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First Order Pre-Factory Workshop

Progflaw99

Well-Known Member
Storm Commando Armor - WIP
OUT OF CHARACTER INFORMATION
  • Intent: Submit a dedicated Armor Type for Storm Commando's as part of the First Order's ISF initiative.
  • Image Source: N/A, No image
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Medium Armor | FO-02 Armor
PRODUCTION INFORMATION
  • Manufacturer: Brandt-Volcata Industries
  • Model: CA Mk I
  • Affiliation: Closed Market
  • Modularity: Yes
  • Production: Limited
  • Material: Reinforced Duraplast and Duravlex Composite Ablative Alloy, Flex-Armour, Environmental/ Vacuum/ Compression - sealed Armourweave and Duravlex Bodyglove, Integrated Shockpadding, EMP/Ion Resistant Materials, Fire Retardant Textiles, Military-grade Electronics (Helmet and Body Armour.), Sonic Dissipator/Dampening Overlay, Advanced Bio-Restorative Underlay.
TECHNICAL SPECIFICATIONS
  • Classification: Anti-Blaster Armor
  • Weight: 7.3kg
  • Quality: 6
SPECIAL FEATURES

Helmet:
  • Comm-Pack
  • Build In Life Support
Body Armor:
DETAILED SPECIAL FEATURES
The LM-103 has several special features built directly into the armor. The first of these special features is a Heads Up Display in the helmet, this HUD allows one to track and identify targets as well as giving a range of information. Also built into the armor is a comm-pack, allowing individual troopers to utilize long-range communications. The last special feature of this armor is a built in life support system that allows for survival in harsh conditions for 20 minutes, including hard vacuum.

DESCRIPTION
The LM-103 was designed as a standard Trooper Armor for individual militas around the galaxy. The armor was created to mostly be suited against standard weaponry of the galaxy. This means the armor is highly resistant to most blaster weapons, capable of taking one or two solid blasts before failing. This also means the armor is molded specifically to certain beings, allowing for better protection and movement. The LM-103 is the perfect armor for any milita member that needs just a little bit of extra protection, hailing back to the Stormtrooper armors of old.

Strengths:
  • Blaster Resistant
  • Vacuum Proof
Weaknesses :
  • Vulnerable to Slugthrowers
  • Vulnerable to blades in joints of armor
 
90e43c74d9cc4726bea6118068cd5970.jpg


OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Brandt-Volcata Industries
  • Model: Peace Enforcement Mk 1
  • Production: Mass-Produced.
  • Affiliation: First Order
  • Modularity: Yes, Weapons, and armor
  • Material: Durasteel
TECHNICAL INFORMATION
  • Classification: Fourth Degree
  • Weight: 4kg
  • Height: 1.93 M
  • Movement: Bipedal
  • Armaments: Blaster Rifles, Binders, stun gauntlets, Vibroswords, Riot Shield
  • Misc. Equipment: Bio Scanners, Thermal Scanners, Weapon Scanners, Illegal goods scanner
SPECIAL FEATURES
  • (Detail briefly in a list format actual contents of the known abilities, special features, qualities of note, etc. - Please go into detail in the section below.)
DETAILED SPECIAL FEATURES
(Describe in detail the special features of the technology item. )

Strengths:
  • Hearts and Minds: This droid is made to look out for the citizens of the First Order. It would take this into account, and it will do anything to keep the peace.
Weaknesses :
  • Peace Officer: This droid is not made for a combat role, if pressed into military service it would be far under powered to fight a military force.
DESCRIPTION
Made to bridge the gap of Police officer, since the First Order's Stormtroopers, and the Planetary Defense Forces can't be everywhere at any given time. These droids would be patrolling the streets of Avalonia, and most of the Major Cities in First Order space. They are also pressed as riot control forces inside the prison systems for the First Order. The idea of this droid came from Rhia Novatinsky and her New Mobilization plan for the Prison systems with in First Order space.

[member="Rolf Amsel"] | [member="Natasi Fortan"]
 

RIP Carlyle Rausgeber

"It's all been bloody marvellous..."
OUT OF CHARACTER INFORMATION
  • Intent: To create an armoured command walker for the First Order.
  • Image Source:
  • Canon Link:
  • Restricted Missions: None.
  • Primary Source: None.
PRODUCTION INFORMATION
  • Manufacturer: First Imperial Corps Of Engineers.
  • Model: AT-CW
  • Affiliation: The First Order.
  • Production: Mass-Produced
  • Material: Durasteel
TECHNICAL SPECIFICATIONS
  • Classification: Troop Transport
  • Role: Command Walker.
  • Size: Large
    35m high, 40m long
  • Weight: Heavy
  • Minimum Crew: 1
  • Optimal Crew: 5
  • Propulsion: Quadrupedal
  • Speed: Average: 80 km/h
  • Maneuverability: Low
  • Armament:
    2x Heavy Laser Cannons
    4x Repeating Blasters
2x Howitzer Batteries.
  • Defenses: Very High:
  • High grade durasteel armour
  • Shield Generator.
  • Magnetic Plating
  • Serrated leg plating.
  • Squadron Count: 6
  • Maneuverability Rating: Low
  • Passenger Capacity: 65
  • Cargo Capacity: 3000kg
SPECIAL FEATURES

Strengths:
  • Armoured: The AT-CW is a walker which has received heavy armour plating. At its thickest, around the main body, it is 0.5 meters thick. At its thinnest, it is 0.25 meters thick around the 'Neck'.
  • Shield Generator: Encased within the inner hull of the walker, is a shield generator. Although not nearly as powerful as models
  • Cutting Edge: The edges of the AT-CW's legs are specially serrated, thus avoiding the flaws in the walkers design from the Galactic Empire. Any pilot trying to use the time honoured 'Ring Around The Rosie' strategy will be sorely disappointed.
Weaknesses:
  • They Came From Behind!: The AT-CW is vulnerable to attacks from the rear. Although devestating when attacking head, or even side on, it
  • Power Drain: Reversing the polarity of the walkers plating, although efficient at nullifying attempts to board the walker, causes power fluctuations. This may disable the shield generator temporarily.
  • It Handles Like Poodoo!: The AT-CW is a gangly, and awkward beast.


Description: The All Terrain-Command Walker is the latest iteration in the First Order's mechanized arsenal. Tall, towering and bristling with weaponry, the AT-CW sits as the First Order's attempt to create a weapon whose sheer presence will deter dissent, and cause its enemies to turn away in terror.

The walkers structure is similar to that of the classic style of the AT-AT model of General Veers. It stands nearly twice as tall, and about double as long. This was done for the able to carry more than a platoon of troopers, and be able to quickly deploy them across the battlefield.

There have been other design changes. A light shield generator sits inside the walker. It will not be able to spare the pain of consistent, or prolonged artillery fire. However it will be able to absorb attacks from opposing tanks and strafing runs.

Congruent with this, the walker sits to rectify mistakes which saw the needless deaths of hundreds of imperial lives across history, the usage of harpoons and suicidal boarders. Through serrating the edges of the legs, when a cable is pulled tautly, the pressure put on it will force its own severance. Outside of that, the plating is able to be magnetised, deterring boarders who'd try to sabotage the walker through its blind spots.

The armament has also been improved, with an increase in the weaponry array deployed. While the classical cockpit weaponry remains the same, the AT-CW now employs heavy blaster emplacements within the hull of the walker, meaning it can create cover fire on three sides, although its flank sits agonizingly exposed still.
 

RIP Carlyle Rausgeber

"It's all been bloody marvellous..."
The Vanquisher-Class Star Destroyer
67.jpg
The New Era of Naval Warfare.

OUT OF CHARACTER INFORMATION
· Intent: To update the First Order’s warhorse with an upgraded variant.
· Image Source: FractalSponge.
· Canon Link: Nope.
· Restricted Missions: None.
· Primary Source: Imperial-x Star Destroyer
PRODUCTION INFORMATION
  • Manufacturer: First Order Corps of Engineers.
  • Model: Imperial-x Star Destroyer
  • Affiliation: The First Order
  • Production: Limited.
  • Material:
    Glasteel Viewports
  • Quandanium Steel Hull
  • Durasteel Reinforcing
  • Alurasteel Frame
  • Durasteel Frame Reinforcing
  • Kyber Weapon and Shield Modules
  • Tungstoid Bulwarks and reinforced doors

TECHNICAL SPECIFICATIONS
· Classification: Assault Destroyer.
· Length: 1600m
· Width: 570m
· Height: 290m
· Armament: Extreme.
  • 60x Kyber Imbued Turbolasers
  • 40x Kyber Imbued Ion Batteries
  • 30x Kyber Imbued Long Range Turbolasers
  • 20x Kyber Imbued Long Range Ion Batteries
  • 15x Proton Torpedo Launchers
  • 10x Concussion Missile Launchers
· Defenses: Very High.
  • 1x Kyber Imbued Deflector Shield
  • 75x Kyber Imbued Point Defence Lasers
  • 30x Anti-Missile Octets
  • Reinforced Hull
· Hangar: 2 Squadrons of TIE Variants.
· Maneuverability Rating: Very Low.
· Speed Rating: High.
  • 3x Kyber Imbued KDY Engines
  • 4x Kyber Imbued Gemon-4 Ion Engines.
· Hyperdrive Class: 2.
Strengths:
  • ·Twinsies!: The twin hypermatter reactors work to allow even more efficiency in all systems.
  • ·Faster Than She Looks: Although she’s a larger ship, the Vanquisher can outpace and outmatch most ships of her size, and even outrun some cruisers. Armed with kyber imbued engines, she’s a ship that aims to get up in the enemies grill, as soon as possible.
  • ·Kyber Weaponry: Each and every turbolaser on the Vanquisher is armed with kyber imbued weaponry. This enables the weapons aboard the ship to have a more accurate, but more importantly, a bigger punch.
  • ·Kyber Defences: Armed with kyber crystals in the shields, and point defence weaponry, the Vanquisher's shields are primed to tank ion, and turbolaser damage with little issue.
Weaknesses:

  • They Came From Behind!: As with nearly all ships of its size, the Vanquisher suffers from a distinct lack of defence from the rear, and relies on other escorts to pick up the slack there.

  • Explosive Finish: Kyber crystals are a volatile material, and should the engines, or any batteries be destroyed, it will be quite an aesthetically beautiful finish. Tearing a hole within a ships hull.

  • Garrison Is Smol: There is a limited supply of stormtroopers, and soldiers aboard the vessel. This may prove to be a detriment in boarding operations.

  • It's Getting Hot In Here...: Due to the volatility of kyber crystals, it is necessary for batteries to hold fire after successive bursts to ensure that the crystals don't overheat. Otherwise, the results may be.... explosive.

  • Limited Fighters: The limited fighter compliment is a trade off for more reactor space. This means that there is limited room for fighter to fighter combat, particularly given the First Order’s enemies penchant for throwing as many fighters as possible at a problem.


Description: The Vanquisher-class Star Destroyer is nicknamed by some in the Navy to be little more than the imperial-x mark II, and those officers are not wrong. Following the First Order’s defeat over Skor, the First Imperial Navy learned lessons regarding tactics, but also found a few small victories. One of those, was the performance of the FIV Malice, the command ship of the engagement, and a resurgent-class star destroyer which had been heavily modified with kyber crystals. Decidedly, High Command decided that the design which had almost punctured a hole through a fleet nearly three times it size, ought to be replicated, and distributed on ships of similar size.

The Vanquisher is aesthetically speaking, the exact same size and shape as its imperial-x counterparts, and that is because it is. The Vanquisher is essentially an extensive refit of the ship. One which updates the shield emitters, and weaponry to ensure that the ship, although carrying a similar payload, has the capability to punch well above its weight in terms of receiving, and returning damage. The key to this is hidden within each, and every point defence laser, turbolaser and ion battery aboard the Vanquisher-class. And that key, is kyber crystals. Refined, and melted down into slag, and then fitted into focusing modules to increase accuracy and power.

Kyber crystals have also been put into the engines and shield generators, to increase output. This along with the secondary hypermatter reactor which is solely dedicated to running both of those systems, as well as boarding countermeasures, allows for an increased allocation of power to redundancy systems. This unfortunately comes at the cost of a mechanised garrison, and subsequently, the ability to deploy armies from orbit.

Internally, the ship has systems which act as countermeasures to secure the ship against incursions by boarders. Autoturret defence systems, bulwarks, and tungstoid doors, and panelling defend vital systems. These include, the engine, both hypermatter reactors, the life support system, hyperdrive, bridge and sensor array. The tungstoid acts to nullify the effect of lightsabers, and the sealing of multiple bulwarks acts to trap the enemy, and force them back to the hangar, or sectors which can be safely vented.

The Vanquisher is ultimately a statement on the determination of the First Order.
 

RIP Carlyle Rausgeber

"It's all been bloody marvellous..."
The Mobile Payload Launcher; Model Thirty-Two: AKA The MPL-23
specs.jpg
OUT OF CHARACTER INFORMATION
· Intent: To provide First Order Stormtroopers and Auxiliary units with an anti-armour/starfighter missile.
· Image Source: WhiteArmour.net
· Canon Link: None.
· Restricted Missions: None.
· Primary Source: None.
PRODUCTION INFORMATION
· Manufacturer: First Order Corps of Imperial Engineers
· Model: The MPL-32.
· Affiliation: The First Order.
· Modularity: No.
· Production: Mass-Produced.
· Material:
  • Durasteel Barrel.
  • Alurasteel casings for sensitive electronics.
  • Plastoid stock.
  • Reinforced Glasteel Lens.
TECHNICAL SPECIFICATIONS
· Classification: Dependent on the payload.
· Size: Handheld.
· Length: 1m
· Weight: 26kg
· Ammunition Type: Missile.
· Ammunition Capacity: 1 missile in the chamber.
· Effective Range: Battlefield.
· Rate of Fire: Single Action.
· SPECIAL FEATURES
· Droid Brain: Attached to the launcher, is a droid brain which assists in scanning oncoming enemies, and prioritising targets for elimination, as well as giving users much needed data about their targets.
· Targeting Comp: The missile launcher holds an onboard targeting computer, one which will help missiles compensate for most changes in environment. Ie: Wind.
· Lock Fire: Suitable for usage in exploiting weaker points on enemy armour, or locking onto fleeing fighters, lock fire sees missiles able to manoeuvre, and pursue targets at near 300km/h.
· Dumb Fire: Although not nearly as accurate as lock fire, dumb firing the weapon is an effective tool. Using the MPL-32 manually can be good tool to disperse groups of enemies, or not waste precious battery power on targets where the gunners eye can be better.


