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New Star League Remnants

The New Star League Remnants are a highly militarized exile group who travel the galaxy bringing aid to those in need.

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Arla's Thread

Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: NSLR
  • Affiliation: NSLR
  • Market Status: Open-Market
  • Model: AT-NSL
  • Modularity: No
  • Production: Mass-Produced
  • Material: Durasteel, blaster components.
TECHNICAL SPECIFICATIONS
  • Classification: Heavy Walker
  • Role: Infantry Fighting Vehicle
  • Size: Large
  • Weight: Heavy
  • Armaments: Very High
    Twin Heavy Flak Cannons (left)
    Twin Heavy Flak Cannons (right)
    Twin Ion Cannons (Underslung)
  • Defenses: Average
  • Maneuverability Rating: Low
  • Speed Rating: Low
  • Propulsion: Bipedal
  • Minimum Crew: 1
  • Optimal Crew: 1
  • Passenger Capacity: 4
  • Cargo Capacity: Small
SPECIAL FEATURES
  • Drone control matrix
STRENGTHS
  • Able to aim and fire on three separate targets simultaneously
  • Versatile multi-role vehicle
WEAKNESSES
  • Slow moving and slow to turn
  • Deploying troops or drones from vehicle requires exposing the pilot's cabin
DESCRIPTION

The standard New Star League ground transport is a concession to the dangerous and aggressive nature of internal NSL conflicts. The vehicle is able to act as a light armored unit, a troop transport, or a forward drone control center.

If carrying drone pilots, the vehicle can act as a drone controller, either coordinating with a command ship, or providing a local battlefield backup if links are disrupted. Up to four drones can be linked with the vehicle's rear command section.

Its lack of speed and maneuverability are a concern as it is not blessed with excessive protection, but it can bring to bear a great load of firepower and provide armoured transport. A single pilot's cockpit has internal space behind the pilot for up to four passengers, heavy troopers, ground drones, or drone pilots.

Armed with two twin artillery grade flak cannons, each mounted on the sides of the cabin, the groundwalker can lay down multiple fields of fire, while backing that up with blasts from its twin chin mounted ion cannons.
 
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Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
  • Intent: Creating a ground commander for the NSLR
  • Image Credit:
  • Role: Ally
  • Permissions: N/A
  • Links: New Star League Remnants
PHYSICAL INFORMATION
  • Age: 32
  • Force Sensitivity: Non-Force User
  • Species: Echani
  • Appearance:
SOCIAL INFORMATION
  • Name: Kara Susni "Aelit"
  • Loyalties: Arla Susni
  • Wealth: Moderate. As a younger sister of a minor noble house, she has some personal wealth and assets, though not comparable to those closer to the line of succession.
  • Notable Possessions: Personal Ground Walker, Armour, Rifle, Sidearm
  • Skills: Command, Walker Piloting, Marksmanship
  • Languages: Galactic Basic
  • Personality: Bold and confrontational, she is quiet and reserved until and unless something raises her ire. Then she is very direct, and very forceful, no matter the source of the irritation. She is patient and understanding when necessary, but absolutely unforgiving of carelessness.
COMBAT INFORMATION
  • Weapon of Choice: Armoured Walker Vehicle
  • Combat Function: Commander of ground forces, she is usually in the pilots chair of her battle walker. Outside it she is usually armoured, armed with a rifle and sidearm and is proficient with her tools.
Strengths:
Weaknesses:
HISTORICAL INFORMATION

Kara is the younger sister of Arla, though they are half-sisters by blood, they are very close, and have been since earliest childhood. They grew up together, went to school together, joined the military together, and have served together for many years. Both rose to command at a similar time, though Kara remained in the ground forces while Arla moved to overall command.

Kara now serves as the Commander's best and most trusted General, still a front line vehicle commander, who is never far from the battle front. She leads from the front, and is a well loved officer who is known for taking care of those under her command, as with her older sister.

The bond between the sisters is strong, with Arla's respect demonstrated by her tolerance for her sibling's use of her pet name 'Katie', which she would not allow anyone else to utter. Kara is known mostly by her callsign 'Aelit', which means "Heavenly Elite" in Old Echani.

When the New Star League Remnants took their leave of the Alula System, Kara remained behind out of loyalty to her House. After their brother made his speech denouncing their sister as a traitor, Kara took her leave, rushing to catch up with and join the NSLR, to Arla's surprise and delight. She now serves as the NSLR's chief scout and a talented military ground commander.
 
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Marshal, Journeyman Protector
OUT OF CHARACTER INFORMATION
  • Intent: Creating a unique variation on the NSL walker
  • Image Source:
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: NSLR
  • Affiliation: NSLR
  • Market Status: Closed-Market
  • Model: AT-NSL-X
  • Modularity: No
  • Production: Unique
  • Material: Durasteel, Stealth materials, blaster components.
TECHNICAL SPECIFICATIONS
  • Classification: Walker
  • Role: Scout
  • Size: Large
  • Weight: Heavy
  • Armaments: Very High
    Twin Heavy Flak Cannons (left)
    Twin Heavy Flak Cannons (right)
    Twin Ion Cannons (Underslung)
  • Defenses: Average
  • Maneuverability Rating: Average
  • Speed Rating: High
  • Propulsion: Bipedal, Repulsor, Thruster
  • Minimum Crew: 1
  • Optimal Crew: 1
  • Passenger Capacity: 0
  • Cargo Capacity: None
SPECIAL FEATURES
  • Cloaking Device
  • Repulsorlift Array
  • Stealth Coating
  • Thruster Assembly
STRENGTHS
  • Cloaking device allows for concealed approach
  • Excellent speed and vertical jump capability
WEAKNESSES
  • Despite firepower, stealth and speed, protection is still an issue
  • No backup crew to assist the pilot
DESCRIPTION

The standard New Star League ground transport is a vehicle is able to act as a light armored unit, a troop transport. Here the internal space behind the pilot has been filled with additional power and equipment, making the X variant far more dangerous than the standard model. No longer viable as a transport, it serves as a forward scout.

Weapons remain the same in the X variant; two twin artillery grade flak cannons, each mounted on a telescoping strut able lay down multiple fields of fire, in cooperation with blasts from its overhead ion cannon.

Where the X variant walker excels over the standard is in its speed and maneuverability. Able to far outrun the standard models, it is also equipped with both repulsorlifts and a thruster array. Having the ability to fly in addition to increased movement speed and agility makes this unique version far superior on a battlefield. Added to this is the vehicle's stealth coating and cloaking device, allowing it to function as a forward scout.

Currently the X variant is owned and operated by a cousin of Arla Susni, Kara, who named the vehicle 'Petit Chienne'. Usually deployed as a forward command vehicle, acting as a scout for the slower models, it is well able to move away from danger, and can still boast the same devastating three-pronged attack the AT standard is known for.
 
