Star Wars Roleplay: Chaos

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Zark's Stuff

Creating a master thread for all of my development submissions so I don't keep spamming the WIP subforum with new topics. Staff can feel free to merge my previous posts into this thread as replies at their leisure, or not. No biggie either way.
 
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OUT OF CHARACTER INFORMATION
  • [SIZE=9pt]Intent: [/SIZE][SIZE=9pt]To create a unit for the PC subgroup Twilight Company to flesh out the NPC placeholders for circumstances when few people are writing soldiers. [/SIZE]
  • [SIZE=9pt]Image Credit: Wookiepedia[/SIZE]
  • [SIZE=9pt]Links: [/SIZE][SIZE=9pt]Canon Twilight Company, [/SIZE]CR90 Corvette

[SIZE=9pt]GENERAL INFORMATION[/SIZE]

[SIZE=9pt]COMBAT INFORMATION[/SIZE]
  • [SIZE=9pt]Availability: [/SIZE][SIZE=9pt]Unique[/SIZE]
  • Deployment: Limited
  • Strengths & Weaknesses: [SIZE=9pt]​[/SIZE]
    (+) Rebel Commandos: Not technically a special forces unit but in practice they might as well be, Twilight Company has been around long enough that they have experience and expertise in just about every military scenario you can conceive of. As a mobile infantry company operating independently of a larger battalion or regiment, the Sixty-First is used to fighting outnumbered against superior firepower and coming out ahead in the end.
  • (+) Capable Scavengers: The Galactic Alliance Armed Forces may be well armed and outfitted today by galactic standards, but this was not always the case. Keeping alive lessons learned by the Company during their ragtag roots fighting Imperials under the dominion of the One Sith, each member of the Sixty-First is adept at acquiring what they need to keep operating effectively even in the middle of a battlefield. Whether it be spare power packs, a fallen bandolier of detonators, an ally or enemy's weapon or even a completely improvised weapon entirely, Twilight's expertise in guerrilla tactics makes them hard to pin down, box in, or starve out.
  • (+) Friends With Benefits: Twilight Company has been a part of the Galactic Alliance Armed Forces since before the name even existed, and in that time they've cultivated relationships throughout Alliance space and even beyond. Add to that the disparate backgrounds of the sentients they pick up through their open recruitment policy, especially volunteers from the Kathol regions, chances are no matter where they are serving throughout known space, someone in Twilight knows someone in the area, either a local or soldiers from another company nearby. Whether this person is always willing to provide help, is entirely another matter and usually comes down to the extent of the particular soldier's gambling debts.
  • (-) Grunts: Perhaps not an obvious weakness for a mobile infantry unit, but in fairness the main thing preventing Twilight from achieving true special forces status. While the company's practical knowledge makes up in some ways for this lacking, the soldiers of the Sixty-First have received no special training or education in fields of expertise beyond those they bring in from their lives before the army. They can lay demo charges well enough, but if the GAAF wants them to infiltrate an enemy ship and hack into their classified datafiles, they better assign them a slicer that actually knows how to do it once they get there. They should also be prepared for the contingency in which "infiltrate" means "very large explosion."
  • (-) Bad Reputation: Well earned or not, any favor the Sixty-First has gained among their compatriots for their heroic deeds is overshadowed by the other thing they are famous for, or rather, infamous. Twilight Company is the only unit in the Galactic Alliance Armed Forces that still practices open recruitment. So while individual soldiers of the company may run into old friends wherever they go, as a whole they are somewhat shunned and even reviled by a select few, particularly up near the top, who see Twilight as nothing more than a nesting ground for potential enemy spies.
  • (-) Hazard Pay: Not exactly a weakness within the unit itself, but inherent in Twilight's status as a mobile infantry company means that in any given battle they are at the mercy first of the crews of their posted capital vessel and then the pilots of their transports before their lives are even in their hands. As a result, there is a period of time in any given engagement where the Sixty-First is just as vulnerable as any other unit in the GAAF, special skills or no.

[*]Description: Though there are many other units throughout the Galactic Alliance armed services of comparable or even exceeding skillsets, outside of the Starfighter Corps perhaps the most well known of any is the Sixty-First Mobile Infantry, otherwise known as Twilight Company. A somewhat unique holdover classification from one of the many disparate provincial militaries that came together to form the GAAF proper, as a mobile infantry unit the company is not attached to a greater battalion or regiment, and instead all 144 soldiers (give or take at any one time) operate independently as a fast response strike team based out of a smaller capital ship usually of frigate or corvette designation but not always, its smaller size and quick mode of transport placing it contextually somewhere between a paratrooper and mechanized infantry company in terms of role and utilization. Most of the time, their transport will operate with at the very least a gunship escort.
Lead by a commanding officer, currently Captain Lyra Sunfell, who occupies an equally unique position within the military hierarchy, the Twilight's commander operates with a comparable degree of authority to their posting's executive officer, often consulting with the vessel's commander and even possessing limited authorities to belay and even countermand the orders of the ship's captain. As a result of this legacy status, the Sixty-First has often held a relationship with their postings' senior officers ranging anywhere from tense to contentious to outright hostile. The captain of their current posting, the CR90 Corvette ANS Firebird, is more considerate than most, but doesn't exactly look on Captain Sunfell and her Sixty-First with anything like fondness.

Having been in the Armed Forces just as long as any of the oldest units, Twilight is one of those in the minority that responded to the GAAF's growing homogenization over the years by picking up even more quirks, not less, and safeguarding them with a rabid ferocity. Of these, the most controversial tradition is their continued policy of open recruitment, making time to stop and campaign for volunteers. This has given the Sixty-First a reputation among many circles as a den of Imperial or Sith agents just waiting for an opportunity to strike and cripple the Alliance's greater operations, even though over the years Twilight recruiters have become adept at discerning genuine applications from those who may possess ulterior motives.

This has also, despite their record, given them a reputation as being no more useful than draftees. Nothing could be farther from the truth. Although Twilight will take just about anyone as long as they meet certain basic physical standards, no potential recruit is allowed out in the field to serve before they are vouched for by a member of the company to a senior sergeant or officer. All volunteers are expected to approach a member of the company on their own initiative to be taken to the range for a basic shooting tutorial, and chances are when that soldier is satisfied with the trainee they will end up being assigned to the same squad as their tutor, where the recruit will pick up the more complex tasks and responsibilities the hard way, by being thrown into the deep end. Those who survive this process eventually move on to become full members of Twilight, and those who can't wash out with no recrimination.

Another quirk of the Sixty-First is that, unless for ceremonial purposes or around officers of other GAAF units, while respect is paid towards company Sergeants and officers in terms of honorifics, though they possess such designations and the accompanying responsibilities, the ranks of Privates and even Corporals are often omitted, many enlisted personnel even going by nicknames or names they selected for themselves, usually the ones who came to the company through open recruitment seeking a completely fresh start.

With all these subtle imperfections, its a wonder Alliance High Command gives Twilight such free reign with respect to protocol and decorum, and the answer lies of course in their effectiveness as a fighting force. Among the go-to experts in fighting outmanned and low on resources as well as guerrilla tactics, even taking into account special forces, the Sixty-First has a history of both impossible victories and playing a critical role in Alliance operations. That is not to say that the attrition rate has not been high, however, as due to this same record Twilight Company is often sent into the most dangerous of combat zones, leading to a lot of new and young faces going through the recruitment process year after year.
 
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Out Of Character Details

Image Source: Star Wars Battlefront
Intent: To create a new Heavy Blaster Rifle in the same line as previous canon adaptations for the open market.
Canon Link: Canon DLT-19
Restricted Materials: N/A
Primary Source: A320 Blaster Rifle, A320-CFE Blaster


Product Information

Manufacturer: BlasTech Industries, I'att Armament (Nationalized)
Model: BlasTech Industries DLT-29 Series Heavy Blaster Rifle
Affiliation: Open-Market
Modularity: Yes; Various Tactical Attachments.
Production: Mass Produced
Material: Blaster Components, Spill-sealed Tibanna gas, Duranium, Dallorian Alloy.


Technical Specifications
Classification: Heavy Blaster Rifle
Size: Handheld/ Two-handed.
Length: 1219 mm / 48 inches
Weight: 12.1 Kg / 26.7 lbs
19.2 Kg / 42.3 lbs (with tripod)
Ammunition Type: Plasma Cartridge / Power Cell
Ammunition Capacity: Six Hundred Particle Bolts Per Magazine (Plasma Cartridge). One Hundred Twenty Particle Bolts Per Powercell. Two Thousand Eight-Hundred Bolts Per Gas Canister.
Effective Range: 750 meters (Optimum Range.) 4000 meters (Maximum Range.)
Rate of Fire: Marksman (Single Shot), Semi-Automatic, and Fully-Automatic.

