters (And other plasma type weapons): Very Low
  • Kinetic: Very Low
  • Lightsabers: None
  • Other: Average for EMP
Color: Black or White. See below.

SPECIAL FEATURES

Electrochromic polymers change color when an electric charge runs through them. This particular polymer is a paint-like substance until allowed to dry, when it hardens. If a charge is run through the polymer it changes color from black to white or vice versa.

Strengths:
  • Can change color from black to white and back.
  • Natural properties provide good ability to dissipate electromagnetic attacks, which cause a rapid color change display.
Weaknesses:
  • While it protects what it coats from EMP, the polymer takes the charge and runs it through repeatedly, causing it to shift rapidly to the point the polymer loses all effectiveness and must be replaced. One EMP/ION blast and it's done.
DESCRIPTION
This polymer was designed to be applied to space craft as a top paint coat. In this particular case, it's designed to make a fighter blend in with space as a matter finish coat, or disguise a stealth fighter as a standard fighter by turning it white. Because of the nature of the material, it is good against an EMP or Ion attack, but only for one strike, as that much power overloads the polymer and causes it to crack and flake away.
 

Zek Koth

Guest
Z
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OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS
  • Classification: Starfighter
  • Length: 13.3m
  • Width: 13.3m
  • Height: 6.2m
  • Armament: High​2 Linked Maser Cannons (Can fire single shot staggered or in pairs)
  • 2 Linked RLC-1 Stealth Laser Canons (Can fire single shot staggered or in pairs)
  • 2 Torpedo Launchers (2 Torpedos Each, Reduced due to ProtonX)
[*]Defenses: Average
  • Ray Shields
  • Hull Armor
[*]Squadron Count: Average: 12
[*]Maneuverability Rating: Average
[*]Speed Rating: Average (Reduced by one due to TibannaX REM SLAM Engine)
[*]Hyperdrive Class: Average: 2

STANDARD FEATURES
  • Standard Shields
  • Standard Navigation
  • Standard Targeting Systems
  • Standard Repulsorlift Engines
  • Standard Sensor Arrays
  • Sensor Negators
  • Static Dampers


ADVANCED SYSTEMS

Strengths:
  • Two Masers and two stealth canons instead of the old E-Wing standard of 3 Blaster Cannons
  • Engines can provide a temporary speed boost and run on TibannaX
  • Extremely difficult to detect based on stealth systems.

Weaknesses:
  • Wide Load: Carrying these on a ship reduces the ships standard starfighter squadron capacity by 1.
  • Inertia Pull: Using the booster creates excess G Forces, and the fighter is not specifically designed to counter that, which can leave the pilot briefly disoriented after use.
  • Can't Breath: No internal life support requires a full flight suit.
  • Can You Hear Me Now?: No communications capabilities.
  • Fire At Will: While the stealth weapons systems do provide a serious early engagement advantage, they also have limited capacity. Once used, the fighter is down to two maser canons only.

Description: The Republic StealthE is based on the same concept as the StealthX: take a standard Republic fighter, reduce some of it's capabilities to allow for the addition of other equipment that makes the ship difficult to detect. This particular fighter is based on the Remnant's E90. Two of the standard Masers have been replaced with stealth guns and the typical 6 proton torpedo load has been reduced to four by carrying ProtonX Torpedoes. Removal of communications and life support systems was necessary for the installation of equipment needed to make the fighter less detectable, and use of TibannaX makes the fighter slightly slower than the E90. However, these shortcomings were deemed acceptable in order to create a highly Stealthed fighter for the Remnant's Starfighter Corp.

These fighters are generally completely black when flown in stealth mode thanks to the ECP Black, and pilots will always lead with usage of the Stealth Canons before resorting to maser usage.
 
This is a work in progress that I'm saving here for feedback....and to store my links!

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Image 1: View from space.

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Image 2: Planet interior

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Image 3: Frequent storms
OUT OF CHARACTER INFORMATION
  • Intent: To create a planet that was previously included in the following thread. To established a planet in Wild Space to serve as a base of operations for the Republic Remnant.
  • ​Image Credit: Image 1 by CosmosUp, Image 2 from NancE Pearson, Image 3 from here.
  • Canon: N/A
  • Links: Planet originally found in this thread.
GENERAL INFORMATION
  • Planet Name: Ciomia
  • Demonym: Ciomian
  • Region: Outer Rim Territories/Wild Space
  • System Name: Ciomian System
  • System Features: The Ciomian System is relatively unexplored due to the hazards of space travel to the system. The system is surrounded by a dense asteroid field as well as two large nebulae which make travel to and from the system hazardous for those who have not traveled in the system previously. Ciomia is currently the only known planet in the system.
  • Coordinates: Approximately at 40AH
  • Major Imports: The planet, though once well known to other systems, was isolated and forgotten after the devastation of the Gulag Plague. Since that time, life on the planet has been allowed to progress with relatively little interaction with the outside systems. As such, little is imported into Ciomia.
  • Major Exports: As Ciomia has not yet established strong ties outside the system, trade off world has not been exploited.
GEOGRAPHIC INFORMATION
  • Gravity: Standard
  • Climate: Temperate
  • Primary Terrain: Large lush forests cover the one large continent of Ciomia. The ocean that surrounds this content takes up about 65% of the planet, while the continent and a few scattered but isolated islands make up the rest.

