Star Wars Roleplay: Chaos

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Eastern Assets Planning

This thread serves a central location for listing the current resources of the Silver Jedi's Eastern worlds as well as a location for planned expansions of local assets.
Bimmisaari
Locations
Glastro Intergalactic Spaceport: Large port that plays host to the Bimm Mercantile Guard as well as Silver Jedi Hostel. Hosts a wing of starfighters as well as a planetary shield generator.

Ground Assets
Bimm Mercantile Guard: A Grendarme that focuses on (mostly)nonlethal weapons and advanced first aid responder abilities.

Boz Pity
Locations
Renanscence Medical Center: A military hospital supposedly only involved in minor medical research and basic patient care. In actuality, it also hosts many of the surviving members of the Gargantelle race and the sizeable Boz Pity Heavy Recon Regiment. Has concealed anti-orbital guns, subterranean tunnels, and building shield generators.

Boz Pity Heavy Recon Regiment: Mechanized cavalry regiment manned heavily by synthetic soldiers. Can fight dismounted as light, urban fighters.
Ceraluen

Locations
Ceraluen itself: A beautiful and cosmopolitan world of culturally rich island cities and beaches. The world itself is surrounded by a cloud of asteroids which is controlled by Fort Armour as well as a transitory mist.

Space Assets
Bourtange-class Asteroid Stations (8): Heavy firepower and durable static fortifications

Ground Assets
1st Ceraluen Royal Grenadier Regiment: Elite warriors of mainly Mandalorian extraction known for their use of power armor, large amount of grenades, and internal security training/tactics.

Kintan

Locations
Fortress Kh'aris: This ancient desert fortress is home to the 6th Kintan Infantry Regiment, a planetary shield generator, and a sector wide listening post.
Space Assets
Ground Assets
6th Kintan Infantry Regiment: Desert warfare specialists known for the markmanship with slugthrower rifles and their distrust of force-users.
Roche Asteroid Belt
Locations
Korpil G62: Asteroid shipyard known for making Cresh-Type Patrol Fighters. Worker militias there can fly Cresh's right off of the assembley line. Internally garrisoned by the Collective Defenders.

Ground Assets
"Collective Defenders": Composite Verpine and Battle Droid unit that makes extensive use of native Verpine technology and cybernetics to control the internal defenses of the Roche Asteroid Belt.
 
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION

  • Military Base Name: Castle Whitehaven

  • Classification: Island Fortress

  • Location: Ceraluen

  • Affiliation: Ceraluen, Silver Jedi Order, ISAF

  • Population: Heavy (1 full Battlegroup, 1 Artillery Regiment to operate the Castle's defenses itself).

  • Demographics: As a local defense force base, the demographics largely match that of Ceraluen itself, though there are slightly more alien species in the Castle because of offworld Silver Jedi and ISAF advisors: 97% Human, 3% other.

  • Accessibility: Castle Whitehaven is fairly easy to find, being located just across the bay from Ceraluen's capital city of Cayman City. The castle can be accessed through a bridge from land, a dock by sea, or by landing pads by air. However, all access to these areas is monitored and restricted to visits of purely official government business. Tenant units of Castle Whitehaven provide the armed guards for most of these entrances, and the Royal Artillery Regiment assigned to Castle Whitehaven controls defenses including a Bulwark Shield Generator and weapon emplacements such as Scorpio Artillery emplacements which further prevents the ability to easily visit the base. The fortress is not easily accessed by the general public.

  • Description: [ Provide a description of this base at a glance. More in-depth descriptions can be added in points of interest. ]
POINTS OF INTEREST
[ What areas within the base are significant? Give a description of each point listed. ]

SECURITY
[ Provide a Security Rating (choose from: None, Low, Medium, High, Maximum) and any specific security assets in list format. What defenses does this location have, including internal and perimeter defenses? Please note that the rating is relative to the type of location this is. Military troops and hardware are appropriate for all levels of the security rating for Military Bases. Please link relevant tech/equipment to the SW wiki article or Factory-approved submission. ]

HISTORICAL INFORMATION
[ Include a description on the base's history here. Detail how it came to be constructed and why. Talk about the people/factions involved in this base's creation; and what role it plays. For historical bases, if you so desire, you can include historical events from the Chaos Canon timeline or board history where appropriate. ]
 
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OUT OF CHARACTER INFORMATION

  • Intent: To further flesh out Ceraluen's Royal Army

  • Image Credit: the following images have been combined and photo-editted together by yours truly: 1st armor set, 2nd armor set, logo, background,

  • Role: Infantry / Riot Police

  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. ]
GENERAL INFORMATION

  • Unit Name: 1st Ceraluen Royal Guard Regiment - "The Guardians of the Crown"

  • Affiliation: Gir Quee, Ceraluen, Silver Jedi,

  • Classification: Infantry / Riot Police

  • Equipment: Valkyrie War Lances, Gundark-class Power Armor

  • Description: [ Give a brief overview of this combat unit. Notable appearance, if they have a unit emblem, general mindset and behavior, etc. ]
COMBAT INFORMATION: The combination of Unit Size and Availability below is the indicator of how numerous your unit is. Stormtroopers for instance would be considered Large/Common, while Rogue Squadron would be a Small/Unique unit. Majority Force User Units are prohibited from being Common or Large. The stronger and more specialized your unit is (FU or NFU), the smaller and less common it should be.

  • Unit Size: Large (many individuals, often compromising the rank and file). ]

  • Unit Availability: Unique

  • Unit Experience: Trained

  • 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. ]
 
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION

  • Military Base Name: Fortress Kh'aris

  • Classification: Desert Fortress

  • Location: Kintan

  • Affiliation: Kintan, Silver Jedi, ISAF

  • Population: Heavy

  • Demographics: As a local defense force base, the demographics largely match that of Nikto itself, though there are slightly more alien species in the Fortress because of offworld ISAF advisors: 97% Nikto, 3% other.

  • Accessibility: Fortress Kh'aris is a well-known cultural site and easily located because of its prominent position over the local wastelands where it can control the crossroads of several ancient trading routes. While these routes continue to see use, few have reason to actually stop into the fortress itself except for official business or emergencies. The local Nikto commanders are a suspicious bunch, especially of Force-users, and those they let into the fortress are kept under close watch during their stay.

  • Description: Fortress Kh'aris is an ancient desert stronghold that seem hundreds of 'owners' through the years, many of whom had upgraded or altered the fortress to meet their current needs. Its current owners, the Kintan government, are no different, having hired several Silver Jedi companies and local contractors to modernize the installation into a formidable if somewhat small redoubt. While many outside observers believe the planetary shield generator is the base's greatest strategic asset, ISAF itself believes the listening post is even more important, as it acts an advance warning system to any significant incursions into Silver Jedi space. On an immediate tactical level, the base itself has solid passive defenses and spirited defenders in the form of the 6th Kintan Infantry Regiment, a legion of battle droids, native Kintan Striders, and a small menagerie of combat vehicles. Fortress Kh'aris seems likely to be a significant breakwater to any future attack on the world.
POINTS OF INTEREST
The Bastion: The original keep of Fortress Kh'aris has been expanded to encompass entirely what was a walled compound. Made out of ferrocarbon structural framework that is encased in thick ferrocrete walls, this massive domed structure is a highly durable, being designed to withstand several direct artillery strikes before crumbling. Access from the outside is controlled by a pair of massive Turadium blast doors manned by a squad of sentries from the 6th Kintan Infantry Regiment. The Bastion itself holds all of the base's basic functions including the barracks for the 6th Infantry Regiment, a large mess hall, cafeteria, armory, gym area, and brig. The Bastion's subfloor allows access to variety of subterranean passages, notably Fenn's cavern.

Command Tower: Directly behind the Bastion is Fortress Kh'aris's highest tower, which acts as a command post for base and its occupying units. Aside from holding com-scans and communication equipment needed to coordinate all of these forces through a Castameer Tactical Display, the command tower also holds living suites for the local command staff.

Silver Jedi Guest Tower: The latest expansion of Fortress Kh'aris, the Silver Jedi Guest Tower houses guests from the Silver Jedi Order and the ISAF, and notably is built to offworld standards rather than Nikto standards. It largely uses Preaestigiae Shop products in order to provide a more familiar and comfortable environment for travelers, notably using that company's living modules and beds. It also has a lounge with beanbag chairs, a soda fountain (with Diet Fizzyglug), holo-arcade, and a food court next door which includes a Pizza Hutt and Soul Brothers and Sisters.