Strengths:
· Multipurpose: The MPL-32 is able to work a number of roles within its purview. Whether that is through anti-armour, using it as a high-powered grenade launcher, or working crowd control, the MPL-32 is able to fill numerous roles.
· Targeting: Through the targeting systems, the MPL-32 is able to track, follow and subsequently destroy targets, and land missiles within meters of their designated areas.
· Long-Range: The missile system has long range capability, and depending on the ammunition type, can fire over two kilometres away.
Weaknesses :
· Recoil: While recoil is obviously a problem for most weapons, for the MPL-32, this is special. The knock back from a single blast can shatter bones if not held correctly.
· Limited Ammunition: The missiles for the MPL-32 are large, and heavy. So in any engagement it is critical to ensure that the missiles are used appropriately.
· Long Reload Time: The launcher takes some effort to reload, so during the time it is being reloaded, any gunner using it may need covering fire.
· Battery: The droid brain, and electronics onboard the missile launcher take battery powers. Although it can last some time, variables such as the weapons condition, time with “lock fire” on, and environmental causes may limit the ability for a user to exploit such assistive measures.
DESCRIPTION
Built to last, the MPL-32 is the pride and joy of the First Order’s Army. In a Galaxy where the focus on vehicle to vehicle based combat has become the norm, the brass of High Command decided that they wanted a new, and more effective way to disable the enemies armoured capacity, without putting on four legs and plonking All-Terrain as a prefix.

Thusly, the MPL-32 was born. Designed to be a weapon that could shatter any mechanised attack, it wouldn’t be until the first tests that the boffins in Weapons Development found its full potential. Upon configuring an appropriate warhead for the MPL-32, the scientists there realised that the launcher had plenty of capability as a multipurpose weapon.


After configuration, the scientists finalised the following warhead types to be launched:

· The Anti-Armour Missile: The warhead first designed, built to burrow into enemy armour and detonate a baridium charge, designed to tear through electronics, and a structure, and detonate. Best designed for speeder tanks, and other armoured units.
· The Anti-Air Missile: Sleeker, streamlined, and faster. The fastest missile in the arsenal, able to match and pursue even the fast fighters after making bombing runs. Its sharp tip is designed specifically to bury into an aircrafts armour, and detonate an explosive, which ultimately doesn’t do much damage, but hopes to pull down the ship with the crash.
· The Cluster Grenade: Launched at a distance, this weapon is designed to force the enemy out of cover. Fired at an arc, it launches approximately 30 highly explosive charges, over a 50-square meter radius, at about 20 meters away. However, the grenade can be changed to detonate later, or earlier in the arc, to maximise the arc, or damage. Ultimately, it’s best used in the field, rather than urbanised areas.
· The Tear Gas Grenade: The only non-deadly projectile in the MPL-32’s arsenal is the tear gas grenade. Designed to be deployed in civilian environments, to suppress dissent, the tear gas grenade is a tool to neutralise crowds, and force them from the streets.
· The Demolition Missile: The demolitions missile isn’t so much of a combat weapon, but is instead designed to slam through debris, and rubble, and clear away pathways for troops through wreckage, or landslides.
· The Ion Missile: Although unable to cause any permanent damage to enemy vehicles, it’s able to disable them, and short out circuitry. On firing at sentients, it isn’t automatically deadly. Though, it has been known to cause permanent nerve damage, and sometimes heart attacks among those hit by it.
· The Incendiary Missile: Not so much designed for physical damage, but more area of denial, upon impact, it spreads a flammable liquid, which cannot be put out. One must wait for the fire to go out on its own, before proceeding.

With a wide array of warheads created, and decided upon, Weapons Development went ahead, and devised a targeting system. It was then, and there they came up with the use of a targeting computer, and the usage of a droid brain to assist with that.

The usage of the droid brain was simple, like the AT-SG project, the droid brain would assist in the choosing of targets. In this, the droid brain would act to advise the user of oncoming targets, setting timing for shots, acting as a rangefinder, and target prioritisation. The targeting computer would meanwhile deal with choosing weak points on enemy walker, and initiate the tracking protocols on missiles, in order to lock on fire.


The scientists behind the weapon have allowed for two firing options. Lock Fire and Dumb Fire. Lock Fire is the mode, which sees the missiles lock onto the target, and fire, trying to hit the target as quickly, and effectively as possible. Dumb Fire sees the user fire as the missile, with only their own guidance, and own skill guiding the attack.
 
TIE/SF INTERCEPTOR
tie_sfi___schematic_by_ravendeviant-dagt8qz.jpg
Out of character information:
  • Intent: To create a new and better TIE Interceptor which is both superior in both atmospheric and space conditions.
  • Image Source: RavenDeviant
  • Canon Link: None
  • Restricted Missions: None
  • Primary Source: None
Production Information:
  • Manufacturer: First Order Corps of Engineers.
  • Model: TIE Interceptor
  • Affiliation: The First Order
  • Production: Semi-Unique
  • Material: Titanium Hull, solar panels
Technical specifications:
Classification: Interceptor
Length: 9.7 meters
Width: 8.0 meters
Height: 7.0 meters
Armament: High
  • 2x Laser Cannons
  • 2x Ion Cannons
  • 2x Concussion missile launchers
  • 1x Retractable turret
Defenses: Moderate
  • Deflector Shields
  • 2x Point Defense Cannons
  • Maneuvering thrusters
Maneuverability Rating: High
Speed rating: Very High
Hyperdrive Class: 2
Special Features:
  • Droid Brain: A droid brain is integrated above the cockpit, and is designed to link with the pilots HUD providing data and to help with the pilot's chances of survival.
  • Extra Engines: Along with the Twin Ion Engines, two more engines were added so that the Fighter has increased acceleration and better maneuverability.
  • Hyperdrive: Unlike the standard TIE's this fighter is equipped with a Hyperdrive thanks to the two extra engines that are added to it.
  • Life Support: The fighter is equipped with a life support system, and is able to keep the pilot alive for much longer than standard TIEs.
Strengths:
  • Adaptable: Taking a page from both the TIE Striker and TIE Interceptor, This Fighter is able to fight well in both atmospheric and space conditions
  • Extra Firepower: With the armaments this fighter maybe small but it packs a punch
  • Hyperdrive: Being an experimental model, this fighter comes equipped with a Hyperdrive able to fly escort for important vessels, and is even able to carry out Reconnaissance missions.
Weaknesses:
  • Lack of Defenses: Even though it is packed to the teeth with weapons, it only has point defense cannons, deflector shields, and maneuvering thrusters as the only way of protection making it able to still be taken out.
  • Light Shielding and armor: Although it is equipped with deflector shields, if it is under constant fire like all TIE Fighters it is able to be destroyed easily.
  • Fragile Solar Panels: If one of the wings are damaged it could send the ship spiraling out of control killing the pilot.
Description:
The TIE/SF Interceptor was created by Knight of Ren Kyrel Ren following the Battle of Skor II. He as a former TIE Pilot himself before becoming a servant of the Supreme Leader, he had often considered the lives of TIE pilots very important, and so wanted to develop a better starfighter for those that serve the navy. He was fascinated with the TIE Striker most of all, and so loved how it was effective during planetary invasions, most of all its skill in atmospheric combat. He based the design of the TIE Striker with traits taken from the TIE Interceptor, he added to extra engines and added more weaponry making it a hole puncher in the Imperial Navy and for the most skilled pilots to use. He had even added like all SF fighters a retractable turret below and added a unique feature a Hyperdrive which allows the fighter to provide escort for many Imperial Vessels and is able to perform scouting missions. This is a fighter he had developed to combat and match with current threats posed by other enemy craft making them a true threat unlike standard TIE's.
 
The following is clearly a work in progress.

Armor




OUT OF CHARACTER INFORMATION

ef6280b5cb487ed13c5b515a413708bc.jpg
PRODUCTION INFORMATION
  • Manufacturer: [member='Caehl Ren"], First Order.
  • Model: Full Body Armor, Anti-Energy displacement.
  • Affiliation: [member='Caehl Ren"]
  • Modularity: Pieces can be swapped out or left aside such as the gauntlets, boots or cloak (hood).
  • Production: Unique
  • Material: Anti-Ion mesh Underlay Faraday Cage, Ceramic interlink plating, Phrik Plating Overlay.
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose Full-body Armor.
  • Weight: 15kg's.
  • Quality: 8.
SPECIAL FEATURES
  • Anti-Ion and Energy displacement Faraday Cage and Ceramic Underlay.
  • Phrik plated Overlay - Lightsaber, blaster, slug, piercing, slicing resistance.
  • Concealed Particle beam (Left forearm).
DETAILED SPECIAL FEATURES
  • The Armors underlay has been designed to negate the effects of electrical disturbances such as ion weapons fire and EMP blasts dealt to impair cybernetic abilities. Through the use of anti-ion mesh and ceramic plating, a faraday cage has been introduced to the armor in order to absorb and reduce the effects of such weapons.
  • Resistance to energy weapons such as blaster fire and lightsaber combat is often a primary need of any Knight of Ren knowing that they serve best in combat against other Force Users, such is why the Phrik alloy has been used in the outer shell of the combatant suit so to offer defense against the impact and slicing of lightsabers yet not deter mobility.
  • Concealed Particle Beam firing mechanism upon the left wrist for the use of combat, this high intensity beam explodes violently upon impact with its target and can burn through flesh and various metals (given the appropriate time dependent on the grade of alloy). Due to the Particle beams high demand for energy output the weapon cannot be fired for prolonged periods without the risk of overheating and potentially becoming unstable.
Strengths:
  • Anti-Ballistics and lightsaber resistance - Protection against Ballistics and lightsaber damage due to the Phrik Plated Overlay.
  • Anti-Ion and EMP resistance - Protection against Energy Displacement firing such as Ion blasts and Electric magnetic pulse due to the Faraday Cage underlay and the ceramic reinforcement. This also negates the effects of Force Lightning and other such electrical charges.
  • High Mobility - Due to Phrik being lightweight as far as metals are concerned, mobility comes easier as opposed to heavier armor sets.
  • Protection against Biological variants - Connected to and sealed to the cybernetic body, the Armor creates a vacuum space in which air is regulated via his Cybernetic Exo-Skeleton's respiratory system. These two pieces in conjunction with one another negate the consumption of poisons or oxygen induced weaponry.
  • Particle Beam Projectiles - Attached to the left arm of the armor and concealed until otherwise required the particle beam offers a much more violent force than typical blaster rifles and cannot be blocked by lightsabers due to it's explosive nature upon impact.
Weaknesses :
  • Kinetic Damage - The Armor is not impervious to kinetic damage such as blunt force trauma. While it may soften such a blow, injuries can still be inflicted through the excess of force.
  • Minor Force Resistance - The armor offers little resistance to abilities known to the Force with the exception of Force Lightning or Electric Judgement.
  • Points of Weakness - As the armor comes in parts and is fitted with the protection of vital organs in mind, there are areas of vulnerability where the phrik plating does not extensively cover (Armpits, Back of the knees, neck).
  • Particle Beam Energy Output - The Particle blaster attached to the armor demands high levels of power output and thus is prone to overheating and must be used appropriately. Because of this it has a slow rate of fire and fair cool down periods in which stability of the weapon will return to peak levels.
DESCRIPTION
Designed to suit the personal requirements of Caehl Ren since the events that transpired across Bespin in the attack by the Galactic alliance and the injuries he sustained and resulted in the addition of cybernetic modifications, this armor set has been designed to better aid in the defense of his new body structure, an attempt to negate his Exo-skeletons weaknesses in order to maximize his combatant efficiency.

Worn beneath the robes of the Knights of Ren, the armor is fitted to the cybernetic body, a vacuum seal in which protects against biological weapons and the inhalation of poisons. Covering from the feet to the shoulders and the neck, the helm is not included in this Armor set for Caehl's personal choice residing in another; however the cloak that covers the armor includes a hood for which loosely covers his face, perhaps a size or two larger than it needs to be for the stature of the man yet offers a certain appeal in masking his expression in the right lighting. The model of armor has been molded to look cybernetic in and of itself giving the user a rather technical prowess if not only by the view of outsiders; it is toned in a mix of bronze, silvers, black and two shades of reds befitting of the First Orders general motifs.

During Brennan Cabrol's (Caehl Ren) recovery period following the battle of Bespin, the scientists and laborers designated and mediated by the Knights of Ren and the FOSB had their personnel working to fit the armaments during which the injured Disciple remained unconscious. As such it has been molded to fit his specifications in body mass and height allowing for the most efficient ease of mobility while too maximizing in defensive capability.

Arguably one of the more volatile additions to the set of Armor is the Particle Blaster that had been built into the left arm of the set, able to be buried within the cybernetic frame that has replaced the users natural arm after it's loss in battle, this blaster fires highly volatile particle beam bolts that erupt when impacted with their chosen target and explode into low yield bursts of particle shrapnel (Dispersed energy). With a large downside to the weapons offensive capabilities, the blaster is prone to overheating and thus has been installed with the intention of the blaster being a weapon to fall back on, it's rate of fire and cool down periods fare slower than the standard firearm.





[member="Torian Pierce"]
 
Armor: The Obelisk



OUT OF CHARACTER INFORMATION

c812f8ddf026c245826d3d77ecb8cbe2.jpg
PRODUCTION INFORMATION
  • Manufacturer: [member='Caehl Ren"], First Order.
  • Model: Full Helm, headgear, mask.
  • Affiliation: [member='Caehl Ren"]
  • Modularity: None.
  • Production: Unique
  • Material: Phrik, Anti-Energy Displacement Faraday Cage, anti-ion and ceramic materials, Armor-weave.
TECHNICAL SPECIFICATIONS
  • Classification: Full tactical Helm.
  • Weight: 2Kg's.
  • Quality: 4.
SPECIAL FEATURES
  • Synaptic Ocular Visor.
  • Internal Comlink.
  • Audio Sensors.
  • Anti-Energy Displacement Faraday Cage.
DETAILED SPECIAL FEATURES
  • Synaptic Ocular Visor - Catering for the Ocular Neural Interface, this visor has been designed to link the visual acuity of it's user and marginally enhance it to create the illusion of balanced sight, negating the symptoms of nausea and sickness often inspired by the Ocular implants imbalance in both eyes. Simply put, while the Neural Interface only affects the left eye, the Visor in the Helm adjusts to the users synaptic patters and relays it in dual effect to give the illusion of a visual center.
  • Internal Comlink device - Rather more standard in most tactical helms is the internal comlink that allows for long range contact across encrypted channels and frequencies. This communications device does not differ from standard comlinks however, the same cannot be said for First Order frequencies regulated by the Security Bureau.
  • Audio Sensors - Enhancing the senses of hearing to the wearer when required, this is a function best used during scouting or infiltration and intelligence acquisition. It requires manual initiation and will otherwise remain offline.
  • Anti-Energy Displacement Faraday Cage - Using the same materials and tactics of the Personal Armor constructed for him, the Helm absorbs and deters electrical discharges and energy interference due to the faraday cage which relies upon anti-ion and ceramic materials insulated within the helmet.
  • Vocal Inhibitor - A device designed to distort the natural voice of the wearer and give them a more mechanical signature in vocal expression.
Strengths:
  • Resistance to energy weapons and lightsaber damage - due to the Phrik plated overlay.
  • Reasonable Kinetic resistance - as is typical and the base purpose of any helm in order to protect the wearers skull and brain from severe impacts and traumas.
  • Sequenced visual prowess - due to the Synaptic Visors link and decryption of the Ocular implant feeding through between Brennan and the tactical helm.
  • Activated listening enhancement - Audio receptors within the sides of his mask make for easier hearing. This can be especially helpful during infiltration missions.
  • Energy displacement, Ion and EMP resistance - Thanks to the Faraday Cage, the helmet much like Brennan's armor is able to resist EMP bursts and displacement waves that would otherwise knock out his neural interface.
Weaknesses :
  • Impaired Peripheral Vision - Due to the size and shape of the helmet, line of sight is focused primarily ahead of the direction he's facing.
  • Impaired Maneuverability of the head/neck - The weight of the helmet and it's connection to the upper portion of Brennan's armor deters the freedom of movement in his neck, further impairing his visual acuity.
DESCRIPTION

This final piece to Brennan Cabrol's personal armaments has been designed to work alongside his Ocular Neural Interface in which has a habit of inducing physical illness due to the imbalance of his visual prowess. With the ocular implant only created to repair the damage dealt and the loss of his left eye, what remains of his human brain struggles to adapt to the higher functions of the technology as opposed to his right. In search of an answer to this, the First Order Security Bureau has devised a way of creating a tactical helm that fits alongside the running theme and appearance of the Knights of Ren and their need to disguise themselves within active duty in order to keep their true identity and former background a mystery to their enemy.