Special Features
  • Firing Selector: While it may bay known primarily for its high rate of fire, the DLT-29s capacity to deliver powerful, accurate shots at long ranges make it a serviceable auxiliary sniper. To that end, the heavy blaster features multiple firing modes for greater operator control. These modes include: Marksmen (Single Shot), Semi-Automatic, and Fully-Automatic.
  • Power Setting: In keeping with the standard modern specifications of Blaster weaponry, this Rifle boasts two versatile settings (Stun and Lethal) that can be altered by the bearer at any time.
  • Universal Rail Mounting System: Courtesy of I'att, the latest in standardized attachments has been affixed to the top of the DLT-29s barrel, allowing for the attachment of a veriety of scopes for longe range skirmishing. In addition to the scope compatability, the base of the DLT-29 contains a port for most standardized tripods, allowing for somewhat greater accuracy at the rifle's higher rates of fire.
Strengths
  • Powerful: Utilizing lessons learned from previous collaborations with I'att Armament, the technicians at BlasTech were able to apply the same tightly coiled conceptual design to their new line of heavy blasters. To that end, the DLT-29 is in the upper range of similar models, possessing limited heavy armor piercing capacity.
  • High Rate of Fire: Though it sacrifices some of the usual firing speed found in comparable heavy blasters for even more firepower, in its fully automatic mode the DLT-29 is still capable of pumping out a high volume in a short period of time. The most common use of its predecessor, the 19, was to pin down troops and eliminate large groups of enemies, and at these tasks the heavy blaster's successor does not disappoint.
  • Accurate: In its single fire modes, the DLT-29 excels at longer range engagements. By no means as capable as a specialized sniper rifle, the heavy blaster nonetheless has a farther reach than one would expect, as well as being much more precise.
Weakness
  • Cumbersome/Reload Time: One of the primary drawbacks of the DLT-29 is just how similar it is to the 19s design, particularly in terms of how difficult it is to assemble and carry, as well as the time it takes to reload the rifle. Featuring a somewhat more complex side mounted plasma cartridge as well as somewhat difficult to access power cell, those precious few added moments can mean the difference between line and death on the battlefield.
  • Overheats: Pushing the limits of I'att Armament's patented enhanced galven coil technology, under the stress of sustained fire over extended periods of time the DLT-29 has been known to overheat and require either time or some sort of liquid coolant to operate effectively once more. Most operators would do well to carry some with them, but the potential downtime is nonetheless a flaw in the rifle's design.
  • Prone to Jamming: Due to the unique series of limitation BlasTech faced in developing their new line of classic concepts re-imagined , certain concessions had to be made architecturally to preserve the same look and feel of an older Blas model while also making enough space for all the new bells and whistles provided by I'att. For these reasons, unlike the reliability of its predecessors, the DLT-29 can be jam prone, easily enough fixable in the field but requiring operators to waste precious seconds in a combat zone as they diagnose and address the problem.

Description: Emboldened by the success of their fulfilled contracts to the Galactic Alliance for updated models of their classic A280 and A280-CFE lines, the research and development team at BlasTech has reinvested some of those profits into seeing how well such an experiment would do on the completely open market. Targeting the planetary defense forces of independent world and licensed bounty hunters, BlasTech elected to redesign the old Imperial DLT-19 Heavy Blaster. In a galaxy with a glut of new and improved rifle and carbine designs, the company sought to target a classification with somewhat fewer options available on the open market.

Marketed as a defense and peacekeeping weapon, the new and improved DLT-29 is nonetheless by any standard a highly effective piece of equipment for use in military operations. Possessing not only a high rate of fire customary to most heavy blasters, the DLT-29 is like its predecessor very accurate at delivering heavy firepower over long ranges. With a universal rail mounting for a variety of standardized scopes, the heavy blaster rifle can perform double duty as a limited sniping platform.

The heavy blaster is not without its drawbacks, however, for in addition to the limitations of its predecessor's design (the bulk of the heavy blaster and its extended reload time) several new defects has cropped up throughout the redesign process, one that continues BlasTech's recent partnership with I'att Armament. Not only is the weapon's unreliability under extended operation a continuing factor plaguing this new wave of BlasTech designs, but the DLT-29 specifically is also prone to overheating under the strain of sustained periods of fire on the fully-automatic setting.


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OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: SoroSuub Corporation
  • Model: Citadel-class Star Defender
  • Affiliation: Galactic Alliance
  • Production: Mass-Produced
  • Material: Durasteel hull, quadranium frame, reflec coating, sensor-scattering ferrosphere paint
TECHNICAL SPECIFICATIONS
  • Classification: Star Defender (Star Destroyer)
  • Length: 800 meters
  • Width: 600 meters
  • Height: 1800 meters
  • Armament: Very High
800 Turbolasers
200 Heavy Turbolasers
50 Heavy Launchers
40 Quad Lasers
40 Point Defense Cannons
  • Defenses: High
  • Hangar: 3 Squadrons (10 Shuttles)
  • Maneuverability Rating: Very Low
  • Speed Rating: Low
  • Hyperdrive Class: Average: 2
SPECIAL FEATURES

  • Escape Pods
  • Exterior Docking Rings
  • Long-range Communications Array
  • Holonet Transceiver
  • Standard Detention Cells
  • Standard Entertainment Systems
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Sensor Array
  • Standard Targeting Array
  • Electronics Countermeasures Package

Strengths:
  • Fortress Towers: The Citadel's unique vertical frame provides more room for capital firepower, the arcing design of its towers giving them maximum defensive targeting coverage. Attempting to disable or destroy the star defender through starfighter bombing runs could potentially turn very deadly very quickly.
  • Tracking Disruption: Every aspect of the Citadel's profile was designed to throw off enemy sensors. While technically designated a star defender, in actuality almost a class unto itself, most gunners and targeting computers are unprepared for anything quite like it. Combined with an suite of EWAR countermeasures, the Citadel-class can be surprisingly difficult to apply damage to effectively for a ship of its size.
  • Mobile Base: While of course incapable of operating with anywhere near the level of effectiveness as a space station or planetary outpost, every centimeter of space within the Citadel-class not dedicated to warfare is dedicated to logistics and support in the eventuality the star defender should find itself performing humanitarian operations.
Weaknesses:
  • Exposed Engine Frame: By virtue of the star defender's design and to make as much room for both weaponry and support capabilities, as much of the critical propulsion systems as possible were housed in the Citadel's more vulnerable propulsion framework. Additional shielding in this area makes up for this vulnerability to a minor degree, but nonetheless if an enemy were to make it past the vessel's fortress towers they could potentially deal some serious damage.
  • Maneuverability: The Citadel-class is designed for many things, but turning on a dime is by no means one of them. Already possessing somewhat under powered engines relative to the bulk of its frame, the placement of the star defender's main ion engines and the limited space for the mounting of thrusters on the towers, the act of turning a Citadel could be described as "ponderous" at best. Maneuvering for the most part in arcing sweeps or gradual angular corrections, this aspect of the ship's design can make it slow to react to new threats or other changes in battlefield conditions.
  • Natural Target: While it may not be a flaw inherent in the design of the star defender itself, it should not be underestimated just how tempting the natural impulse is for opposing fleets to fire everything they have in the direction of a Citadel. The combination of bristling hardpoints and foreign, untested design make it an appealing target for both those acting out of impulse or fear and those who are cautiously curious.

Description:

Emboldened by the incorporation of their new Providence-class destroyer (in cooperation with Ringovinda StarYards) into shipyards producing for the Galactic Alliance Defense Fleet and also seeking to recoup some financial losses by adapting aspects of their for the most part failed Starfort line of deep space orbital starports to other designs, the Citadel-class Star Defender represents a statement of intention that SoroSuub Corporation seeks to revitalize their status as warship manufacturers. Perhaps spurned by the growing galactic tensions, the Sullust based megacorp sent its research and development team back to the drawing board. Drawing from influences ranging from their more recent endeavors all the way back to the Sullustan Monitor, what they came back with was...inspired, from a certain point of view.

Unlike almost any other known starship design in the galaxy, the Citadel-class Star Defender is difficult to describe with comparisons to other capital lines. Several massive, tower-like structures rise up from the base of a "U" shaped frame, the opposing tips ending in the vessel's primary ion engines while the secondary engines are affixed to the stern of the two largest towers high above. Each spear shaped prong is covered in turbolaser, launcher, and point defense emplacements, and houses the majority of the ship's personnel and systems. Protected by heavy capital grade shielding, in head to head engagements the Citadel's primary role shifts more towards that of brawler, a strong ship of the line with some auxiliary command capabilities. But in non-combat scenarios, the Citadel-class can actually serve as a miniature base of operations for use in remote systems or on humanitarian operations.