Shield Generator Turret: The squat but wide tower located behind the Bastion and Command tower houses a single Bulwark Planetary Shield Generator which is normally covered by a retractable dome to better protect it from the world's harsh environment. When activated, this shield generator cannot only protect the base, but much of the world itself from orbital attacks.

The Twin Watchtowers: A pair of small watchtowers flank either side of the main path into the fortress. However, these can only be accessed by subterranean passages from the Bastion itself. In old times, each one was manned by a sentry to keep watch on the skies or the trade routes. With the base's recent modernization, the towers technically do not need to be manned, but they often are by recruits of the 6th Infantry Regiment as part of their introduction to military life. The right tower holds a 9954/I sensor array linked to several observation satellites that tracks movements in the geo-orbital space around Kintan, while the left tower acts as a sector listening post. This left tower contains a subspace radio and HoloNet transceiver manned by a team of hardwired NR-1100 slicer droids which sift through and try to break into transmissions picked up the watchtower.

Fenn's Cavern: Located just underneath the Bastion and the visible elements of Fortress Kh'aris is an underground area known as Fenn's Caverns, supposedly the original lair of Kh'aris Fenn. This area holds many of the base's long-term supplies, a water cistern, as well as the geothermal power shaft that provides most of the base's power. It also acts as a junction point to the rest of the fortress's underground caverns.

Tsyr's Cavern: Almost certainly apocryphally used by the Morgukai Tsyr, this cavern branches off of Fenn's Cavern. It serves as a storage and maintenance point for hundreds of deactivated battle droids, most of which are Legionairre Battle Droids supplied by Lucerne Labs. These droids can march through Fenn Cavern to reinforce the base itself, or deploy through concealed exit tunnels onto the surrounding plains.

Bok's Cavern: Named after one of the original Morgukai inhabitants, this area serves as a holding area for the local Kintan Strider training program. While trained as guard beasts, the ISAF considers them to be unreliable despite the confidence demonstrated in them by the local Nikto. Because of this, most of this area is automated and only serviced by droids or the beast's trainers. A pair of tunnels allows the beasts to be remotely released around the base of the arch.

Hangar: Just to the side of Fenn's cavern is a hollowed out hangar bay that holds the base's starships and vehicles. Because of the harsh weather and radiation flare-ups on Kintan, the hangar is usually secured by a massive, 2 meter thick turadium blast door.


SECURITY
High


Installation Defenses

Combat Forces
Vehicles

HISTORICAL INFORMATION


Fortress Kh'aris was first constructed by Kh'aris Fenn with Count Dooku's help around the time of the Clone Wars. But the original builder did not stay there long. Fenn and his Morgukai henchmen eventually abandoned the fortress after it had been successfully infiltrated by a pair of Jedi. From there on out, the fortress came to be occupied by a number of successive and intermittent squatters, from local scavengers and nomads to pirates and international criminals on the run. During the Gulag plague, the fortress finally came under the consistent rule of a Kajain'sa'Nikto clan chieftain, who started many of the expansion of the original bastion and its underground passages. When Kintan entered into alignment with the Silver Jedi after the defeat of the cultists, the fortress became property of the new world government, which then modernized the base into its current form with help from the ISAF and Lucerne Labs. Since then, Fortress Kh'aris has become home of the 6th Kintan Infantry Regiment and frequent stop for ISAF forces and Silver Jedi in the area.
 
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"Who? Never heard of them. Where are they from?" ~anonymous Antarian Ranger​
OUT OF CHARACTER INFORMATION
GENERAL INFORMATION

[*]
Description: The Outrider Rangers are a light armor group based out of Renanscence Medical Center on Boz Pity. While ostensibly trained as a mechanized reconnaissance group, the unit's secret primary function is to patrol the grounds around Renanscence Medical Center and to protect Project Renanscence. To this end, most of the unit's soldiers are equipped with Varactyl-class Light Walkers which are either outfitted for close quarters combat against enemy infantry or for general anti-vehicle use. While primarily trained to fight from these walkers, members of the Outriders can also function as light infantry in close quarters combat because of their light armor and submachine guns. In order to conceal the true nature of their presence on Boz Pity, the group is trained in and does conduct mechanized recon missions from time to time, typically as small elements assigned to combined arms ISAF task forces. While apparently lackluster to most outsiders, the Outriders fulfill a vital role in keeping Project Renanscence safe and the revival of the Gargantelle race a reality.

COMBAT INFORMATION:

  • Unit Size: Large

  • Unit Availability: Common

  • Unit Experience: Trained

  • Combat Function: Despite its name, the Boz Pity Heavy Recon Regiment more often acts as a light armor force rather than a pure reconnaissance unit. Approximately half of its walker are equipped for close combat against infantry by sporting Reaper Mag Cannons and flamethrowers, while the other half of walkers are equipped with repeating laser cannons and warhead launchers, making them well-suited for use against enemy vehicles. On a strategic level, the Outrider Rangers focus primarily on patrolling the areas around Project Renanscence. Consequently, most Standard Operating Procedures and unit placement are focused on providing constant, overlapping patrols around the Renanscence Medical Center. As part of readiness training for potential interplanetary deployment, the regiment does train at lower unit levels on conducting recon and forward observation missions. Much of this training consists of cat-and-mouse games with other units of the Regiment, providing one group with experience in conducting patrols and the other group in trying to infiltrate past patrols for deep recon. The tactics developed by the Outriders for these missions make frequent use of feints and counterfeints, where a small group of infiltrators will make often make a purposeful distraction to attract attention at one point to allow infiltration by other Outriders at a different point in enemy lines. Once in an ideal observation position, the recon Outrider frequently powers down his walker, camouflages it in netting, and then simply observes and records the surroundings through electrobinoculars, frequently taking shift changes with another ranger who takes the down time to sleep or perform other daily living tasks. On patrol, the Outriders like to use overlapping patrol routes, along with a secondary line of Outriders that act as a quick response force for any incursions. This allows the front line Outriders to continue their patrols with less possibility of being drawn out in a feint. When in combat, the Outrider Rangers use adopted standard infantry battle drills to their walker platforms. This can manifest as a pair of walkers providing covering fire to a another pair of walkers bounding forward, or shifting fire in conjunction with another group launching a flanking attack. While each walker is typically superior to small groups of infantry, the Outriders frequently team up and try to attack larger and more superior opponents such as tanks and heavy walkers from multiple angles in wolfpack tactics to try and offset their individual weakness. While the Outriders almost always to try fight from their walkers, if they are forced from their walkers, they can briefly function as light infantry and frequently apply the same battle drills that they use from their walkers, though their arms and armor are frequently inferior to that of their opponents in such settings. While the Outrider Rangers typically fight on their own while in garrison on Boz Pity, they frequently work in close conjuction with infantry and heavier armor units when deployed as part of an expeditionary force as part of ISAF's combined arms doctrine.
Strengths:

  • Walker Swarm: Almost every soldier in the regiment, aside from leadership and logistics positions, are equipped with Varactyl-class Light Walkers, making them a highly mobile force that typically can bring more firepower to bear than most line or infantry regiments. Command and logistic elements travel in specially equipped Kaadu MDUs, which allows them to keep pace with their fighting walkers.

  • Recon Specialists: The soldiers of this regiment excel at observation work, using their walkers to rapidly reach lookout points, from which they can use camouflage netting to conceal their position while they passive watch their opponents using electrobinoculars.
Weaknesses:

  • Vehicle-based Warriors: Without their walkers, the soldiers of the 2nd lose much of their effectiveness, only being lightly armed and armored compared to regular infantry.