Given the need for visual repair, the Synaptic Ocular Visor as seen on the face of the mask tracing from one side to the other, acts as a mediator to the Occular visor and translates all that the implant sees, through to the visor and thus relays it back to the neural interface to give the illusion of full unfiltered vision. While this will never effectively cure the negative effects of the implant while Brennan isn't wearing the helm, while it is worn, he is able to avoid the resulting motion sickness and impairment of vertigo brought on by the defect.

As seen in his armor, the same technology has been used to deter any displacement to the technical feed running through his implants. With the addition of the Faraday Cage of which was specially designed as a main concept within his armor, the implant within his head will not be affected by any possible ion charge or EMP placed attacks against the helm. Given the Ocular Neural Implants kill switch of which would result in the sudden and violent death of Brennan Cabrol, it was paramount that the helm protect him from any possible breach of security. Thus it cannot be hacked or rerouted in any way without the upper echelon of the Knights of Ren going through the FOSB to deactivate his brain functions.

The final touch ups to the helm are little different from standard procedure in typical stormtrooper armor; an internal comlink for the sake of the personal relay of intelligence from high command negating the enemies ability to pick up on any incoming orders/instructions; internal audio enhancement sensors as seen used by many a bounty hunter for the use of intelligence acquisition and finally a verbal inhibitor giving his voice a more cybernetic sound to his natural tone in order to disguise any possible identification that outsiders might have towards the individual in question.
 

RIP Carlyle Rausgeber

"It's all been bloody marvellous..."
The Resurgent-II A WIP​
[SIZE=9pt]OUT OF CHARACTER INFORMATION[/SIZE]

[SIZE=9pt]Intent: To update a First Order warhorse.
Image Source: [/SIZE]
[SIZE=9pt]Canon Link: (Please link the canon link if applicable canon item.)[/SIZE]
[SIZE=9pt]Restricted Missions:


PRODUCTION INFORMATION[/SIZE]
Manufacturer: First Order Corps of Imperial Engineers.
Model: Resurgent-class
Affiliation: The First Order
Production: Semi Unique (One Per Writer)
Material: Durasteel Frame| Tungstoid Bulwarks | Quandanium Steel Plating | Glasteel Viewports


TECHNICAL SPECIFICATIONS
Classification: Destroyer.
Length: 2904 meters.
Width: 1504 meters.
Height: 654 meters.
[SIZE=9pt]Armament: Extreme. [/SIZE]
[SIZE=9pt]· [/SIZE][SIZE=9pt]1600x Tubolasers[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]800x Distributed Ventrally [/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]775x Distributed Dorsally[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]25x Aft[/SIZE]
[SIZE=9pt]· [/SIZE][SIZE=9pt]1600x Ion Batteries[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]800x Distibuted Ventrally[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]775x Distributed Dorsally[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]25x Distributed Aft [/SIZE]
[SIZE=9pt]· [/SIZE][SIZE=9pt]40x Proton Torpedo Launchers[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]16x Distributed Ventrally[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]18x Distributed Dorsally[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]6x Distributed Aftly [/SIZE]
[SIZE=9pt]· [/SIZE][SIZE=9pt]28x Concussion Missile Launchers[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]14x Distributed Dorsally[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]14x Distributed Ventrally[/SIZE]
[SIZE=9pt]· [/SIZE][SIZE=9pt]40x Gravity Mine Launchers [/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]30x Distributed Aftly[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]10x Distributed Ventrally [/SIZE]

[SIZE=9pt]Defenses: Very High.[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]1x Capital Grade Deflector Shield[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]60x Anti-Missile Octets[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]30x Distributed Dorsally[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]20x Distributed Ventrally[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]10x Distributed Aftly [/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]60x Point Defence Lasers[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]30x Distributed Ventrally[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]20x Distributed Dorsally [/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]10x Distributed Aftly[/SIZE]
[SIZE=9pt]o [/SIZE][SIZE=9pt]Quandanium Steel Coat. [/SIZE]


[SIZE=9pt]Hangar: Very High[/SIZE]
[SIZE=9pt]· [/SIZE][SIZE=9pt]6 Squadrons of TIE Variants.[/SIZE]
[SIZE=9pt]· [/SIZE][SIZE=9pt]100x Atmospheric Assault Landers[/SIZE]
[SIZE=9pt]· [/SIZE][SIZE=9pt]3x Upsilon Class Shuttles[/SIZE]

[SIZE=9pt]Manoeuvrability Rating: Very Low. [/SIZE]
[SIZE=9pt]Speed Rating: Low.
Hyperdrive Class: 2.5[/SIZE]

SPECIAL FEATURES

Reactor:
[SIZE=9pt]HIMS: The resurgent-II has a Hyperspace Inertia Momentum Stabilising system, meaning it can circumvent most, if not all interdiction fields. This means, the Resurgent-II can easily fly deep into enemy space, and terrorise forces on the system. [/SIZE]
[SIZE=9pt]Droid Brains: One of the improvements taken from the Army is the effective use of droid brain capacity in the AT-SG model walker. Using droid brains, the walker manages to increase the effectiveness of its defences. Because of this, the Navy decided to install a dozen droid brains to perform threat analysis, and attempt to predict firing patterns to accurately nullify the effects of missile based munitions.[/SIZE]
[SIZE=9pt]FOSB Communications Suite: The communications suite is fitted with codebreaking software and interception modules, able to pick up long and short range chatter, and decrypt it. Armed with this, some commanders would be able to take enemy signals between battles and gauge what strategies are about to be used between them. [/SIZE]
[SIZE=9pt]Quandanium Steel Coat: Coating the resurgent-II all over is a two meter thick coat of quandanium steel, to add extra reinforcing against the kinetic attacks such as buzz droids and ramming.

Strengths:


+Strong Armament: The armament of the resurgent-ii has been buffed in retrospect to the to the older models of the vessel.[/SIZE]
[SIZE=9pt]+Threat Detection: The droid brains and new point defence systems allow for threats such as missiles and asteroids to be nullified before they’ve even fired. [/SIZE]
[SIZE=9pt]+Large Garrison:[/SIZE]
[SIZE=9pt]+Armoured Titan: The resurgents already thick armour plating made kinetic attacks and boarding a pain. Now with an extra two meters of thick plating added to that, it makes attacks near impossible.[/SIZE]
[SIZE=9pt]+ Plus Five Damage To Lazers!: The presence of ____ reactors, hooked up to the weapons systems of the Resurgent-II make for particularly devastating output to the turbolaser batteries housed onboard the Resurgent-II.[/SIZE]
[SIZE=9pt]+Ion Pulse: One of the great takeaways from the Alliance was their over reliance of buzz droids as a tactic. Although the tactic was rarely enough to destroy the resurgent, thanks to capable TIE crews, the tactic required a counter. And that came in the form of an ion pulse weapon. Built into the plating of the resurgent-ii is the capability to send out an ion pulse which should disable buzz droids, and sabotage the systems of boarding craft. [/SIZE]

[SIZE=9pt]Weaknesses
-They Came From Behind: Although there have been some fixes to the old meme that star destroyers are weak, the fact remains that there is still some truth to it. The Resurgent-II is best attacked from the rear. [/SIZE]
[SIZE=9pt]-Slow and Steady: The resurgent’s low manuverability has not been fixed by the refit, with the ship remaining as slow as a wet week, and as immobile as a Hutt. [/SIZE]
[SIZE=9pt]-Ion Pulse Hangover: A drawback from the ion pulse weapon is that the resurgent-ii is left vulnerable to attack for approximately a minute after the weapon has been fired. This means that the shields may be shut down temporarily, and the point defence systems will have power fluctuations for up to three minutes after the pulse. This is all varied by the power of the pulse. [/SIZE]

[SIZE=9pt]-Stressed Out: The ____ reactors are tender little lovelies. If they’re stressed out, they may detonate, damaging vital equipment [/SIZE]
[SIZE=9pt]-Ammo Caches: The missile batteries are hidden below the surface of the armour. Concentrated attack on where the battery is, could lead to detonation of up to fifty concussion missiles, or thirty proton torpedoes left unloaded. This would be devastating to the hull integrity of a resurgent-II destroyer for fairly obvious reasons. [/SIZE]
[SIZE=9pt]-Turret Manoeuvrability: In exchange for the quandanium steel coat, the turbolaser and ion batteries on the Resurgent-II are left with slower manoeuvring times. This means that the ship is left unable to target fast moving enemies such as corvettes and fighters with its main batteries effectively. [/SIZE]
[SIZE=9pt]Description: The resurgent-class star destroyer has been a staple of the First Imperial Navy since it began manufacturing. The destroyer has become a key part of First Order Central Command’s military doctrine, with resurgents being fitted with enough troops to subjugate entire systems. However with the war with the Galactic Alliance drawing to a dramatic close, the boffins of FOCIE decided that the resurgent-class needed a refit to capably counter the fighter doctrines and tactics used by the First Order’s enemies.[/SIZE]


Among the updates, was an increase in armament efficiency. Armed to the teeth with turbolasers seemingly wasn’t enough to the First Order, with the installation of more weapons, and an increased focus on aft weaponry. Along with this, has come new missile launchers, with the Resurgent-II carrying an armament for a full flotilla of artillery vessels. The installation of _________ generators has greatly improved efficiency of the Resurgent-II’s turbolasers, meaning they can inflict greater damage than they ordinarily would.

Along with this came new counter measures against the Alliance’s favourite means of attack, the missile. To help gunners, the installation of droid brains as a means of threat analysis and countermeasures were installed. Primed to have data collected from all known hostile enemies, and armies of the Galaxy, the droid brain’s mission is to effectively find where the enemy is firing from and neutralise them. Hopefully, with increased combat experience, the droid brains aboard the Resurgent-II may eventually negate the effect of missiles totally, destroying them before they’ve fully left their launch bays.

An additional countermeasure added to the Resurgent-II was the ability to send an ion pulse through the armour. Designed to totally disable another staple of the Galactic Alliance’s navy, the classical buzz droid. The pulse does have its drawbacks. The usage of it can interfere with the droid brains and disable the shields. Although the time for reboot is limited, this could be exploited by the enemy, and is an action advised to be only undertaken with supporting vessels.

Perhaps the greatest increase to the Resurgent-II’s defensive repertoire is the quandaniums steel layer. As evidenced by Alliance conduct throughout the First Order-Galactic Alliance War, the Alliance’s last resort is always to ram the enemy. To counter this, a two meter thick coating of quandanium steel is fitted to the hull of the Resurgent-II. Although it won’t outright stop an attempt at a ramming, it ill increase defensive capabilities against missiles, kinetic weaponry and buzz droids.

Finally, there are two updates which have been missing for quite sometime. The first being gravity mines, used to stop any last ditch attempts to jump to lightspeed in order to either flank or destroy a vessel. Another element added is the FOSB communications suite. Fitted with its own decryption and interception equipment, it gives First Order officers the ability to receive and intercept messages on a long range, or to gauge what manoeuvres the enemy is preparing to undertake within a ship to ship engagement. Although there may be latency, it could prove pivotal in the long run.

Overarchingly the Resurgent-II is an updated model of a ship which has seen very little combat use, to effectively prepare for the next stages of warfare against an enemy which ruthlessly exploits every dirty trick in the book.
 

Thom Naudir

Guest
T
Hello, I was hoping to design and create a new deep space station for the First Order. The general idea is to deploy the station in deep space, away from planets and stuff like that along Hyperspace routes. They will serve as refueling stations for the fleet, repair yards, and other things. However, I also plan to put in Intredector systems and extensive weaponry, making them space fortresses to help secure and defend out space against enemy invasion fleets. I have all the plans and stuff laid out, but just wanted to let it be known before I posted something random.
 

Thom Naudir

Guest
T
OOC-

Intent: To create a military deep space station to help secure First Order territory.
Image Source: https://www.pinterest.com/pin/498421883740135678/
604ddfa551e62835e22bc6030b4e0a9c.jpg

Restricted Missions: N/A
Canon Link: N/A


Production Information-

Manufacturer: First Order Corps of Imperial Engineers

Model: Indominance Class Station

Affiliation: First Order

Production: Limited

Materials: Durasteel Inner Plating, Quadranium Steel Outer Plating, Glasteel Viewports, Alusteel Supports


Technical Specifications-

Classifications: Deep space Defense/Supply station

Length: 600 Meters

Width: 1000 Meters

Height: 4000 Meters

Armament:
-8000 Turbolasers
  • 6500 along central spire
  • 1500 distributed around the ring
-4000 Ion Batteries
  • 3500 along the central spire
  • 500 along around the ring
-1000 Concussion Missile Launchers
  • 800 along central spire
  • 200 along around the ring

Defenses-

-600 Point Defense Turrets
  • 450 Obelisk Point Defense turrets along central spire
  • 150 Obelisk Point Defense turrets around the ring

-Shields(To be decided)


Hangar-

Ten Hangar bays-
  • 8 located along the rotating ring
  • 2 located on central spire
Each Hangar holds one squadron of ten fighters.