Of course, such a...unique design is not without its weaknesses. To start with perhaps the most glaringly obvious, much of the star defender's main propulsion systems are housed in a comparatively weakly armored framework. Relying instead on the preventative coverage of the 'fortress towers' as well as enhanced shielding all along the base of the starship, were an enemy to penetrate these defenses they would gain access to a particularly weak point. The Citadel's under-powered ion engines also make maneuvering what could only charitably be called ponderous. Mostly moving in wide arcs or gradual angular shifts, this can make the Citadel-class slower to react to new threats or other changes in battlefield conditions, and has been described by helm officers as something like "trying to steer a mountain."

Where SoroSuub's Providence-class was intended to enhance the GADF's capabilities in assault and patrol, the Citadel Star Defender is meant to fill a different niche entirely, one somewhat underutilized by the Galactic Alliance in comparison to other powers. That of intimidating, overwhelming force.



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OUT OF CHARACTER INFORMATION

  • Intent: A personalized uniform battle dress combination based thematically on the GADF standard.
  • Image Source: The Order: 1886
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Galactic Alliance, Zark Pulsar
  • Model: N/A
  • Affiliation: Zark Pulsar
  • Modularity: No.
  • Production: Unique
  • Material: Gaberwool, Shimmersilk, Sullust Leather, Armorweave, Flex-Armor, Phrik Plated Trimmings
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose (Light Armor)
  • Weight: 8kg
  • Quality: 6

Energy Weapon Resistance: While for the most part not as effective as a traditional suit of armor, the uniform's custom combination of armorweave and flex armor allows it to safely disperse several particle bolts before exposing the wearer to potential harm. The gauntlets, shoulder and knee pads provide more comprehension resistance, including a limited capacity to deflect lightsaber swings.
Kinetic Resistance: With the armorweave and padding of the uniform's heavy fabrics reinforced by the addition of flex-armor, the wearer is able to absorb the lethal trajectory of a several archaic projectiles and safely disperse it's kinetic kickback over a small area. This has been noted to stop the bullet, unless rated at .50 calibre or higher, but is unable to stop the forces of Newton's law from keeping the wearer within truly safe from harm, which more often than not, results in heavy bruising, and/or internal bleeding around the impact site.
Melee/Shrapnel Resistance: Through the use of the phrik plated gauntlets, flex armour, and the armourweave bodyglove, the modified uniform provides excellent resistance to various melee weapons ranging from primitive to the more exotic, as well as limited protection from shrapnel/flechettes (Depending entirely on where the wearer is struck, as such areas protected simply by armorweave may be more vulnerable than those covered by flex-armor and especially phrik.)
Ion/Sonic Vulnerability: While the super dense phrik plating of the uniform's trimmings can potentially deflect focused sonic blasts, the rest of the armoring provides very little protection towards blasts and other types of sonic attack, as well as practically no protection against ionic weaponry save a combat de-ionizer on the utility belt.

SPECIAL FEATURES
  • Armorweave Lining
  • Flex-Armor Vest
  • Shoulder and Hip Holsters
  • Phrik Plated Trimmings
  • Short-range Integrated Commlink with Alliance encryption keys (inlaid in torc)
  • Exterior Melee Scabbard (Vibroblade/Lightsaber compatible)
  • Interior Melee Scabbard (Vibroblade/Lightsaber compatible)
  • Ceremonial Utility Belt (Grenade/Bandolier/ Combat Webbing Clips and Mounting)
  • Wrist-mounted Vibroblades (Retractable)
DETAILED SPECIAL FEATURES

Armorweave Lining: While for all appearances Pulsar's battle dress may appear to be for the most part decorative, more parade attire than anything practical, the interior of the heavily modified and customized great coat and trousers is covered in the same armorweave lining found in the BDU-01 heavy trooper armor, complete with a flex-armor vest capable of stopping a few blaster bolts or slugthrower projectiles.
Phrik Plated Trimmings: Deceptively integrated into the dress as more ceremionial trimming, the uniform's gauntlets as well as shoulder and knee pads are composed of phrik plating, capable of providing protection against slugs and laser cannon rounds as well as being strong enough to deflect glancing lightsaber strikes.
Ceremonial Utility Belt: Appearing just as frivolous at first glance as much of the exterior accouterments, the uniform's belt is actually somewhat ingeniously inlaid with semi-concealed attachments. Often attached are a field medical bag, multitool, combat de-ionizer, energy sinks, an anti-security blade, and various pouches.

Strengths:
  • Lightweight Protection: Sacrificing space for more armor only where it needs to in order to preserve range and freedom of movement, the internals of this uniform were designed for someone expecting to go into battle but still unwilling to sacrifice any of their own dexterity. The internal suit is designed to provide good protection against a range of attacks, including energy weapon, kinetic, and melee resistances.
  • Armed to the Teeth: For an Alliance officer who moonlights as a Jedi Knight, there sure are a lot of places both within and without Zark's uniform designed to hold devices that can inflict harm. With about as many external loops and attachments as a heavy trooper, even in full dress Pulsar has room for several blasters, vibroblades and backup sabers, not to mention additional room on his bandolier for anything from spare power packs to grenades or other light explosives.
  • Phrik Vambraces: Particularly useful when dealing with lightsaber wielders or those carrying other melee weapons, the lightweight and extremely durable material allows for the deflection of lightsaber blows, though the plating isn't thick enough to protect against strikes indefinitely. With the Force enhanced senses and reflexes of a Jedi Knight, it is also possible to use the vambraces to deflect slugthrower projectiles of a low enough caliber and light laser fire.
Weaknesses :
  • Low-Tech: With not a lot of room for devices or gizmos, the most complex piece of technology incorporated into the uniform would be the comm link inlaid into the necklace, followed by the retractable vibroblades hidden within the gauntlets. While this does technically mean less points of vulnerability to ion based attacks, sadly one of those points still vulnerable is the wearer himself, as well as to other forms of more nuanced attack.
  • Stands Out: Not exactly user friendly in terms of going incognito, the internal armorweave alone without the outer jacket would likely stand out just as much. If blending in is required, this uniform is more or less useless to the owner and he tends to wear his old civilian clothes for those occasions.
  • Limited Protection Against the Elements: Like the armorweave found within the GAAF's BDU-01, the materials inside retain heat while remaining more or less breathable, but such resistances only extend so far. The uniform offers limited protection against severe weather, and no protection whatsoever against extreme atmospheric environments or the vacuum of space.
DESCRIPTION

The history of the relationship between Zark Pulsar and the Alliance High Command has been a relatively short and contentious one that feels like its lasted a lifetime. Disdainful towards more rigid protocols aboard his ships and the GADFs continuous attempts to foist them upon him, the naval officer wears these heavily modified and customized officer's dress coat and trousers (a full two generations out of date from the current Alliance uniform design). Relying on his combat record and the begrudging patronage of several key figured within the Defense Force, as well as his still somewhat mysterious connections to the New Jedi Order, to shield his career and command from whispers of insubordination and egotism.

The fact remains, there is an element of pridefulness in the final design of the battle dress, although if there was any intention to it it was most likely born subconsciously, channeled through a desire to spite High Command more egregiously. Perhaps more alarming is just how many places both within and without there are that are designed to hold weapons. The image of the unpredictable Alliance officer armed so thoroughly for battle does not do much to soften the GAs already hardened image as of late, but in the aftermath of the Atrisia and Kaeshana campaigns, the Jedi Knight has grown more and more aggressive in his modes of thinking.

The various holsters and loops and scabbards can't compare, however, to the obscured, lightweight armoring covering the wearer from within. A combination of the same armorweave lining and flex armor vest found in Galactic Alliance Armed Forces heavy troopers, the uniform can surprisingly take some ranged punishment before relenting under continuous firepower. Combined with the phrik plating on the shoulders, wrists, and lower legs, and the battle dress retains some limited resistance towards shrapnel and lightsaber strikes.

While Zark obtained several of the more difficult to come by components from his SoroSuub and AskrimaCorp contacts, perhaps the most ingenious part of the uniform is custom built by the wearer himself. The short-range commlink that utilized limited voice commands built into the torc around the wearer's neck allows for ease of access even in the most chaotic of situations.
 