  • Droid-based: Being almost entirely composed of droids, the 2nd Recon Regiment isn't known for being particularly creative nor thinking about the context of their actions except for their immediate tactical effects. This can lead to long term strategic and/or political problems.
HISTORICAL INFORMATION
Following the Silver Sanctum Coalition's arrival on Boz Pity, the Silver Jedi became aware that the planet's native Gargantelle had not in fact become entirely extinct. This led to somewhat tense start of a relationship between the two cultures, as the small number of Gargantelle's sought to rebuild their civilization, surreptitiously aided by the Silver Jedi through Project Renascence. The Silver Jedi recognized that the Renascence Project along with the Gargantelle would likely need a more active means of protection besides the rehabilitated Confederacy base. But with such few numbers of Gargantelles and only small numbers of Coalition settlers, it seemed doubtful that the world would be able to provide a meaningful defense on its own. For several years, the settlers managed a volunteer militia to try and fill this role, but the success of Project Renascence meant that the Silver Jedi and ISAF found themselves looking for a more reliable and larger force. The advent of the Hoplite series Battle Droid finally mean that such a force could be made without drawing undue attention to the world by rotating organic military personnel. Providing security to the maze of Gargantelle monuments around Renascence Medical Center would require a large amount of mobility, which led to the regiment being based as a light armor force on patrol walkers. However, to cover up the true importance of Renanscence Medical Center, the Regiment was labelled and also trained as a mechanized reconnaissance unit. Since then, the irregular visitors to Renanscence Medical Center have frequently found small groups of walkers on "training exercises" around the facility. Since the Outrider Rangers also have the official classification of being an "understrength" regiment, many people within the ISAF the Boz Pity Heavy Recon Regiment to be a regiment in name only, and many suspect it to be a company-sized element at best. What is unknown to most is that most of the unit lies dormant in the subterranean caverns of Renanscence Medical Center, where the regiment's automated pilots lay waiting already strapped in their walkers, merely waiting to be activated by the administrators of the Renanscence Medical Center or the elders of the local Gargantelle population. While almost unknown outside of Boz Pity, the few settlers in active duty with the regiment along with some of their synthetic soldier compatriots do sometimes leave the world in up to company-sized elements in order to gain combat experience with the ISAF's expeditionary forces. These elements have managed to garner a suspiciously nondescript battlefield reputation, not seeming to stand out in any way, either good or bad, from their fellow ISAF forces. Outside of combat, the Outriders have a reputation for interest in alien philosophies, and find themselves frequently conversing or practicing tenet of these philosophies. While this seems strange to many casual outsiders, this is actually born of trying to understand the arcane warrior philosophy of their secret Gargantelle allies back on Boz Pity.
 
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION

  • Military Base Name: Renanscence Medical Center

  • Classification: Military Hospital Base

  • Location: Boz Pity

  • Affiliation: Boz Pity, Silver Jedi, ISAF

  • Population: Moderate: The above ground and unclassified population of Renanscence medical center is fairly small, with a large number of medical staff and recovering patients. Several hundred sentient beings, mostly human, form the organic core of the primarily droid-based Boz Pity Heavy Recon Regiment, and there are a small number of navy personnel who man the rescue craft and several starfighter squadrons dedicated to escorting the same rescue craft and supply convoys that make runs to the hospital.

  • Demographics: Renanscence Medical Center is a restricted to medical, military personnel and Jedi affiliated personnel only, which means that the population is frequently young to middle aged professionals. The exception to this rule are the small numbers of native Gargantelle who reside on base as part of Project Renanscence (65% human, 2% Gargantelle, 33% other)

  • Accessibility: Renanscence Medical Center's location is unclassified, as all public information on the base describes it as a simple military hospital. The actual underground portion of the Medical Center is classified and access is severely restricted by biometric security measures such as code cylinders. Not even all of the Medical Centers medical staff is aware of the underground activity of Project Renanscence. Being on a "dead world", however, there is no real need for the public to ever visit the base except in medical emergencies. In such instances, visitors are accompanied every step of the way by ISAF security personnel (typically a detail from the Boz Pity Heavy Recon Regiment) or by a member of the Silver Jedi Order.

  • Description: To most observers, Renanscence Medical Center and its surrounding grounds is the Silver Jedi's regional medical facility for the Halla Sector. As befitting such a facility, the Medical Center has extensive inpatient wards for treating injured soldiers and other government affiliated personnel. But behind this dull facade, Renanscence Medical Center is the site of Project Renanscence, or the rebirth of the Gargantelle race once thought extinct through genocide by the Electric Caliphs hundreds of years ago. Caverns underneath the hospital allow the Gargantelle to receive Silver Jedi aid and also allow study of Gargantelle biology, which has lead to the discovery and refinement of several drugs which have since spread throughout Silver Jedi space. Because of this strategic importance of this project, Renanscence Medical Center hosts concealed defenses, including internal shield generators, concealed anti-orbital artillery, and the Boz Pity Heavy Recon Regiment. Despite these safeguards, the Silver Jedi secretly fear that one day, the Gargantelle's reemergence will be discovered too early, and the base will be forced to reveal of its secrets to the galaxy at large.
POINTS OF INTEREST
  • Renanscence Medical Center: A massive, squat building that started out as an old CIS base before expansion by the Silver Jedi turned it into a state of the art hospital with a 300 inpatient beds and comprehensive ancillary services. Aside from providing Sector level medical resources to the Silver Jedi and ISAF, Renanscence Medical Center is also known as a government research hospital, with several upper floors being dedicated to studying prosthetics and multi-species coagulation. While for most intents and purposes the Medical Center is an almost generic hospital, the building itself is fortified, being made out of duracrete with ferrocarbon reinforcement and Guardian-class Shield Generators. Renanscence Medical Center has no weapons or other means of offense as befitting a noncombatant medical center with international treaty obligations.
  • Concealed Defensive Batteries: As an apparent backwater hospital, Renanscence Medical Center only appears to be lightly defended by a series of Light AA guns at the located around perimeter of the hospital grounds. Because of the actual strategic nature of the facility, however, the base also sports six Scorpio-class Artillery Emplacements hidden inside the maze of Gargantelle monuments situated around the hospital grounds. This emplacements are hidden visually by retractable walls and/or roofs that appear to be Gargantelle monuments. With their firepower combined, they can very quickly damage some of the largest warships in the galaxy. Unfortunately, they rely more on their hidden nature for protection, meaning that they are likely to be casualties in protracted engagement. These artillery emplacements are entirely manned by droids.
  • Project Renanscence Caverns: Project Renanscence necessitates a large amount of interaction between the Gargantelles and the Silver Jedi. Because of their great size, Gargantelles cannot fit into standard buildings, extremely large caverns were carefully hollowed out underneath the hospital facility, allowing the Gargantelle to comfortably obtain treatment and medical studies with Project Renanscence staff. This area has a large number of extremely large exam tables and other oversized medical equipment tailored for use with the Gargantelles. It also houses several chemistry laboratories to study the Gargantelle's blood work and reactions to experimental drugs, along with a pharmacy. Lastly, one cavern has been equipped to serve a conference room, allowing Gargantelles and the Silver Jedi to discuss their concerns and issues with Project Renanscence.
  • Hidden Gargantelle Village: One of the stasis compounds communities in which the Gargantelle have survived in has been relocated to a cavern adjourning the Project Renanscence caverns. Some Gargantelle have opted to remain in stasis there, but a larger number have set about to rebuilding their culture with Silver Jedi assistance. While nearing practical independence thanks to underground hydroponic farms, an underground industrial shop, and basic civilian infrastructure, the Gargantelle at the village are reliant on the Silver Jedi right now for more sophisticated products such as medicines and technology, as well as many raw materials needed for their own means of production.
  • Boz Pity Heavy Recon Compound: The Boz Pity Heavy Recon Regiment has a small set of above ground barracks located about half kilometer from Renanscence Medical Center itself. Right next to the barracks are a small motor pool for the Regiment's walkers and MDUs, along with a Fuel Point. While small and modest on the outside, much of the Regiment's infrastructure is actually beneath this compound in caverns and tunnels, where hundreds of walkers and deactivated Hoplite Synthetic Soldiers lay in wait to be activated. Turbolifts from these caverns bring up these troops into the covered motor pool shop, or to locations hidden within the Gargantelle monuments that surround the base. This compound is also protected by a Guardian-class Shield Generator, providing the immediate area with a means of defense against orbital bombardment and airstrikes.
  • Zek Memorial Starship Hangar: Just south of the Boz Pity Recon Regiment's compound is a large hangar where the base's starship complement is based. Starfighters based in the hangar provide escort to medical and supply transports arriving or departing from the Medical Center. This includes the dozen Sprint-class Rescue Craft which act as interstellar ambulances for the area. The hangar area also hosts a landing strip where large amounts of patients are transported to and from the medical center by Pelta II-class Frigates. As fitting for a backwater world, the hangars seems cheap and just barely maintained to international standards. This is largely true, though that appearance belies the fact that the hangar does incorporate a fully-functioning Guardian-class Shield Generator, which makes this location more durable than what first meets the eye. The Recon Regiment also frequently sends walkers by the hangar, in part for security spot checks, and in part because several entryways into the maze of Gargantelle monuments around the base in that same general area.

