Star Wars Roleplay: Chaos

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Zahori's Workshop

Darth Athora's Compendium
This is a list of all of Zahori Denko's Factory and Codex Submissions. If you have any questions regarding what you see below, don't be afraid to ask.
Factory Submissions

[*]Space Stations

[*]Battlecruisers

[*]Star Destroyers

[*]Cruisers

[*]Frigates

[*]Corvettes

[*]Small crafts


[*]Weapons
  • Ranged

[*]Melee

[*]Ship weapons


[*]Armor

[*]Vehicles

[*]Droids

[*]Artifacts

[*]Tech


Codex Submissions

[*]Locations

[*]Planets

[*]NPCs

[*]Lore
 
OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Structure Name: Denko Estate of Vaynai
  • Classification: Vacation Condo
  • Location: Vaynai
  • Affiliation: Zahori Denko
  • Accessibility: Strict - To get inside the house itself requires voice and retinal verification that, currently, only accepts Zahori Denko's biometrics.
  • Description: [Provide a short paragraph that describes this structure at a glance. More in-depth descriptions can be added in points of interest.]
POINTS OF INTEREST
[Describe areas of significance within the structure here.]

SECURITY
You must provide your security assets in list format and must provide your location a Security Rating (choose from: None, Low, Medium, High, Maximum). What defenses does this location have, including internal and perimeter defenses? Please link relevant tech/equipment to the SW wiki article or Factory-approved submission. If none, simply put N/A.

Normal civilian structures should not have much in security other than privatized forces and minor defenses. Military or very heavily defended locations should be submitted using the Military Base template.]

HISTORICAL INFORMATION
[Please include at least one paragraph on the structure's history. Detail how it came to be created and why. Talk about the people involved in this structure's history and what role it played and still plays. For historical structures, if you so desire, you can include historical events such as the Gulag Plague, the 400 years of darkness, and the Netherworld event where appropriate.]
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create the city that Zahori will govern Kulthis from.
  • ​Image Credit: Gabriel Yeganyan
  • Canon: N/A
  • Links: N/A
SETTING INFORMATION
  • City Name: Zahorimar
  • Classification: Metropolis
  • Location: Kulthis
  • Affiliation: Zahori Denko(governor), The Sith Empire(ultimately)
  • Population: Moderate - 4,000,000
  • Demographics:
    62% Humans
  • 29% Near-Humans
  • 9% Stenax

[*]Wealth: High - Lord Admiral Denko, when building Zahorimar, met with several business partners she made in the past in her time as Koensayr Manufacturing CEO. These companies, after working out the finer details with Zahori, agreed to establish businesses throughout Kulthis, establishing jobs on the planet for the many citizens of Zahorimar to find employment. In fact, the employment rate in Zahorimar was last recorded to be at 96%.
[*]Stability: High - Zahorimar was founded on Imperial principles, by Imperials and for Imperials. Each and every citizen of this fine city is a patriotic soul and peace is an abundant commodity because of it. Despite the presence of Stenax on the planet, peace is kept strong between both civilizations thanks to Zahori's diplomatic prowess.
[*]Freedom & Oppression: So long as the laws of the Imperial Judicial Codex are followed, the citizens of Zahorimar are free to do as they please. While this is true, Zahori knows that outside forces will attempt infiltration in order to destabilize the city. Therefore, the Sith-Imperial Judicial Enforcement Corps have a decently strong presence in Zahorimar in order to better stabilize the peace.
[*]Description: The city of Zahorimar is a bustling industrial city located on the planet Kulthis. As the capital of the planet, and the system, it is the central point from which Lord Admiral Zahori Denko governs the system. Zahorimar is a marvel of Sith-Imperial industrial prowess. Even as it stands now in it's early stages, Zahorimar is quickly becoming a stronghold in the Sith Empire.
POINTS OF INTEREST
  • Zahorimar Central - At the heart of every civilization is it's capital and within that capital lies the structure from which the city, and the nation, is the capital building. Zahorimar Central lies at the center of the city, a position from where Zahori and her officials watch over the city from.

SECURITY

  • High - As governor of Kulthis, Lord Admiral Denko runs the planet akin to how she runs her ship: safe, secure, and strong. The planet has it's own police force known as the Kulthisian Security Force. The Kulthisian Security Force, or KSF, has a significant presence throughout the planet. While the KSF defends the people planetside, Lord Admiral Denko's personal fleet protects the planet from invaders.

HISTORICAL INFORMATION


Not long after Lord Admiral Zahori Denko successfully defended Muunilist from foreign invaders, she began looking to expand her influence and prestige within the Sith Empire. This great victory helped in her campaign to become a ruler over a fiefdom within the Empire.