Maneuverability Rating: N/A

Speed Rating: N/A

Hyperdrive Class: N/A


Special Features-

1. To help serve as a deep space defense station, the Indominance class station is equipped with several Intredector field generators, allowing it to pull vessels out of hyperspace if they are not registered.

2. Large fleet yards, able to service and repair ten star destroyer class vessels at once, or dozens of smaller craft.

3. Others to be decided.


Here it is so far...any ideas? Fairly certain its pretty bad atm, so any tips would be great.
 
kHXPqnB.jpg
United (Fmr. Royal) Isianthar Infantry Regiment troops wearing the Mark. I Illyia-Class Powered Combat Exoskeleton

OUT OF CHARACTER INFORMATION
  • Intent: Creating a standard-issue piece of equipment manufactured exclusively for use by the First Order's Eldorai Auxillary Troops, particularly those of the 26th United (Fmr. Royal) Isianthar Infantry Regiment.
  • Image Source: Gears of War video game franchise.
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Powersuit, Exoskeleton, Heavy Exoskeleton.
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose Military Powersuit-Exoskeleton.
  • Height: 1.83m (6'0")
  • Weight: 90kg
  • Quality: 8
SPECIAL FEATURES

Helmet:
  • Holographic HUD (Voice & Ocular command capable.)
  • Anti-Ion Mesh
  • Interior Celluar Padding (High Comfort.)
  • Liquid Crystal Display.
  • Polychromatic Camera Lenses.
  • Visual/Audio Player and Recorder ( 24 Hours of Content before Datacard needs to be swapped.)
  • Annunciator/Vocabulator. (Volume and Pitch output programmable.)
  • Sonic Dissipator(s)
  • Infrared Laser Rangefinder/Laser Designator/Laser sight/Laser Dazzler (Mounted on the Left-side of helmet.)
  • Broadband Antenna
  • Long-range Integrated Commlink with First Order Military encryption keys.
  • Closed-circuit Rebreather.
  • Life Support System (Infinite vital gas supply).
  • Motion Scanner 25m Radius.
  • Integrated Macrobinoculars 50x magnification.
  • Visor Modes: Infrared/Thermal & Ultraviolet.
Body Armour:
  • Air Conditioning/Climate Control System.
  • Back-mounted drum Nuclear Microfusion Cell (500 year charge, replaceable).
  • Casualty Carry Handle (Upper Back.)
  • Ventral forearm mounted vacuum-sealed IM/IV Bacta Injection Ports.
  • Anti-Ion Mesh.
  • Hermetically Sealed and Pressurised.
  • Advanced Bio-Restorative Underlay.
  • Backplate-mounted Grenade Bandoleer.
  • Combat Webbing Clips and Mountings.
  • Breastplate sheath for hooked machete (standard-issue).
  • Magnetised strips on backplate & thighs for storing weapon(s).
  • Magnetic Adhesion/ High-Traction Grips.
  • Magnetisable boots.
  • Celluar Padded Insoles (High Comfort.)
  • IFF Circuitry and Transponder (Biometrically Linked, Encrypted Telemetry.)
  • Joint-locking Capability.
  • Ultrachrome Crushgaunts.

Utility Equipment:
  • First Aid Kit.
  • Combat Rations (One Day's Worth.)
  • Multitool.
  • Grappling Hooks.
  • Flare Gun (Two Charges.)
  • Anti-Security Blade.
  • Sonic Security Resonator.
  • Various Pouches. (Containing a multitude of items, including but not limited to, additional plasma cartridges and etc.)
  • Electronic Lock Scrambler/Descrambler.
  • Secondary, External Communicator (Hardwired to Jamming.)
DESCRIPTION

W0iOCXn.png
38zvHL4.jpg

United Isianthar Infantry Regiment Troops in Action (Left), Rear Armour detail (Right).

'Ambitious' and 'intimidating' are two words easily applied to the Illyria-class Powered Combat Exoskeleton. Developed and manufactured by Corondex Arms in consultation with Governor Isianthar, Eldorai Armour-smiths and the First Order Corps of Imperial Engineers. The Illyria-class Powered Combat Exoskeleton provides good to excellent protection based on the contact point with a threat, where the Exoskeleton really shines is its ability to keep the occupant alive under massive mechanical stress, strain or in the most unforgivable environments with the notable exception of Tundras.

The Illyria-class Powered Combat Exoskeleton is designed specifically to be compatible with Eldorai physiology and so features a dedicated life support system, microfusion nuclear power cell, water and liquid food induction and waste recycling equipment to ensure that the Soldier inside need rarely remove the Exoskeleton, as many Eldorai reportedly suffer from symptoms of Hyperoxia in foreign atmospheres. The Armour's hydraulics and liquid crystal gel-layer can even 'freeze' in place, locking the joints in position even permitting the wearer to sleep while wearing the Armour. Physical Unit or organisational identification of the wearer is denoted on the armour's breastplate and usually represented as an acronym. There is space for two armbands to be equipped to the armour; one on each arm just above the elbow. Factory paint options are as follows: Olive Green, Cobalt Blue, Matte Black and White.

The Illyria-class Powered Combat Exoskeleton has a very mechanical and industrial appearance and many non-combatants often mistake wearers for droids, which is not helped by the programmable vocabulator/annunciator which many troops modify to sound more intimidating. The Powered Exoskeleton amplifies the wearer's muscular strength and endurance far beyond what would be considered natural, so while cumbersome and ungainly Eldorai Troops wearing it move will surprising speed if not necessarily grace wielding and controlling the likes of heavy repeating blasters which normally require a dedicated crew with ease essentially turning the wearer into a mobile weapons platform if necessary.

Unfortunately, the Powered Combat Armour is actually vulnerable to the same kind of weapons the wearer will carry. While the Armour covering the Torso and Abdomen is incredibly hardy and very difficult to penetrate with just about any weapon, the limbs, helmet and underlying flex-Armour bodysuit are easily penetrated by the modern powerful blaster and verpine rifles issued to professional militaries and purchased by high-end mercenary or private security organisations. Lightsabres likewise melt through the thinner armour plates with brief albeit sustained contact, making force users a threat in melee that shouldn't be underestimated, while the Illyria-Class Powered Combat Armour can deal out the damage it can also certainly take it.

Power consumption for the Powered Exoskeleton is massive and could only be adequately provided by an extremely powerful Nuclear Microfusion Cell that has a projected life of five-hundred years. It uses Hydrogen-Helium for fuel and is extremely volatile as a result. For this reason, it is protected by a Durasteel drum-shaped compartment that is sat horizontally along the small of the armour's back just above the waist. Damage to the Microfusion cell can breach the fuel's containment shield and result in a catastrophic explosion not dissimilar to a Thermal Detonator and completely vaporise the wearer and any objects or personnel in close proximity. Catastrophic Explosions caused by breach of the fuel cell's containment shield were classified during testing.

An on-board life support system is contained within an armoured cowling on the back of the armour. It is connected via the helmet with two tubes, one tube fills the helmet with pure oxygen while the other fills it with diluting substances to mimick the pre-Cataclysm atmosphere of Kaeshana allowing the entombed Eldorai warrior to fight at peak efficiency backed by their often decades of experience in Warfare. The Life support's armoured tomb provides good protection against most energy and ballistic-based weapons, however. It can still be penetrated by high-powered weapons, and given it is quite large the risk of armour decompression and hyperoxia is one the wearers are made aware of during safety briefs.

The Helmet has four different imaging modes; Visible Light, Infrared, Near Infrared and Ultraviolet, which allows the wearer to identify threats and objects of interest not usually visible, targeting is provided by a simple reticule on a colour holographic helmet mounted display, which curiously has text displayed in the Eldorai Alphabet as opposed to Galactic Basic or High Galactic. This was a touch added in by the designers in response to the sometimes limited Galactic Basic literacy exhibited amongst Eldorai troops, as a result from their races' historical isolation and xenophobia. The helmet-mounted display also projects a motion tracker as a two-dimensional aqua coloured sphere which tracks movement around the wearer, displaying First Order IFF contacts as crimson and identified as gold. The helmet's display tracks retina movement of the wearer and allows them to interact with the software, alternatively they can interact with the software via voice prompt.

With security enforcement in mind, the Illyria-class powered exoskeleton has a laser rangefinder and laser pointer constructed and connected on the left side of the helmet. It's also programmed to function as a non-lethal laser dazzler where it sends out a green diode-pumped solid-state laser which has admirable performance in inducing temporary flash blindness, helping subdue hostile troops or domestic criminal offenders if the augmented strength isn't enough. The laser dazzler is also useful in combating the likes of marksmen, assassins and heavy weapon support teams, interestingly the Illyria-class powered exoskeleton is immune to hostile laser dazzlers because of their function as a camera lens. The Helmet's


Strengths:

  • High Armour Rating: The Illyria-class Powered Exoskeleton provides good to excellent resistance against energy weapons, Aural/Sonic hazards, ion/electrical hazards, ballistic-based weapons, light grenades, low-yield explosive devices and most melee weapons including lightsabres. The armour is virtually impervious against shrapnel due to its impressive cross section.
  • Powersuit: Although cumbersome the powersuit provides the Eldorai soldier wearing it strength multiplied by five, permitting them to achieve physical feats not otherwise possible. Such as wielding repeating blasters or heavy blasters as if they are blaster carbines and overpowering even the fierce Wookie in disarmed fighting.
  • Exoskeleton: The Powersuit acts like an exoskeleton for the wearer, enhancing the strength of the wearer and supporting its own weight using principles of Piezoelectricity and hydraulics.
  • Crushgaunts: A pair of ultra-chrome crushgaunts aid the wearer in Industrial activities, controlling the recoil of heavy support weapons with ease or applying preternatural amount of pressure in a grip.
  • Life Support: The FO-EPS contains a dedicated life support system creating an atmosphere within the hermetically-sealed armour that mimics the Eldorai's homeworld of Kaeshana, this prevents symptoms of Hyperoxia from developing which is debilitating in combat conditions. It also allows the troops wearing it to operate in hostile environments or vacuum as long as necessary.
  • Waste Management: The Powered exoskeleton features a purification system and recycles the wearer's urine, purifying it into drinking water which is introduced into the mouth via a rubber straw inside the helmet.
  • Helmet Lenses: Forgoing a traditional visor, the Illyria-class powered exoskeleton features three glasteel lenses which are connected to a liquid crystal display providing an excellent field of vision and significant magnification qualities. Each lens receives data from separate light spectrum. The right most lens is the visible light lens, the left-lower lens provides Infrared and Near-Infrared imaging and the left-upper lens provides ultraviolet imaging.
  • Flame Retardant: The armor isn't combustible thanks to a Duravlex layer and permits the wearer to participate in operations with regular Stormtrooper Units, an asset where Eldorai Auxiliary or Security Forces are co-operating with the First Order's professional military.
  • Liquid Crystal Gel-Layer: This layer of armor is responsible for the Exoskeleton's mobility, responding to mechanical stress, it supports its own weight and seamlessly mimics the movements of the wearer. It also permits the wearer to free-fall distances upto 460 meters and land without injury. Although it does 'lock' for several minutes, leaving the wearer defenceless and potentially with damaged or broken Hydraulic motors.

Weaknesses:
  • Helmet Thickness: The helmet's protective qualities are reduced when compared to the Abdomen or Torso and can be easily penetrated by high-powered rifle-sized blasters and verpine shatter gun rounds that manage to score a hit at a perpendicular or sharp angle. Making them particularly vulnerable to sniper attacks or assaults at close range with Heavy Repeating Blasters and Heavy Blaster Rifles.
  • Limb Protection: Armor covering the arms and legs is thinner and lighter than on the torso or abdomen, making it liable for increased damage and even penetration by rifle-sized blasters and verpine shatter gun rounds. Lightsabres will also melt through the armour here on sustained contact with alarming speed.
  • Cumbersome: The sheer size and bulkiness of the armour does make for a cumbersome package, you won't see individuals wearing this armour performing incredible feats of flexibility or acrobatics. Any chance of sneaking up on an opponent is likewise vanished by weighty footsteps.
  • Life support machinery: On the back of the cuirass there is a conspicuous slight rounded plate which conceals the armour's life support machinery. If the life support systems are damaged by weapons fire it can not only compromises the on-board life support it also compromises the armour's hermetic atmosphere.
  • Microfusion Battery: Using an onboard nuclear microfusion reactor as a powerplant, the armour itself is liable to explode spectacularly if the conspicuous drum-shaped powerpack is breached. Alternatively damage or a breach can cause the powerpack to fail, where the entire armour becomes a dead-weight on the wearer. With the potential to leave the wearer helpless and immobile.
  • Massive Infrared Signature: The Armour's thermal/infrared signature is massive and to most sensors is easily detectable through foliage, behind walls or cover. Making troops wearing it an easily identifiable target and attempting to camouflage virtually useless.
  • Force Attacks: Wearers of the Illyria-class powered exoskeleton are just as vulnerable to force-based attacks as anybody else. The absence of a stabilizer mask as seen in other First Order designs means the occupant of the armour is still vulnerable to being influenced by the likes of Mind trick of dominate mind.
  • Electricity: Uninterrupted contact with electricity 'tricks' the armour to believe it's under massive mechanical load and paralyses the Armour in response as a defence mechanism.
  • Sub-zero Centigrade: Once the ambient temperature falls below zero degrees Celsius the armor becomes noticeably stiff to the wearer, which is a result of the absence of a sufficient heating generator for the hydraulic fluid which loses its 'pump-ability' After falling to and below -14.5 degrees Celsius, the hydraulic fluid is at freezing point at this temperature and will lock the Armour's joints in place. This happens famously on planets like Hoth or in deep space far away from stars or other sources of heat.
  • Stun Shots: The 'Stun' setting on Blasters inadvertently tricks the armour to 'think' it is under massive load and forces the liquid crystal 'gel' layer to inhibit movement as a safety precaution. Briefly albeit massively inhibiting the wearer's speed and agility.
  • Hydraulic Pumps: The Mark. I Illyia-Class Powered Combat Exoskeleton relies on hydraulic pumps for joint rotation and mobility. The Pump's hoses are normally concealed by armour but around the limbs they're easily damaged by hits that penetrate the armour's plates. If the hoses are also penetrated they'll leak hydraulic fluid, steadily robbing the armour of mobility depending on the volume of hydraulic fluid leaving the system.
 