SECURITY
High


Installation Defenses

Combat Forces
Vehicles

HISTORICAL INFORMATION

Following the Silver Sanctum Coalition's arrival on Boz Pity, the Silver Jedi became aware that the planet's native Gargantelle had not in fact become entirely extinct. This led to somewhat tense start of a relationship between the two cultures, as the small number of Gargantelle's sought to rebuild their civilization. The Silver Jedi Order sought to aid the Gargantelle population largely by improving their basic healthcare and providing basic supplies to the survivors. To do this required logistical support, and consequently a facility. But to undertake a massive and open construction process would be to inform the outside galaxy, notably the Hutts, that the Gargantelles had survived despite their apparent demise at the hands of the Electric Caliphs. To hide this activity, the Silver Jedi began to rebuild the old CIS base on the planet, which had been known to the galaxy at large to be a medical facility. Refurbished once more, this facility does appear to the outside world to be a regional military treatment facility for ISAF forces working in the Silver Jedi's eastern half, as well as a research facility for prosthetics and multi-species coagulation studies. While it does fulfill this role, Renanscence Medical Center also has expanded tremedously underground to serve the native Gargantelle population in their nearby underground village. Supplies trickle for this population trickle in through standard supply drops, but the facility also hosts production facilities of its own to synthesize drugs for use by the Gargantelle population itself. This necessarily has required a large amount of interdisciplinary research not only by scientists and medical personnel, but also anthropologists, consular Jedi, diplomats, and Jedi healers. Some research from the facility born in this area has also born fruit and filtered out and back into the Silver Jedi territories at large. Unbeknownst to many, several antibiotics in ISAF field medical kits are derived from the hardy bacterial flora of the Gargantelle species. Another is a CoFast, a coagulant used to stop severe bleeding in combat trauma cases. This medication has been formed after the genetic study of the Gargantelle's own proteins involved in the species coagulation cascade. Needless to say, the success of this project has caused the ISAF to devote more resources into quietly building up its defenses to protect this new asset. This has resulted in the formation of the Boz Pity Heavy Recon Regiment - "The Outrider Rangers" being formed and based in subterranean passages around the medical center, along with some hidden defenses, notably an sextet of Scorpio-class Artillery Emplacements hidden within fake Gargantelle monuments around the medical center, as well as retrofitting the hospital itself with Guardian-class Shield Generators. Despite ISAF trying primarily to defend the installation by subterfuge, its true nature may be revealed to the public soon, as several Gargantelle leaders have been agitating to publically reveal themselves to the galaxy so far, though their numbers are still quite small. This has lead to continued secret negotiations at Renanscence Medical Center between the Gargantelle elders and leaders from the Silver Jedi.
 
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"The Bimm Mercantile Guard? You mean the fighting pacifists?" ~anonymous Antarian Ranger​
OUT OF CHARACTER INFORMATION
GENERAL INFORMATION

[*]Squad Command Element (1 organic sergeant, 1 Praetorian Synthetic Soldier Medic)

[*]Fire Team 1 (2 Praetorian Synthetic Soldiers, 2 organic humanoid security guards) each with the following:

[*]
Fire Team 2 (2 Praetorian Synthetic Soldier Sunburst gunners; 2 Praetorian Synthetic Soldier rocketeers) with the following:

[*]
Description: The Bimm Mercantile Guard is a gendarmerie organization from the pacifist world of Bimmisaari. Colloquially known as MGs among the local populace, the Guard is responsible for maintaining security in spaceports and other facilities where there is a lot of offworlder interaction with the native Bimm, and thus the highest chance of encountering violence on the world. In order to facilitate this law enforcement/first responder mission, the MGs are equipped with typical military equipment with notable emphasis on nonlethal stun weaponry and larger than normal amount of medical supplies. While the native near-human Bimm of the Guard dislike violence, they will relunctantly use an increasing continuum of force to obtain compliance. Their inorganic counterparts in the form of synthetic soldiers follow a similar, strict rule of engagement but are far less hesitant to rapidly escalate up the scale. This has to a reputation of the guard as being a highly patient and disciplined fighters capable of precise shots, but ones who should not be placed in any sort of offensive role among their counterparts in the ISAF.

COMBAT INFORMATION:

  • Unit Size: Large

  • Unit Availability: Common

  • Unit Experience: Trained

  • Combat Function: The Bimm Mercantile Guard largely acts as as a gendarmerie in space ports and other areas on Bimm that see a lot of offworlder interaction. In this role, they act as typical security guards and police officers, responding to emergencies and ensuring that Bimm's laws are followed. General Rann Nassin, a naturalized human Bimmissari citizen originally from Talus, has largely shaped the regiment to fit this conventional gendarme role, though its functions and capabilities have largely limited by Bimm cultural norms. Because of the inherent conflict between operating a military force and traditional Bimm values, Nassin and his staff have spent much time carefully considering and implementing rules of engagement for the Mercantile Guard. The Guards consequently have been fairly well drilled and instructed on how to deal with a variety of circumstances, and very little has been left open to interpretation by the lower levels of command within the Guard. This rigidity has ensured that the Guards will act quickly and decisively in conflicts that beset their areas of assignment, but it also makes them fairly predictable in combat. This in turn is partially mitigated by the fact that the Guard is home-based unit that rarely encounters foes that get to know them well. Additionally, as a gendarmerie force, the Guard is rarely deployed as an entire whole, but typically operates on a platoon or squad level. This means that strategic level doctrines mostly consist of logistically ensuring that the Guard can quickly be mustered to defend certain areas at those low levels of the unit. Once in combat, a Guard squad typically breaks into two units, a maneuver unit consisting of riflemen and secondary unit consisting of more exotic and taboo (to the Bimm) weapons. Riflemen typically try to react to quickly contain threats, rather than acting to aggressively destroy them. As they do so, the secondary element finds the most optimal position to try and decisively disable or neutralize the threat depending on its nature. Almost universally, the Guard will use the least amount of force necessary to bring down their targets first as to better fit Bimm norms. This typically means using a weapon's stun setting or precisely shooting to disable a target. Sunburst DMWs play a key role in this, as they can often induce enough nonlethal pain to subdue most organics or can use the ion disruptor setting to disable droids and other mechanical opponents. Because of the threat of enemy starships to the port, most Guard squads also have several portable missile launchers, typically loaded with ion munitions to disable starships, vehicles, and droids.
Strengths:

  • Defended: An individual soldier in the regiment is often better protected than the average soldier because not only is he wearing medium battle armor, but he also has a personal energy shield.

  • Public Security Specialists: The regiment is paramilitary in nature, which means that part of their skillset is more specialized for acting as a security element in a public setting. This notably includes the training and possession of the wide assortment of stun weapon found in each squad, but also universal training and equipment to act as first aid responders.

  • Urban Warriors: Bimms and Praetorians of the Mercantile Guard are used to working and fighting within crowded, urban areas as part of their daily routine. They typically have little issue moving through crowds rapidly to take down suspects or taking precise shots with many passerbys around the target. With Bimm culture treating stealing and cheating as offenses equal to murder, the members of the mercantile guard also exceptional at spotting uncharacteristic phenomena in urban settings that others might have missed, as these may be signs of related petty crime.
Weaknesses:

  • Short-Ranged: The vast majority of the regiment is only equipped with short-ranged weapons, making them disadvantaged in fighting in many open environments.

  • Obvious: The regiment is easily detected, as not only do their shield generators produce high energy readings, but the troops aren't trained in any sort of concealment fieldcraft since they mostly act as urban security guards. The same factors also contribute to them not being able to effectively sneak up on most opponents either.