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OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: Haor Chall Engineering
  • Model: Heavily Modified Corona-class Armed Frigate
  • Affiliation: Zark Pulsar
  • Production: Unique
  • Material: Durasteel Hull, Quadranium Frame
TECHNICAL SPECIFICATIONS
  • Classification: Patrol Frigate
  • Length: 376.29 meters
  • Width: 376.29 meters
  • Height: 220 meters
  • Armament: High
13 Ion Cannon Batteries (52 Ion Cannons equivalent)
8 Turbolaser Batteries (32 Turbolasers equivalent)
10 Point Defense Cannons
10 Warhead Launchers
1 Tractor Beam Battery
SPECIAL FEATURES

  • Boarding Harpoons
  • Escape Pods
  • Exterior Docking Rings
  • Long-range Communications Array
  • Holonet Transceiver
  • Expanded Detention Cells
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Advanced Sensor Array
  • Advanced Targeting Array

Strengths:
  • Pirate Hunter: Heavily modified to carry a heavy arsenal while maintaining enough speed to stay with their quarry at least long enough to knock out their sublight engines, the Dawntreader specializes in fast attack, disabling and boarding operations. Possessing both decently powered engines and enough firepower to punch a little above its weight, the armed frigate is designed to catch overconfident foes off guard.
  • Maneuverable Design: The Corona's distinctive saucer design is not simply an aesthetic choice. With three hundred sixty degree coverage for thrusters, the armed frigate rotates while in flight, providing some of the ship's propulsion as well as allowing for extremely agile turns and jukes. This is one of the primary reasons the frigate doesn't also have top of the line shielding, in most situations it doesn't need to, as it is capable of in essence "speed tanking" its foe by dodging incoming fire.
Weaknesses:
  • Non-Lethal Emphasis: While the Dawntreader is extensively modified to be quite heavily armed, much of that armament comes in the form of its impressive array of ion cannon batteries, as well as its point defense cannons for managing enemy starfighters. As such, it is always a race to see if the frigate can disable enough critical systems before its prey bites back hard enough, and should it come up against an opponent with ion resistances, it would find itself suddenly in a lot of trouble.
  • Reduced Cargo Hold: To make space for the additional weapons emplacements, the boarding harpoons, the expanded brig, and all the overhauled systems in the time since the craft came under possession of its current owner, the Dawntreader's cargo hold is severely reduced compared to that of a typical Corona-class. The stock Corona is capable of transporting 450 tons of cargo, the Dawntreader is capable of shipping maybe 25. Aside from human cargo, the ship doesn't make much of a hauling vehicle.
  • Outdated Systems: Modified and refurbished enough over the lifetimes of its many owners, its unclear how much of the Dawntreader is part of the original manufacture, if any at all. While it may not have been built during the Clone Wars, it probably wasn't much longer after, and the patchwork of power flow reroutes and auxiliaries booting off other auxiliaries means the Dawntreader's power flow can be prone to unstable fluctuations. In situations of extreme stress, such as the midst of battle, if pushed too hard the starship can even suffer an overheat and burnout, severely reducing power flow to critical systems.
  • Weakness to EMP/Ion: With its also atypical contained bridge, the Corona-class has no viewport visible from the captain's chair. Relying instead on a complex network of virtual displays fed from an array of exterior sensors, the bridge of the starship is capable of projecting a three hundred sixty view of space around them. Unfortunately, it also means that if the Corona overheats enough or suffers critical ion damage to enough primary systems, the bridge crew can quite literally go blind. Unable to even manually target in such a scenario, the Dawntreader would literally be a sitting duck.
  • Not Exactly Spacelane Legal: A number of minor modifications made to the Dawntreader don't exactly live up to the full standards of the law in certain areas of space. The primary culprits being the boarding harpoons, such additions to the craft often make it necessary to acquire a writ of authorization to fly in certain territories, lest the crew risk being caught by a patrol or border inspection and come into confrontation with the local authorities.

Description:

Not a lot is known and even less is said about how the Dawntreader first came into Captain Zark Pulsar's possession.

Very few crewmen are still around from those early days, but if you were to get a few drinks in the ones who had been around long enough, and they might just whisper rumors about a pirate crew of Weequay that had terrorized the stars of Kathol Outback. They would tell you, in hushed tones, of the story about a renegade Jedi Knight, a ronin, who had tracked them back to their hideout. They would tell you about the day the Weequay crew just disappeared, never to be seen again, and how coincidentally not long after a ship with different markings but the same design began patrolling the same region of space. This one hunted pirates, instead of preying on transports. And it called itself the Dawntreader.

Deceptively well armed, everything about the ship is meant to scream honest transport or unscrupulous smuggler. Relying on his camouflage to get in close, the Corona then springs into action, disabling the pirate ship with its ion batteries. Then, if the captains cannot come to terms, the frigate sinks its teeth in with the boarding harpoons, and the real fight begins.

On the inside, the Dawntreader looks worse off than its outer hull. Flickering lights, dimly lit corridors, spare parts and other debris scattered half-hazardly on corners or against stairwells. It is a ship that has for a long time placed appearances on the very bottom of its priority list. Yet there is still a fundamental beauty to its design, the long dead minds of Haor Chall Engineering circa the fall of the Old Republic having invented a beautiful ship at heart. Over the years, much has been done in an apparent attempt to fix that, as patch-worked into the Haor Chall aesthetic is a more grungy, Corellian design in places that have been renovated.

The Corona possesses a limited hangar, exiting at the craft's central base, containing six Flarestar-class attack shuttles, for everything from fire support in battles to boarding actions to transport to and from the frigate for whatever purpose, including planetary exploration, although the starship is capable of atmospheric landings itself.
 
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OUT OF CHARACTER INFORMATION

  • Intent: To sub a unique command carrier variant of the Citadel Star Defender for use as Zark's flagship.
  • Image Source: Firefly
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Citadel-class Star Defender
PRODUCTION INFORMATION
  • Manufacturer: SoroSuub Corporation
  • Model: Citadel-class Star Carrier
  • Affiliation: Galactic Alliance
  • Production: Unique
  • Material: Durasteel hull, quadranium frame, reflec coating, sensor-scattering ferrosphere paint, Solarium glasteel
TECHNICAL SPECIFICATIONS
  • Classification: Star Carrier (Carrier)
  • Length: 800 meters
  • Width: 600 meters
  • Height: 1800 meters
  • Armament: High
700 Turbolasers
100 Heavy Turbolasers
50 Long Range Turbolasers
50 Heavy Launchers
40 Quad Lasers
40 Point Defense Cannons
  • Defenses: High
  • Hangar: 10 Squadrons (10 Shuttles)
  • Maneuverability Rating: Low
  • Speed Rating: Average
  • Hyperdrive Class: Average: 2
SPECIAL FEATURES

  • Escape Pods
  • Exterior Docking Rings
  • Long-range Communications Array
  • Holonet Transceiver
  • Standard Detention Cells
  • Standard Entertainment Systems
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Sensor Array
  • Standard Targeting Array
  • Electronics Countermeasures Package

Strengths:
  • Fortress Towers: The Citadel's unique vertical frame provides more room for capital firepower, the arcing design of its towers giving them maximum defensive targeting coverage. Attempting to disable or destroy the star carrier through starfighter bombing runs could potentially turn very deadly very quickly.
  • Tracking Disruption: Combining a thinner profile with a comprehensive suite of EWAR countermeasures, the Citadel-class can be surprisingly difficult to apply damage to effectively for a ship of its size.
  • Mobile Base: While of course incapable of operating with anywhere near the level of effectiveness as a space station or planetary outpost, every centimeter of space within the Citadel-class not dedicated to warfare is dedicated to logistics and support in the eventuality the star carrier should find itself performing humanitarian operations.
  • Increased Carrier Capacity: Part of a more limited line of Citadel-class variants that never materialized past the prototype stage, the Citadel-class Star Carrier was nonetheless commissioned to be built as the inheritor of the Hereafter name.
Weaknesses:
  • Exposed Engine Frame: By virtue of the star carrier's design and to make as much room for both weaponry and support capabilities, as much of the critical propulsion systems as possible were housed in the Citadel's more vulnerable propulsion framework. Additional shielding in this area makes up for this vulnerability to a minor degree, but nonetheless if an enemy were to make it past the vessel's fortress towers they could potentially deal some serious damage.
  • Maneuverability: The Citadel-class is designed for many things, but turning on a dime is by no means one of them. Already possessing somewhat under powered engines relative to the bulk of its frame, the placement of the star carrier's main ion engines and the limited space for the mounting of thrusters on the towers, the act of turning a Citadel could be described as "ponderous" at best. While attempts were made during the redesign to address this problem in the Star Carrier variant, as well as some custom ordered modifications added on after construction, the Hereafter suffers less from this flaw than the standard Citadel design, but is still by no means an agile starship.
  • Bastion Under Siege: The Citadel's auxiliary focus on support and logistics operations as well as superior firepower can make it a tempting target for any opposing commander, and when under the duress of concentrated enemy fire systems must necessarily be rerouted away from logistics and fleet coordination capabilities and towards maintaining the carrier's shields and point defense emplacements at full power.
  • Limited Arcs of Fire: While the design of the Citadel-class gives it an edge in overall number of emplacements, the unconventional aesthetic can limit the starship's ability to apply damage to an enemy vessel with complete effectiveness. As a result, the Citadel tends to excel more in engagements where it is outnumbered, so that it can minimize the downtime of any of its guns. In one on one engagements with a destroyer of comparable class and role, the Citadel would likely find itself outgunned and at a slight disadvantage.