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“And lo’ that as night falls, the cold winds of death rise. With them comes Illyria; the wretched goddess of Death who claims all in her icy grip.”
-Eldorai Poem
OUT OF CHARACTER INFORMATION
  • Intent: Putting a ubiquitous symbol of First Order military technology under Thalera's Command.
  • Image Source: Source
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Resurgent-Class Battlecruiser
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
Classification: Unique Fast Battlecruiser
Length: 2,915.81 Meters.
Width: 1,113.4 Meters.
Height: 701 Meters.
Armament: Low (Average, Capacitor Overchargers engaged)
  • 375x Dual-Mount Heavy Turbolaser Turret(s)
  • 375x Dual-Mount Heavy Ion Cannon Turret(s)
  • 60x Dual-Mount Point-Defence Turret(s)
  • 16x Quad-Mount Point-Defence Missile Turret(s)
  • 10x Tractor Beam Projector(s)
Defenses: Low
Hangar: None (0 Fighter Craft)
Maneuverability Rating: Extreme
Speed Rating: Extreme
Hyperdrive Class:
  • Average (2.0)
  • Back-up (15.0)
SPECIAL FEATURES
Minimum Crew: 5000
Optimum Crew: 74,0000 (19,000 Officers, 55,000 Enlisted).
Passengers:
Cargo Capacity: 320,000 metric tons
Consumables: 4 Years (Fully staffed).

Strengths:
  • Blistering Speed & Agility: The FIV Illyria has greatly reduced weight; sacrificing armour thickness combined with an upgraded reactor to give the vessel massively increased speed and agility, in a straight line the Illyria can move just as fast if not faster than a TIE fighter like most Resurgents but maneuvers with the grace of an ice-skater for a ship its' size, permitting it to run down vessels less than half its' gargantuan size.
  • Gravity Well Projector(s): The Illyria has four concealed gravity well projectors within its hull, fooling observers into believing it is a regular Resurgent-class battle cruiser while having interdictor capabilities. Making it a terrifying encounter for criminals or smaller warships. It's capable of pulling vessels of smaller or similar size straight out of Hyperspace.
  • Capacitor Overchargers: Each turbolaser aboard the FIV Illyria is equipped with Thorilide capacitor overchargers which temporarily give a massive increase to the weapons' destructive power. Although, it is worth noting this quickly leads the turbolaser coils to burn out and the Thorilide shock absorbers to break rendering the weapons useless, forcing its use to be sparing, saved usually for a confrontation with extreme threats such as heavily armed Star Destroyers or other Battlecruisers.
  • Anti-Missile Electronic Warfare Suite: Though its' armour envelope is reduced this doesn't strictly mean that the Illyria is completely vulnerable. The Illyria's Anti-Missile Electronic Warfare suite can remotely deactivate warheads and interrupt guidance systems. Making guided munitions difficult to effectively use, although the system can be disabled by destroying the Illyria's Sensor & Targeting array, as it relies upon the array for threat identification and tracking.
  • De-Ionizer Circuit Breakers: The Illyria incorporates heavy-duty circuit breakers into its design as a counter-measure against attack with Ion Weapons. These circuit breakers located in circuit boards throughout the ship prevent the effects of Ion Weapons or EMPs from impacting the Illyria for more than a fraction of a second before the De-Ionizers are triggered and restore power.
Weaknesses:
  • Armour Envelope: The Illyria's armour envelope is noticeably reduced when compared to the other Resurgent-Class Battlecruisers in service with the First Imperial Navy, while this confers on it massively enhanced agility and speed. It's' vital systems are also more prone to damage without shield protection. It cannot withstand the punishment dealt out by other Battlecruisers and even some Star Destroyers without taking severe damage.
  • Gravity Well Projector(s): Located just amidships beneath the hull is a pod of four gravity well projectors. That in addition to being volatile when damaged are quite large. It's Important the Illyria try to prevent hostiles from targeting its' ventral or dorsal surface from a perpendicular angle here as attacks could penetrate the hull and destroy the Gravity Well Projectors, causing catastrophic damage.
  • Ion Cannon Targeting: Ion Cannon targeting is provided by a gunnery observation station the port-side of the Illyria to the fore. If this observation station is destroyed it throws the Gunner's targeting computers haywire and prevents them from firing upon long-range targets, typically forcing them to rely on old-school marksmanship techniques and limiting their range to close and relatively slow moving targets.
  • No Fighter Screen: The ship is built as a lightly armored, fast interdiction-capable Battlecruiser. It doesn't have a single fighter among its hangers. Pilots aboard the vessel instead operate its' U-Wing dropship complement to support expeditionary forces. This makes some of the Illyria's vital systems vulnerable to concentrated Fighter-Bomber attack.
  • Sensor & Targeting Array: The long-range sensor and targeting array is vulnerable and exposed on the right-side of the bridge's superstructure. Destroying this reduces the Illyria's long range sensors blind and reduces all accurate weapons fire to short-range with the notable exception of the Turbolaser batteries.
  • Reactor Bulge: On the Ventral surface of the Illyria, one can clearly makeout the Hypermatter Annihilation reactor's armour belt, even though armour here is some of the thickest on the Illyria, that still doesn't confer comprehensive protection. Damage to the reactor's control centre will trigger an emergency shut down, without a redundant reactor, this means the vessel loses all power and containment vessel breach will cause a catastrophic explosion, crippling the Illyria.
Description:
The Illyria is a Resurgent-Class Battlecruiser under the command of Val'hala's Governor Thalera Isianthar, the ship was named after the Eldorai goddess of calamity, destruction and death whom the Governor herself is rumoured to have an unhealthy admiration. The Illyria is unique amongst Battlecruiser-Class vessels and a departure from typical First Imperial methodology regarding the vessels, instead of being heavily armed and armoured the Illyria is comparatively lightly armed and armoured amongst its peers and instead opted for increased reactor output and manoeuvrability. With sub-space speed not unlike a TIE fighter and agility more reminiscent of a cruiser, the Illyria makes for a fantastic weapon in a fleet action where it can support more heavily armed battlecruisers through assaulting vulnerable Star Destroyers, cruisers and warding off flanking attacks by smaller vessels. In addition to its role here, the Illyria also functions as an Interdictor with carefully concealed gravity wells beneath its Titanium Hull. Sacrifices had to be made to accommodate them however, the Illyria has no fighters on board instead the vessel is equipped exclusively with the U-Wing Dropship/Gunship which it can use for expeditionary support and long-range reconnaissance but little else. The Illyria's speed and agility allows its commander to dictate the range and direction of an engagement over other Battlecruisers and most Star Destroyers, its' weakness thanks to the fighter complement or lack thereof is sustained long-range fighter-bomber attack from which the Illyria has no effective response except to either destroy the carrier or airbase launching the pests.

Interior construction with the exception of the hanger design is largely identical to a typical Resurgent although with the addition of a barracks close to the Bridge and secondary Command Information Center deep within the ship. Both barracks house elements of the 26th United Isianthar Infantry Regiment which permits the troopers to deploy a close personal protection detail for the Governor whenever necessary. In addition, the barracks housing the Eldorai troopers have their atmospheres tailored to mimic that as found on Kaeshana prior to the Cataclysm. While the Illyria is a warship it is also the size of a city and has the facilities of one including multiple gymnasiums for off-duty crew members, several mess halls that cater for different rank brackets and one that caters for the vessel's modest Eldorai complement. The Illyria even features common rooms with creature comforts such as terminals, comfortable leather couches and hologames. The fore of the ship just aft of the bow contains the Stormtroopers' barracks there is an extensive detention block located above and just aft of the Gravity Well projectors and just fore of the Battlecruiser's first 'step'. The Illyria has a ventral hanger bay which contains hangers 1-8 and there are several more hangers located in the lateral 'trenches' on both the port and starboard sides, all hangers have a large Ultrachrome shutter door to prevent breaches and catastrophic damage where containment shield failure has occured or is at high risk of occurring such as Broadside attacks with Ion Cannons. The Illyria's 'main' hanger is located close to the bow and is used to mount massive assaults.

In terms of armament while the Illyria is under-gunned when compared to its contemporaries of the Resurgent-class and analogous battlecruiser classes it is by no means helpless and boasts 750 individual turbolasers and 750 individual ion cannons. In addition to a healthy array of point-defence weaponry to eviscerate small groups of fighters or bombers who think too highly of their own skills and craft resilience, The Illyria is designed to pursue and engage less manoeuvrable and slower Star Destroyers and Heavy Cruisers. The Illyria's speed and agility permit its' commander to dictate at what range and speed an engagement will take place at which can be incredibly useful when pitted against the likes of Guided Munitions or when trying to avoid long-range turbolaser fire. The downside of the Illyria's design is it suffers from markedly reduced durability due to a reduced armour thickness in the hull. Heavily armed Star Destroyers and Battlecruisers pose a massive threat particularly at close-range knife fights where serious damage can be inflicted upon the Illyria before she can slip away. To help alleviate this issue the Illyria's turbolaser batteries are equipped with capacitor overchargers which temporarily increase power output at the cost of putting the turbolaser coils and thorilide shock absorbers under intense load with sustained use causing them to fail. Use of the capacitor overchargers is typically only used when the Illyria is confronted with another Battlecruiser or a particularly threatening Star Destroyer.
 
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Tirathana; A wonder in modern terraforming technology

OUT OF CHARACTER INFORMATION
Intent: Creating a brand-new city on Kaeshana's surface being constructed by the First Order as part of their reconstruction efforts there.
Image Credit: Source
Canon: N/A
Links: Kaeshana, Eldorai

SETTING INFORMATION
City Name: Tirathana
Classification: Metropolis
Location: Kaeshana Southern Hemisphere, 10 Kilometres North-East of Fenrik Military Garrison.
Affiliation: First Order
Demographics: 2,989,230
Wealth: Medium
  • Tens of Thousand of Eldorai have taken up employment with the state, particularly in the First Imperial Medical Service and First Order Corps of Imperial Engineers, these Eldorai then invest and spend their credits within Tirathana ensuring the economy grows steadily albeit slowly.
  • Tirathana's economy is largely driven by investment in infrastructure and construction of residential and commercial premises. Several Eldorai have found employment in these areas as a source of income, neglecting to use droid labour in an attempt to help stabilise the planet's economy and give it a firm grounding.
Stability: Medium
  • Civil order and security is maintained by the First Imperial Military and Auxillary who maintain a crushing grip on law enforcement in response to the planet's chaotic history after the Cataclysm, violent crime isn't rare although not is it entirely commonplace, generally the closer to the Government Sector one is the less violent crime one can expect to encounter as military and gendarmerie presence becomes more intense.
  • Safety of Non-Eldorai Imperial citizens is a prominent concern in Tirathana, where Eldorai Xenophobia and Misandry often finds Humans and particularly Human men targeted and attacked in the streets by disgruntled Eldorai women. The perpetrators of these crimes are usually former members of the Ashiran Priesthood, Eldorai Court and Civil Administration who are resentful of First Imperial and Human Influence on Kaeshana, typically seeing it as a threat to their own power.
  • Martial Law is extremely easy to enforce should the need arise with the nearby Military base of Fenrik holding a garrison of First Imperial Stormtroopers, Starfighter Corps and Navy Personnel. Tirathana itself is home to quite a large spaceport which is divided into a Civilian and Military section, the latter of which is often home to Cruisers and Star Destroyers which help safeguard and protect the First Order's interstellar borders.
POINTS OF INTEREST
[What areas within the city are significant? You can link structures you've made, or create them on the spot here and provide location entries for them later if necessary.]

HISTORICAL INFORMATION
[Please include at least one paragraph on the city's history. Detail how it came to be created and why. Talk about the people involved in this city's history and expansion; and what role it played and still plays. For historical cities, if you so desire, you can include historical events such as the Gulag Plague, the 400 years of darkness, and the Netherworld event where appropriate.]
 

Progflaw99

Well-Known Member
Name: Decima Cold Weather Training Facility

Image Source: (Source)

Classification: Army Base, Cold Weather Training Facility & Research Center

Location: Hoth. 40 km south of the northern pole. Mountain Terrain. 5000m AGL

Affiliation: First Order

Population: Total Population - 12000 Troops
Training Capacity: 4000-5000 - This is the billeting space designated for students.
Staff on Station: 4000 - This is the number of permanent staff assigned to duty at this facility.
Collateral: 1000 - Family and Dependents of Station Personnel
Starfighter Augment:

(24) 2 Squadrons of TIE/In Interceptors
(24) 2 Squadrons of TIE/LN Starfighters
(16) 2 Squadron of TIE Shuttles

Amenities:

Billeting facilities to support 12000+ training personnel

Chowhall to support permanent and training personnel

Hospital, Branch Clinic

Fire Department/EMS ambulances

Classrooms and base theater

Stables and Pack Animals (Tauntauns)

Specialized technical mountaineering and ski equipment

Modern Range Operations Center

Multiple small arms ranges

Multiple rock climbing training areas

Multiple stream crossing sites

Ski Lift

Avalanche training site

Combat Operations Center

Post Exchange, Morale Center, Fitness Center and Rock Training/Climbing wall

Family Housing for Permanent personnel (Located beneath the facility.)

Training Courses Offered:

Mountain / Cold Weather Pre-Environmental Training

Mountain / Winter Operations Staff Planning Course

Tactical Rope Suspension Techniques (TRST) Course

Mountain / Cold Weather Scout Sniper Course

Assault Climber Course

Scout Skier Course

Mountain / Cold Weather Survival Course

Mountain / Cold Weather Medicine Course

OSV (Over the Snow Vehicle) / rough terrain driver training

Animal Packing Course

Mountain Warfare Instructor Qualification Courses

Special Operation Forces (SOF) Horsemanship Course

Many courses require successful completion of the Mountain Endurance Test on Training Day 1 which consists of a 5-mile ruck run with 50 lb pack in 75 min or less wearing the standard cold weather camouflage uniform and boots followed immediately by at least 10 pull ups and then directly into a 30-foot rope climb.

Defenses:

Upper Facility (Main)
Bp.X Turret Hubs: 10 x around upper facility. (Canon tech, constructed in a height tiered platform to allow crossing fields of fire, reducing any dead zones encountered by close proximity of turrets.)
Bp.2 Anti-infantry Turrets - 8
Bp.4 Anti-vehicle Turrets - 4
Bp.5 Anti-aircraft Turrets -4

XX-10 Turbolaser Towers: 10 x forming an ellipse around the main facility at the peak of the mountain.

Theater Shield: Protects from Orbital Bombardment only.

Lower Facility (Base Camp Zero)
Bp.X Turret Hubs: 4 x One on each corner of facility.
AT-ST x 15
AT-AT x 2
Stormtrooper Garrison (400) x 1

Points of Interest:

Flight Deck: The Flight deck has been constructed as both a staging area for deployment and embarkation as well as research and development testing. For example, troops designated to deploy to the various training regions will stage here prior to boarding and embarkation on TIE Shuttles. The flight deck extends out of the facility but there is also an interior hangar before reaching the exposed flight deck. An internal heating apparatus is used to prevent ice buildup but sometimes requires manual tending in which case troopers will manually remove ice buildup.