  • Pacifists: The Bimm are a pacifist people and disdain violence in all of its forms. While they have relunctantly raised the Mercantile Guard as a security apparatus, the Guard has formal, strict rules of engagement that require using the least amount of force possible in a given situation. Shooting to wound, rather than kill, is fairly typical practice for the guard, especially among its organic guards.
HISTORICAL INFORMATION
As world with strong pacifist traditions, Bimmissari largely has resisted being pulled into fighting despite years of intragalactic conflict over the last dozens of years. However, it has become increasingly apparent to the world's leaders that the galaxy around is changing, and that eventually, conflict will come to the world. Reluctantly, the Bimm have formed the Bimm Mercantile Guard (BMG)to provide a first-line of defense for their world. But even then, as their name suggests, the Guard wasn't formed as a pure military organization, but rather an internal security force that could be fielded en mass as a gendarme. The BMG guards have since become common sights around the world's space ports and trading stations, despite the reservations of their culture, where trouble with offworlders is more common. Still, the Guard has never been fully employed in a full pitched battle, and aside from the occasional pirate raid, most of the Guard has largely been untested. Most guards thus have found themselves dealing with petty thievery and drunken offworlders rather than true threats to the Bimm. This has made maintaining the formation financially a difficulty, as many Bimm were already loathe to form a fighting unit, much less one that appears to be cost-ineffective in their mind. Because of this, the ruling government of Bimmissari has controversially started to sell the services of the synthetic elements of the BMG to guard cargo shipments coming to and from the world in order to help finance the Guard. Thus far, these offworld missions have been profitable, and the Mercantile Guard has seen little to no action.
 
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OUT OF CHARACTER INFORMATION

  • Intent: To further flesh out Bimmisaari's lore and provide a place for Silver Jedi affiliated characters to RP on this world

  • Image Credit: here

  • Canon: N/A

  • Links: Bimmisaari, Glastro, Bimm Mercantile Guard
SETTING INFORMATION

  • Spaceport Name: Glastro Intergalactic Spaceport

  • Location: Glastro, Bimmisaari

  • Affiliation: Law Elders

  • Classification: Stellar Class

  • Population: Heavily Staffed.

  • Accessibility: Glastro Intergalactic Spaceport is well-known space port located right next to the world's capital city. Most areas of the space port are open to the public, but certain areas of the space port are restricted because they area rented out to corporations, which maintain varying degrees of security based on their own internal preferences. The Bimm Mercantile Guards is maintains its headquarters facility here, which is about as restricted to outsiders as most common military facilities.

  • Traffic: High. As the main spaceport of Bimmisaari and located right next to the world's capital, Glastro Intergalactic Spaceport sees a brisk amount of traffic, most of which concerns trading vessels, which frequently bring in high technology cargoes and leave with holds filled of agricultural products such as Glastroan Wine. The Bimm are noted for their love of fair bartering, which draws in more 'legitimate' and culturally aware' crowd compared to many other space ports in the Outer Rim.

  • Description: Glastro Intergalactic Spaceport is the busiest spaceport on Bimmisaari, in large because it services the world's capital city. Here, the barter-loving Bimm mix with thousands of offworlders on a daily basis, trading everything from traditional Glastroan wine to the latest high technology and fashions imported from the Galactic Core. It is a fairly well-organized and orderly port, having been almost completely built from scratch after the Vong razed the world during their invasion of the galaxy. The current port is separated into two primary sections, an "inner square" which services large government and corporate vessels, and an "outer circle" which services hundreds of smaller vessels such as private shuttles and light freighters. Because of the commercial traffic that the port attracts, the Law Elders have reluctantly formed a gendarmerie in the form of the Bimmisaari Mercantile Guard and have stationed several fighter squadrons to defend and maintain order in the port. Thus far, the port has not see any major conflict, it looks to continue to be a major source of income for the world as well as a vital port for the Silver Jedi naval forces in the area.

POINTS OF INTEREST

  • The Inner Square District: This district has the largest hangars and docking stations on the world,typically used by bulk freighters and passenger liners often operated by large corporations. The occasional warships and government transports also use this same area because not only are the landing pads bigger, but the maintenance and service facilities are larger and more extensive as well. Because of the sheer volume and people who pass through this section of the spaceport, there is a strong Bimm Mercantile Guard presence here.

  • The Outer Ring District: Glastro's "outer ring" consists of hundreds of small landing pads and docking ports appropriate for shuttles, tramp freighters,and other small personal craft. The atmosphere in this area is a more relaxed than the rest of the space port and Bimm Mercantile Guard presence is light except for a few known chronic trouble hotspots.

  • Warehouse District: Located between the outer ring and the inner square districts, the warehouse district contains many storage facilities to hold cargo between its sale on or offworld. Several of these warehouses are actually fairly cutting edge, using advanced automation and Saotome Moranis technology. One of these warehouses is actually a Directorate safehouse for its intelligence assets and Directorate Trade Agents passing through. A secret agreement with the Law Elders largely allows the Directorate to do whatever it want in this warehouse with the stipulation that its personnel come to the aid them if the spaceport is attacked. There is also an expectation that any Directorate war material in the area will be requisitioned for use in the port's defense.

  • The Golden Strip: This strip of shops, restaurants, merchant offices, and other commercial interests bisects the entire spaceport into two halves, with one end of the plaza overlooking the scenic flowing waters of Myala River and the other end opening up to the streets of Glastro itself. The most popular restaurants dominate the Myala Riverwalk area. This area also sees a lot of small stands operated native Bimm and wandering vendors, making it a popular place to haggle for trinkets and other small personal items, whether its the latest holo-vids or a holdout blaster.

  • Bimm Mercantile Guard Headquarters: Glastro is host to the Bimm Mercantile Guard's general headquarters, which in turn is in the Inner Square District. Under General Nassin oversees the daily operations of the Bimm Mercantile Guard, wherever they may be. The headquarters also serves as the Guard's main facility, and with has extensive barracks, armories, and other facilities needed to keep the Guard at fighting strength.

  • Bimm Defense Force Hangar: The local defense force maintains a hangar adjacent to the Mercantile Guard Headquarters within the Inner Square district. While Bimmisaari largely relies on roving patrols from the Silver Jedi's 4th Fleet for defense, it does have small numbers of fighter squadrons based on the planet to enforce local laws and provide an immediate response to attacks. The wing of fighters assigned to Glastro Intergalactic Spaceport, 12 Kalidor-class Scout Fighters and 24 Gale-class Heavy Fighters, is primarily concerned with enforcing local laws, though they can be thrust into combat if needed. As the ships are piloted by local Bimm and operated by the planetary government, they have a distinct preference for disabling or damaging their opponents rather than outright destroying them.

  • Silver Jedi Service Hostel: The Silver Jedi Order has a small compound located just off of the Myala Riverwalk. This compound serves as living quarters for visiting members of the Order or its affiliated organizations and provides them with free room and board as well as several other amenities including a small fleet of Saotome Chi for traveling around the city. Despite these services, many members who stay at the hostel prefer to eat at the nearby restaurants to get some more variety in their diet. As most Bimm revere the Jedi, most Silver Jedi found themselves with no shortage of extra attention or help from the native people, especially if that jedi regales them with tales of their adventures and travels.

SECURITY
High
As one of the largest space ports in the sector, and located next to the capital of a pacifist world, Glastro Intergalactic Spaceport is well defended for a civilian facility. In true pacifist nature, the space port does not have any built-in weapons of its own, but it does have a Bulwark Planetary Shield Generator which is not only used to protect the port itself, but often the capital city in times of conflict. Internally, the Spaceport is regularly patrolled by a large number of Bimm Mercantile Guards. The local Bimm Defense Force Hangar provides a mixed wing of fighters (12 Kalidor-class Scout Fighters and 24 Gale-class Heavy Fighters in Commerce Raider configuration) in order to deter attackers and detain noncompliant starships.

HISTORICAL INFORMATION
Glastro Intergalactic Spaceport has a long and storied history that predates the world's inclusion into the old Republic. Originally little more than a landing strip with a handful of hangars, Glastro Intergalactic Spaceport became one of the larger spaceports in the region by the first Battle of Endor. Unfortunately, the Vong invasion of the world saw almost the entire port razed aside from a few duracrete landing strips. After some careful planning by the Law Elders, it has since recovered and grew into its current state. The Bimm have taken pains to make the port as attractive to outsiders as possible by offering tax credits and other perks to corporations who set up shop within the port, which has largely contributed to a steady flow of traffic, most of which is local sector traffic. With the world's inclusion into the Silver Jedi's sphere of influence, a greater number of visitors coming from more distant locations has become more common, much to the pleasure of the Bimm.
 