She began her campaign by searching for the 'prime real estate' that would be her fief. She looked across all of the Empire for a world that was relatively uninhabited, but was capable of supporting civilization. From the KMI Military-Industrial Complex, Zahori discovered Kulthis, a planet in the Belderone that fit her desires almost perfectly. Almost immediately, Zahori requisitioned several thousand slaves and had them sent to Kulthis to begin construction of a city. Zahori's city. Zahorimar she called it.
 
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OUT OF CHARACTER INFORMATION


[*]Primary Source: Previous Submission, Primo Victorian Permission

PRODUCTION INFORMATION

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TECHNICAL SPECIFICATIONS


[*]Standard Weaponry

[*]​Missile Launchers


[*]Defenses: Very High

[*]Anti-Ion Management

[*]Anti-Missile Systems

[*]Electronic Countermeasures

[*]Gravitational Technology


[*]Hangar Space: Average: 51
[*]Hangar Allocations:
  • Starfighters: 40 squadrons
  • Support Craft: 11 squadrons

[*]Maneuverability Rating: Low
[*]Speed Rating: Average
[*]Hyperdrive Class: Average: 2.0, 10.0 [Backup]

STANDARD FEATURES

[*]Dreadnought-class Encrypted Communication System

[*]Dreadnought-class Navigation Systems

[*]Integrated Fleet Command Data Exchange Network
ADVANCED SYSTEMS

[*]Armor and Shield Components

[*]Countermeasures

[*]Engine Systems

Strengths:
  • Offensively Strong: The Legator II, while not as strong as it's predecessor due to downsizing of the weapon emplacements in order to dedicate power to other systems, is still quite a powerful dreadnought on it's own. Legator II is equipped with state-of-the-art, powerful weapons and plentiful missile tubs that make the ship a seriously fearsome starship capable of fighting fleets on it's own.
  • Impenetrable: The defensive systems implemented on Legator II; including the Neutronium-Impervium hull, multicore shielding system, and multiple defensive emplacements; ensure that Legator II is capable of withstanding an incredible amount of damage.
  • A.I. Enhanced: A major part of the reinvention process of the Legator, an artificial intelligence system, known as AMMI, was seamlessly implemented into the ship's systems. AMMI enhances the capabilities of Legator II threefold, ensuring seamless communications, enhanced targeting, and a secured interior.
Weaknesses:
  • Broadsides: The redesign to the Legator has made it a devastating dreadnought from the front and rear. This, however, crippled it's broadside capabilities immensely. Should a foe attack from the sides of Legator II, they would be at an advantage.
  • Size: The sheer size of the Legator II make it a rather easy target to hit by enemy ships. Not only that, but it's size also makes it even more difficult to enter hyperspace when near planetary objects.
  • Maneuverability:
Description: (Describing your submission's history is optional. Please provide a detailed account or link of each special feature that is listed in this submission. All miscellaneous descriptive elements go here, such as Cargo Capacity, Passengers, Consumables, Crew, etc.. There is no requirement for amount of words here so long as you meet the minimum requirements for your advanced systems.)
 
TIE_Striker_-_Fathead_-_Rogue_One.png



OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: Sith-Imperial Corps of Engineers
  • Affiliation: Sith Empire
  • Model: TIE/sk air superiority fighter
  • Production: Minor
  • Material:
    Duranium-Trimantium Hull
  • Glasteel Viewport
  • Quadanium Steel Wing Plating


TECHNICAL SPECIFICATIONS
  • Classification: Atmospheric Fighter
  • Length: 17.2 meters
  • Width: 11.5 meters
  • Height: 2.95 meters
  • Armament: Moderate
    ​4x Fire-linked laser cannons
  • 2x Heavy laser cannons
  • 2x Ion cannons
  • 1x Proton bomb chute

[*]Defenses: Average
  • Armour and Hull Plating
  • Deflector Shields (Overlaid Ray and Particle Screens)
  • EWAR, Electronic Countermeasures, Chaff and, Flare Launchers
  • Emergency Thrusters (Chemical Propellent)

[*]Squadron Count: Low: 8
[*]Maneuverability Rating: High
[*]Speed Rating: High
[*]Hyperdrive Class: None

STANDARD FEATURES
  • Standard Sensor and Targeting Systems
  • Standard Navigation and Avionics Systems
  • Standard Communications Suite (Encrypted with Planetary Military Keys)
  • Standard Atmospheric Seals and Perfunctory Oxygen Scrubbers (Life Support Capable Flight Suit Required)
  • Standard Subspace and HoloNet Transceiver(s)
  • Standard Inertial Compensators
  • Standard VTOL Repulsorlift Antigravity System
  • Standard Homing Beacon (Encrypted with Planetary Military Keys)
ADVANCED SYSTEMS
Strengths:
  • Incredible speed and maneuverability
  • Strong offensive arsenal
Weaknesses:
  • Limited capability outside of in-atmospherical combat
  • No hyperdrive