  • Major Locations:

  1. Theron: This is the major city of the people of Ciomia and, with few exceptions, the only place where people can live safely on the planet. The woodlands of Ciomia have evolved a dangerous collection of flora and fauna that make life in the unsettled city almost untenable for the natives or anyone venturing to the city. As such, Theron is vast, holding a population of 10.5 million. The city itself, while considered a single city, is divided into seven regions, each protected from the wilderness by large, guarded walls. These sections are connected together by covered bridges that allow the population to travel among the seven regions. One of the most remarkable things to an outside observer is the pure chaos of the city design. Theron, starting as a number of small villages that banded together to face the menace of the wildlife, grew and expanded with little planning and mostly out of necessity. As such, the streets are chaotic and confusing and the layout less planned than many other cities.

  2. Temple of Awakening: This is a ruin located deep within the forests to the south of the city of Theron. It was once the home of a force cult that existed in the city of Theron. The leaders of the city, fearing the popularity and the power of the group, cast them out of the city. The cult was not aligned with either the light or darkside of the force. Similar to the Baran Do in that they focused their force techniques on surviving in the harsh conditions surrounding them, the cult went extinct after the Gulag Plague made it way to Ciomia. Few can survive the voyage to see this temple, as it lies in the heart of the deadly forests surrounding Theron.

POPULATION
  • Native Species: Much of the woodlands of Ciomia have been unexplored due to the dangers of the wildlife. However, there are a number of animals of note.
  1. Canis: These are one of the deadliest of predators in the woodlands of Ciomia and the one that claims the most lives annually. Canis are large wolves, reaching 100-150lbs. They are pitchblack in color with bright yellow and red eyes. The wolves typically hunt in packs of 4-8. They have six toes on each paw, with the largest being a retractable claw for grabbing and clashing at prey. The Canis's mouth is full of sharp teeth and it has two tusks that jut out from its mouth. What makes the beasts so deadly is their intelligence. The Canis are boaderline sentient and seem to communicate telepathically when on the hunt.
  2. Liphisti: Another great predator of the woodlands is the Liphisti. These are enormous spiders, reaching 4-5' across and with venom that is meant to incapacitate not kill. The Liphisti is an ambush predator. Burrowing into the ground, they spread a fine web along the ground stretching out from their burrow for several yards. Vibrations in the silk alert them to approaching prey. When an animal, or unsuspecting Ciomian, wanders to close, the Liphisti springs into action and pulls their prey into their burrow where they will be consumed alive.
  3. The planet is covered in vast and large conefer forests with a vast number of uncharted plant life.
  4. With a relatively large ocean, there is a multitude of fish species that the Ciomia use as their primary source of food, in addition to grain based foods.
  5. Ciomians: The Ciomians are a human race that settled on Ciomia in ages past. The Ciomians are not native to the planet, not having evolved there, but were explorers who settled on the world. It was a long and hard process, establishing a foothold in a planet so dangerous. The Ciomians slowly established themselves as the ultimate innovators and supreme species on the planet before the Gulag Plague struck and devastated the galaxy to such an extent that the Ciomians and their system was lost to the galaxy at large.
  • Immigrated Species: N/A
  • Population: Sparsely Populated (10.5 million of Theron is virtually the sole residents of the planet).
  • Demographics: Entirely human. The Ciomians are aware of other species and have done some small scale missions off-world, for the most part they are small enough in population to stay content with life on their homeworld and have not made an effort to establish anything interstellar.
  • Primary Languages: Galactic Basic
  • Culture:
  1. Military: The Ciomian military is centered almost exclusively on maintaining order in the city and keeping the wildlife out. As the population has established itself in a single epicenter, there is little concern for warfare. As such, the military forces focus their day-to-day on policing and protecting the city from the hostile fauna.
  2. Religion: The Ciomian's lack a structured organized religion. There are a number of small cults and religious sects among the people, and each old different sway in the various regions of the city, but none can claim to be dominant and the governing body does not favor any religion, having a strictly sectarian government system. This was necessary in the early days to band the different groups together to unite for survival.
  3. Politics: The Ciomian government is a republic style of government, with each region of Theron electing a handful of officials to oversee the governing of the city. Like the chaotic nature of the streets and development of the city, so too has the political system developed haphazardly through the needs of the growing population over time. As such, the governing counsel has swelled from four members in the early days to over 300 and is made up of all political positions from each of the cities seven regions. While the 300 members of the governing counsel are often in flux, as most positions are only 3-5 year terms, each region elects a senior Magistrate whose duty is to act as the head of that region for a term of 10 years. This position, while open to all within a region, is typically controlled by the wealthiest of Ciomians due to the influence of wealth on elections.
  4. Legal: Juries in Ciomia, who overhear all cases, are collections of professional legal scholars not laypersons selected at random. Judges, who are promoted from within Jury pulls for years of dedicated service, oversee trials and ensure that the juries are basing their verdicts on sound legal reasoning. There is a legal constitution outlining the rights of Ciomians as well as outsiders, though, as with many things on Ciomia, it is chaotic and often hard to interpret.
GOVERNMENT & ECONOMY
  • Government: Federal Republic
  • Affiliation: Independent until recently when it entered into alliance with the Republic Remnant
  • Wealth: low, while there are wealthy Ciomians, the planet, until recently, has not engaged in off-world dealings and therefore can not be said to be wealthy in comparison to those with off-world trade.
  • Stability: High. Nothing pulls a society together more than an outside threat, and the dangerous nature of the planet has done just this. While there is infighting and conflict to be sure, there is also a shared sense of needing to work together to keep themselves safe.
  • Freedom & Oppression: Relatively free. Ciomians have the right to vote in their leaders and terms are limited, but the highest positions are often held election after election by those with the financial means to support campaigning.