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"You know, I could never get a handle on who was who with them, but every one of them seemed to know everything I ever said. Creepy, really..." ~anonymous Antarian Ranger​
OUT OF CHARACTER INFORMATION
GENERAL INFORMATION


[*]Command Element: 1 Sergeant and 1 Combat Repair tech (hermaphroditic Verpine)​​



[*]1 Verpine Drone Heavy Gunner, equipped as follows:

[*]
Fire Team 2:

[*]
4 IX-6 Combat and Security Droids



  • Description: The "Collective Group to Secure and Defend the Hive and Roche", more commonly known as the "Collective Defenders", are local verpine defense force that is charged with defending the Roche Asteroid Belt from outside intruders and maintaining internal order. Thanks to their make-up of largely native battle droids and cloned Verpine Drones, the Collective Defenders have been able to grow in size very quickly, making their presence a common sight within the Roche Asteroid Belt. The Collective Defenders conduct frequent roaming patrols, sometimes known as swarms, within the belt's settlements. Thanks to the hive mind of the Verpine, they can rapidly respond to incidents as they unfold, making the Collective Defenders an invaluable asset in ensuring the safety and protection of the verpine colonies and the settlements of the Roche Asteroid Belt itself.
COMBAT INFORMATION:

  • Unit Size: Large

  • Unit Availability: Common

  • Unit Experience: Trained

  • Combat Function: Despite commonly being classified as light infantry due to their light equipment load, the Collective Defenders do not actually function as conventional light infantry because of their strategic vision: the defense of the Roche Asteroid Belt. This vision has a huge impact on the unit from the highest strategic doctrines to the lowest daily practical tasks. Morally, the Collective Defenders are obligated to defend and secure even the smallest settlement in the belt. This is often not practically possible because of the sheer quantity of settlements within the belt. To compensate for this, the verpine have turned to two strategies. The first is the frequent and regular use of roving patrols ("swarms") of several platoon sized elements within the larger settlements. Thorough weeps conducted by these patrols often pick up criminals or detect criminal operations in their infancy as well as deter potential interlopers casing colonies for possible attack. The second is the use of the verpines' hive mind along with implanted cybernetics to quickly determine hotspots that allows the nearest 'swarm' to rapidly respond to that site while the rest of the Collective Defenders are mobilized to come in even greater numbers to the threat. On a lower tactical level, squads of Collective Defenders usually cooperate to work a settlement's internal defenses to the best of their mutual advantage. This philosophy then works into the squad itself, though the droids are considered to be more disposable than the verpine drones because they are quicker to replace. This may manifest on a practical level by having a fire team of IX-6 Droids start a frontal assault on one area of an enemy position to catch the enemy's attention while several other Collective Defender squads navigate through the twisted corridors of a tunnel to suddenly surprise the enemy through a flanking maneuver via a maintenance corridor. Once actually engaged with an enemy, squad level tactics tend to be fairly rudimentary, with a focus being placed on defeating enemies in detail through the use of converging firepower. A combat tech assigned to each squad supports these tactics, using his/her skills to separate enemies by closing internal blast doors or repairing damage to the settlements and their internal infrastructure as well.
Strengths:

  • Hive Mind: The Collective Defenders, both organic and inorganic alike, share all information with each other almost instantly through either comlinks or through their antennae. Cyberjacks in the verpine also allow them to securely communicate through the asteroid belt's own communication lines or through one of their squad's battle droids.

  • Homeland Defenders: The Collective Defenders are highly suited to defending their home in the Roche Asteroid Belt. Not only do they have excellent natural and artificial communications with themselves, but this also extends to the populace through their hive mind and into the asteroid belt's infrastructure thanks to their cyberjacks. Additionally, the tech attached to each squad is well-equipped to keep their home stable and turn the infrastructure against their foes.
Weaknesses:

  • Predictable: As tactics are most commonly executed by consensus and experience of the hive mind, the Collective Defenders can become unusually predictable in their responses.

  • Non-Expeditionary: The Collective Defenders are extremely limited in their abilities if taken off of Roche. They are highly used to working in conjunction with their native infrastructure, and very quickly can become disorganized, confused, and unresponsive without it.
HISTORICAL INFORMATION
The Roche Asteroid Belt has long been a hotspot on the galactic scene thanks to the inventiveness of its inhabitants as well as its beskar ore over the years. For thousands of years, the verpine have replied on a combination of their own battle droids and outside warriors to keep their people safe. However, this has begun to change recently as Roche fell under the sphere of influence of the Silver Jedi. With the Silver Jedi being notably composed of force-users, there was less emphasis on a large, standing military. To help fill in the gap, the verpine turned to a combination of traditions including not only their battle droids, but their practice of cloning less intelligent worker drones as well as Males who die-for-the-Hive-Mother. Overseen by a smaller number of fully intelligent verpine, these droids and cloned Verpine drones have become the backbone of the asteroid belt's internal defenders, formally styled as "The Collective Group to Secure and Defend the Hive and Roche". Because this name is rather long in Basic, they are more commonly known as the "Collective Defenders" to outsiders. Roving groups of Collective Defenders, sometimes known as a 'swarm', frequently patrol the many asteroid settlements that make up the bunch. These 'swarms' rely on the verpine's innate telepathy with their own kind, as well as cybernetic attachments that allow them to directly plug into the settlement's information systems. This latter ability has allowed the Collective Defenders to almost instantly react to the appearance of unknown or hostile craft within the system, as well to control the settlements' own internal defenses such as blast doors and automated emplacements. Since the formation of the Collective Defenders, the group has only experience small scale actions against local pirates, smugglers, and other local criminal elements.
 
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION

  • Shipyards Name: Korpil G62

  • Classification: Deepspace Shipyard

  • Location: Roche Asteroid Belt

  • Affiliation: Order of the Silver Jedi

  • Population: Heavily Staffed

  • Accessibility: Korpil G62 is located in the center of the Roche Asteroid Belt, making it a well-known and hardly a secret facility. However, do its nature as a military shipyard, access to the station itself is heavily restricted. Silver Navy patrols along with automated warning systems and defenses make approaching the station difficult, while routine patrols inside the station by Collective Defenders and other Silver Jedi forces provide another layer of security.

  • Description: Korpil G62 is an ancient industrial production facility within the Roche Asteroid Belt that has been steadily upgraded over thousands of years to become a bustling hub of starship production activity for the Silver Jedi. Staffed by a consortium of Verpine hives and companies and funded by the Silver Jedi, G62 now produces thousands of starships for the Silver Jedi and their allies.While most ships produced here are small starships like the Verpine's own Cresh-type Patrol Starfighter, G62 can build some of the largest starships in the galaxy given enough time. G62 is also involved in starship repair and refitting, which makes it a frequent stop for Silver Jedi warships and fleets as well. Rumors abound that not only is Korpil G62 a busy shipyard for the Silver Jedi, but that it is also a testing site for an experimental weapon technology that could alter the tide of future wars itself.
OPERATIONS INFORMATION

  • Production: G62 has been hollowed out extensively, allowing it to berth up to a super star destroyer. In actual practice, however, several star destroyers or dozens of smaller ships occupy its primary bay, known as the Eastern Bay, while many more smaller bays scattered throughout the asteroid concentrate on starfigher production.

  • Specialty: G62 focuses primarily on starfighter and other small craft production, with teams of verpine often making their characteristic 'improvements' to many of these batches, for better or worse.

  • Output: G62 produces most ships at a typical, industrial pace thanks to a high levels of automation, labor droids and skilled verpine technicians. A contracted area of the yard run by Korpil is known for highly automated assembly lines capable of churning out massive amounts of droid fighters, while conversely, their old partner Slayn runs an area where prototype ships and custom one-offs are meticulously assembled in secret in the Echo Facility.

  • Market: As a military shipyard, almost all of G62s products are destined for use within the Silver Navy or one of their allies. A small number of ships are either built or rebuilt for personal use by G62, but these persons almost always have personal connections to the Silver Jedi or one of their associate organizations.
POINTS OF INTEREST

The Core: The center area of G62 is occupied by a separate, ferrocarbon reinforced structure simply known as the "Core" to the verpine. It acts as the station's command center, controlling the station's reactors, environmental controls, production facilities, as well as acting as the headquarters and garrison barracks for many of the "Hive Defenders" stationed to defend the yards. Access to the Core is heavily restricted not only by "Hive Defender" guards, but also by 2 meter thick turadium blast doors, internal ray shielding, and automated laser traps.

The Docks: G62 is ringed by large scaffolding designed to accomodate large capital starships, typically frigates and cruisers, for repair and refit purposes. The Docks are also used by bulk freighters and other transports to bring materials and finished parts for use in the yards itself. Finished products are also moved from G62 to transports here as well. To better enable this exchange, automated trams and conveyors can swiftly move such goods back and forth between this superficial layer of the station and the production facilities deep inside the asteroid. Hive Defender patrols are the most frequent here, as this is where the Verpine expect the most trouble to occur with outsiders.