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Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
PHYSICAL INFORMATION
  • Age: 33
  • Force Sensitivity: Master
  • Species: Echani
  • Appearance: Identical to her twin Arla in every visible way, save for the way her eyes glow when she is infused with the Dark Side of the Force. She keeps her identity hidden behind a mask at all times. As Darth Kae, this is a Force Mask, as Tal Woves, a Mandalorian helmet's faceplate. As Darth Kae she will wear her deepest black Sith robes, trimmed in royal purple. As Tal Woves, her mismatched beskar armour is tinged with gold; the colour for vengeance.
SOCIAL INFORMATION
  • Name: Talari Susni, Darth Kae, Tal Woves
  • Loyalties: Herself (Arla Susni as Tal Woves)
  • Wealth: Low. She keeps very little wealth and possessions, able to steal whatever she needs, whenever she needs it.
  • Notable Possessions: Mandalorian Armour, Saberstaff
  • Skills: Stealth, Manipulation
  • Languages: Galactic Basic
  • Personality: Cold, calculation, insidious, manipulative. Though she presents a veneer of trusted ally, she is absolutely ruthless in her use of others to gain her own ends.
COMBAT INFORMATION
  • Weapon of Choice: Saberstaff
  • Combat Function: Close Combat
Strengths:
  • Lightsaber combat
  • Trained in the Sith ways of manipulation and deception
Weaknesses:
  • Untrained in direct attack methods of the Force
  • Weak to the powers of the Light Side, and vulnerable to love and kindness
HISTORICAL INFORMATION

Talari is Arla's identical twin sister. Born 867 ABY to fleet captain father and sith lord mother. Raised by father on exile Echani colony on Alula.

Joined House military as a cadet at 12. Present on scout vessel during the Recontact at age 13. Accelerated training, supervised deployments while demonstrating effective tactics.

Kidnapped while on deployment by mother and trained as a Sith apprentice. Learned and practiced combat. Schooled in galactic history, became expert on galactic technologies. Came to know and understand, and finally submit herself to the Sith. Agreed to fake her own death and abandon all family ties.

Accepted apprenticeship to mother and was taken to an asteroid base in deep space to begin her apprenticeship under her Sith name of Darth Kae. She was thought dead by her twin sister and the rest of her family. After many years of what amounted to obedient servitude, she showed promise. Promoted to Knight age 21, and began to serve her mother on independent missions.

Further trained and inducted into the mysteries of the Dark Side of the Force and the teachings of the Sith both ancient and modern. Began to specialize in the arts of shadow and miasma, to hide and to hide in plain sight. Continued to expand knowledge and proficiency with the Force.

Challenged Mother for mastery, and was successful, though she spared the senior Sith's life, taken by a premonition that she would need her again at some moment in the future. Followed her heritage as the long dead daughter of House Susni, and returned to Alula anonymously.

Through intrigue and manipulation of the noble houses, including her own House Susni, ensured that her father would die, leading to her brother's ascension, and therefore Arla's exile. This was part of her plan to gain control over the New Star League by stripping it of a large amount of its military forces and manpower and brainpower, and removing several capable obstacles from her path.

With Alula under the control of her puppet Council, Talari left in pursuit of her twin sister, taking the identity of a Mandalorian mercenary; Tal Woves. Her saberstaff is explained away as a war trophy, her face hidden by a helmet's mask. A cover story about a lost clan and a wish to use her martial talents to protect others has served her well.

Though her twin sister Arla is force sensitive and her sister's guardian Aria Talen most resourceful and endlessly suspicious, Talari has maintained her cover within Relief Force.
 
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Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Unit Name: NSLR Penal Battalion
  • Affiliation: Arla Susni
  • Classification: Infantry
  • Description: Wearing whatever basic clothing they might own or acquire, each soldier is fitted with body armour and equipped with a blaster carbine. The armour, the weapon, and the soldier themselves are fitted with countermeasures to prevent incidents. Many sport scars and tattoos, and any badges of rank they may have earned.
COMBAT INFORMATION:
  • Unit Size: Large
  • Unit Availability: Common
  • Unit Experience: Recruit
  • Equipment: Chestplate, Blaster Carbine/Rifle, optional blade or shank
  • Combat Function: Light Shock Infantry

    In combat the large groups of physically fit mostly large males of various species are a wild and aggressive force. They are trained to charge their enemies while spraying fire from their blasters. They are motivated to do this not only by orders, but from the desire to induldge themselves in close up violent combat against the foe. Roaring like maniacs, they can unnerve the enemy. Most of the RPBs carry illegal blades, be they makeshift or otherwise and them that don't are just as dangerous with the solid stock of their carbine as a makeshift bludgeon.
Strengths:
  • Effective light infantry
  • Extremely motivated
Weaknesses:
  • No heavy weapons or explosives
  • Unprofessional
HISTORICAL INFORMATION

Borne from the need to deal with prisoners and the lack of jail space aboard the Remnants fleet, the penal battalions are based on the Star League's penal code, with some arrangements and refinements made by the Commander. There is no forced consctription, unlike the Star League, the Remnant Penal Battalions are an all-volunteer force. The deal is quite simple. One year of service equals ten years of a term of confinement. Of no interest to those serving three or five years, but palatable to anyone looking at decades.

Those without formal military training are required to learn on the job. There is no free ride, and they will be expected to follow orders into danger from the moment they sign on. Through obedience and victory, the PBs earn back their lives through service. The result is highly motivated infantry, very fierce and very determined to win and survive. What the RPBs lack in professionalism they try to make up for in ferocity.

As a penal unit, these soldiers are kept separate from the regular military, and civilians both. They police themselves, and are kept to barracks when not in the field. The unit is commanded by a lieutenant colonel, the highest officer rank possible in the penal battalion. The highest ranked NCO is the command sergeant major.

NCOs deal with the integration of new recruits and deal harshly with disciplinary issues. Officers oversee the sub units and are created organically through selection from the experienced NCOs. There are no outsiders among the PBs, as their NCOs and Officers are raised from among them, and have walked in their shoes. Any training, promotion, or reassignments are handled from within the unit. This creates a form of honour among the unit, who are made up of the lowest of the low. Examples to be followed are provided, men and women who have begun from nothing and risen up to be something honourable and respectable.
 