MILITARY & TECHNOLOGY

  • Military: The military of Ciomia centers around policing the city of Theron and safeguarding it from the dangers of the planets flora and fauna. Due to the dangers of the planet, the military is large in relation to its population and terms of civil service are required of all Ciomians and the military is the most commonly chosen path. With regards to defenses against foreign invaders, the Ciomians have little to guard against this given the difficulties of navigating the Ciomian system provide a deal of protection and isolation.
  • Technology: Prior to the Gulag Plague and Ciomia's fall into obscurity, the planets technology was on par with that of similarly populated planets. However, with the lack of interstellar travel the planet has lagged behind other systems. Blaster weapons, shielding technology, durasteel, and other modern technology is all present on Ciomia but it is technology that would be considered "dated" on other worlds and, while the technology is similar to other worlds, it has deviated from it in construction due to the isolation of the planet.
  1. Storms: Violent thunderstorms are common on Ciomia and one technology that Ciomians have excelled at is the use of naturally occurring electricity to generate power. Lightning is remarkably hard to harvest to generate energy due to the fact that it is random and that most of the energy transferred in lightning strikes is heat. The Ciomians have cornered the market on utilizing lightning to generate power as violent thunderstorms are an everyday occurrence on the planet as well as prediction technology for knowing when the storms will strike. Knowing when the storms will strike, Ciomians use laser-induced plasma channels to control where lightning will strike, directing it away from Theron and harvesting the energy.



HISTORICAL INFORMATION
Earliest History:
The planet that would become Ciomia was first discovered by explorers fleeing the great war between the Sith Empire and the Old Republic over 2,000 years before the battle of Yavin. The explorers, who number only a few hundred, were seeking a peaceful place to settle down and establish a place free of warfare and destruction. Many viewed the verdant landscape and beautiful ocean and thought they had found a paradise. However, upon entering the atmosphere they quickly found their vessels disabled by the deadly thunderstorms and the environment to be harsh and unforgiving. Many died in those early years and the few that managed to establish themselves would go on to live a sheltered, vigilant life for many years.

Republic Era:
With the founding of the Galactic Republic (1032BBY) exploration became more common and explorers once more stumbled upon the planet of Ciomia. They found the Ciomians whose population had gone through a series of bottlenecks and growths, resulting in a relatively genetically homogeneous group of humans. These explorers aided in the establishment of trade routes and goods began to flow to Ciomia. The city of Theron, which before this time was no more than a fortified village, began to take shape into the vast walled city it would grow into. Throughout this period of time, Theron began to grow and expand rapidly, as the flowing in of goods and the sudden growth to their population that resulted pushed the planets technology and infrastructure ahead by centuries. However, the people of Ciomia, focused as they were on survival, did not advance to the point of establishing interstellar travel, relying on others to bring supplies in and out.

Empire-New Republic-Yuuzhan Vong:
Throughout the period after the fall of the Galactic Republic and until the defeat of the Yuuzhan Vong, the planet of Ciomia went through several periods of loss and rediscovery. As governments shifted and the galaxy at large was thrown into chaos, the planet, secluded as it was in the dangerous Ciomia system, was lost and rediscovered many times. Each period of loss was associated in the planet slipping behind technologically and suffering population dips while each discovery was associated with a population boom and technological advancement, though the people of Ciomia never established interstellar travel.

Gulag Plague:
The planet of Ciomia was just coming off of a period of unprecedented growth and trade with planets outside of the system when travelers to the planet brought with them the deadly Gulag Plague. As it did with the galaxy at large, the Gulag Plague devastated the people of Ciomia, causing the population to bottleneck dangerously and bringing the city of Theron to the brink of collapse. The people of Ciomia, being use to devastation and hardship, however, prevailed and slowly began to rebuild, though the planet remained lost to the galaxy.

Rediscovery:
With the fall of the Galactic Republic, senators, Republic soldiers, and Jedi were thrown into exile as galactic powerhouses continued to struggle for supremacy in the galaxy. They resurfaced in Wild Space as the Republic Remnant. Ciomia, whose planet was rediscovered by Jedi Master Kian Karr in his duties as a Jedi Shadow but whose people had not been, was once more thrust into the galactic spotlight as the Republic Remnant set their eyes on this planet as a potential home base to regroup their shattered government.
 