The Eastern Bay: The Eastern Bay is a large cavern within the belt that his highly modular in nature due to an innovative scaffolding and use of modular buildings which allow it to be set up to construct anything from star destroyers to thousands of starfighters at a time. Aside from constructing new craft, it also is used for extensive refits of large warships in the Silver Jedi Navy. Despite it being the largest of the 'yards' within the asteroid itself, by volume and production capacity alone, it only accounts for about 30-35% of G62's starship production on average.

The Western Factories: Run by Korpil, the Western Factories have a multi-cavern and level facility that is crammed full of mostly automated factories and construction bays dedicated to making small starships, droids, and other small pieces of equipment such as weapons. Cresh-type starfighters are by far perhaps the most characteristic product of this area, but the Western Factories produce a variety of other non-native designs for use by the Silver Jedi and their allies based on their demand. By internal volume alone, these facilities produce upwards of 50-55% of G62's starships.

The Foundry: Located in the "southern" half of the asteroid, the "Foundry" is actually a collection of scattered automated factories and molecular furnaces linked by together by droid-operated trams. Wastes and materials fed into the molecular furnaces eventually ended up as finished starship parts and fuels for use in G62's starship building activities.

Echo: Among the Foundries are series of separate collection of buildings that are only connected to the outside world by two tunnels: one that goes directly to the Core, and another that leads to an external hangar concealed within a craggy and narrow valley on the asteroid's surface itself. Run by the best technicians of the Slayn hive, Echo is a secret testing base for prototype starships and weapons technology. This site allows the Silver Jedi to not only easily tap into the technical expertise of the native Verpine and their advanced manufacturing technology, but it also allows prototype starships to easily be moved in and out of the area for 'field testing' quietly by Silver Jedi warships visiting G62 for "refits". Aside from a next generation version of the Cresh-class Starship, Echo is also working on a supercharged version of an autoblaster right now, the prototypes of which so far have proven to be very unstable.

SECURITY
High
Korpil G62 is an important strategic asset to the Silver Jedi and the verpine themselves, and unsurprisingly it is well protected. Aside from a dedicated local defense fleet, G62 can call upon nearby Silver Navy warships either getting repairs or upgrades from the shipyard, or even picking up new starfighters. Many of the Verpine workers are moderately capable pilots, and have been trained to take Cresh-Type Patrol Fighters fresh off the assembly lines into battle in 'militia squadrons' as they are dubbed by the Silver Navy. The yard is further protected by minefields of Cometburst mines as well as heavy duty shield generators. Internally, Korpil G62 primarily relies on the Collective Defenders to protect it, though it does have its own basic security measures that include pyrowalls, blast doors, and automated laser traps.

HISTORICAL INFORMATION
Korpil G62 started out as little more than one of the many fragmented remains of the Verpine homeworld that formed the Roche Belt. Like many other asteroids in this belt, it was slowly mined out, and in the process of this hollowing, became a habit for the Verpine. During the Galactic Civil War, G62 turned into an underground workshop and was selected as an alternate site for what would become the Shantipole Project which eventually produced the B-wing. When the Galactic Civil War ended, Korpil openly claimed the asteroid and renamed it "Korpil G62" where it started out as a minor small craft production facility. Through almost sheer luck at avoiding catastrophes over the year from Darth Krayt's bombardment of the belt to more recent clashes between the GR and the Mandalorians, Korpil G62 has not only become Korpil's largest shipyard, but arguably the biggest shipyard facility currently within the Roche Asteroid Belt thanks to recent expansions funded by the Silver Jedi Order. G62 now produces starships almost exclusively for the Silver Jedi and their allies, notably a new iteration of the venerable B-wing.
 
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OUT OF CHARACTER INFORMATION

  • Intent: To provide a native Verpine starfighter in service to the Silver Jedi
  • Image Source: AdamKopp
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Slayn & Korpil / Silver Jedi
  • Affiliation: Silver Jedi
  • Model: Cresh-class Patrol Starfighter

  • Production: Minor
  • Material: Beskar Hull, typical starship components
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
  • Standard Communications Array
  • Standard Deflector Shield Generator
  • Standard Hyperdrive
  • Standard Ion Engines
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Repulsorlift Engines
  • Standard Sensor Array
  • Standard Targeting Systems
  • Can Enter Atmosphere and Land

ADVANCED SYSTEMS
Strengths:
  • Heavy Hitter: The Cresh-Type Patrol Starfighter is very well armed with a variety of different weapons, making it quite dangerous to many subcapital ships and smaller capital warships.
  • Boost: The Cresh can use its Surgine-series Fuel Accelerant System to temporarily boosts its speed, making it somewhat faster than the average starfighter.
Weaknesses:
  • Small Squadron Size: Creshs are fairly large and awkward sized ships, which typically means that they take up more space in a capital ship's hangar compared to a normal starfighter.
  • Low Maneuverability: The Cresh's main hull is essentially a giant stabilizer, which makes the craft somewhat less inherently agile than many of its counterparts. This lackluster maneuverability is only worsened by engaging the ship's Surgine-series Fuel Accelerant system that temporarily boosts the ship's speed.
Description: The Cresh-Type Patrol Starfighter is an outgrowth of Slayn & Korpil's earlier B-wing and Besh-type Starfighters, and many ways is viewed as a hybridization of those two designs. Ostensibly designed to conduct patrols in the Roche System and defend the system from incursions, the Cresh combines reasonable flight performance for a heavy fighter with a varied and devastating weapons loadout that is so heavy that it has been dubbed the "wing with guns": the Cresh has no fewer than eight guns that are each roughly equivalent to a laser cannon: four ion cannons are designed to rapidly disable ships for boarding and inspection, while another four autoblasters are designed to rapidly fill an area of space with blaster bolts to chew through enemy missiles and swarm fighters. Together, these guns have little trouble ripping through most starfighters and light transports. The Cresh also sports a good number of physical munition weapons as well though, notably Lucerne Lab's versatile general purpose warhead launcher as well as the Verpine's own original Intruder Missiles. Perhaps most unusually, the Cresh has a minelayer in order to hastily set-up defensive minefields within the belt. However, it is used much more frequently to tactically discourage close pursuit of the fighter by opponents: few enemies make the mistake more than once of running into a seismic charge at point-blank range. Despite its focus on firepower, the Cresh is a reasonably durable craft, mostly due to its incorporation of micronized beskar plating as well as active defense in the form of a Modular Auxiliary Systems Turret(MAST). MAST modules frequently used on the Cresh include the tractor beam projector (to better immobilize targets for destruction) and the sensor jammer (to more easily disappear within the tumbling asteroids of the Roche Asteroid Belt). While the largest concentration of Cresh-Type Starfighters is within the Roche Asteroid Belt, particularly around the Korpil G62 Shipyard, in local defense force hangars, the starfighter has become increasingly more common in Silver Jedi Navy fleets as an alternative to already existing heavy fighter and patrol craft designs.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To provide a native craft from Contruum used by the Silver Jedi
  • Image Source: here
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Assault Shuttle
  • Length: 18 meters
  • Width: 4.5 meters
  • Height: 3.5 meters
  • Armament: Average
    2 Forward Laser Cannons
  • 4 Swiveling Light Blaster Cannons
  • 1 Borium-tipped Hull-Cutter Ring

[*]Defenses: Very High
[*]Squadron Count: Average: 12
[*]Maneuverability Rating: Low
[*]Speed Rating: Average
[*]Hyperdrive Class: Very Slow: x5
STANDARD FEATURES
  • Standard Communications Array
  • Subpar Hyperdrive
  • Standard Ion Engines
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Repulsorlift Engines
  • Standard Sensor Array
  • Standard Targeting Systems
  • Can Enter Atmosphere and Land

ADVANCED SYSTEMS
Strengths:
  • Heavy Defense: Unusual for a ship its size, the Prudence sports redundant shield generators and thick hull plating, which allow it to better approach enemy ships for boarding or to land troops in hot engagement zones.
  • Assault Shuttle: The Prudence is optimized to deliver two fully equipped infantry squads (20 individuals) along with miscellaneous equipment or vehicles directly into battle, whether that's into an enemy ship or in a hot engagement zone. The shuttle's retractable light blasters are excellent at providing good covering fire during these actions.
Weaknesses:
  • Limited Weapons: The Prudence has very limited weapons against other enemy small craft because its hull-cutter ring is designed for use against capital ships while its light blasters are optimized for ground fire support missions against enemy infantry and light vehicles.
  • Low Maneuverability: The Prudence is a rather blocky vessel bereft of stabilizers and other external maneuvering systems. Unsurprisingly, it has less maneuverability than most starfighters.
Description: The Prudence is a no-frills adaptation of a native Contruum suborbital passenger shuttle design into a full-fledged assault shuttle. Despite these humble origins, the Prudence is a highly capable design. Not only has the original frame been reinforced with ferrocarbon and ferroceramic armor, but it also mimics Mon Calamari designs by incorporating two sets of deflector shield generators to provide it with redundant shielding. It also has active electronic defense through its MAST, which typically uses a sensor jammer or a projected particle shield to improve its odds of battlefield survival. This makes the Prudence exceptionally durable while ferrying its passengers and cargo into hot zones.