Description:

From all outer respects a standard Citadel-class, save for the enlarged hangar bays, the newly christened ANS Hereafter is a faster, more agile prototype variant design. Just as heavily armed as the original Star Defender, but sacrificing some of its heavy emplacements for long range firepower, the command vessel also possesses an enhanced compliment of ten squadrons of starfighters. Manufactured with the intent to serve as a nexus point for a task force or even expeditionary fleet, the capital ship's command and control capabilities are state of the art.

Serious thought and effort was put into addressing the Citadel line's undersized and underpowered propulsion systems, combining recent advantages in technology with more expensive techniques of compact engine design, a sizable portion of the project's budget was invested into the ship's sublight capacity, and yet the end result performs only marginally better than its star defender counterpart in combat simulations. The true success story was the expanded hangars, as early on in the design phase researchers discovered that by reorganizing the internal layout of the original blueprints they could increase carrier capacity without seriously reducing the warship's number of weapons emplacements.

With all these improvements over the standard Citadel line, its a wonder the star carrier was never stamped for mass production, and the answer of course is twofold. The first and foremost reason being the staggering costs accrued, the star carrier project was a budgetary disaster for SoroSuub's research and development team, and their end result exceeded all specified material requirement maximums for company and Alliance approval on any sort of mass scale. The second was the congruent development of other, more successful carrier lines for use by the Defense Fleet, such as the Valor-class.

Only one Citadel-class Star Carrier was ever fully constructed and shipped out for service, the one specially requisitioned as a replacement for the Belsar-class Command Carrier and bearer of the original namesake, which was destroyed in action during the First Order's invasion of Skor II.
 
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OUT OF CHARACTER INFORMATION

  • Intent: To sub a Chaos variant of the canon CF9 Crossfire for use by GA pilots and in Alliance fleet compositions.
  • Image Source: Wookieepedia
  • Canon Link: Canon CF9 Crossfire
  • Restricted Missions:
  • Primary Source:
PRODUCTION INFORMATION
  • Manufacturer: Incom
  • Model: Incom CF9 Crossfire starfighter
  • Affiliation: Galactic Alliance
  • Production: Mass-Produced.
  • Material: Durasteel hull
TECHNICAL SPECIFICATIONS
  • Classification: Starfighter
  • Length: 10 meters
  • Width: 3 meters
  • Height: 5 meters
  • Armament: Moderate
4 Laser Cannons
1 Double Laser Cannon (Aft)
1 Proton Torpedo Launcher (6 Torpedoes)
  • Defenses: Moderate
  • Squadron Count: 12
  • Maneuverability Rating: Low
  • Speed Rating: Moderate
  • Hyperdrive Class: 1
SPECIAL FEATURES


Enclosed Cockpit Module (detachable)
Standard Sensor Array
Standard Targeting Array
Standard Life Support Systems
Standard Navigational Systems


Strengths:
  • Versatility: Designed for a variety of roles, Incom's new Crossfire line of starfighters is capable of operating from anything from harassing enemy patrols to assault capital ships to even limited interceptor duty.
  • Long Reach: Firing in an intersecting cross pattern, the unique placement of the Crossfire's wing mounted laser cannons allows it to fire accurately from farther out than most comparable craft.
Weaknesses:
  • Non-specialized: The capacity for the Crossfire's design to do a little bit of anything means it is the master of nothing. With preferable alternatives of Incom design for most situations, the CF9 is more often the starfighter of choice when the threat is unknown.
  • Limited Firing Arc: The Crossfire's aft mounted double laser cannon doesn't have complete field of view or range of motion, severely reducing its effectiveness in neutralizing pursuers.
  • Prone to Overheat: Forced to pack a number of systems into a relatively compact bulky frame, the Crossfire's power requirements can put a serious strain on its engine. When engaging in extended high speed maneuvering or firing weapon systems at length, there is a risk factor of the Crossfire shorting and even stalling out completely. Experienced CF9 pilots must learn to become adept a 'threading the needle' between safety and optimum performance.
Description:

As part of ongoing efforts by the Galactic Alliance to further increase their diversity profile in terms of available craft for their starfighter corps, Incom was contracted to produce several newer lines of fighters meant to complement, if not oust the X-Wing from its seemingly immovable position as de facto starfighter of choice for most Alliance pilots. Starting with the fundamental s-foil design and then building out from their, the development team at Incom came up with a much shorter, somewhat bulkier craft. Noticeably different than the configuration of the X-wing, the Crossfire's four s-foils are placed in front of a bulky fuselage rather than on its sides. The rear s-foil is able to rotate, folding away for landing or dropping for for combat situations. When attacking, the intersecting cross pattern of the wing mounted laser cannons allows for a longer reach than most comparable starfighters.

Controlling the fighter from an enclosed cockpit module in the ship's rear which is entirely separate from the rest of the vessel (except for the sublight drive), unlike more dangerous earlier Incom models the pilot can eject by disengaging the model and using the sublights to steer to safety in case of being shot down or some other form of emergency. Although cramped, the cockpit module is capable of seating two sentients, the second seat facing the rear of the craft for use as an optional gunner. However, considering the limited firing arc of the Crossfire's aft gun and its tendency to perform high speed maneuvers in combat, gunners are not always assigned.

The CF9 was designed essentially to fly a long ways to its target, inflict as much damage as possible, and then return more or less in one piece. To that end, in attempting to anticipate every conceivable contingency the Crossfire would need to deal with, the Incom development team may have overdesigned the starfighter a little too much in an attempt to knock the X-Wing from its pedestal that now seems unlikely. While some pilots have found this Mando army knife toolset invaluable, an unambiguous flaw in the design is the strain all this capability in one compact frame the Crossfire places on its Coldstar ion tri-engine. In certain instances of extended operations at high levels, this can cause a sublight or weapons malfunction in critical moments. As a result, the most capable Crossfire pilots have become adept at the art of goosing just what they need out of the starfighter's power systems, and nothing more.


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OUT OF CHARACTER INFORMATION

  • Intent: To sub a less common shielded variant of the canon T-47 for use by the Galactic Alliance.
  • Image Source: Wookieepedia
  • Canon Link: Canon T-47 Airspeeder
  • Restricted Missions:
  • Primary Source:
PRODUCTION INFORMATION
  • Manufacturer: Incom
  • Model: Incom T-50 Airspeeder
  • Affiliation: Galactic Alliance
  • Production: Minor
  • Material: Durasteel hull
TECHNICAL SPECIFICATIONS
  • Classification: Airspeeder
  • Role: Aerial Assault/Patrol
  • Size: 8 meters
  • Weight: High for an airspeeder
  • Minimum Crew: 1
  • Optimal Crew: 2 (Pilot and gunner)
  • Propulsion: Repulsorlift
  • Speed: Very Fast: 600 km/h
  • Maneuverability: Moderate
  • Armament: Low
    2 Heavy Laser Cannons
    1 Rear-facing blaster cannon
  • Defenses: High
  • Squadron Count: 16
  • Passenger Capacity: 0
  • Cargo Capacity: 50kg
SPECIAL FEATURES

Ubrikkian Mo/Dk Energy Harpoon and Tow Cable
Standard Sensor Array
Standard Targeting Array
Standard Navigational Systems

Variant Subtypes

Snowspeeder: With frost resistant circuitry, additional thermal insulation, more powerful proximity sensors, and an enhanced internal heating system, the snowspeeder is ideal for operation in subzero temperatures and conditions of extreme wind and turbulence.
Swampspeeder: Includes flotation gear and water-tight seals, not a submersible craft in and of itself but specifically adapted for flying above and around the water, the swampspeeder can float on the surface of a body of most liquids for a short period and suffer very little in the way of damage to its systems.
Sandspeeder: Equipped with advanced filters to keep out sand and other particles, engine cooling units, and a long-range radar for navigating through sandstorms, like the snowspeeder this desert-adapted T-50 variant is adept at flying through hazardous weather conditions and in extreme atmospheric environments.
Skyspeeder: With a pressurized cockpit and more powerful repulsorlifts for operation at higher altitudes, the skyspeeder is not spaceworthy but is designed to function effectively at the upper limits of a planetary atmosphere. This subtype is an effective flier in an area where normally both starfighters and more conventional airspeeders suffer serious drawbacks.