Zek Koth

Guest
Z
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OUT OF CHARACTER INFORMATION

Intent: To create a specialized laser cannon for use on a stealth starfighter.
Image Source: Incom Corporation
Canon Link: N/A
Restricted Missions: N/A
Primary Source: Tibanna

PRODUCTION INFORMATION

Manufacturer: Republic Industries (The Republic Remnant)
Model: RLC-1 Stealth Laser Cannon
Affiliation: The Republic Remnant
Modularity: None
Production: Limited (On 36 fighters total at any given time)
Material: Titanium, Laser Cannon Parts

TECHNICAL SPECIFICATIONS

Classification: Laser Canon
Size: Average
Weight: Average
Ammunition Type: Tibanna, Colorless Variant
Ammunition Capacity: 12 Shots
Reload Speed: Average, Requires Landing
Effective Range: Average
Rate of Fire: Very Low (3 Times per Minute)
Stopping Power: High
Recoil: None

SPECIAL FEATURES
  • Fires a colorless variant of Tibanna, meaning it can't be seen even by the person firing it.
Strengths:
  • Did you see that?: No, you didn't. This weapon fires a colorless blast of Tibanna instead of the normal colored variety.
  • Gimme Strength!: The refining process for this gas makes it a stronger blast than the standard Tibanna variants used in laser canons.
Weaknesses:
  • I'm out!: Each cannon, because of the Ammunition used, can only hold twelve shots before it must be reloaded. Considerably less than the standard laser cannon.
  • Slow down, boy!: The Canon has to wait twenty seconds between shots for cooling or else it will overheat and explode. This is not a negotiable number and is the minimum waiting time.
  • Did you see that?: Even the friendly pilots can't see the shot, so if you miss, there's a chance of hitting a friendly.
DESCRIPTION
One of the commonly noticed issues with stealth fighters is that once a shot is fired from the fighters canons, the fighter is known to be there and can have it's position triangulated by good computers. To counter this, and give a starfighter a brief combat advantage, the RLC-1 was developed. It runs on an expensive and hot gas that requires the canon have a short capacity and a decent cooling time or else the canon will explode, rendering it useless. While the shots are invisible to the naked eye, it also means that friendlies can't see you shooting and can get caught in the crossfire. These drawbacks were deemed acceptable for the brief advantages that they offer.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To provide Kian Karr with an NPC padawan to train. This will provide interesting storyline and further develop the character.
  • Images: This image from this source.
  • Role: Kian Karr's padawan and relative.
  • Links: Kian Karr
PHYSICAL INFORMATION
  • Age: 12 years old
  • Force Sensitivity: Apprentice/Padawan
  • Species: Kel Dor
  • Appearance: Gnost Karr is an adolescent Kel Dor. He is approximately 4'10" and 85lbs in weight. Gnost, as a Kel Dor, is required to wear an antiox mask and goggles when off Dorin to protect from oxygen rich atmospheres. Gnost is relatively slightly built and his skin is an orange brown color.
SOCIAL INFORMATION
  • Name: Gnost Karr
  • Loyalties: Republic Remnant
  • Wealth: Gnost, like many in the Karr family, come from very modest means, focusing more on the path of scholars and force-users than tradesman and merchants.
  • Notable Possessions: A lightsaber that Master Kian Karr helped him assemble when he was taken on as a padawan. Some standard stuff (e.g., clothing), and lots and lots of books!
  • Skills: He is, for the most part, your average Jedi Padawan as far as skill sets go. He is relatively calm and collected, a Kel Dor trait and one ingrained in him from his relatively short time with the Baran Do.
  • Personality: Gnost Karr is a very inquisitive Jedi Padawan and one that is eager to learn as much as possible on a large array of areas. He has a fascination with his older cousin, Kian Karr, and views him through the eyes of adolescent hero worship. While many Jedi Padawans may be eager to get their hands on a lightsaber or start hurling things around with the force, Gnost was most excited about getting his hands on the libraries of the Jedi. An academic at heart, even for one so young, Gnost spends much of his free time compiling as much information on any topic of interest. Kian, seeing the potential here, has guided Gnost down a path of delving into the history of the Sith, seeing this as a good way to keep the Shadows informed.
COMBAT INFORMATION
  • Weapon of Choice: Lightsaber (see image) and knowledge!
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  • Combat Function: As a Jedi Padawan, Gnost Karr would not be of much help in combat against other force users, unless they were of lower rank. Gnost, still new to his training, is adept at defending himself against your common thug or petty criminal, but against a trained soldier, would likely struggle. Also, at such a young age (12 years old) he lacks the physical strength to go toe-to-toe with stronger fighters and would utilize more hit and run tactics if fighting on his own. However, Gnost's small stature and lack of strength is partly made up for by his speed and evasiveness. Working with Kian, Gnost is able to strike and evade while Kian does most of the heavy fighting.
HISTORICAL INFORMATION
Gnost Karr was born to a modest family on Dorin. The son of Kian Karr's half-sister, Gnost spent much of his childhood hearing tales of his mysterious Jedi uncle. Gnost showed an affinity to the force at an early age and was taken in by the Baran Do sages to begin his training in the ways of the force. This sufficed for his early training, but Gnost, worshipping Kian like a hero, was dead set on getting off Dorin and joining the Jedi Order. When Kian Karr vanished and the Republic fell, Gnost dreams seemed to be crushed but then, years later, word reached Dorin of Kian's return and Gnost was given permission to leave Dorin and join the Jedi Master in the new Republic Remnant.