Vehicle and Starship Repair/ Maintenance Hangar: Located on the interior of the facility a large hangar with massive elevators and floor-space takes up a large portion of the structure. These elevators lead down to the research facility deep inside the mountain as well as up to the flight deck and is primarily how starships are transported up to the deck and back to the hangar. Leading from this typical hangar area are large blast doors which allow access to an outer ledge platform where the giant ski-lift to the base of the mountains is operated, the large machinery allowing 4 massive cabled lines to propel the lifts. These are large enough to transport 75-100 fully armed troopers at a time if filled to capacity. In addition to troopers, this is also another way to transport training equipment and essential supplies to varying training sites.

Ski Lift: The Ski Lift begins at the base of the giant mountains where there is a small bivouac area. This is one way to traverse the dangerous slopes leading up to the main bulk of the base. This is not however a one stop shop, there are three smaller stations on the way up to the top. These act as ski training drop off points as well as small defense garrisons for protection against any ground assault or attempt at using the Ski Lift in the event of an attack of the facility. Listed in height below are the 5 total destinations connected by the Ski Lift.

1. Cold Weather Training Facility - 5000 m AGL
- 500m
2. Underground Research Facility - 4500m AGL
-1000m
3. Bivouac One, Rock Climbing/Mountain Survival Level - 3500m AGL
-2000m
4. Bivouac Two, Winter Survival/ Avalanche Survival Level - 1500m AGL
-1500m
5. Base Camp Zero (Base Level, Winter Survival & Majority of training conducted at this level)

Research Facility: This research facility's primary function is creating troop enhancing gear for inclement conditions. As such the labs are primarily smaller only boasting two medium size additions but no room for larger development. In addition, this base is not equipped with anything more than a miniature production facility so anything produced here will have to be put in full production elsewhere.

Bivouac Sites: Along the long traverse of the ski lift are two key bivouac sites, One and Two. At each of these sites, a full platoon of stormtroopers is garrisoned as 1. Security against any sort of attack on the facility attempted by means of the ski lift. In addition at each small checkpoint facility are housed rotating crews of training staff to assist in the particular training performed at each level.

Base Camp Zero: Base Camp Zero is the small facility at the base of the mountain where the majority of the training takes place as well as the the 'gateway' to the facility. Unless the weather permits for shuttle transport at the high altitude and windy skies at the actual facility, this is the only other sane way to reach the facility. As such, it has its own defense perimeter and high wall. These walls are always manned. Atop the wall there are several EWEB emplacements as well as two larger anti-vehicle turrets just outside the gate, operated from the control tower. At this location there is also a small storage facility, utilized for equipment and supply storage. This is the typical method of delivering supplies to and from the base at the peak of the mountain.

Description: The Decima Cold Weather Training & Research Facility was created in a remote location near the northern pole of Hoth. Build atop and deep inside of a mountain the main bulk of the operational base is buried deep in the mountain beneath the large structure on top. Featuring over 50 levels below the main structure, this facility is a dual purpose base. The uppermost section is devoted to training and development testing and consists of classrooms, supply caches, a hangar, flight deck, and administrative offices. Below this lies billeting for both troops attending training courses and permanent staff, though married staff who may want their spouses and/or children on site with them are able to relocate them to the "Family" billeting even further below soldier billeting.

The base was constructed in a very vertical fashion, various functions being spread out across several sites connected to the main facility by way of 4 large ski-lifts. The base serves as a cold/extreme weather training facility for troops about to deploy to less than hospitable arctic worlds. Training at this facility focus around enduring and thriving in less than hospitable and sub-zero temperatures. Topics covered range from Survival and First Aid to Deployment and Strategy when faced with cold weather climates.

In addition to the training in both cold weather warfare and assault climber's course, there are research labs located on the lowest levels of the peak facility. These labs are primarily used for researching new troop enhancing technology such as advanced polymers and technology to enhance the survivability and provide performance enhancing technology research to the First Order.

Aside from the primary facility located at the peak, the main staging area is located at the base of the mountain at "Base Camp One". This operates less as a base and more of a garrison, billeting 400 troops at max capacity. There is a small mech facility housing the 15 AT-ST's and 2 AT-AT's. In addition to this, there are numerous warehouses used to both hold troops as extra/training billeting as well as storage for training equipment and supplies.

History: Established shortly after the resistance was forcefully rooted out of the caves and stomped out. It was created after the need for a remote research facility and Cold Weather Training Facility was addressed. Hoth was the perfect place for such a base, remote enough to be mostly overlooked and cold enough to provide a significant planet to place a cold weather training facility.

Intent: To create a Cold Weather Training Facility and Research Facility on the planet Hoth under the First Order's control.

Links: N/A
 
OUT OF CHARACTER INFORMATION
Intent: To replace the partially ruined Outpost Veers, with a fully fledged Imperial Firebase and Garrison.
Image Credit: Linked below Pictures.
Canon: Yes; Echo Base - Ruins (Renamed to Outpost Veers.)
Link(s): Outpost Veers, Some Like It Hoth.

SETTING INFORMATION
Military Base Name: Firebase Veers.
Classification: Generic Military Fortress, Army Base, Airfield and Starfighter Hangar.
Location: Hoth, Clabburn Range - Terraformed, and Industrialized.
Affiliation: The First Order, First Imperial Military - Central Command.
Population: [5,050] Enlisted, Commissioned and Non-Commissioned Officers.
  • [300] - Command Personnel. (Including Base Commander.)
  • [500] - Support/Services Personnel.
  • [200] - Technical Personnel.
  • [200] - Science (Various Branches.) Personnel.
  • [100] - Medical Personnel (Combat and Noncombat.)
  • [100] - Weapon’s Technicians.
  • [100] - Starfighter and Aerojet Technicians.
  • [200] - Ground Crew Technicians.
  • [50] - Aerospace Traffic Controllers.
  • [50] - Sensor Technicians.
  • [50] - First Order Security Bureau Officers. (Operations, Internal and External Affairs Divisions.)
  • [200] - First Order Security Bureau Stormtroopers. (Enforcement Division.)
  • [500] - First Order Imperial Stormtroopers. (Cold Weather Variant.) [Roughly Two Company’s - Imperial Standard.]
  • [2,000] - First Imperial Army Regulars. (Cold Weather Variant.) [Roughly Two Battalion’s - Imperial Standard.]
  • [500] - Vehicle Crew and Aerojet / Starfighter Pilots.
Accessibility: Restricted Entry [Military Access Only.] - Due to the natural terrain of the Clabburn Range, the newly constructed Firebase Veers is isolated from the sparse population of native inhabitants and the roving packs of local fauna. However, the towering precipice would be seen for miles, thus ensuring that while the influence of the First Order is not always felt, it can be seen for miles around. Thanks in part to the terraforming efforts of the Corps of Imperial Engineers, and the rugged terrain itself, Firebase Veers runs a tightly controlled logistical aerospace - where any unauthorized or unregistered craft would be tracked and targeted by the base’s defensive weaponry. Allowing for time for the garrison to mobilize and repel whatever threat may oppose the might of the First Order, and their hold on the frozen world of Hoth.


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Image created by Zmej Ren for Use by the First Order.

Description: In the aftermath of the Galactic Alliance’s failed attempt to wrest the Atravis Sector from Imperial hands, Central Command had swiftly devised and authorized several expansions to their defensive network dotting the frozen surface of the planet Hoth. The first, and most prominent was that of Outpost Veers - partially destroyed and buried underneath an avalanche. Though the location had a storied past when it was once named Echo Base and defiantly flew the sigil of Rebellion from its signaling masts, when the Imperials had first taken over - all they were able to do was restore the ruins of this ancient base to its former glory. While some Commander’s had believed that such a move was spitting in the face of those fallen martyrs who brought down the Empire of old, it did nothing more than galvanizing their descendants to ruin what they had once spiritually wrought. Having noted their predecessors failure, and learned from the formerly secret base’s inherent design flaws, those that had been bequeathed oversight and command of the newly christened Firebase Veer, began their preparations with all the precision and grace expected from those that hailed from Imperial lineage. What had been erected from the newly terraformed Clabburn Ridge was a testament to their creator’s martial ingenuity and craft.

With the explosions in the cavernous tunnels beneath the site of the former Outpost having been atomized by carefully lain charges, much of the glacier had become unstable and unfit for the foundations which would support this mighty fortress. Scant hours after the Alliance had been driven from the world, and their buried army of mechanical monsters had been annihilated by the combined might of an orbiting Star Destroyer and the Planetary Ion Cannon, much of the mountainside was gutted - until nothing but molten rock remained. Once the slag had hardened and the entire ridge was nothing more than a smouldering crater, the meticulous preparations would begin. Though many of the parts that would eventually comprise the whole were designed to be modular, the entire substructure was built with perpetuity in mind. The cavernous tunnels that had once contained the many evacuation tubes, and outpost capillaries, had been swept aside and replaced by the lightning tram system that connected almost every Imperial facility on the entire planet. Crenelated support beams, with thick slabs of reinforced duracrete, formed much of the branching tunnels - with various seismic and ground penetrating sensors stationed along the entirety of the tracks to warn the Imperials, not only of any tectonic shifts in the planet’s surprisingly volcanic core. But to alert them of any unauthorized arrivals via unsanctioned mining equipment as well.

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As more and more slabs of reinforced duracrete had brought the newly created foundations of Firebase Veers in line with the planet’s frigid surface, naturally porous with interconnecting corridors and habitat modules, the true symbol of the First Order’s military might began to take form amidst the once ice-capped veranda. Where once centuries worth of compacted snow and rock had laid to rest, now there stood massive curtain walls the colour of dark iron hemmed with vibrant crimson. Forming the large perimeter of the Imperial Firebase, were several overlapping layers of defence that had sought to counteract their failures during the Alliance’s rebuffed Invasion, and build upon the improvisational ideas brought forth by one of their Stormtrooper Sergeants. The first was that of a massive perimeter death fence, set to the maximum lethality setting, along with dozens of sonar sensors/emitters that would act as a deterrence to the local fauna whenever the boundary alarms are tripped. In the advent of a hostile invasion, this external method of defence would do little to halt their advance as they proceeded towards the facility. However, while it wouldn’t do more than annoying large parties of aggressors, it would react accordingly to small bands of infiltrators or wasteland raiders. By its design, the fence would vaporize them as soon as they connected with the Death Fence, or leaving them in agony if they remained near one of the sonar sensor/emitters for a lengthy period.

Past the fence lay nearly three kilometres of IFF-capable mines, buried and concealed within the snow, that would react accordingly when the Firebase’s military-grade sensors would register a hostile threat. As the First Order uses several biometric algorithms, alongside a dozen fail-safes, it would be easy for these concealed explosive devices to determine the identities of their comrades in arms, and that of their foes. They would only detonate when their registered friendlies were out of harm’s way - so that even though these devices would’ve been considered indiscriminate in the past, they only harm those who have taken up arms against the combat doctrines of the Order. While it would be illogical to sow the snowy dunes with a singular variant of landmines, Central Command and the Imperial Corps of Engineers had seen fit to weave an intricate latticework of anti-personnel and anti-vehicular mines to combat a multitude of threats from the surface. This would give the Militant arm of the First Order the ability to soften up their foes, as they slowly, and carefully navigated the treacherous terrain - leaving nothing but billowing curtains of smoke and ash as their foes were unceremoniously tossed atop the crucible of war.

Thereafter, lay the first bulwark against the instability and lawlessness of the Outer Rim; The Imperial Curtain Wall. Utilizing the improvisational idea brought forth by Sergeant Pierce during the Alliance Invasion of the Atravis Sector, the Imperial Corps of Engineers had reworked his plan of using the ancient AT-AT’s like a shield against the enemy’s relentless advance into a permanent fixture, bristling with defensive weapons and the revolutionary ‘above ground’ trenches. It was there that one would often find Platoons of First Imperial Soldiers patrolling the perimeter with arms in hand, and their heads a swivel in their ceaseless vigil. They manned the uprooted trenches and their protected firing slits in their Cold Weather variant armour, be they Imperial Army Regulars or the honoured Stormtroopers themselves, keeping a wary eye on the horizon and the stars after that, for the Alliance’s inevitable return. It was also here that one would find a majority of the Military Base’s Laser Cannon and Anti-Air emplacements, along with various Command Bunker’s stationed throughout the entirety of the Bastion's borders. The Order had learned from the brutality of their enemy and had set to work making a fixed countermeasure that would see such environmental tactics negated by the ingenuity of the Imperial culture and military doctrine.

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Following behind the massive barricade against the lawless world lay an interconnected network of arterial transitways and mag-rails. These adopted technical marvels allowed not only the denizens of this sprawling military complex to redeploy to other sectors with all the alacrity their technology and physical prowess could muster, but offer refuge from the harsh elements whenever orbital telemetry detects a rise in conflicting wind currents. A shift in conditions that would result in a terrestrial snowstorm that would rapidly freeze anything not adequately protected from the elements. No-one ever wishes to be caught out in one of Hoth’s storied Snowstorms, as even the warmth provided by the Cold-Weather gear could only protect them for so long against the icy talons of death. Hardwired to the Firebase’s primary and secondary reactors, the internal heating systems run consistently to ensure that the harsh external conditions are driven back from the various structures of the military base and provide a modicum of comfort to those within the thick duracrete walls.

The central compound of Firebase Veers was affixed atop the central sub-levels and underground transit system, acting as the de-facto nerve centre for the entire Military Base’s operation and attributing to the entire planet’s collective defensive network. Consisting of a total number of Ten structural levels, including the submerged Sub-levels that connect with the underground mag-rail, the Firebase was designed with permanent residency in mind. Acting as the foundations, the first Sub-Level contains much of the Firebase’s sensitive and crucial equipment for the massive installations power requirements such as the primary and secondary reactors, and various relay stations. Far above the first Sub-Level lies the armoured transit system, which connects Firebase Veers with the rest of the Imperial facilities on the newly ordained Fortress World of Hoth. While an interconnective weave of turbo-lifts, ranging in size from simple tubes to large cargo and vehicle lifts, connect the second level to the third - the Third Sub-Level operates as an underground storage and training facility, which in turn is attached to the surface levels by yet another selection of support beams and turbo-lifts.

Forming the seven levels that stand erect above the terraformed surface of Hoth, the Imperial Firebase houses a multitude of habitat blocks for those that were assigned to this death world, and various means to keep them entertained and happy. Despite the dreary visage of snow-capped wasteland that stretched out for as far as the eye could see. In addition to the recreational facilities, the Imperial Corps of Engineers had added the standard modules seen in the modular garrisons dotting various worlds within the First Order’s sphere of influence. The first and foremost of these modular levels was that of the vehicle intake hangar, where a majority of the installations technicians would be housed - as well as the myriad of Imperial armoured vehicle units. With the vehicle garage below them, the second level was given a two-fold purpose and acted as both housing for the Firebase’s vehicle technicians, but as the secondary tactical command centre - since the foremost section of this level gave the Base’s Commanders and unparalleled view over the conventional battlefield(s). It was here that a majority of the Base’s sensor and communication technicians would operate their stations, around the solar clock and in several duty shifts - so that those within remained at peak efficacy and content with their assigned roles.