Strengths:
  • Shielded: Unlike the classic T-47 line, the Galactic Alliance commissioned Incom to specifically design an updated model possessing a limited deflector shield generator. Scaled up somewhat to accommodate the additional componentry and sacrificing some of the reinforced hull plating, the T-50's screen projector is not quite as powerful as the average starfighters' but still allows the airspeeder to take a few more glancing blows from a laser cannon.
  • Adaptable: Coming in atmospheric variants for a variety of situations, given a week or so of retrofitting each T-50 is able to be more or less retrofitted into a subtype most suitable for their assigned conditions.
Weaknesses:
  • Lightly Armed: Possessing only blaster mountings, like its forebear the T-50 remains weak against more heavily armored targets. In these situations, where the harpoon and tow cable are also ineffective, the airspeeder must rely on the firepower of ground artillery or friendly bombers.
  • Expensive: Given that the much cheaper option would be to just buy twice as many classic T-47s off the open market, the updated design is more difficult to produce en masse, and instead smaller numbers are delegated out to serve among older models by Alliance High Command.
Description:

For as long as there has been an Alliance, the speeders protecting their skies have looked a lot like the Incom T-47 Airspeeder. And for just as long, its pilots have wished that the atmospheric fighters weren't unshielded death traps. Tasking Incom Corporation with seeing what they could do to fix this problem, while the starfighter manufacturer wasn't able to innovate enough on the original design to produce an updated shielded model on a mass scale, they were able to use more expensive, compact componentry to design a line of versatile airspeeders possessing limited deflector screens.

Slightly larger than the original model, itself originally a civilian design that Rebels had retrofitted centuries ago to carry a limited armament, the T-50 stands by this basic design principle of speed over firepower. Relying on larger squadrons to overwhelm and evade the enemy long enough to damage their ranks through attrition, the Incom Airspeeder tends to be a last resort or home defense weapon, used by the desperate and stubborn. Its no wonder that they've remained such a prominent tradition in the Defense Fleet and Galactic Alliance Guard.
 
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OUT OF CHARACTER INFORMATION

  • Intent: To sub a Chaos variant of the canon AT-TE walker for use by the Galactic Alliance Armed Forces.
  • Image Source: Wookieepedia
  • Canon Link: Canon AT-TE
  • Restricted Missions:
  • Primary Source:
PRODUCTION INFORMATION
  • Manufacturer: Rothana Heavy Engineering
  • Model: All Terrain Tactical Enforcer (AT-TE)
  • Affiliation: Galactic Alliance
  • Production: Mass-Produced
  • Material: Reinforced Durasteel
TECHNICAL SPECIFICATIONS
  • Classification: Troop Transport
  • Role: Troop Transport
  • Size: Large
    10 meters high, 20 meters long
  • Weight: Heavy
  • Minimum Crew: 3
  • Optimal Crew: 7
    1 Pilot
  • 1 Spotter
  • 5 Gunners

[*]Propulsion: Quadrupedal
[*]Speed: Average: 60 km/h
[*]Maneuverability: Low
[*]Armament:
6 Anti-Personnel Laser Cannons
1 Mass-Driver Cannon
[*]Defenses: High: durasteel armour
[*]Squadron Count: 6
[*]Passenger Capacity: 38
[*]Cargo Capacity: 3000kg
[*]Consumables:
Fuel: 500km
Air: 3 weeks
Rations: 3 weeks


SPECIAL FEATURES

IM-6 Medical Droid
Maglocks
Standard Sensor Array
Standard Targeting Array
Holographic Communications System


Strengths:
  • Multipurpose: Capable of handling anything from mechanized assault to transporting troops to force multiplication, the AT-TE is the workhorse of the GAAF. With some decent firepower, heavy armor, room for soldiers, and even an IM-6 droid in the back for emergency medical treatment, the Tactical Enforcer is designed to handle most situations thrown its way.
  • Ion Resistant: Extremely resistant to ion based attacks due to its in-built electromagnetic shielding, the AT-TE would have to be pummeled for some time by enough overwhelming firepower to overload the shield's internal systems.
  • Vacuum Sealed: Airtight and containing its own basic life support systems, the AT-TE is effective at operating in space or other environment with no or a particularly hazardous atmosphere.
Weaknesses:
  • Slow Rate of Fire: Trading the considerable range of their main mass driver cannon for rate of fire and accuracy, the AT-TE's main emplacement is not the most accurate and takes precious extra seconds to reload.
  • Exposed Heavy Gunner: Inherent in the design of the of the walker, operation of the of heavy cannon requires the gunner to sit behind the exposed controls atop the Tactical Enforcer, partially exposed to enemy fire. The walker's low center of gravity also severely limits the cannon operator's ability to protect its weak underside.
  • Vulnerable Underbelly: With several weak points throughout the Tactical Enforcer's undercarriage, a single direct hit by a ground based rocket can severely damage the walker enough to knock it at least temporarily out of commission.
Description:

A multi-purpose assault vehicle capable of a wide range of tasks that fulfill a significant niche within the Galactic Alliance Armed Forces, the vehicle performs most effectively when providing cover fire for battalions of soldiers. They are often deployed in larger numbers to overwhelm enemies through heavy firepower.

Troopers are transported in the forward and rear compartments, with large doors at the rear that allowed soldiers to exit the walker. A top hatch wide enough for a single, perhaps two soldiers uncomfortably at a time, allowed them to risk exposure and survey the battlefield. With a cramped rear compartment that included the holoprojector system and space for the IM-6 medical droid, the pilot and spotter control the AT-TE from the front. The pilot works the six legs while the spotter who sat above and directly behind him used several sensor stations to locate hostile units and primary objectives.

While the main gunner sits atop the walker and partially exposed to enemy fire, the remaining four gunners/support crew primarily operate the six smaller anti-personnel cannons placed along the vehicle. Four in a square pattern around the cockpit, with two more placed in the rear to cover the flanks and secure the area immediately to its rear for troop deployment, these cannons are used primarily for enemy infantry too small to be targeted by the main cannons.
 
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OUT OF CHARACTER INFORMATION

  • Intent: To sub an official version of Zark's saber that uses a specially developed crystal.
  • Image Source: Pinterest (Unknown original source)
  • Canon Link:
  • Restricted Missions:
  • Primary Source: Heart of Sullust
PRODUCTION INFORMATION
  • Manufacturer: Hammer and Honey Workshop, Zark
  • Model: N/A
  • Affiliation: Zark Pulsar
  • Modularity: Yes; swappable crystal housing.
  • Production: Unique
  • Material: Duraplast, Durachrome, Alusteel, Heart of Sullust
TECHNICAL SPECIFICATIONS
  • Classification: Lightsaber
  • Size: One-handed
  • Length: 20cm (hilt), 90cm (blade)
  • Weight: 1.5kg
SPECIAL FEATURES
  • Rare Core: Harvested, cut, and imbued with its power by Master Sionoma himself of the Hammer and Honey on Sulon, the lightsaber's sculpted core holds several innate properties, including allowing the wielder to activate Force Body and Force Valor. It also enhances the saber's power on magma based planets.
  • Compact: Shorter, and slightly slimmer than most sabers of a more standard design, the saber was specially assembled so as to be storeable and deployable from the hidden compartment in its owner's prosthetic arm.
DETAILED SPECIAL FEATURES

Heart of Sullust
  • Lightsaber crystal capable of enhancing the fighting prowess of the wielder substantially (Force Body)
  • Lightsaber crystal capable of emanating Force Valor to those around the wielder.
  • Cannot be used by darksiders, and causes discomfort in those tempted. If the wielder should be too eagerly tempted, or the weapon picked up by a darksider, a chain reaction can cause the casing around the stone to erupt, destroying the components of the weapon and causing harm to the wielder.
  • Unstable power boost on magma planets: In such environments, the blade's beam begins to lose cohesion, giving the appearance of smoldering magma and causing it to drip molten ore.

Strengths:
  • Empowered: Its blade generated by a fragment of the Heart of Sullust, the lightsaber is capable of enhancing the wielder's abilities in battle as well as violently detecting darkside influence in its user. When activated on magma worlds or planets with much volcanic activity, the blade takes on the form of a lavasaber.
  • Concealable: Built specifically to be deployed from within the hidden compartment of its architect's prosthetic, when wielded by its original creator the blade is easily hidden, although the power readings from its potent power source can still potentially give it away.
Weaknesses :
  • Unstable Core: While the Heart of Sullust provides several potential boons to the blade's wielder in battle, these benefits come at a price. Whoever possesses the blade must ensure they stay as much in the light as possible, lest they risk pain or even the weapon's destruction. When activating either Force Valor or Force Body, additional physical and spiritual demands are placed upon the user, requiring the risk of self-sacrifice, and using Force Body causes the user to lose sense of weakness or harm. The saber's unstable form while on magma worlds is also just as much a danger to the wielder as their opponent, as the dripping and splashing of the saber's magma cannot be controlled or anticipated.
  • Simple Design: The need for a compact frame and the requirement of additional space for venting heat to prevent the core from causing physical discomfort or doing damage to circuitry, the blade possesses no other special qualities besides its power source. With no natural resistances, reinforced shell, or protective guards, the hilt is just as vulnerable as any other saber of basic design's, and with the awesome power just barely contained within, a particularly precise strike to the center of the hilt could even potentially cause a similarly explosive chain reaction in its power source.