Gnost looks very typical of most of his species, with his extrasensory organs, his antiox mask, and his goggles whenever off world. He had orange-brown skin and, like his uncle Kian, silver eyes (said to be a sign of force sensitivity among Kel Dor). Gnost was very inquisitive by nature and he spent much of his free time in the Baran Do archives researching as much as possible. Since making his way to the Jedi, Gnost has continued his force training and begun lightsaber training, but still spends much of his spare time perusing the Jedi Archives. Kian, seeing the potential for knowledgeable gain, guided Gnost towards putting his archivist skills to good use and focusing on understanding the Sith.
 
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: The Republic Remnant
  • Model: Vencuyot-class heavy frigate
  • Affiliation: The Republic Remnant
  • Production: Mass-Produced
  • Material: Alusteel, Starship Components
TECHNICAL SPECIFICATIONS
  • Classification: Heavy Frigate
  • Length: 305 meters
  • Width: 58.25 meters
  • Height: 64.65 meters
  • Armament: Very High
- 34x Megamasers
- 8x Point Defense Laser Cannons
  • Defenses: High
  • Hangar: None
  • Maneuverability Rating: Low
  • Speed Rating: Low
  • Hyperdrive Class: Average: 2
STANDARD FEATURES

Communication Systems

- Sensor Array
- Subspace Transceiver
- Hyperspace Transceiver
- Holonet Transceiver

Movement and Navigational Systems:

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

Weapon and Defense Systems:

- Shields
- Alusteel Hull Plating
- 34 Megamasers (16 port, 16 starboard)
- 8 Point Defense Laser Cannons (4 port, 4 starboard)

Crew-Oriented Systems:

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

Miscellaneous:

- Cargo Hold
- External Docking Rings (x2. 1 Port, 1 Starboard)
- Powerplant
- Escape Pods
- Distress Beacon

ADVANCED SYSTEMS

Secondary Bridge: This command center is located at the center of Vencuyot Class frigates, and serves as a contingency bridge if the main bridge at the front of the ship were to be compromised.

Big Red Button (Self Destruct Switch): The Vencuyot Frigate can initiate a self destruct sequence through the main engineering console in the engine room. Initiating and halting the self destruct sequence requires the authorization of a vessel's Captain or Acting Captain, and the First Officer. Once initiated, the self destruct sequence begins a five minute countdown period during which the self destruct can be aborted. If not halted, the frigate's power generator will overload itself and explode the ship.

Strengths:
  • Tough: The Battle of Nibelugen encouraged Remnant shipwrights to design the Vencuyot Class Frigate with durability in mind.
  • Lots of Big Guns: The Vencuyot Class Frigate's loadout is suited for fighting other capital ships.
  • Secondary Bridge: There is a secondary bridge located at the center of the vessel, which can be used if the main bridge becomes compromised. A Captain with proper security codes can override commands issued from the Main Bridge in the secondary bridge.
Weaknesses:
  • B.Y.O Starfighters - The Vencuyot Class Frigate has two external docking rings, but no hangar bay. If you want fighter support, look somewhere else.

  • Speed of Tortoise - Vencuyot Class frigates are slow for vessels of their size.

  • Rear Blindspot - The shape of this frigate prevents all but four of the Vencuyot's Megamasers from firing on targets behind the frigate.

  • Turning - The Vencuyot Class turns very slowly. Combine this with the frigate's rear blindspot and slow subspace speed, and you've got yourself a vessel that's going to have a really bad time if caught out of position in an engagement.

Description:

Designed by Republic Remnant Shipwrights and Chiss engineers after the Battle over Nibelugen, the Vecuyot-class frigate was built to combat other ships of the line in fleet engagements.

The frigate's armament and speed reflects this design philosophy well, as the vessel has little defense against fighter or bomber squadrons and the ship's maneuverability and speed do not lend the vessel towards chasing fleeing foes or fighting highly mobile targets.


  • Minimum Crew Compliment: 175
  • Optimal Crew Compliment: 525
  • Passenger Capacity: 100
  • Consumables: 1 Year
  • Cargo Capacity: 3,000 Metric Tons
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: The Republic Remnant
  • Model: Repentance-class Corvette
  • Affiliation: The Republic Remnant
  • Production: Mass-Produced
  • Material: Ferro-Magnesium, Ceramic, Starship Components
TECHNICAL SPECIFICATIONS
  • Classification: Patrol Ship
  • Length: 90 meters
  • Width: 28 meters
  • Height: 20.5 meters
  • Armament: Moderate
​​- 8 Quad Laser Cannons
- 2 Ion Cannons
  • Defenses: Average
- Hull Plating
- Deflector Shields

  • Hangar: Very Low:
-1 Docking Ring
  • Maneuverability Rating: Low
  • Speed Rating: Average
  • Hyperdrive Class: Average: 2
STANDARD FEATURES

Communication Systems

- Sensor Array
- Subspace Transceiver
- Hyperspace Transceiver
- Holonet Transceiver

Movement and Navigational Systems:

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

Weapon and Defense Systems:

- 8 Quad Laser Cannons (4 port, 4 starboard)
- 2 Ion Cannons (1 port, 1 starboard)
- Shields
- Ferro-Magnesium Hull Plating

Crew-Oriented Systems:

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

Miscellaneous:

- Cargo Hold
- Powerplant
- 1 External Docking Ring
- Escape Pods (x2)
- Distress Beacon
- Brig

ADVANCED SYSTEMS

N/A

Strengths:

  • Ion Cannons: The two ion cannons equipped on Repentence-class ships gives vessels of this class a fighting chance in combat against similar sized pirate vessels while patrolling Wild Space.
Weaknesses:
  • Low Maneuverability: The Repentance-class corvette has poor maneuverability.
  • Thin Hull Plating: The Repentance-class corvette relies on its shielding for its defensive capabilities. Once the shield is taken offline, the hull can be easily destroyed by a strafing run from a well coordinated squadron of fighters.
Description:

The Repentance-class Corvette was designed as a response to continued pirate activity against Remnant supply lanes in Wild Space.