Offensively, the Prudence only really has a pair of forward-facing laser cannons for space combat. However, it can deploy four retractable light blaster cannons at each of its four corners at low speeds, allowing it to provide effective covering fire for its troops as they disembark. The large troop bay in the middle of the craft is fairly spartan, but it does allow the shuttle to carry 20 fully armed and equipped individuals into battle. Both sides of the vessels fuselage lift up as gullwing doors, allowing the troops to rapidly disembark. This configuration also allows it to easy take carry and disembark small ground vehicles as well, such as speeder bikes, light walkers, and compact CAVs. Alternatively, a borium-edged hull cutting ring on the vessel's ventral surface allows the shuttle to also cut through hull plating and fortifications to directly deposit troops into their target areas.

While originally used by Contruum's planetary defense forces and those of its local neighbors, the Prudence has become increasingly common within the Silver Navy, notably with Admiral Quee's 4th Fleet, where it serves as the primary troop transport for his Antarian Shock Marines. Many Silver servicemen affectionately refer to it as the 'battle van'. This popularity has led both Lucerne Labs and the Silver Jedi themselves to obtain permanent licensing rights to produce the craft at their own facilities.
 
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"Sure...they totally did that. The next thing you'll be telling me is that they're actually from the moon..." ~anonymous Antarian Ranger​
OUT OF CHARACTER INFORMATION
GENERAL INFORMATION

[*]Squad Command Element (1 sergeant, 1 demolitions expert)

[*]Fire Team 1 (3 Riflemen, 1 Close-Quarters specialist):

[*]
Fire Team 2 (3 Riflemen, 1 Heavy Gunner) :

[*]
Description: The Contruum Special Warfare Regiment (CSWR) is a moderately famed military organization that traces its past to Airen Cracken's militia formed during the Galactic Civil War. So much so that they are often referred to as "Cracken's Legacy". True to their past, the CSWR remain highly proficient jury-riggers and stealthy guerillas who excel in conducting small unit sabotage, infiltrations, and other like special operations. While highly vaunted for their abilities in their local Truum Sector, the soldiers of the CSWR are not without their faults. Being so steeped in Cracken's legacy and past means that their overall methods can be predictable to knowledgeable foes, and the troopers are hampered in conventional engagements by short-ranged weaponry and a stubborn independence that manifests as an unwillingness to cooperate in larger groups or with friendly forces. Consequently, while troops of the CSWR are unlikely to ever win a conventional battle, they are an invaluable supplement to the Contruum Defense Forces and their Silver Jedi allies.

COMBAT INFORMATION:

  • Unit Size: Large

  • Unit Availability: Common

  • Unit Experience: Trained

  • Combat Function: While many military formations have operational formations that differ from their official organization charts, the CSWR takes that practice to the extreme. While officially commanded by phlegmatic General Scorja and a cadre of senior officers and NCOs, in day to day practice the regiment's operation tempo is instead run by mid-level NCOs because the CSWR performs most of its field work in small platoon and squad level teams. Scorja and his officers typically plan out the strategic objectives and acquire any additional resources, but typically leave actual mission planning and operations to these NCOs. The decentralized nature of this command means that elements of CSWR aren't coordinated with each other, nor is there any cohesive command group ensuring that they can or will cooperate with each other, let alone outside forces. This can be advantageous for maintaining secrecy in many of their missions, but it also means that CSWR elements often do not react effectively or cohesively to the appearance of large enemy forces: they typically retreat when faced with large numbers of conventional forces. However, the CSWR is highly effective in small unit actions, particularly in staging ambushes or executing infiltrations behind enemy lines. Here the CSWR soldier's stealth comes into its own, allowing the troops to conduct effective guerrilla operations to sabotage enemy vehicles and assets or conduct abductions of enemy personnel for intelligence gathering. CSWR soldiers have a fondness for operating in pairs to strike at targets from multiple directions, overwhelming them with converging fields of fire. When faced with a significant threat or prolonged conventional fighting, they typically exfiltrate in the same team pairs, using Shadowcaster grenades to mask their disappearance from their fighting positions.
Strengths:

  • Stealthy: CSWR soldiers are stealthier than the average soldier, having carefully developed movement patterns over the years that makes them difficult to hear. CSWR soldiers are tend to be fairly good at hiding and moving with a minimal chance of being spotted. Being issued Shadowcaster grenades and Interference Boxes only enhance these almost innate abilities. CSWR soldiers consequently excel at executing ambushes and infiltrations in a variety of environments.

  • Tough: CSWR soldiers are picked men from Contruum's Defense Forces, making them already physically and mentally tougher than many of their peers. The selection process and subsequent experience gained afterwards only refines and solidifies these qualities.

  • Jury-Riggers: Taking much inspiration from their distant founder, famed rebel Airen Cracken, the CSWR are excellent if unusually subtle saboteurs because of an extensive skillset of jury-rigging. As an example, while a typical saboteur might destroy a vehicle with a massive, fiery explosion, a CSWR group is more likely to replace a landspeeder's power conduit with a T-44 Power Shunt or "accidentally" connect a negative power coupler with a positive flow detonator. Likewise, they can be quite resourceful in acquiring or repairing any vehicles they find or solving other problems by cobbling together solutions from common technological parts.
Weaknesses:

  • Loners: CSWR soldiers tend to stick to small groups even within the Regiment. This lack of cohesiveness within the regiment is even worse to outside units within the Contruum Defense Forces or the Silver Jedi, and CSWR soldiers rarely cooperate with those units in the field even if they are near each other.

  • Predictable: CSWR troops take much of their inspiration from Cracken's exploits, and anyone with a passing familiarity will notice that much of their tactics and strategies that aren't direct copies of that man's work are easily guessed variations of the same tactics. This lack of creativity can make them predictable to those who have a good knowledge of Cracken's career or who have encountered CSWR troops before.

  • Short-Range Weapons: The vast majority of weapons issued to CSWR soldiers are fairly short-ranged, which can easily become a liability in the field against many foes.
HISTORICAL INFORMATION
The CSWR trace its heritage to a cell of the Contruum militia organized by Airen Cracken himself during the world's occupation by the Galactic Empire. Later on, during the Yuuzhan Vong War, the group was assigned to the Contruum Moonbase on standby for expected hostilities with the extragalactic invaders. Since then, the group has steadily grown in size to its current state as a full-fledged regiment, though the group has never forgotten its origins as a much smaller group. In embracing its roots, much of the day to day operations are run on a much smaller level than is normal for a military unit with typical company level activities being run at a platoon level, platoon level activities being run on a squad level, and so forth. This has fostered an independence and self-sufficiency within CSWR troops that while invaluable when fighting in small guerilla groups, has also led to a well-deserved reputation among their allies as being difficult or even impossible to work with. Consequently, the CSWR has not developed as good as a reputation among the other Contruum Defense Forces as it should probably have based on performance alone. Despite this aloofness, the CSWR has seen limited deployments with the Silver Jedi and the ISAF against politically sensitive targets where it was desirable to conceal ISAF involvement. One of these was the destruction of a drug cartel's warehouse in an apparent power generator overload. Another event was the mysterious extradiction of the notorious slaver Y'toul Terel from Nal Hutta to the federal courts on Kashyyyk. While their success's are obscured and not ever likely to be known by the galaxy at large, the warriors of Cracken's Legacy seem content to remain in the shadows whether abroad or in their secret moonbase.
 

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