DESCRIPTION

On the Omega station, the yellow lightsaber Zark had first constructed when he was but a Padawan had been lost to him forever, along with much of his saber arm in one deft blow by a powerful Sith Lord as he led part of a team on a mission to sabotage the superweapon's generators and send it crashing to the planet below. Already struggling with his faith and resolve to practice the Jedi way of life, in the time since the Jedi Knight put off constructing a new, personal replacement. Wielding a borrowed blade on loan from the armories of the New Jedi Order, the Jedi developed very little in the way of a new personal attachment to his weapon, as his duties as a naval officer kept it disused and often left stored away.

But the first time he had seen Jedi Master Gabriel Sionoma's distinctive lightsaber in action, something about the qualities of the weapon and the relationship its power source bore to the human's adopted home of Sullust had inspired his imagination, and he had made sure to inquire after its make. And so, some time later, when a chain of events led him back to the Force with a new, almost fanatical zeal, it was the Hammer and Honey workshop in Baron's Hed, Sulon that the Jedi Knight went to for assistance in forging his replacement. By no means an expert blacksmith or alchemist, Zark was nonetheless determined to take a personal hand into the look and feel of the hilt's design, as was the Jedi way. So while its core, the Heart of Sullust, is a true work of art and master craftsmanship, its housing is basic and utilitarian.

Desiring something that could fit comfortably in the special compartment built into his custom prosthesis, in order to keep the hilt short and thin enough, a section of the middle housing remains somewhat exposed to vent the extra heat its lava crystal generates. When activated, this additional venting snaps shut to protect its wielder and maintain beam coherency, but at rest the core of the blade remains somewhat exposed and visible. The glow is bright enough that it could serve as a minor light source, although it is much brighter on volcanic worlds.

When activated, the blade itself takes on a distinctive appearance. The outer core is a burnt orange while the inner core resembles a rotating and statuesque spread of smoke. Between the two flecks of ember appear to be suspended throughout. However, when the blade is taken to molten type surfaces and activated it takes on the appearance of a lava based beam. Losing cohesion, the blade appears as lava and can splash around with real force. This state reverts upon departure from the molten planet.
 
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OUT OF CHARACTER INFORMATION

  • Intent: To sub a Chaos variant of the canon X-83 TwinTail for use by GA pilots and in Alliance fleet compositions.
  • Image Source: Wookieepedia
  • Canon Link: Canon X-83 TwinTail
  • Restricted Missions:
  • Primary Source:
PRODUCTION INFORMATION
  • Manufacturer: Incom
  • Model: Incom X-83 TwinTail Starfighter
  • Affiliation: Galactic Alliance
  • Production: Limited.
  • Material: Durasteel hull
TECHNICAL SPECIFICATIONS
  • Classification: Space Superiority Fighter
  • Length: 11 meters
  • Width: 4 meters
  • Height: 3 meters
  • Armament: Moderate
4 Heavy Laser Cannons
1 Proton Torpedo Launcher (6 Torpedoes)
  • Defenses: High
  • Squadron Count: 12
  • Maneuverability Rating: High
  • Speed Rating: Average
  • Hyperdrive Class: 1
SPECIAL FEATURES

Hardwired Astromech Unit
Advanced Sensor Array
Advanced Targeting Array
Standard Life Support Systems
Standard Navigational Systems


Strengths:
  • Versatility: Like most Incom models, the highly experimental X-83 is designed to be as well balanced a starfighter as possible, but unlike its predecessor this prototype line of next gen starfighters attempts to push that balance to its limits. Well armed, with heavy shields and armor and very maneuverable, the TwinTail's role is to be the most advanced, deadly fighter craft in any given engagement.
  • Heavy Shields: While not exactly shuttle grade, the shielding on the TwinTail starfighter is nonetheless state of the art, and capable of shrugging off a lot more fire than its X-Wing counterpart.
Weaknesses:
  • Weaker Extremities: While the TwinTail's armoring is thick around the canopy and most primary systems, attacks focused on either the hybrid solar panel s-foils or the starfighter's thinner tail have a much higher chance of either destroying or disabling the craft.
  • Vulnerable to Hazardous Environments: Whether it be the ionizing clouds of a gas nebula or intense atmospheric weather such as electrical storms, the sheer number of cutting edge systems working in tandem make the X-83 acutely vulnerable to flying under sub-optimal conditions. If the starfighter remains in an environment severe enough for too long, it can even lose propulsion and main power, leading to an unavoidable state of emergency.
  • Mistrusted Reputation: Meant to streamline the functioning of the fighter's electronics by acting more as an extension of the ship's main computer, the astromech droid of the TwinTail is hardwired into the craft. Without frequent memory wipes, the ship can develop a personality of its own. Incom recommends wiping its memory often for this reason, as a developing personality can lead to personality flaws. While some pilots see this as a feature, horror stories about pilots' own ships not obeying their commands have led to mistrust among most Alliance pilots, even as the design finally starts to become more available.

Description:

As part of ongoing efforts by the Galactic Alliance to further increase their diversity profile in terms of available craft for their starfighter corps, Incom was contracted to produce several newer lines of fighters meant to complement, if not oust the X-Wing from its seemingly immovable position as de facto starfighter of choice for most Alliance pilots. While the team behind the Crossfire sought to reimagine the X-Wing design almost completely, the division working on the X-83 Project instead took the basic framework of the predecessor model and attempted to streamline and upgrade each aspect in almost every way possible.

With their end result sleeker, better shielded, and grossly over budget, the design team at Incom nonetheless stood by their design based purely on its results in dogfighting simulations against most comparable craft available on the open market. Outperforming the stock X-Wing in almost every respect, the only problem that remained to be solved was the incredible cost and logistics of manufacturing them on anything approaching a mass scale. Not just costly, but requiring several state of the art systems either from competitors or that hadn't even hit the market yet, the Galactic Alliance Starfighter Corps finally agreed to purchase a limited run for use by certain ace and special operations squadrons.

One of the most surprisingly controversial aspects of the TwinTail's innovative design is the hardwired integration of the vessel's assigned astromech unit. Much more capable at providing diagnostic intel and performing minor repair duties even during flight, Incom nonetheless recommend pilots perform regular memory wipes lest their starfighters start to develop personalities of their own. While this may seem like just another bonus for some, an X-83 astromech's discovery of traits like obstinance or squeamishness during the middle of a firefight can mean the difference between life and death for a TwinTail pilot.

X-83 pilots wear flight suits that can be sealed against vacuum, and in the event of an emergency are able to jettison themselves from the cockpit.
 
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OUT OF CHARACTER INFORMATION

  • Intent: To add both some fluff and some shades of grey to the early days of the Galactic Alliance
  • Image Source: Wookieepedia
  • Canon Link: Containment Field
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Galactic Alliance
  • Model: Magma Cell
  • Affiliation: Closed-Market
  • Modularity: No
  • Production: Limited
  • Material: Durasteel, Magnetic Field
SPECIAL FEATURES
  • Industrial Strength Networked Containment Field Generators
  • Highly Sensitive Tamper/Malfunction Sensors
  • Extreme Heat Resistant Sluices
  • Reinforced Emergency Blast Doors
  • Self-Contained Ion Shielded Auxiliary Power Generator and Life Support System
DETAILED SPECIAL FEATURES

Industrial Strength Networked Containment Field Generators

Drawing from a similarly high grade main power generator, these field generators are designed to restrict the movement of beings with strength profiles well beyond the upper limits of most known species, ultimately capable of producing a magnetic field so powerful it could freeze a rancor or krayt dragon in its tracks with relative ease. The unique nature of multiple generators combining to maintain a more coherent field also allows for fine tune adjustments of the electrical impulses the field is capable of projecting to disrupt the prisoner's consciousness or weaken their connection to the Force. In this way, even those with the most powerful connections to the Force can be kept subdued through periodic targeted bursts of disruption to their concentration.

Highly Sensitive Tamper/Malfunction Sensors

Containing some of the most sophisticated anti-slicing tech that credits can buy, the field is designed to be almost impossible to deactivate, and even harder to do so without also activating the failsafe protocols. In the event of both an intentional or more naturally occurring malfunction in the apparatus, it sends out repeated high priority alerts and requests instructions at multiple intervals from a remote location before finally triggering the sluices.