The Repentance-class is equipped with eight Quad Laser Cannons to deal with hostile fighters, and two ion cannons to disable the shielding of hardier pirate threats.

Repentance-class vessels have relatively small crews, light consumable supplies, and little space set aside for actual passengers. Each ship has 5 passenger bunks, and 10 cells with one bed each for pirates picked up during missions.

  • Minimum Crew Compliment: 20
  • Optimal Crew Compliment: 60
  • Passenger Capacity: 15
  • Consumables: 4 Months
  • Cargo Capacity: 800 Metric Tons
 

Zek Koth

Guest
Z
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OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Torpedo
  • Size: Average
  • Weight: Average
  • Ammunition Type: Proton Torpedo
  • Ammunition Capacity: One. It explodes.
  • Reload Speed: It's not reloaded. It's an ammunition itself.
  • Effective Range: Battlefield
  • Rate of Fire: Average
  • Stopping Power: Average, Same as a standard Proton Torpedo
  • Recoil: None
SPECIAL FEATURES
  • It's a proton torpedo that is propelled by TibannaX and coated in Reflec to make it extremely hard to track, and difficult to notice.
Strengths:
  • Did you see that?: No, probably not. Your sensors may detect it since it has no gravity modulation capability, but you aren't likely to see this until it's too late.
Weaknesses:
  • While it is average size for a torpedo, it is larger than the standard (read longer) in order to incorporate enough TibannaX to make it fly. As such, ships carrying these can carry one less than their standard payload per launcher.
DESCRIPTION
This is essentially a standard Proton Torpedo. The only difference is that it uses TibannaX for propulsion, is coated in Reflex to make it harder to detect, and is slightly longer in order to utilize the TibannaX to fly. It's payload is the same as the MG7-A that Luke Skywalker used to blow up the Death Star. As for the battlefield range, that's the standard range of most proton torpedos. They can follow a ship for quite a ways.
 

Aeth Deschart

Guest
A
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OUT OF CHARACTER INFORMATION

  • Intent: To create a cruiser for the Republic Remnant.
  • Image Source: AlxFx
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: Cypress-class Hammerhead Cruiser
  • Affiliation: The Republic Remnant
  • Production: Limited
  • Material: Alusteel frame with Neutronium Impregnated Alusteel Hull
TECHNICAL SPECIFICATIONS
  • Classification: Cruiser
  • Length: 700m
  • Width: 700m
  • Height: 175m
  • Armament: Moderate
    Megamasers
  • Ion Cannons
  • Concussion Missile Launchers

[*]Defenses: Moderate
  • ​Redundant Shields
  • PDLs
  • Armor

[*]Hangar: Average: 2
[*]Maneuverability Rating: Average
[*]Speed Rating: Average
[*]Hyperdrive Class: Fast: 1
STANDARD FEATURES
  • Communication Wave De-scrambler
  • Encryption Module
  • Frequency Jammer
  • Holonet Transceiver
  • Hyperwave Transceiver
  • Ranger Transceiver
  • Subspace Transceiver
  • Escape Pods
  • Life Support
  • Medical Bay
  • Cap Drains
  • Shields
  • Long-range Scanner
  • Sensor Dampener
  • Targeting Lasers
  • Tractor Beams
  • Maneuvering Jets

ADVANCED SYSTEMS
Strengths:
  • Decent attack power
  • Decent Defenses
  • Small Hangar
Weaknesses:
  • Small Hangar
  • Limited Rear Defense due to engine location
Description: The Cypress-class, nicknamed after a famed Resistance general, is designed to be a front line cruiser in the Republic Remnant's naval forces. Capable of handling itself in most situations, it's often positioned in support of a destroyer just as often as it serves as the lead of a battle group. It's fairly well armed and defended, and carries a small contingent of E-Wing fighters, largely for dealing with rogue pirate forces or bandits, or in support of fighters launched from a carrier vessel. This ship rarely serves on its own. At a minimum it is escorted by a few corvettes.
 