Marshal, Journeyman Protector
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Unit Name: Talen Drop Troopers
Affiliation: Aria Talen (Arla Susni)

Classification: Heavy Mobile Infantry

Description: Visually indistinct, under the surface each has his own specialization, talents, and choice of melee weapons. Each carries at minimum a curved longsword. Each wears the battle plate and helmet of the unit

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COMBAT INFORMATION:
Unit Size: Small
Unit Availability: Unique
Unit Experience: Bestest

Equipment:
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https://www.starwarsrp.net/threads/advanced-regulator-system.145802/
https://www.starwarsrp.net/threads/advanced-seeker-drone.148084/
https://www.starwarsrp.net/threads/...minous-overlaid-technological-shields.145202/
https://www.starwarsrp.net/threads/saotome-armor-field-kit.145320/

Combat Function: Close Combat. Using speed and skill combined with strength and training they are each deadly duelists, well able to deal with multiple foes simultaneously without fear or hesitation. Their equipment provides excellent protection, and their blades are incredibly tough and perfectly sharp.

Force Abilities : None

Strengths:
Effective against all foes at close quarters

Weaknesses:
Susceptible to long range attack

HISTORICAL INFORMATION

The Talen Drop Trooper is an elite soldier bred to fight. Each is a master of blades, fast and strong, effectively schooled in close combat. Each is a work of genetic and technological art, blended together to create a deadly warrior.

The unit was originally raised by House Sisku not long after the Alulan exile. The new minor house found itself with a lack of manpower and looked for another avenue, turning to genetic technology. The first drop trooper genetic template was created from an amalgamation of sources including the founder of House Sisku.

The first soldiers were monitored and tailored as they developed in growth tanks. The resultant fully grown soldiers exhibit standard differntials in height, weight, and aptitude, as well as appearance. Functionally they are male eunuch Echani, but the difference in their minds and bodies are stark.

Each is focused solely on duty to the unit. Each has no desires beyond their role as a Drop Trooper. They have free will and thought, but focus that only on their profession as soldiers, to be the best soldier they can be. Utterly dedicated like no other, borne from the Alulan focus on efficiency.

The first unit of the then-named Sisku Drop Troops was expensive to develop and field, but they soon paid divident. Deployed to a local warzone, the mission was a rousing and resounding success, and the project was fully funded. The House expanded the unit to full size, creating a fine military unit suitable for deployment anywhere and in any numbers.

As the saying came to be among the Alulans, 'To win a fight send a Drop Trooper. To win a battle, send a platoon. To win a war, best send the Unit.' To be known as 'the unit' among a heavily populated and militarized society is a testament to the Drop Troopers' prowess and reputation for military efficiency.

After the exile of the NSLR, the unit swore personal loyalty to Aria Talen, and was renamed the Talen Drop Troops in recognition of such. This was no betrayal, she was House Sisku by marriage, and the current lord, her husband, was not one to inspire loyalty. The Captain of the Moon Guard was, and the unit followed her into exile willingly.
 
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Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • City Name: New Alula City or "Nac"
  • Classification: Urban Center
  • Location: Qena System
  • Affiliation: NSLR
  • Population: Moderate
  • Demographics: Primarily Echani, tolerant of outsiders
  • Wealth: Medium More than self sufficient but no extreme surpluses or coveted rare exports
  • Stability: High Highly militarized citizenry who are all prosperous
  • Freedom & Oppression: Relaxed and open local government. Most non-violent crime is tolerated as is any reprisals that do not lead to deaths.
  • Description: An urban center nestled in a high mountain valley, surrounded on all sides by high peaks. Several large and many smaller towers stretch into the sky, the largest rivaling the height of the nearby mountains. The city inside the valley is often shrouded in fog, with only the tops of the towers remain visible.
POINTS OF INTEREST

Talen Tower - The home of House Susni and local headquarters of the Moonguard as well as House Talen. One of the largest towers in the city, it is appeasingly styled, and well able to house and service the thousands who live and work in the building. Located near the center of downtown NAC, it was one of the first permanent hab towers completed, though eclipsed now in size and stature by more modern skysrapers.

Garrison/Starport - A small spaceport located at one edge of the city where the mountains part to allow entry into the valley from the ground. Also here is the city's defense garrison, wing of starfighters, walkers and battle droids. This is the only militarized area in the city, and the only way in or out by land, air and space. Customs and law enforcement are also headquartered in this district.

Silver Dawn Medical Center - A towering spacescraper, this state of the art medical facility also incorporates a medical university and its own research labs.

SECURITY
Medium


A local militia keeps the peace, though as a military founded colony, almost every permanent resident is an active or reserve member of the militia. Small garrison with star fighters and battle droids provide heavier firepower for civil defense. As the home of the NSLR, any attacker would also likely encounter elite Remnant forces such as drop troopers or even the moon guard. The city has no heavy emplacements itself but there is always an NSLR ship on station in orbit to provide aid and support.

HISTORICAL INFORMATION

New Alula City was founded on an outer moon of a gas giant in the Qena System. The seventh moon of the fourth planet was formerly a nature preserve similar to the system's third planet. The moon has an equatorial ocean, and a north and southern continent each stretching to the poles.

The moon was placed into the stewardship of Arla Susni and her Relief Force after they had helped in curing a virulent outbreak of plague on the capital world of Qena Prime. A recent catastrophic shift of the climate caused by a volcanic eruption had caused a mass extinction, rendering the moon unsuitable for its former purpose. Settling down on the southern continent in a mountain valley, the settlement of New Alula City was founded by the New Star League Remnants, finally settling down after their exile from their home system of Alula.

Many thousands from among the Remnants chose to settle and live on their new home world permanently, which led to the creation of local industries and commercial ventures before the ships drives had even begun to cool. The Alulan spirit of efficiency and effort was alive and well among the settlers.

New Alula City provides a home for the Remnants, ending their nomadic wandering. Now it provides home, shelter, and a place to retreat to at need. It is a source of personnel and supplies, and a recompense for the home they have left behind. Many smaller towns have been founded across both continents, but the capital of New Alula City remains the primary center of civilization, trade, and the government. In a nod to Alulan efficiency, or perhaps a consequence of it, the city is referred to as 'Nac'; though the ignorant do often call it 'Nac City' completely unaware of this.

The city has grown over time to fill the small valley in which it was founded. All that can be seen from a distance is the tops of the tallest towers peeking out above the mountain fog that often shrouds the city.
 
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Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
Intent: Making Arla's house!
Image Credit: https://finance.yahoo.com/news/10-real-world-sci-fi-193203548.html?guccounter=1
Canon: N/A
Permissions: N/A
Links: NSLR

SETTING INFORMATION
Structure Name: Arla's Penthouse
Classification: Luxury Home
Location: Qena City, Qena System
Affiliation: Arla Susni
Accessibility: Publicly listed private apartment at the top of a spacescraper. Access is invitation only and security is tight.
Description: Apartments that comprise the top three floors of a skyscraper in Qena City.


POINTS OF INTEREST

Arla's Suite - Minimalistic but luxurious, the suite is fitted out for hosting the Commander and up to twelve guests in comfort. It is perfect for more intimate entertainment events for which the grand ballroom would be too spacious, and far less private. The levels below make up a private hangar suitable for airspeeders and shuttlecraft.