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Situated above the second modular level were the primary recreation and barracks levels for the Military Base’s enlisted personnel. There, one would find hundreds of multi-level quarters that offer the Soldiers and Stormtroopers posted to Firebase Veers a place to sleep, maintain and store their arms and armour. In standard Imperial tradition, every bunk room was equipped with the bare necessities for a Trooper to groom themselves and preserve their peak, physical prowess with a quiet period of regulated sleep. Several armouries and minor training facilities were installed at various tactical points around the entirety of the level, ensuring that whenever the call to action had come, the First Imperial Military would always be within arms reach of their weapons and combat armour. The recreation level provides various state-approved methods for which the military personnel could unwind from the daily stress, which includes weight training rooms, hard-light simulation rooms, and various other means of relieving the day’s accrued tension, as well as a comprehensive medical bay to treat the installation's populace. As the capstone to the hab-blocks, and beneath the officer’s decks and starfighter hangar, lay the detention blocks - housing defectors, traitors, and prisoners of war - along with vast portions of the FOSB personnel.

Where the pinnacle of Clabburn Ridge was once located, was now altered and exchanged for the military base’s primary Hangar Bay, where the entirety of Firebase Veers’ Starfighter and Aerojet detachments are housed. Following in suit with the standard hangar bay’s found throughout the Order’s sphere of influence, the deployment racks of starfighters were built in an escalating pattern towards the ceiling of the cavernous chamber, and centralized turbo-lifts dotted the obsidian flight decks where they would retract and descend into the very depths of the facility. An act known to happen several times within a week for resupply runs with the various goods needed to keep the base operating. The flight deck is often populated by roving patrols of Soldiers and Stormtroopers, along with ground staff and various pilots milling about as they wait for scrambling orders. Above the hangar and the various flight control stations, lay the officers quarters and the myriad of flight chutes that would allow the TIE pilots a swift ingress into the hangar below - without crowding the various turbo-lift tubes. As well, it was here that the Military Base’s tractor and pressor beams were housed so that incoming TIE Fighters were able to be retrieved, and or manipulated by the Base’s flight control centres.

As the zenith of Firebase Veers, the seventh level houses the most crucial and sensitive electronics and command rooms, such as the primary tactical command centre and an array of sensor and communication towers. Within the apogee of the facility, the Base’s Commander resided and oversaw the day to day operations of the installations. Provided with an unprecedented view of the wastelands before the installation, the Command Staff can actively coordinate with the myriad aspects of the base’s defense - and ultimately repulse whatever dregs could muster the courage to stand against the might of the First Order.

POINT(S) OF INTEREST
  • Level Seven - Command and Control Centre.
  • Level Six - Officer’s Quarters and Pilot’s Ready Room.
  • Level Five - Starfighter and Aerojet Hangar Bay.
  • Level Four - Detention Blocks and FOSB Quarters.
  • Level Three - Recreation, Barracks, Medical Bay, and Armouries.
  • Level Two - Secondary Tactical Command Centre and Technician Hab-Blocks.
  • Level One - Vehicle Deployment Hangar.
  • Sub-Level One - Underground Cargo Storage and Modular Training Facility.
  • Sub-Level Two - Underground Transit System.
  • Sub-Level Three - Primary and Secondary Reactors.
DEFENSES
  • [1] - V-150 “Planet Defender” series Heavy Ion Cannon Emplacement [Refurbished and Overhauled to Modern Standards.]
  • [1] SLD-26 Planetary Shield Generator [Refurbished, Modified, Localized.] With Exterior Generator (Concealed.)
  • [10] - Quad Heavy Turbolaser Towers. [Turret(s); Fire-Linked and Fast-Track Mountings.]
  • [10] - Dual Ion Cannon Towers. [Turret(s); Fire-Linked and Fast-Track Mountings.]
  • [2] - Tractor Beam Emitters.
  • [2] - Pressor Beam Projectors.
  • [1] - Perimeter Death Fence. [Maximum Lethality Setting.]
  • [40] - Antipersonnel and Antivehicle Heavy Laser Turret Emplacements.
  • Perimeter Anti-Vehicle and Anti-Infantry Minefield. (Concealed / Buried.)
  • Perimeter Monofilament Razor Wire.
  • Perimeter and Exterior 'Above-Ground' Combat Trenches (Duracrete Slab Reinforcement and Internal Firing Ports.)
HISTORICAL INFORMATION
[Please include at least one paragraph on the base's history. 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 such as the Gulag Plague, the 400 years of darkness, and the Netherworld event where appropriate.]
 

Klesta

The King of Ergonomic Assessments
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: First Order Corps of Imperial Engineers (First Order)
  • Model: Interdictor-X-class interdictor carrier
  • Affiliation: First Order
  • Production: Semi-unique (1 per writer)
  • Material: Durasteel hull
TECHNICAL SPECIFICATIONS
  • Classification: Elite Carrier
  • Length: 1600m
  • Width: 900m
  • Height: 400m
  • Armament: Average (690/0/200)
  • 3 Mk91 Particle Lance Phased Array Pulse Turbolasers (1 forward, 2 aft; 150 turbolaser equivalents)
  • 34 Retaliator turbolasers (10 port, 10 starboard, 6 top, 8 aft; 272 turbolaser equivalents)
  • 25 Despoiler turbolasers (8 port, 8 starboard, 4 top, 5 aft; 200 turbolaser equivalents)
  • 68 ion cannons (18 ventral, 10 dorsal, 15 port, 15 starboard, 10 aft)
    200 Quad lasers (20 ventral, 50 port, 50 starboard, 20 top, 30 forward and 30 aft)
  • Defenses: High
  • Hangar: 10 Squadrons
  • Maneuverability Rating: Low
  • Speed Rating: Low
  • Hyperdrive Class: 1
SPECIAL FEATURES

[*]Sensors:

[*]Non-combative attachments:
  • Sickbay, medical droids

Strengths:
  • Gravity field generators
  • Great point-defense
  • Extensive sensor suite
  • Highly resistant to ion attacks
Weaknesses:
  • Awkward long-range firing arcs
  • Slow, ponderous
  • Exposed gravity field generators
  • Exposed dorsal hangar
  • Exposed command tower
Description: With the Immobilizer 419 schematics having fallen under the First Order's hands around the time of the Serenno campaign, the First Order Corps of Engineers also realized that there was a gap in the carrier roster of the First Order: the carriers available were on either end of the size scale. The solution adopted by the FOCIE to counter the Immobilizer 419 was to design an interdictor carrier of their own based on the Imperator-X, it is also intended to serve in an AWACS role thanks to its sensor array comprising tachyon-based sensors and gravimetric sensors. Also, above the superstructure, there is a dorsal hangar capable of housing 8 squadrons of fighters, on top of which the dorsal batteries are located, with the command tower above the dorsal hangar. An auxiliary ventral hangar also comprises 2 additional squadrons, for a total of 10 squadrons. Also crew savings have been made to allow the ship to still carry a division of stormtroopers, albeit with much reduced equipment because of the reduced cargo hold size compared to standard Star Destroyers.

With three Mk91 pulse turbolasers, it is understandable that, due to the presence of the gravity field projectors, two of the three Mk91 pulse turbolasers are aft-mounted and can only fire at targets on the aft port and starboard quarters respectively, thereby creating a long-range blind spot centered on the gravity field projectors, which can be fired at by flanking enemies with long-range weapons, under limited interference. Alongside that problem, the dorsal hangar is just as exposed as the command tower above it.

Crew: 3,800 (skeleton)/13,000 (optimal)
Consumables: 2 years
Passengers: 9,700
Cargo capacity: 400,000 tons
 
SO-01 Special Operations Combat Helmet
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[SIZE=12pt]OOC Information[/SIZE]
  • [SIZE=12pt]Intent:[/SIZE][SIZE=12pt] A helmet for FOSB operatives to wear during missions to provide a tactical advantage.[/SIZE]
  • [SIZE=12pt]Image Source: [/SIZE][SIZE=12pt]http://www.mohzart.com/projects/Zkm[/SIZE]
  • [SIZE=12pt]Canon Link: [/SIZE][SIZE=12pt] N/A[/SIZE]
  • [SIZE=12pt]Restricted Missions:[/SIZE][SIZE=12pt] N/A[/SIZE]
  • [SIZE=12pt]Primary Source: [/SIZE][SIZE=12pt]N/A[/SIZE]

[SIZE=12pt]Production information[/SIZE]
  • [SIZE=12pt]Manufacturer:[/SIZE][SIZE=12pt] FOSB – Special Projects Division[/SIZE]
  • [SIZE=12pt]Model:[/SIZE][SIZE=12pt] SO-01 Special Operations Combat Helmet[/SIZE]
  • [SIZE=12pt]Affiliation:[/SIZE][SIZE=12pt] First Order, FOSB[/SIZE]
  • [SIZE=12pt] Modularity:[/SIZE][SIZE=12pt] Highly modular. Rails for detachable components, variable colours, range of sizes.[/SIZE]
  • [SIZE=12pt]Production[/SIZE][SIZE=12pt]: Minor[/SIZE]
  • [SIZE=12pt]Material: [/SIZE][SIZE=12pt]Durasteel-Duravlex plating, armourweave face-mask. Fire retardant padding, anti-ion armour-mesh. [/SIZE]
[SIZE=12pt]Technical Specifications[/SIZE]
  • [SIZE=12pt]Classification:[/SIZE][SIZE=12pt] Tactical/reconnaissance[/SIZE]
  • [SIZE=12pt]Weight: [/SIZE][SIZE=12pt]1.1 kg[/SIZE]
  • [SIZE=12pt]Resistances: [/SIZE]
[SIZE=12pt]Blaster Resistance: High. Due to the incorporation of Durasteel and Duravlex plating on the helmet’s exterior, it can take a direct hit from most blasters at a range exceeding 5m, without significant injury to the wearer.[/SIZE]

[SIZE=12pt]Kinetic Resistance: Average. The armour’s plating and shock padding with block most kinetic damage to the helmet. However, the neck’s armourweave plating with stop a knife, but does not protect against a significant blunt force.[/SIZE]

[SIZE=12pt]Lightsaber Resistance: Average. The armour’s Duravlex alloy will resist much of the lightsaber’s heat and significantly reduce the speed at which the armour can be cut. The result of this is that the helmet will reflect glancing blows from a lightsaber.[/SIZE]

[SIZE=12pt]Electronic Resistance: Very High. Sophisticated firewalls and anti-ion mesh technology makes the SO-01 highly resistant to electronic warfare, and ion weaponry.[/SIZE]

[SIZE=12pt]Special Features[/SIZE]

[SIZE=12pt]IFF Recognition: The SO-01 has a built-in HUD that will highlight members of the wearer’s squad for easy recognition, and tracking. This is achieved by scanning for a ‘Friend or Foe’ identifier code programmed into the armour of squad members. They IFF recognition system is also able to scan for enemy equipment that is in view, by looking for shapes such as a helmet, shoulder piece, or blaster.[/SIZE]

[SIZE=12pt]Binoculars/IRNV/Electromagnetic Imaging System: High power binoculars, Infra-Red Night Vision, and a Magnetic imaging attachment are available as modular components that can be attached to the helmet at will.[/SIZE]
[SIZE=12pt]Radar/Sonar System: Another modular attachment that can be mounted on one of the helmet’s rails. The system is enough to locate a 15kg mass within +/- 1m. Used in tandem with the thermal imaging system, it can be used to easily locate other life-forms in the area.[/SIZE]

[SIZE=12pt]Advanced Radio: Able to broadcast from ULF-VHF frequencies, the in-built radio system also comes with a localised communications jammer, to prevent enemy broadcasts in a small area.[/SIZE]
[SIZE=12pt]Integrated Flashlight: High power flashlights and blacklights can be attached and detached with ease.[/SIZE]

[SIZE=12pt]Rebreather: Worn as a backpack, the helmet can be fitted with oxygen scrubbers able to sustain the wearer for a number of hours.[/SIZE]

[SIZE=12pt]Strengths & Weaknesses:[/SIZE]

[SIZE=12pt][+] Blaster Resistance: Much like the FO-02 stormtrooper armour, the SO-01 helmet is fitted with a combination of Durasteel and Duravlex alloys, providing excellent resistance to most conventional blasters.[/SIZE]

[SIZE=12pt][+] Electronic/Ion Resistance: By integrating an anti-ion mesh, and a sophisticated firewall, the helmet is able to effectively defend against direct attacks from ion weaponry, and remote electronic attacks.[/SIZE]

[SIZE=12pt][-] Fragile Components: Many of the advanced systems of the helmet are modular pieces that are attached to its exterior. This makes them very vulnerable to damage.[/SIZE]

[SIZE=12pt][-] Sonic Weaponry: Due to a flaw in the design of SO-01’s display, a hit from a weapon such as a sonic display will permanently disable the helmet’s display, effectively blinding the wearer.[/SIZE]

[SIZE=12pt]Description[/SIZE]

[SIZE=12pt]The SO-01 Special Operations Combat Helmet was developed by the First Order Security Bureau to cater for the growing need for a tactical combat armour, for covert operations. Under the direction of Moff Calgor, the FOSB had begun to morph into a more active, offensive organisation. With the huge increase in high-risk missions, and the expense of the FO-X1 infiltration armour, a relatively inexpensive solution was required to provide the necessary equipment to agents on the field. This resulted in the creation of the SO-01. By combining the helmet with a standard set of armour, specialised equipment could be provided to operatives at a fraction of the cost of a full armour set. Perfect for the high risk missions the FOSB was undertaking.[/SIZE]
 

Progflaw99

Well-Known Member
OUT OF CHARACTER INFORMATION

[*]
Canon Link: N/A

[*]
Restricted Missions: N/A

[*]
Primary Source: N/A

PRODUCTION INFORMATION

  • Manufacturer: Zodan Osyk-Drul

  • Model: N/A

  • Affiliation: Zodan Osyk-Drul

  • Modularity: Limited, Jump Pack/External Attachments

  • Production: Unique

  • Material: Reinforced Duraplast Plating with Phrik fibreweave, Flex-Armour, Environmental/ Vacuum/ Compression - sealed Armourweave Bodyglove, Integrated Shock Padding, Mesh Underlay, Military-grade Electronics (Helmet and Body Armour.), EMI Reinforced Servos & Motors, Sonic Dissipator/Dampening Overlay, Advanced Bio-Restorative Underlay. Fuel Cell (Optional)
TECHNICAL SPECIFICATIONS

  • Classification: Multi-Purpose Combat Armor

  • Weight: ~22 kg

  • Resistances
- Blasters (And other plasma type weapons): High
- Kinetic: High
- Lightsabers: Very High
- EMP/Ion: Average

SPECIAL FEATURES
Strengths:

  • Shielding: Using two variations of personal shield, the suit provides excellent protection of the user. A scaled down and modified version of the Arkanian Energy Shield allows the user's cranium maximum protection. Removing the need for a cumbersome helmet that restricts motion or vision, the modified Arkanian Shield forms a shield layer micrometers from the user's skin, forming to each user's unique physiology and creating a sort of shroud to conceal the user's identity. Relocated to just behind the neck, the generator field protects the head from extreme temperatures and sonic weapons though if faced with kinetic weapons would provide limited protection. While the attack itself may be deflected, the force would easily cause the shield barrier to act as a container, the wearer's skull 'rattling' within the barrier. Needless to say, kinetic force to the head is advised against. Even though the field is condensed compared to the original model, kinetic force is not dissipated nearly as well as a conventional helmet would. The field itself can be modified at will to either project clearly, allowing the user's features to be seen or project a black shroud, almost as if the user were wearing a veil. In both configurations, the protection remains the same. Additional to the Arkanian Shield which protects the wearer's head, the armor is equipped with a Sith Energy Shield, a personal forearm shield which generates a full body barrier, providing some protection against energy based attacks as well as moderate protection against sonic weapons.