Aeth Deschart

Guest
A
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The Middle Drawing​

OUT OF CHARACTER INFORMATION

  • Intent: To create a specialized infiltration vessel for the Republic Remnant
  • Image Source: Link (Art by John Eaves)
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: Breaker-class Cargo Ship
  • Affiliation: The Republic Remnant, Republic Rangers
  • Production: Semi-Unique
  • Material: Alusteel Frame with Neutronium Impregnated Alusteel Hull
TECHNICAL SPECIFICATIONS
  • Classification: Dropship
  • Length: 115m
  • Width: 60m
  • Height: 60m
  • Armament: Low
    Two Ion Cannons
  • Laser Canon Emplacements

[*]Defenses: High
  • Military Grade Shields
  • Hull Armor

[*]Hangar: None
[*]Maneuverability Rating: Moderate
[*]Speed Rating: (Choose from: Moderate
[*]Hyperdrive Class: Average: 2
STANDARD FEATURES
  • Communication Wave De-scrambler
  • Encryption Module
  • Holonet Transceiver
  • Subspace Transceiver
  • Escape Pods
  • Life Support
  • Cap Drains
  • Shields
  • Long-range Scanner
  • Maneuvering Jets
  • Standard Ion Engines

ADVANCED SYSTEMS
  • Specialized Drop Pods: The ship itself is designed to break up when it enters the atmosphere of a planet. In this way it apeears as though it had a catastrophic failure. However, what happens when this occurs is that the cargo pods on the ship break off and fall to the planet. These cargo pods are specialized drop pods that are full of goods, as the ship can function as a cargo hauler, but also possess a hidden compartment which holds a drop seat to carry a ranger to the ground.

Strengths:
  • Well defended
  • Decent speed and maneuverability
  • False breakup can mislead foes
Weaknesses:
  • Minimal Weaponry
Description: It's just a specialized drop ship for the Republic Rangers to infiltrate a world. And it doesn't have to breakup on entry. It can land and be unloaded before the Rangers sneak out too. Not very many of them are made as the Rangers aren't a large unit.
 
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OUT OF CHARACTER INFORMATION

  • Intent: To update the older Jedi-Class Heavy Fighters for use by the Republic Remnant Jedi
  • Image Source: Image link, artist link.
  • Canon Link: n/a
  • Restricted Missions: n/a
  • Primary Source: n/a
PRODUCTION INFORMATION
  • Manufacturer: Republic Remnant Industries
  • Model: Jedi-Class Heavy Starfighter
  • Affiliation: Faction Name(s): The Republic Remnant
  • Production: Limited: Jedi of the Republic Remnant
  • Material: Duranium
TECHNICAL SPECIFICATIONS
  • Classification: Starfighter
  • Length: 13.5 meters
  • Width: 2.9 meters
  • Height: 8 meters
  • Armament: High
  1. 3 X Duel Laser Cannons
  2. 2 X Ion Cannons
  3. 2 X Torpedo Launcher holding 8 torpedoes each (total of 16 torpedoes)
  • Defenses: High
  1. Duel Shielding: Ray and Particle
  • Squadron Count: Very Low: 4
  • Maneuverability Rating: Moderate
  • Speed Rating: Moderate
  • Hyperdrive Class: not capable of going to lightspeed without the use of a hyperdrive docking ring, when docked it has a hyperdrive speed rating of 2
STANDARD FEATURES
  • Basic Warhead Countermeasures Launcher (10 Chaff bursts or 7 Flares)
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Sensor Array
  • Can Enter Atmosphere and Land
  • Capable of entering hyperspace with docking ring

ADVANCED SYSTEMS

  • Advanced Targeting Systems
  • Dual shielded (Ray Shield + Particle Shield)
  • Encrypted Communications Array

Strengths:
  • Heavy armaments
  • Heavy shielding
Weaknesses:
  • Small Squadron Count
  • Only moderate mobility and speed
  • Unable to enter hyperspace without hyperdrive docking ring
  • Unable to hold an Astromech droid
Description: In order to better equipped the Jedi of the Republic, the Jedi-Class Heavy Starfighters were developed by the Galactic Republic for the sole use of the Jedi Order. Now, given the span of time since their development, the Republic Remnant is updating these Jedi-oriented fighters to better equip the Jedi of the Remnant in their fight to re-establish the Republic.

The Jedi-Class Starfighter Mk. 2 is a strongly armored and armed vessel. Just under the cockpit on each side of the vessel are the torpedo tubes, containing a total of 16 torpedoes total. There are three duel laser cannons in a triangular formation along the back engines of the ship allowing laser fire from above the cock-pit and along both wings. Finally, on the underside of the ship are 2 ion cannons. The Jedi-Class Starfighter Mk. 2 also makes use of both Ray and Particle shielding to add to its defensive capabilities. All this firepower and defense comes at a cost, however. Compared to other starfighters of a similar size and design, the Jedi-Class Starfighter Mk. 2 has lowered speed and maneuverability.
 
OUT OF CHARACTER INFORMATION
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PRODUCTION INFORMATION
  • Manufacturer: The Republic Remnant
  • Model: RRATD Gunship (Republic Rapid Armor & Troop Deployment Gunship)
  • Affiliation: The Republic Remnant
  • Production: Minor.
  • Material: Durasteel hull
TECHNICAL SPECIFICATIONS
  • Classification: Gunship
  • Length: 28.6 meters
  • Width: 25 meters
  • Height: 6.2 meters
  • Armament: High
- 4 Forward Facing Laser Cannons

- 12 Single-fire Concussion Missiles (Forward Facing)

- 1 Rear-Facing Twin Laser Cannon Turret
  • Defenses: Moderate​
- ​​​Single-use Countermeasure Flares

- Deflector Shields
  • Squadron Count: Low: 8
  • Maneuverability Rating: Average
  • Speed Rating: Low
  • Hyperdrive Class: None
STANDARD FEATURES
  • Standard Communications Array
  • Standard Deflector Shield Generator
  • Standard Ion Engines
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Repulsorlift Engines
  • Standard Sensor Array
  • Standard Targeting Systems
  • Can enter atmosphere and land
  • Extending ventral loading bay for vehicle loading and deployment.