Grand Hall - Two entire floors of the building, open plan for the most part. The centerpiece is the grand ballroom, surrounded by holosuites. Viewing balconies line the outside, providing panoramic views of Qena City. Hundreds of party guests can mingle in comfort in this large entertainment area, while experiencing food and drink of galactic quality.

Observatory - A compact but state of the art stellar observatory and planetarium located on the rooftop. There are also viewing balconies up on the top level to maximize the phenomenal views available from the top of the tower.

SECURITY
Maximum

As well protected as an apartment can be. The entire penthouse is controlled and monitored by a defensive AI, which operates the holocams and if necessary, the defenses. Concealed laser grids and sonic emitters as well as gas vents protect the complex. In addition there are a pair of battle droids concealed in decorative pillars as well as a full military shield generator for real emergencies.

HISTORICAL INFORMATION

The penthouse apartment at one of Qena City's hottest residential addresses hadn't come cheap. The refit that had followed the purchase had also been considerable. The result of the expensive outlays is a residence fit for a Commander, and a secure one to boot.

After the full fitout, the private residence now includes a hangar level below the main habitations. The lowest level now conceals a fully staffed kitchen and service deck. The luxurious apartments were protected by a defensive system suitable for a secret military facility, and augmented with multiple layers of hidden but effective protections for its guests and inhabitants.

Arla Susni moved into the apartment almost as soon as the fitout was completed, finally able to settle down after exile from her homeworld. The first party was scheduled for the following weekend, and it was a hit. Since then the Commander of the Remnants tries to spend as much time in her 'perfect' home as possible.
 
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Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Structure Name: Silver Dawn Medical Center
  • Classification: Hospital
  • Location: New Alula City, Qena System
  • Affiliation: NSLR
  • Accessibility: A large building in the middle of a city, freely accessible to all.
  • Description: A spacescraper located in New Alula City, which appears dark to visual observation. This colouration is due to thermally absorbent exterior with photovoltaic cells on the outer sides. These absorb excessive external radiation which might interfere with medical equipment as well as generating some power for the facility.
POINTS OF INTEREST

Medical Academy - A galactic standard university which takes up several floors of the building. Accomodations for students as well as teaching and recreation areas are also located among the larger lecture halls and laboratories. Located above but also integrated with the large hospital, the students learning environment provides them each with every day real-world medical experience.

Hospital - A very large and well equipped medical facility with thousands of medical beds arrayed efficiently across dozens of floors. There are specific decontamination and intensive care units, as well as triage centers and rehabilitation facilities. A large and expansive canteen feeds the thousands of medics and staff. There are also staff break and bunk rooms and maintenance and custodial facilities. The lowest levels are storage and disposal areas. The hospital has its own hangar and ambulance recieiving bays.

Research Center - A state of the art biological and medical research facility which is equipped with the very latest in medical technology and employs some very bright medical minds. Many of the senior staff here also teach at the Academy. Research is conducted on the cutting edge of understanding, supporting both the hospital and academy, as well as the Qenan people. Also located here at the very top of the spacescraper are several restricted-access landing pads.

SECURITY
None

The building is a civilian one, and relies on the city police force for protection and security. Nothing more robust than locked doors and nurses with stun sprays.

HISTORICAL INFORMATION

Constructed to be a fully functional state of the art medical facility with ten thousand beds, the medcenter is also the main training base for NSLR medics and doctors with a fully equipped academy on site. This provides new trainee medicos with supervised patient contact. The Center accepts recruits from across the galaxy and provides them with the very best of training and experience.

The floors have open layouts around a central turbolift core which runs the entire height of the building. The basement floors contain storage areas filled with supplies which can sustain the facility's operation for months. Lower floors contain maintenance and custodial facilities, as well as habitation. The central floors are the hospital and the uppermost floors contain the in house school and lecture halls. The final areas to be completed, located at the top of the tower are the research facilities.

The facility began as an NSLR medical depot when the Remnants came to Qena to assist in the curing of a virulent plague. The success in that mission of mercy led to friendship with the system, and the subsequent funding of a large investment into medical research and care.

Expanding the makeshift hospital into what would become Silver Dawn was the Qenans gift to the Remnants, but they were soon repaid in full. Even before the entire building was completed, copies of the hospital facility were built on nearby Qena Prime, serving the care of the billions of inhabitants. Those differ in that they are full care facilities, and do not replicate the research and teaching academy at the Silver Dawn.

In the modern day, the SDMC trains a new generation of medics, nurses and doctors, and develops new professors and research technicians. It also pushes back against the unknown in the fields of life and healing, always seeking to improve medical and scientific understanding.
 
Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: NSLR
  • Affiliation: United Galactic Federation
  • Market Status: Closed-Market
  • Model: VT-120
  • Production: Mass-Produced
  • Material: Durasteel, ship components
TECHNICAL SPECIFICATIONS
  • Classification: Dropship
  • Length: 45 meters
  • Width: 13 meters
  • Height: 12 meters
  • Armament: None
  • Defenses: High
  • Squadron Count: Average: 12
  • Maneuverability Rating: Average
  • Speed Rating: High
  • Hyperdrive: Class 1
STANDARD FEATURES
  • Afterburners
  • Heavy Armour
  • Intertial Compensaters
  • Reinforced Bow
  • Shield Generator
  • Troop Compartment
ADVANCED SYSTEMS
  • Sensor and Targeting Jammers
  • Forcefield Disrupter
STRENGTHS
  • Fast and hard to destroy
WEAKNESSES
  • Completely unarmed
DESCRIPTION

Designed by the Remnant design bureau to serve as a transport craft for the United Galactic Federation's burgeoning combined military forces, the VT-120 is classified as a transport but is in appearance like a gigantic missile.

A heavy sublight thruster array is augmented with a powerful afterburner for maximum thrust. At the front of the ship is a heavily reinforced nose cone which is designed to smash through fortifications and penetrate barriers. Between the nose and the engines is a heavily protected troop compartment.

The craft is armoured and powerfully shielded. The ship is also equipped with significant electronic warfare suites to protect against enemy tracking. The cargo space is enough to carry a full load of troopers, or a half load of troopers with an APC. Built for speed and durability, the UGF has a very fast transport that is unarmed but very survivable.
 
Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
GEOGRAPHIC INFORMATION
  • Gravity: Earth-like
  • Climate: Controlled (Fully managed and artificially maintained planetary biosphere)
  • Primary Terrain: Ecumenopolis (Surface to space buildings over the entire surface)
  • Atmosphere: Type I
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LOCATION INFORMATION
  • Capital City: Qena City
  • Planetary Features: One big city covering the entire surface of the planet made up of massive towers with hundreds of levels.
  • Major Locations:

    Qena City - Capital city which covers the entire surface of Qena Prime with civilization. The surface levels are the tops of massive sky towers and habitat blocks, which shadow hundreds of levels of cityscape that go down far further than the light of the star. This planetary city incorporates the military base, spaceports, and spans the globe from pole to pole. Only the highest mountain peaks can be seen, surrounded by urban towers.

    Underworld - The surface and lower levels of Qena Prime are a dangerous place where what light there is belongs to an artificial source, or some sort of bioluminescent creature. The poorest citizens survive down here by preying on one another.

    UGF HQ - The home of the United Galactic Federation, housing the government and associated ministries. Formal council chambers are located here along with annexes for the NSLR, Lilaste Order and Draconian People. This headquarters takes up an entire surface district, containing everything required to administer and run an interstellar government.

    The Black Obelisk - A huge dark spacescraper housing the Qenan intelligence services and their vast informational databases. Foreboding in appearance and reputation, the Black Obelisk watches over Qena, literally and figuratively. Buried deep within the building are massive computer cores housing library databases as extensive as any that exist in the galaxy.

    Septiforge - A collective of insectoid hives that dwell within the hollow moon Alu. Having formed a cooperative bond, the various hive species work in collective fervour to produce finished goods from the mining and forge works on Proxis. This output feeds the factories of the hive, and the shipyards that hang in space around the inner world and its moon.

    Qena Drive Yards - Massive space works surround the innermost planet, the mining world of Proxis, orbiting in its shadow. Vessels from fighters to dreadnaughts can be produced here in good time and in large numbers. The yards are fed by the planet of Proxis and the moon of Alu, allowing them a constant supply of construction materials, all built to order.

    Military Academy - The QMA is located on Qena Prime, and trains the soldiers and officers of the QDF. The complex comprises an entire surface district allowing for significant training space as well as housing the planetary and system garrisons, training cadres, and forward deployed storage and cargo areas.

    New Alula City, 7th moon of the 4th planet - A modern settlement of the New Star League Remnants which have taken stewardship of the moon.

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POPULATION
  • Native Species: None
  • Immigrated Species: Almost all galactic sentient species are represented among the Qenans
  • Population: Crowded
  • Demographics: Founded by dozens of different races and now home to tens of thousands of species, there is no discrimination.
  • Primary Languages: Galactic Basic
  • Culture: Though there are species and gang enclaves in the undercity which are unsafe and discriminatory, polite society on Qena is ecumenical. All species are treated equally and are well represented among the military, political, scientfic, academic and economic elite. The system's founding by over a hundred different species makes any sort of species based bias almost unheard of among Qenans.

    Society is one of trade and negotiation. Haggling and bartering are both traditions that are embraced by the locals at all levels of society. Violence is rarely resorted to in resolving disputes. Discussion and debate is however quite spirited, with it said that Qenans wield words and numbers as weapons.
GOVERNMENT & ECONOMY
  • Government: Monarchic Republic (similar to Great Britain) All power is derived from the ruling King or Queen. The monarch is advised and represented by the elected government which holds the visible levers of power. A large unelected bureaucracy holds much of the power and influence.
  • Affiliation: United Galactic Federation
  • Wealth: Wealthy
    Healthy and well established trade networks bring a constant supply of goods and credits into the system. Though there are a lot of underprivileged citizens in the undercity, there are also a lot of very wealthy ones higher up. The ravages of society are consigned to the darkness below while the standards of living at the surface are as high as anywhere in the galaxy.
  • Stability: High
    Security is maintained well insystem by the QDF, a paramilitary force mandated to keep the peace. They deal with any raiders and pirates. Planetary security on Qena Prime is handled by Q-Sec, a police force which secures the upper levels of the city, though rarely venturing too deep into the undercity, which has become quite lawless.
  • Freedom & Oppression: Free and peaceful. The upper levels are well protected by the local police force, though their influence decreases the lower one travels into the under city. In the deepest levels, the law of the gun presides, and all forms of vice and nastiness abound.
MILITARY & TECHNOLOGY
  • Military: Possesses a modern military and planetary defense force as well as extensive police forces.
  • Technology: Galactic Standard
HISTORICAL INFORMATION

Originally founded during the High Republic, the colony and trading outpost of Qena quickly grew. Named for one of the early settlement leaders, the village became a town, joined by many others. Profit brought interest and immigration, and the system became established as a tourist spot and scientific interest, as well as the trading hub it was founded to be.

The rest of the system was colonized, notably the inner world of Proxis and its moon, which became the manufacturing nexus of the system. The third planet Draco was kept as a nature preserve, though some hunting of big and dangerous game is permitted. The moons of the gas giant Lila were colonized, some of them with substantial populations too and the worlds of the Qena System grew and prospered.

Qena's survival over the millenia is largely owed to a careful balance between being valuable and being not worth the effort, politically or militarily. With strategic diplomacy and open handed generosity, the system has maintained its peace, and avoidance of the travails of galactic war and tragedy. It has maintained a cautious independence since its founding, trying very carefully not to choose sides, or show favouritism between outside powers. Even under the rule of Palpatine's Galactic Empire, Qena's value as a free port, as well as a steady flow of credits into Imperial coffers kept the Stormtroopers at bay.

Nearly a thousand years later, the planet has been covered in settlements, the original farming long outsourced to the moons of Lila and manufacturing facilities elsewhere. The local culture for fair and honest trade, as well as a respect and tolerance for strangers made it a good place to live, and the population had become nigh uncountable. Despite the ravages of the galaxy, Qena has always recovered and prospered, avoiding the total destruction meted out elsewhere.

The system was integrated into the UGF after talks and dealings with the NSLR, and from there Draconia and Lilaste. Goodwill was shown when Remnants intervened to help stop a dangerous virulent plague outbreak on Qena Prime. Today the system is under the hegemony of the United Galactic Federation, and produces many supplies, weapons and starships to the cause. Having been a founding member of the Federation, Qena is strictly loyal to the UGF, as a key and integrated part of its economy.
 
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Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Shipyards Name: Qena Shipyards
  • Classification: Planetary Shipyards
  • Location: Qena System, between the innermost planet and its moon
  • Affiliation: United Galactic Federation
  • Population: Heavily Staffed
  • Accessibility: Though it is located well away from the system's most populated planet, it is heavily trafficed. Access is restricted to the main HQ habitation, with all other areas controlled and secure.
  • Description: A huge framework stretching across space with docks ranging from small freighter berths to colossal graving docks for the largest space warships. Habitation blocks and logistics facilities make up part of the yard structure to house the huge work force.
OPERATIONS INFORMATION
  • Production: Military and Civilian vessels from small freighters and personal luxury craft to ultra large warships
  • Specialty: Military vessels
  • Output: Capable of specialized craftsmanship or high output at a minimum standard
  • Market: Open to outside commerce
POINTS OF INTEREST

HQ - A large square module with its own hangars, this houses the administration of the fleet yards, a sales office, and the control center. Here also is based the yards' security force. This is the only section of the shipyard open to visitors, with all the amenities including multiple showroom floors with extensive holographic displays. Tours of the facilities are run from here, allowing visitors to visit the yards up close.