  • Lightsaber Resistance: The suit, while incredibly durable was designed not only with general combat in mind, but combat between peers - Lightsaber Combat. As such, the durable plates and construction allow Zodan an incredible amount of protection from the superheated plasma generated within the magnetic field of a lightsaber.

  • Combat HUD: Contained in the same module at the base of the user's neck as the Arkanian Shield, the Combat HUD projects data directly through the shield emitter, displaying crucial information as configured by the end user. As the module remains smaller than typical HUD systems, it is only capable of storing and projecting basic information such as known weaponry and basic tactical information such as ammunition count and telemetry data as well as critical systems data pertaining to the armor system.

  • Power Armor Liner: Equipped with a micro energy field projector and two thin layers of ceramic plates to aid in dispersion of physical and blast impacts, the power armor liner provides and underlayer of protection in addition to the armor itself. In addition, the liner provides increased protection against acid, fire, and intense heat and cold. The innermost layer is especially protective against acids and corrosives - for a time. Any more than several minutes of exposure is more than enough to eat though the liner alone.

  • Power Gloves: Not dissimilar to the crushgaunts wielded by the Mandalorians, these power gloves mirror the technology in the form of energized reactive fibers. The gloves grant the wearer increased strength as the fibers restrict and contract based on user input. In this manner, grip strength and power are increased.

  • Mobility: EMI hardened servos, motors, and electronic systems provide an increase in mobility and strength of the wearer. Despite the Electro-magnetic Interference Protected electrical systems they are by no means infallible and provide only the most basic protection to the hardware from electrical attacks such as an ion charge or weapon.

  • Biorestorative Underlay: An added modification included by Zodan in the construction of his armor, the Biorestorative Underlay was essential in providing rapid healing. As a practitioner of the Dark Side he remains unable to heal himself by manipulation of the Force - so he relies instead on technology. Designed to be a heavy armor, taking blows is expected. This addition was intended to reduce the overall impact of the damage expected to be endured by the wearer.
Weaknesses:

  • Heavy: The armor, unpowered, is extremely difficult to bear the weight of for any longer than a quarter of an hour, much less perform aerial manuevers - which are only marginally possible while the system remains powered. Even with the system powered, the armor is heavy - No Juyo or Vaapad while wearing this!

  • Power System Reliant: Reliant on the integrated power pack, this armor becomes little more than a near immobile husk if the power pack is damaged or removed. Likewise, should the pack become overtaxed the armor's systems will begin to fail. It could be the shields that go first, or even the servos and motors that provide increased mobility.

  • Ion Susceptible: Though protected by basic anti-electronic interference hardening, any sustained fire from ion weaponry or a close proximity EMP charge is more than enough to deplete the shield systems or damage the armor's electrical systems.

  • No Overload Protection: On the flipside, should the armor be subjected to sustained, extreme electrical current it is likely to overload the armor systems which will then require a complete system reboot. More akin to an exoskeleton with armor plates, this armor is still able to be moved but if the system is affected by continuing current or additional ion interference, a reboot may be entirely out of the question.

  • Bull in China Shop: Large and somewhat cumbersome by its design, delicacy was never part of the equation. While wearing this armor, the user is unable to fit through small openings or fit in most traditional cockpits unless specifically modified. A full suit of battle armor, it limits the grace with which one moves favoring strength and agility over finesse.

  • Splinter Cell NOPE-rative: For the reasons above, stealth is entirely out of the question for the wearer of this armor. The energy output, the scope of subsystems and add-ons, along with the size and function of the suit of armor preclude any hope of sneaking.
DESCRIPTION
  • Zodan is a fighter by nature, a warrior by trade, a crusader by choice. Picking up the sword, the blaster, the saber, The Knight of Ren stands ready to carry out the Supreme Leader's justice by way of words or way of warfare. Capable of both, the latter is an added bonus to the man. This suit of armor was crafted by Zodan himself after examining historical records contained in the archives within the Bastion of Ren. Taking inspiration from technology as well as the well renowned armorsmiths of the Mandalorians, Zodan carefully crafted his armor, piecing together each piece and assembling it in the facilities at the Bastion - his home. The armor itself was designed entirely for combat, no alternative mission profile would suffer the heavy armor given its size and plethora of systems. Unmarred by combat, it presents not only a practical and dangerous possession to the Ren, but also an intimidating one as the mere design pays homage to the monsters that go bump in the night. Dark as the void, it is meant to instill fear and doubt into the minds of his enemies by his mere presence. Able to withstand blows and blasts, this armor will see him persevere as he strides across the battlefield, unaffected by the barrage of blaster bolts which sear across his chest, the horrified looks of those he continues to descend upon fueling his strength.

    Christened "Draugr" his suit of armor appears the visage of the dead reborn, escaping the shadow of death and rising to fight the enemy once again. Fear shall subjugate the masses and paralyze the foe - head shall be removed from shoulders at his coming.
 

RIP Carlyle Rausgeber

"It's all been bloody marvellous..."
[SIZE=9pt]OUT OF CHARACTER INFORMATION[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Intent:[/SIZE][SIZE=9pt] To create a world to fill up ugly gaps left in the map update. [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Canon:[/SIZE][SIZE=9pt] None. [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Links:[/SIZE][SIZE=9pt] [Provide links to any relevant development threads, characters, companies, locations, etc here. Please list your links/sources for any images used here as well.][/SIZE]
[SIZE=9pt]GENERAL INFORMATION[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Planet Name:[/SIZE][SIZE=9pt] Totmond [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Demonym: [/SIZE][SIZE=9pt]None.[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Region:[/SIZE][SIZE=9pt] The Unknown Regions[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]System Name:[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]System Features:[/SIZE][SIZE=9pt] [Here you may list suns, moons, other planets, important asteroid belts, spatial anomalies, or other features of the star system. You may also include moons, suns, orbital position, rotational period (length of day), and orbital period (days in a year) in this section.][/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Coordinates:[/SIZE][SIZE=9pt] [The X,Y coordinates of the planet and its relative position in them according to [/SIZE][SIZE=9pt]the Galaxy Map[/SIZE][SIZE=9pt]][/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Major Imports:[/SIZE][SIZE=9pt] Rations, water and oxygen. [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Major Exports:[/SIZE][SIZE=9pt] Durasteel, phrik and kyber crystals. [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]GEOGRAPHIC INFORMATION[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Gravity:[/SIZE][SIZE=9pt] None. Gravity is only accessible in settlements, and it’s type one. [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Climate:[/SIZE][SIZE=9pt] Frozen[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Primary Terrain:[/SIZE][SIZE=9pt] Tundra[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Major Locations:[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Conqueror Base: Perhaps the largest military facility in the Galaxy, Conqeror Base sits as the seat of Ssi-Ruuk power on the planet. Nestled within the core of the planet, extensive mining, shipbuilding and dockyards are housed under Totmond’s surface. It houses a garrison of nearly two million, and over one hundred fighter squadrons. The facilities are crude, but impressive, with the base able to manufacture powerful warships using the materials provided in the Steel Field, and mined from the veins of material.[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Laemur Outpost: Formerly the largest settlement on the planet before the cataclysm and Ssi-Ruuk invasion, the Outpost is little more than a slave pen now. Built into the ruins of a long dead civilisation, the city once bustled, filled with casinos, bars and bordellos. Now it is tightly under the grip of Ssi-Ruuk, who routinely drag the survivors of their invasion off to their doom in Conqueror Bases’ mines, and shipyards. Those who are not picked are left within the confines of the atmosphere, with limited supplies. The Ssi-Ruuk come monthly, but hold a small presence. The Outpost is violent, with many killing and fighting for the bare necessities. [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Mountain Forge: The last place of resistance. Run by Clan Hertal, an exiled militia of Da-Manda, Mountain Forge is built into an extinct volcano. It houses large furnace used to melt down ores into ingots and girders. However, the fires have died. Clan Horat has transformed their volcano into a fortress, a bastion of resistance which is spared the wrath of Ssi-Ruuk armies and fleets thanks to its shields and army of veteran combatants.[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]The Steel Field: When the core of Totmond was emptied into the void of space, the molten iron ore, in the form of magma, froze. Although it did not solidify into a singular celestial object, It created a nigh unnavigatable field of debris and rock which orbited the planet. Even after thirty years of scavenging, the field has not been picked clean. Dense asteroids made out of undistilled durasteel still lie in orbit, waiting to be transformed into ingots, or girders. [/SIZE]
[SIZE=9pt]POPULATION[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Native Species:[/SIZE][SIZE=9pt] None.[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Immigrated Species:[/SIZE][SIZE=9pt] Ssi-Ruuk, Mandolorians, Humans, Chiss, Rodians and Trandoshians. [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Population:[/SIZE][SIZE=9pt] Minimally Populated. [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Demographics:[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Primary Languages:[/SIZE][SIZE=9pt] Galactic Basic[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Culture:[/SIZE]

[SIZE=9pt]GOVERNMENT & ECONOMY[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Government:[/SIZE][SIZE=9pt] Ssi-Ruuk Imperium | Clan Horart [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Affiliation:[/SIZE][SIZE=9pt] The Ssi-Ruuk Imperium control most of the planets surface, and core. And for that, they [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Wealth:[/SIZE][SIZE=9pt] Low.[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Stability:[/SIZE][SIZE=9pt] Very low. [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Freedom & Oppression:[/SIZE][SIZE=9pt] There is little freedom on the planet. The Ssi-Ruuk obey a strict military hierarchy, along with those of Clain Horart. Those who belong to neither are nominally slaves, who are imprisoned by the Ssi-Ruuk and beaten. [/SIZE]
[SIZE=9pt]MILITARY & TECHNOLOGY[/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Military:[/SIZE][SIZE=9pt] Totmond is a fortress world. The Ssi-Ruuk have successfully transformed the inside of the planet, from an empty expanse, with dotted mining platforms into one of the Galaxy’s largest military facilities. [/SIZE]
[SIZE=10pt]· [/SIZE][SIZE=9pt]Technology:[/SIZE][SIZE=9pt] [A description of how technologically advanced the planet is relative to the galaxy.][/SIZE]

[SIZE=9pt]HISTORICAL INFORMATION[/SIZE]
Totmond is a planet which very little is known about. At some point, during the Gulag Plague, the planet harboured a primitive, yet expansive civilisation. One which had not ascended to the stars, who had progressed just into nation statehood. However, at some point between 400ABY and 720ABY, a major catastrophe occurred.

During the catastrophe, a massive hole was punctured into the planets core, and the hot magma which had sat in the planets core was subsequently pulled into space. How that happened, no one knows. What is known is that the gravity of the planet all but disappeared, essentially rendering Totmond one giant asteroid. The three prevailing theories for the cataclysm are:

1. That the planet suffered attack at the hands of a superior race, who bombarded the planet till the western hemisphere caved in, and then tried to skyhook precious metals .
2. That experiments by one of the nations on the planet with kyber crystal were the cause.
3. That a God-Tier Force User caused the damage.

In 825ABY, the planet was discovered by a mixture of smugglers and traders. Initially. They say it as a dead, empty system with little salvage apart from trinkets. But a journey inside the Core soon rectified that, where the traders found an abundance of phrik and kyber. This, conjoined with the excess of ores, found frozen within the “steel field” saw a brief influx of travellers.

Over the next thirty years, industry on the planet exploded. Miners, mercenaries and misfits flocked to the planet to make a fortune. Although there was no official government, the ruling gangs who controlled the infrastructure of the planet allotted truces and territories.

Clan Horart, a disgraced Mandolorian Clan ran Mountain Forge, the massive volcano, which they successfully converted into a forge. Through a series of small battles with other gangs, the Horart became the second largest gang on the planet. They’ve been instrumental in keeping the planet going, thanks to ensuring that ores mined can

The Zergo Triad, a group of Trandoshian and Rodian mobsters set up Laemur Outpost, within the ruins of one of the old cities, and forged it from ruin, into a mining town. Thousands once flocked to the Outpost for opportunities to capitalise off of the mining rush. Whether that be through providing services like medical assistance, or through the supply of spice and alcoholic beverages.

However, this would all end. Seeking to press the advantage and establish a base which would be able to manufacture more warships, the Ssi-Ruuk Imperium attacked. Outpost Laemur fell quickly to the Ssi-Ruuk’s overwhelming numbers. Those who did not escape, or die in the fighting, were imprisoned. Enslaved by Ssi-Ruuk overlords. The populace there constantly shrinks, with more and more either dying of disease, or forced to work in the Conqueror Base, as miners and shipwrights.

From there they established Conqueror Base, a facility within the planets empty core. Initially, it was a singular weapons platform within the planet. But it expanded, and within three months spanned nearly the entire core. Most of the space was taken up for dockyards, with hundreds of Ssi-Ruuk ships ranging from destroyers to corvettes, nestled within the planet. Barracks soon were built, and Conqueror Base came to house over two million soldiers, aside from the crews of said ships.

The base’s layout is rather complex. From the entrance to the core, there is a massive gulf. Ships from larger destroyers, all the way to corvettes sit here in berth. The closer one gets to the centre, the closer to the shipyards. Dozens of ships are being worked on at a time. With the resources gathered from the outer edges of the base.

The outer edge is populated by slaves, who mine ore, and drag it back to the furnaces, where it is turned into ingots, and plating. Subsequently, it then is used to build the ships, growing the Ssi-Ruuk’s every growing navy.

Mountain Forge remains as the only resisting force on the planet. The Ssi-Ruuk have expended countless troops and men to destroy the Mandolorian enclave on the planet’s surface. But insofar, they have been wildly unsuccessful in their attempts to do so.
 

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