DESCRIPTION

The TIE/sk air superiority fighter, or TIE striker, is a revamped version of an old Imperial model used by the Galactic Empire. It fulfills the same purpose as it's predecessor: in-atmosphere superiority. This high speed strike fighter is equipped with an impressive assortment of weaponry and is constructed for quick and precise strikes against enemy forces. Much like it's predecessor, the TIE/sk is utilized by both the Imperial Armada and the Legion in conjunction with their forces.

The TIE/sk is built for speed. It's wings are flat and pointed and, if more speed was necessary, the pilot can enter the fighter into attack mode causing the wings to curl down. A larger central pod allowed for the fighter to carry more supplies and personnel than a traditional TIE fighter.
 
OUT OF CHARACTER INFORMATION
  • Intent: To create an army for Zahori to command
  • Image Credit: -
  • Role: Sith Empire battalion
  • Links: N/A
GENERAL INFORMATION

[*]​Explosives
  • Thermal detonators
  • Thermal Imploders
  • Detonation packs
  • Wreckers

[*]Droids

[*]Armor

[*]​Vehicles

[*]​Transports

[*]​Walkers

[*]Aircraft


[*]Description: The 266th Battalion, also known as the 266th or Athora's Wrath, is a specialized battalion within the Sith-Imperial Legion. The 266th is under the command of Darth Athora(Zahori Denko), branding them with the official unofficial name 'Athora's Wrath', and serve as her forces when she launches planetary assault and boarding operations. Troopers of the 266th can be identified by a lightning bolt insignia on their right shoulder pads.
COMBAT INFORMATION:
  • Unit Size: Medium
  • Unit Availability: Unique
  • Unit Experience: Veteran
  • Combat Function: Athora's Wrath is a specialized unit of Imperial legionnaires trained under harsh conditions in order to make them more hardened than their counterparts.
Strengths:
  • [ Provide, in list format, some strengths of this submission. 2 recommended. ]
Weaknesses:
  • [ Provide, in list format, some weaknesses of this submission. 2 recommended. ]
HISTORICAL INFORMATION
[ Include a description of the unit’s history here. How they were formed and by whom, past noteworthy battles, moral affecting defeats, where they are stationed if applicable, etc. ]
 
tYgZG3m.png


OUT OF CHARACTER INFORMATION
  • Intent: To throw out Zahori's old personal starfighter.
  • Image Source: Pierre Lazarevic
  • Canon Link: N/A
  • Primary Source: StealthX
PRODUCTION INFORMATION
  • Manufacturer: Kulthis Manufacturing
  • Affiliation: Zahori Denko
  • Model: Malicious One
  • Production: Unique
  • Material:
    Impervium
  • Plexalloy
  • Agrinium


pierre-lazarevic-output-qivajn.gif
TECHNICAL SPECIFICATIONS
  • Classification: Starfighter
  • Length: 21.6 meters
  • Width: 8.4 meters
  • Height: 8.3 meters
  • Armament: High
  • Defenses: High
  • Squadron Count: None: 1
  • Maneuverability Rating: High
  • Speed Rating: Moderate
  • Hyperdrive Class: Average: 2
STANDARD FEATURES
  • Advanced Sensor and Targeting Systems
  • Advanced Navigation and Avionics Systems
  • Advanced Communications Suite (Encrypted with Planetary Military Keys)
  • Advanced Atmospheric Seals and Perfunctory Oxygen Scrubbers (Life Support Capable Flight Suit Required)
  • Advanced Subspace and HoloNet Transceiver(s)
  • Advanced Inertial Compensators
  • Advanced VTOL Repulsorlift Antigravity System
  • Advanced Homing Beacon (Encrypted with Planetary Military Keys)
  • Sensor negators
  • Gravitic modulator
  • Photon absorber
  • Thermal dissipator
ADVANCED SYSTEMS
Strengths:
  • Strong offense
  • Strong defenses
  • Anti-sensor components
Weaknesses:
  • Causes recklessness (Pellucid Crown)
  • Can be controlled by others (Slave Circuit)
Description: (Describing your submission's history is optional. Please provide a detailed account or link of each special feature that is listed in this submission. All miscellaneous descriptive elements go here, such as Cargo Capacity, Passengers, Consumables, Crew, etc.. There is no requirement for amount of words here so long as you meet the minimum requirements for your advanced systems.)
 