Tramworks - The inside of much of the yards' framework is taken up by the heavy freight tram lines that move cargo from receieving docks to the construction sites. Fully automated and enclosed, this high speed system is key to the efficient operation of the shipyard.

Recieving Docks - Huge hangars that serve as a drop off point for the unending lines of freighters transporting components from the nearby moon forges. These hangar docks are all linked with the yards' internal transport system.

SECURITY

Medium


Security is very basic and covers internal security, with the yards relying on the local defence force for protection. The yards themselves are civilian rather than military structures, and are not built for combat. There are usually some warships with additional troops on station nearby.

HISTORICAL INFORMATION

Originally built as a solar observatory in orbit of the system's innermost planet Proxis, the space station was small and unimportant for the early part of its history. Much later, when the mineral wealth of Proxis' moon Alu was discovered and exploited, the station was bought and expanded into a shipyard.

The shipyards were small at first, and have been rebuilt several times over their long history. The third rebuild set out a sensible and efficient design that could be expanded ad infinitum at need. This design remained over the centuries, growing ever larger. Twice the entire yard structure has been refitted to expand the internal transport network capacity.

In its modern incarnation, the yards can be said to rival those of anywhere else in the galaxy in terms of quality and quantity. Thousands of starships can be built or refitted, with the shipyards constantly resupplied by the nearby industrial moon. It has contributed much to the growth of the economy of the Qena System, and has been the primary supplier of its planetary defense force.
 
Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Mine Name: Septiforge
  • Materials: Phrik, Beskar, Durasteel, Kyber Crystal, Stygium Crystal, Corusca Gem, Fire stone, Aurodium, Cortosis, Neuranium, Laminanium, Fire rubies, Void stone
  • Location: Qena System
  • Affiliation: United Galactic Federation
  • Size: Massive
  • Population: Heavily Staffed
  • Profit: High
  • Accessibility: The Septiforge is located on the moon of the system's innermost planet. It can be freely accessed by freighter.
  • Description: Industrial works that cover the surface of a moon and penetrate deep into its subsurface. Deeper still tunnels and caverns are filled with mining and forge works. The extensive works are operated by millions of insectoids of seven different species. A cooperative alliance of insectoid hives run a highly productive mining and industrial complex.
POINTS OF INTEREST

Mustafarian Zone - A series of large caverns where lava flows freely, the oldest and some of the deepest mineworks on Alu. Unique among the deep hives, the Mustafarians retain direct access to the surface through some of the original boreholes and tunnels made during their initial colonization effort. One of the most productive mining zones on Alu.

Colicoid Zone - Almost isolated from the other hives, and with its members very rarely mixing with their partners, though the Colicoids keep to themselves, they are among the most productive of the seven hives. They produce exclusively weapons and battle droids.

Geonosian Zone - The largest hive in terms of size, the ever industrious Geonosians produce everything from microchips to droids to starship parts. A series of caverns linked by miles of tunnels and including some very deep and wide subsurface canyons. The Geonosians are the productive link between the Mustafarian and Killik mining works and the surface Verpine, Colicoid and Xi Charran production works.

Verpine Zone - A smaller surface hive, the Verpine produce the precision engineering for the unified hives along with some of the most powerful and advanced weapons. This hive is heavily research focused, producing quality over quantity alone among the manufacturing hives.

Vratix Zone - By far the smallest hive, the Vratix are also the most important. They are the hive that administer and organize the other hives, and the only ones able to deal with even the hostile and xenophobic species. They also conduct bacta production and research, and provide medical care to the other hives. Their hive also serves as neutral ground for discussion and communication, avoiding the extreme territoriality of the others.

Killik Expanse - The biggest population of the hives and rivalling the production output of any of the others, the dutiful and hard working Killiks are the most basic builders. Their workers conduct manual unskilled labour but in massive quantities. Though little technical work is done here, much of the production process is streamlined by having the forging and heavy work done by uncountable numbers of willing labourers. The Killiks are also the main explorators and tunnelers within the moon.

Xi Charrian Zone - Another small surface hive very similar to that of their Colicoid cousins, and likewise producing weapons and battle droids. The Xi Charrans also do a lot of their own research and development, with little to distinguish them in behaviour and output from the Colicoids.

Royal Zone - A small cavern system located adjacent to the Vratix Zone, this is where all seven Queens reside, guarded jealously by seven sets of Royal Guards. Each Queen has her own chamber, and each is connected directly and privately to its own hive zone. A central area serves as the headquaters of Septiforge and the administrative center of the moon works.

SECURITY
Medium


Each of the seven hives has its own small but dangerous soldier caste at home in the tunnels. The environment is unpleasant, and the sheer number of workers daunting.

HISTORICAL INFORMATION

The moon Alu was left alone during the earliest years of the system, until well after Qena Prime was established. Thought to be uninhabitable and relatively uninteresting, deep surveys discovered wealths of mineral deposits. Original efforts to take advantage of the moon's resources failed, and the mining claims were sold off to a consortium of Mustafarians. This was the founding of what would become Septiforge.

With experience in extreme environments, the insectoids made good use of their talents to establish working mines and forges. Expansion required manpower, and the crafty Mustafarians looked to their fellow insectoid species for partnership. Agreements between ruling Queens established a shared ownership and common hive on Alu, leading to the seven families accord. Along with the founding Mustafarians, the species that came to Alu to form the accord were Colicoid, Geonosian, Killik, Verpine, Vratix and Xi Charrian.

Mining and industrial expansion skyrocketed as the hives each made their new homes and workings within the moon. Each group expanded with more tunnelling work, creating entire underground structures deep inside the moon. The colonies grew to fill the planetoid completely, working the deepest veins and even tapping the geologically active core of the moon. The forge works and factories of the hives are fed by an unending supply of raw materials from the depths.

Having been established for over a century, recent surveys report that it is likely the extensive mining will deplete the moon within the next two hundred years. Plans are already underway exploring the possibility of stellar mining once then moon is exhausted, but that is for the far future. The latest expansions into molecular forging allowed the Septiforge to create any materials possible, and has led to a huge economic boon for the Qena System.
 
Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: NSLR
  • Affiliation: NSLR, UGF
  • Market Status: Closed-Market
  • Model: Q-1
  • Modularity: No
  • Production: Mass-Produced
  • Material: Durasteel, shielding and reactor components
SPECIAL FEATURES
  • Custom containment structure
STRENGTHS
  • Provides clean renewable power at room temperature
WEAKNESSES
  • Very vulnerable to physical damage to reactor module
DESCRIPTION

The result of several concurrent breakthroughs in physics research, the NSLR's search for a practical application was born in the R-1 prototype. Though the danger inherent in manipulating such large contained energies is severe, the experiments succeeded in proving the working prototype could be effective. Much refinement went into the design process of what would be the Remnants' first foray into technological creation.

The reactor itself retains the Alulan cultural imperative toward efficiency, being both smaller, lighter, cleaner, and less demanding on support systems than comparable reactors. The process contains a gravitic stream within six magnetic fields, creating what amounts to a nanoscopic singularity, tightly controlled and balanced. The energy output is suitably enormous, without generating an erg of waste heat, and thus not requiring coolant systems.

Engineering the production model took some time, as the design team continuously revamped the plans, always aiming for more efficiency. This took the humble R-1 to the R-75 before it was deemed satisfactory and produced as the Q-1. The end product is therefore reliable, easy to operate, and simple to maintain as well as being quite straightforward to produce with basic industrial tools. Though this Alulan style design process is expensive and can be quite time consuming, it leads to economic efficiencies at the production end.

Competitive with other reactors of similar scope, the Q-Reactor is far smaller and more efficient, though not especially super powerful. It is however far smaller in size, and requires much less infrastructure for coolant. The unit is housed in a self contained assembly with almost no moving parts, which saves on maintenance, and is simple to operate. Where a competing reactor might need to be the size of a warehouse to say nothing of the required support systems and coolant logistics, a Q-Reactor is the size of a room. This makes it suitable for starships and bases but unsuitable for speeders or fighters.
 
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Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: NSLR
  • Affiliation: NSLR, UGF
  • Market Status: Closed-Market
  • Model: N/A
  • Modularity: No
  • Production: Mass-Produced
  • Material: Durasteel, shield components
SPECIAL FEATURES
  • N/A
STRENGTHS
  • All-aspect all-spectrum protection against radiation, energy, gravitic and kinetic attack
  • Extremely efficient design with maximum miniturization
WEAKNESSES
  • Once the shield is forced down it stays down
DESCRIPTION

The standard Remnant shield design differs from galactic standard only in that their native shield designs had evolved to give extra protection against kinetic impact. This was reflecting the local preference for kinetic impact weapons. The exiles researched further and expanded upon the remnant design in collaboration with Qenan and later Federation scientists, producing the Q-shield.

The design is smaller than a comparable shield generator system. The Q-shield is suitable for fightercraft up to large warships and stations, as it differs little from standard designs except for the size of its projectors and generators. The aspect of the shields covers the energy and particle spectrums down to the subatomic level, allowing nothing to pass unimpeded.

Each system is set up with a minimum of one projector and one generator. This can be increased until full coverage of the craft is achieved. Further projectors can be added as redundancy in case of failure or destruction. Larger and more powerful systems will require more generators to achieve full energization of the system. Further generators can be added here too as redundancy and to boost the power of the system.

Though the system is efficient, it can be overwhelmed like any standard shield. The efficiency of the design comes at somewhat of a cost. The flaw in the Q-shield is that once its generators have been overwhelmed, they all die at the same time and remain dead. They cannot be revived or recharged, and must be replaced.

Efficiency is the order of the day with the Q-shield system, rather than being particularly powerful or super effective, it is slightly smaller and slightly cheaper than competing systems. This makes it very attractive to those looking to maximize the usage of limited space available in their ship's design.
 
Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: NSLR
  • Affiliation: NSLR, UGF
  • Market Status: Closed-Market
  • Model: LSD
  • Modularity: No
  • Production: Mass-Produced
  • Material: Durasteel, hyperdrive components
SPECIAL FEATURES
  • Custom Hyperspace Navicomputer Software
STRENGTHS
  • Extremely fast jump calculations
WEAKNESSES
  • Limited maximum speed
DESCRIPTION

A mercy mission by the New Star League Remnant when they offered aid to a stranded Gree transport led to the collaboration between Remnant and Gree scientists which produced the LSD project. Advice and support for the Remnant engineers allowed them to successfully modify a standard hyperdrive design to function virtually the same as before, but with some advantages and disadvantages.

Testing of the modifications showed the concept's flaws immediately. The hyperdrive couldn't go faster than what amounted to class 0.5 and would overload if tried. The installation of safety interlocks could prevent overload, but nothing could drag any further speed improvement from the mods. The advantage of the Gree's mathematical formulas to the navicomputer assembly did however lead to huge efficiencies in calculating jump coordinates. This alone made the project worth it, even if the drive would never be able to match the fastest available speeds.

Oh, and the name. The Gree insisted the project be named Lame Sky Duck, and none of the Remnants could work out what that was meant to mean. The Remnants were grateful for the help, and so compromised by referring to it as LSD, and the Gree seemed satisfied with that.
 
Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Unit Name: UGF Secret Service, The Black Hand, The Blackhand, Black Hands, Blackhands
  • Affiliation: United Galactic Federation
  • Classification: Agent/Police
  • Description: Physically imposing helmeted black armoured figures equipped with cybernetics and advanced technologies. Talented telepaths who use psychic augmenters to create an aura of menace and anxiety around them. This works with their already fearful appearance to make them appear as dangerous and frightening as possible.
COMBAT INFORMATION
  • Unit Size: Small
  • Unit Availability: Unique
  • Unit Experience: Elite
  • Equipment: Telepath Unit, Psychic Augmenter, Pain Damper, Energy Arm, Repulse Hand, Lockbreaker Hand
    Deathtrooper Armor, Echani Shield
  • Combat Function: Tank
    They can absorb a significant amount of punishment with their shield and armour. Offensively they are able to dominate minds and influence thoughts. Each can function even when under enormous stress and pain, and continue to focus on their tasks. They prefer unarmed combat utilizing their cyber weaponry and enhanced strength.
Strengths:
  • Cybernetic Telepaths
  • Experts at breaking security systems
  • Very well protected
Weaknesses:
  • Less effective in combat against large numbers, particularly for extended periods, particularly against droids who are immune to psychic and telepathic effects
  • No guns, blasters, or explosives
  • Very limited in number and never deployed in more than a pair
HISTORICAL INFORMATION

Qena Intelligence was founded during the earliest days of the system when it was a trading port. During these early years, it soon became clear the organization would be hampered by the rules and laws of civilized behaviour that its enemies would not follow. The Director's personal control was retained over a group of most senior and experienced agents who function as the Secret Service.