ADVANCED SYSTEMS

N/A

Strengths:

+ Heavily Armed: The RRATD Gunship has a lot of weaponry that it can use for close air support purposes.

+ Large Deployment Bay: The RRATD Gunship can deliver 30 troops and two speeder bikes to a battlefield. Alternatively, the RRATD can carry a single larger vehicle, such as a tank or a scout walker, and a compliment of 20 troops to a battlefield.


Weaknesses:

- Oversized Load: The RRATD Gunship is too large to land in tight environments, such as cities and forests. In order to deploy its troops and armor in these scenarios, the RRATD Gunship has to hover over the dropzone and have its troops repel from six ropes secured in the troop bay. As you might imagine, having 30 soldiers repel from a dropship using only six ropes can take a minute or two, and the RRATD is completely immobile during this process.

- Exposed Repulsorlifts: The repulsorlifts that the RRATD Gunship uses to hover over its drop-zones are exposed on the vessel's wings. While the gunship does have shields and armor to protect these repulsorlifts, and the countermeasure flares can be used to disrupt a proton torpedo or missile's tracking, a shoulder-mounted missile launcher can easily destroy a repulsorlift while the RRATD is deploying its troops. Due to the heavy weight and often heavy cargo that these gunships carry, the destruction of a single repulsorlift will ground a RRATD Gunship.

Description:

Unlike most vessels serving the Republic Remnant, the RRATD Gunship had no Chiss involved during its conception. The vessel's design started with a survey of Republic Army and Ranger personnel concerning troop deployment ships.

The information gathered in this survey was used by several Remnant shipwrights to draft the blueprints of the RRATD Gunship. The RRATD Gunship is capable of rapidly deploying soldiers and armor to a warzone, while also providing limited fire support.

The RRATD has a standard compliment of 30 soldiers and 2 speeder bikes, but is capable of holding and deploying one larger vehicle (maximum height of 5 meters tall, 10 meters long, and 6 meters wide) by reducing its soldier count to 16.


  • Minimum Crew Compliment: 2 (Pilot, Copilot)
  • Optimal Crew Compliment: 4 (Pilot, Copilot, Deck Officer, Mechanized Infantry Technician)
  • Infantry Bay Compliment: 30 Soldiers and 2 speeder bikes, or 16 soldiers and 1 vehicle with a maximum height of 5 meters tall, 10 meters long, and 6 meters wide.
  • Consumables: 2 Days
 
OUT OF CHARACTER INFORMATION
carrier_by_zacharymadere-d8tuo1n.jpg


  • Intent: Create a dedicated Cruiser Carrier for the Republic Remnant
  • Image Source: here
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: The Republic Remnant
  • Model: Billet-class Carrier
  • Affiliation: The Republic Remnant
  • Production: Limited
  • Material: Alusteel, durasteel, transparisteel
TECHNICAL SPECIFICATIONS
  • Classification: Cruiser Carrier
  • Length: 850m
  • Width: 330m
  • Height: 260m
  • Armament: Very Low
- 20 Point Defense Maser Cannons
- 2 Heavy Megamasers
  • Defenses: Low
  • Hangar: Very High: 7 Squadrons
  • Maneuverability Rating: Low
  • Speed Rating: Low
  • Hyperdrive Class: Average: 2
STANDARD FEATURES

Communication Systems

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

Movement and Navigational Systems:

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

Offensive and Defensive Systems:

- 20 Point Defense Maser Cannons
- 2 Heavy Megamasers (Dorsal)
- Shields
- Hull Plating
- Hangar Bay (Holds 7 Squadrons)

Crew-Oriented Systems:

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

Miscellaneous:

- Cargo Hold
- Powerplant
- Docking Tube
- Escape Pods
- Distress Beacon
- Brig


ADVANCED SYSTEMS

N/A

Strengths:
  • Large Hangar Bay: The hangar bay of the Billet-class makes up a large portion of the ship's mass. This allows the Billet-class cruiser to carry seven squadrons of starfighters into missions.
  • Troop and Vehicle Deployer: The Billet-class can carry a decent compliment of vehicles and a battalion of Republic soldiers.
Weaknesses:
  • Slow: The Billet-class has slow speed and poor maneuverability. If the Billet-Class is caught out of position, it will take a while for it to return to formation.
  • Weak Hull: The Billet-class was designed for maximum starfighter capacity, some hull plating has been sacrificed to achieve this.
  • Unimpressive Armament: The Billet-class only has two heavy megamasers for combating capital ships. The ship's combat potential is in its starfighter compliment.
Description:

The Billet-class was originally only designed to carry and coordinate multiple squadrons of Republic starfighters. However, the design was later modified so that cruisers of this class can also serve as troop deployment vessels if gunships are used in their hangar compliments.

  • Minimum Crew Compliment: 540
  • Optimal Crew Compliment: 1,620
  • Passenger Capacity: 800 (100 pilots, 700 soldiers)
  • Consumables: 1 Year
  • Cargo Capacity: 5,800 Metric Tons
 

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