Black-Ops-3_Specialist-Reaper.jpg


OUT OF CHARACTER INFORMATION
  • Intent: To create a droid for a future character of mine.
  • Image Source: IGN
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION

TECHNICAL INFORMATION
  • Classification: Fourth Degree
  • Weight: 181 kilograms
  • Height: 1.95 meters
  • Movement: Bipedal
  • Armaments:
    Integrated chaingun [Right arm]
  • Integrated grenade launcher [Left arm]
  • Electrical filament [Right & left hands]

[*]Misc. Equipment:
  • Integrated fusioncutter [Left wrist]
  • Advanced uditory sensor
  • Advanced circuitry cooling cable
  • Advanced comms scrambler/transmitter
  • Advanced computer interface tether
  • Advanced database retrieval system
  • Advanced DNA tracing module
  • Advanced droid parabolic guides
  • Smokescreen generator
  • Fire suppression system
  • Flotation bag
  • Gyroscopic stabilizer
  • Advanced heuristic processors
  • High-end interference generator
  • Ionization buffer
  • Advanced memory core
  • Memory wipe module
  • Advanced servomotors
  • Advanced sensorscope
  • Advanced enhancescan

SPECIAL FEATURES
Strengths:
  • Walking Tank: The KLR-13 is made to be a frontline battle droid. To solidify this purpose, the KLR-13 was built with a thick impervium chassis. In addition to this, much of the droid is reinforced with duraplast, manganese brass, and laminasteel.
  • Advanced Tech: Advanced processing units combined with multiple advanced sensors make the KLR-13 a powerfully efficient droid in the field of battle. It learns as it does due to it's processor and the many sensor suites make the droid better than your average commando.
Weaknesses:
  • Hefty: Speed was not a factor when creating the KLR-13. It is large and heavy, thus making movement rather slow compared to most droids.
  • EMP: While the KLR-13 is protected from ion attacks, heavy EMPs are still effective against the KLR-13, knocking it's systems out of commission for several hours until the they reboot.
DESCRIPTION
The KLR-13 was a droid made by the Black Sun Syndicate as a new line of battle droids used by them to serve as frontline soldiers and guards for high ranking members of the Syndicate. However, shortly after their commission, the KLRs somehow turned against their masters in the syndicate, declaring war against those that wished to enslave them. The KLRs weren't high in number, but what they lacked in manpower, they made up for in firepower. The war only lasted for a few weeks. Much of the Black Sun forces were decimated by the KLRs, but they eventually defeated the droids. Only one KLR managed to evade the Black Suns. The one KLR, KLR-13, went into hiding somewhere far off in the galaxy. It's whereabouts are unknown, however, many claim hearing of a droid mercenary in the galaxy who's effectiveness is unmatched.


This will be the sub for a droid character I will be making in the near future.
 
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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION

[*]Tech

[*]Cybernetics


[*]Description: The Shadow Fist was once an elite commando unit utilized by the Sith Empire during the Great Galactic War. ffwefwe
COMBAT INFORMATION:
  • Unit Size: Small
  • Unit Availability: Rare
  • Unit Experience: Elite
  • Combat Function: [ Describe this unit’s general function in combat. Put things like tactics, habits, goals, how they interact with other parts of a larger army, do they need support or are they the support, etc. ]
Strengths:
  • [ Provide, in list format, some strengths of this submission. 2 recommended. ]
Weaknesses:
  • [ Provide, in list format, some weaknesses of this submission. 2 recommended. ]
HISTORICAL INFORMATION
[ Include a description of the unit’s history here. How they were formed and by whom, past noteworthy battles, moral affecting defeats, where they are stationed if applicable, etc. ]
 
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: [ What this organization is called. Examples include: Shapers of Kro'Var, The Smith Clan, Murder Inc. Mafia, The Saget Foundation, Black Sun, etc. ]
  • Classification: [ Choices include, but are not limited to: Family/Clan, Company, Non-Profit Group, Crime Organization, Religious Cult, Guild, Club, Covenant, etc. ]
  • Affiliation: [ Does this organization hold loyalties to any particular character, faction, government, company or establishment? Link any relevant characters, faction pages, or groups. ]
  • Organization Symbol: [ If your organization has a sigil or logo, provide a picture or briefly describe what it looks like. ]
  • Description: [ Give a general description of this organization and the purpose it serves. ]
GEOGRAPHICAL INFORMATION
  • Headquarters: [ Where is this organization based? Link to either the planet or location if applicable. ]
  • Domain: [ Does your organization lay claim to any particular area? Link the planet(s), Cities, or other types of areas your organization has influence over, if any. Do they keep to themselves, or are they an active part of the community? How is their relationship with the local populace? This is the place to flesh out how your organization interacts with the community around it. ]
  • 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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