The Blackhand are for all intents and purposes above the law, able to go anywhere, whenever and wherever they require in the pursuit of security. They have unlimited authority to pursue their subjects and deal with them as required. They are answerable only to the Director, and are otherwise given carte blanche and full immunity. Officially, they do not exist. Traditionally their existence is an open secret, tolerated by the government of the day as a neccesity.

Notable operations over the years involve the taking down of many criminal cartels who refused to play by the unwritten rules of no violence towards civilians. Though the lessons were mostly permanent for those criminals, those who replaced them understood the teaching and adapted accordingly.

Their most famous or infamous exploit was the arrest and execution of a CEO in his own boardroom. The corporatist had been financing terrorist operations, and personally caused the deaths of thousands. Once his guilt was proven, two agents were dispatched to end the threat he posed.

When the agents arrived, he refused to surrender, summoned guards and tried to draw a blaster. Immediately, the very wealthy public figure was summarily executed by the two Black Hand agents without a shot being fired. The message sent was clear, no one was above their law.

The Blackhand hunt the worst of the worst, the most dangerous and deadly. They are relentless in their efforts to bring down their targets and remove the threat posed. For more than a thousand years these faceless heroes have kept safe the citizens of the Qena system without acclaim or any public recognition. With the alliance between Qena and the United Galactic Federation, Qenan Intelligence was rebranded as UGF Intelligence, and the Blackhand were placed under the command of the new Director.
 
Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Unit Name: UGF Spacetroopers
  • Affiliation: United Galactic Federation
  • Classification: Marines
  • Description: Clad all in black with helmet and envirosuit, they are faceless warriors of the darkness. Working in small teams they are capable of combat in zero-g, vacuum, and the hostile interior of enemy space craft and stations. Each team is equipped with a variety of weapons and tools of their trade.
COMBAT INFORMATION:
  • Unit Size: Medium
  • Unit Availability: Uncommon
  • Unit Experience: Veteran
  • Equipment: Envirosuit, Hullcutter, (Optional) Hull Cutting Ring
    Primary Weapons: Shattergun, Tensor rifle, Acid Launcher, Pulse Cannon
  • Combat Function: Small teams that move carefully while covering one another. Their doctrine is to breach an enemy hull and gain entrance before sweeping through the interior, dealing with any and all resistance. They do not move fast, but they are always moving forward, advancing behind a wall of combined heavy firepower. With Force sensitivity they can remove obstacles and be well prepared for danger and surprises, making them deadly opponents.
  • Force Abilities (Force User Units Only): Telekinesis
Strengths:
  • Superior in space
  • Well armed and can use the Force
Weaknesses:
  • Vulnerable on the ground or in the open
  • Slow moving
HISTORICAL INFORMATION

The unit began as a concept when the New Star League Remnants started recruiting from outside the Alulan population and take in a number of Force sensitives and Force users. All members of the new unit are trained to a basic level with the Force, with a focus on telekinesis.

Established on Qena Prime, the unit was formed and trained in the arts of space combat, suitable for Zero G and airless environments. Their equipment is sourced from across the galaxy, with each unit fitted out with selected weapons and tools to suit their role.

Deployed at first in support of the QDF's naval marines, the spacetroopers quickly established a reputation for ruthless efficiency. In a short time, they were included in the official doctrine of the UGF's military as the vanguard for space combat scenarios, with the naval marines taking up a purely defensive role for which they are far more suited.
 
Marshal, Journeyman Protector
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OUT OF CHARACTER INFORMATION
PHYSICAL INFORMATION
  • Age: 67
  • Force Sensitivity: Non-Force User
  • Species: Toydarian
  • Appearance: Hades is an older Toydarian of squat stature and blue skin. His bone-white Grand Admiral's uniform is suitably tailored for his physiology with slits at the back for his wings. A belt surrounds his midriff, from which hangs his ceremonial sidearm. He wears no medals but the ribbons section of his uniform is full.
SOCIAL INFORMATION
  • Name: Grand Admiral Kano Hades
  • Loyalties: United Galactic Federation
  • Wealth: Wealthy. A lifelong officer, his living expenses have been picked up by the military. He has little use for possessions, and has made sensible investments with his credits, building a sizeable fund. Shareholder in Septiforge and Q-Drive Yards.
  • Notable Possessions: Personal Sidearm, Admiral's Flag, Various Decorations and Medals
  • Skills: Naval Command, Strategic Planning
  • Languages: Galactic Basic, Huttese
  • Personality: Boisterous and friendly, unless he's disappointed in someone
COMBAT INFORMATION
  • Weapon of Choice: Cutting remarks and his personal command ship and personal guards. Has a sidearm but if he has to use it he's in real trouble.
  • Combat Function: Command. As a fleet admiral he has charge of millions of beings and hundreds of warships. He is usually accompanied by his personal guard, and is generally quartered in a high security military environment. Should he need to fight, he has a pistol, and he can fly.
Strengths:
  • Experienced naval officer
  • Very creative approach to tactics and strategy
Weaknesses:
  • Not very fit, drinks and eats rather too much and doesnt exercise enough
  • Physically unimposing (He's small and has a belly)
HISTORICAL INFORMATION

Born on Toydaria the young boy grew up near a spaceport, and watching the huge freighters and transports come and go. When he was a teen he apprenticed with a relative loading cargo, and soon enough found a berth aboard a tramp freighter.

Over the year or so he learned to pilot the ship as well as how to operate its systems, learning quickly and serving ably among the crew. When he returned to Toydaria he was told that his parents had enrolled him in the Qenan naval academy and the boy was sent offworld. In four years he graduated as a naval lieutenant aboard an in-system patrol ship.

His career saw advancement, through merit to be sure, but also through chance and the grim but true fact that war produced job openings that peacetime did not. When the cruiser he was serving aboard was hit and the Captain killed, Hades took command, saved the ship and the crew, and was rewarded with a field promotion that became permanent.

He commanded the cruiser for several years, serving with distinction and developing a reputation for cunning strategy. His next command was a carrier, and then he was promoted to flag rank, and given command of a defense sector. In the admiralty, he found his true calling. His natural creativity allowed him to develop tactical approaches no one else could see.

Eventually the nickname of the Tinkerer that he'd carried ever since his first command began to fall into disuse. It had always been spoken with respect, and Hades hadn't minded too much. But by the time he was promoted to the position and rank of Grand Admiral, the troops and crews of the QDF had a new name for him. They called him the Old Master.

When the Qenan government signed on with the United Galactic Federation, it was Grand Admiral Hades who was selected as the senior military commander of all reserve forces. The Remnant, the Lilaste Order and the Draconians would all retain individual commands. The Federation Navy would be under Hades' command. He would of course have to answer to the UGF's defense minister, but the rest of the UGF navy was under the old master's command.
 

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