Extreme Heat Resistant Sluices

Composed of a metallic alloy with an ultra high melting point designed and created specifically for handing just this kind of extremely hazardous material on worlds like Sullust or Mustafar, these sluices are often connected to natural lavaflows occurring nearby the sites at which these units are installed, allowing for rapid and repeated transportation of magma into the main chamber.

Reinforced Emergency Blast Doors

Designed to slam down the moment the sluices are triggered, they are composed of thick duranium plating designed to contain a chamber filled with magma for as long as possible until it can be funneled back out onto a natural inclusion.

Self-Contained Ion Shielded Auxiliary Power Generator and Life Support System

In the event the facility housing the unit should come under attack, and things reach a point where the primary generator becomes compromised, this backup power generator is designed to power both the life support and the containment field generators for a short while, ensuring the prisoner remains both contained and alive until rescue operations can be engaged and external power to the unit restored.

Strengths:
  • Ultimate Prison: Designed specifically to be able to both restrain and hold very powerful Force Users on a long term basis, the magma cell of the Galactic Alliance approaches this problem in a very brute force, uncompromising manner. If the high powered containment field is in any way breached or tampered with, the unit will ultimately trigger sluices that pump in magma which rapidly fills the chamber, incinerating everything inside.
  • Effective Escape Deterrent: With the promise of such a gruesome end should any aspect of their escape attempt go wrong, interment in such a device can break the will of even the most prideful Sith. Many don't even try, and view such entrapment as the equivalent of a death sentence carried out in slow motion.
Weaknesses :
  • Brutal: The method of action controversial from the very first proposal, the mere sight of one's use can be enough to turn the uncertain into staunch critics of the magma cell for the cruel and unusual punishment even its quick death provides. Now illegal throughout much of the Alliance, all official use of the medieval containment units has been suspended indefinitely by Alliance High Command. Stripped units discovered by the First Order on Mustafar bear no indication of last use, but it is the official position of the Triumvirate Council that the impracticality of complete disassembly is the only reason such device components have been found on evacuated Alliance bases.
  • Reduced Strength on Backups: Should the unit's main power source become compromised, the auxiliary's battery life is only powerful enough to continue to power the field at full strength for a short time, after which the magnetic field will slowly begin to bleed strength until it loses power entirely. Usually this is not a problem as everything is by this point covered in magma, but in the rare occasion where main power can become compromised but there remains no evidence of tampering with the individual unit, the field continues to weaken.
  • Environment Dependent: Due to extreme financial impracticality of shipping and/or storing magma in large enough qualities, installation of these cells occurs primarily near active volcanoes or on planets with a magma core. Proximity to such a specific, rare natural resource creates an upper limit on units per site, as well as making them much easier to locate if the searcher knows what to look for.

DESCRIPTION
While the New Jedi Order is a much more orthodox sect of the Force than some, there is no denying that by and large their members abide by a much more militant philosophy than more classic interpretations of the Jedi Code. The early days of the Galactic Alliance were dark ones, originally born out of elements of both the Omega Protectorate and the shattered remnants of the 17th Republic Fleet that had rallied against the One Sith on Sullust after their initial defeat, both the Jedi and the soldiers of the Alliance had to make some very hard, uncompromising choices. And not all of them play into the heroes from the ashes narrative the moral crusaders within the Alliance of the present's political structure are so keen to flaunt.

In the early days of their campaign against the One Sith's empire, both the Alliance and the Order ran into the trouble with what exactly to do with the rare Sith Lord they managed to capture alive. In the past, such occurrences had been rare enough that temporary, likely unique measures would be devised to contain such potent creatures of the Force, but with the sheer amount of Darkside practitioners that had flocked to the banner of the nearly galaxy spanning empire, the Triumvirate Council and Alliance High Command foresaw a day coming quickly when they would be forced to deal with the problem on some form of mass level. And so, a top secret project was begun to develop a reliable method of securing violent and uncooperative Force Users.

Thus, the infamous Alliance magma cells were born. Operating on the relatively simple principle that, if the device is tampered with, malfunctions, or is breached from the outside through unauthorized means, molten hot magma is pumped in from a natural reservoir nearby the given facility and quickly fills the chamber, incinerating everything inside in a matter of seconds. The system is not quite fool proof, but is designed to be so overwhelming and so terrifying in its implications that even the most powerful prisoners cannot manage to concentrate enough on much else besides the thought of dying in so horrific a manner to seriously contemplate an escape attempt.

The prison itself operates much like a standard containment field, only with several field generators positioned at different angles throughout the chamber that serve to both reinforce the binding strength of the magnetic stasis field, and refine a remote operators' ability to disorient the prisoner with targeted bursts of electrical impulses, disrupting their concentration should they become unruly or should any signs of Darkside build up become apparent from within the cell.

Beyond the high power consumption requirements and the need for a naturally occurring local source of molten material to work with that limits the upper limit on magma cell construction, throughout most of Alliance space they are now also illegal, even for use by GA personnel. Considered far too inhumane for a superpower that now possesses alternative means to deal with such prisoners, all magma cell containment facilities once operating in Alliance space have allegedly been shut down and the technology stripped from the custom built chambers as much as is possible.

And yet despite remaining classified to the public at large, rumors persist of black sites still in existence, operated either by High Command or persons unknown, that still employ such draconian devices as internment methods.
 
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Out of Character Details
Image Source: Hasbro Resistance Trooper Box Art
Intent: To create a standard set of light armor for the Galactic Alliance Defense Force and it's various branches.
Canon Link: N/A
Restricted Missions: N/A
Primary Source: GADF-BDU-01

Product Information

Manufacturer: The Galactic Alliance, I'att Armament (Nationalized.)
Model: GADF-ACU-01
Affiliation: The Galactic Alliance
Modularity: Yes; Exterior Attachments (I.E. Combat Webbing, Tactical Toolkits, Alternate Weather Gear)
Production: Mass-Produced
Material: Blast Vest, Flex-Armor, Military-grade Electronics, EMP/Ion resistant materials.

Technical Specifications

Classification: Multipurpose Combat Uniform (Light Armor)
Weight: 10 Kg (Including Kit.)
Quality: Four

  • Energy Weapon Resistance: Reinforced by the same flex-armor lining found in the heavy trooper BDU-01, the blast vest of the GADF-ACU-01 is designed to withstand/disperse several blaster particle bolts before exceeding the tolerances necessary to protect its wearer (provided its not fired from a cannon or disruptor). The extremities of the soldier are significantly less well protected, and the armor provides little to no protection from lightsabers.
  • Kinetic Resistance: With the metallic density of the blast vest reinforced by the addition of flex-armor, the GADF-ACU-01 is able to absorb the lethal trajectory of an projectile round and safely disperse it's kinetic kickback over a small area. This has been noted to stop the bullet, unless rated at .50 calibre or higher, but is unable to stop the forces of Newton's law from keeping the soldier within truly safe from harm, which more often than not, results in heavy bruising, and/or internal bleeding around the impact site. This protection is again confined to the head and center mass, leaving the soldier's limbs exposed to more severe wounds.
  • Melee/Shrapnel Weakness: While the blast vest and flex armor of the GADF-ACU-01 provides excellent resistance to various melee weapons, there are significant gaps in the suit's protection that an enemy skilled in melee could exploit, and depending on where the soldier is struck shrapnel/flechettes could also cause severe injury.
  • EWAR Resistance (EMP/Ion): A layer of anti-ion mesh between the blast vest and flex armor as well as combat de-ionizers on the utility belt are designed to disperse several ion blasts and allow the soldier to continue to operate with limited effectiveness. Continuous fire would overwhelm such countermeasures. As the helmet of the ACU contains sensitive electronics to assist the bearer in battle, EMP/Ion resistant materials were woven into the delicate latticework to protect the integrated digital systems from a myriad of e-war attacks so that the soldier may continue to operate with little to no interruption in the constant feed of tactical data displayed across their visor.
Special Features:

Helmet
Torso
Utility Belt
Boots
  • Magnetic Adhesion/ High Traction Soles.
  • Cellular Padded Insoles. (High Comfort.)
  • Additional Combat Vibroblade Sheathe.

Strengths:
  • Lightweight and Adaptable: While not as durable as the Alliance's standard heavy armor, the GADF-ACU-01 is a mainstay of the GAAF's more more mobile light infantry units and scouts. Eschewing bulkier duraplast plating for a less protective blast vest reinforce by flex armor lining, the ACU allows its wearer to stay more agile and situationally aware in the field. Also able to blend in much more effectively than the more obvious heavy trooper, it has become a favorite for use in tactical support of covert operations. The ACU-01 finds its use in most situations where the BDU would not be effective, and also to supplement troops stationed in areas where it would be otherwise impractical to outfit every soldier in highly advanced combat plating.
Weaknesses:
  • Limited Protection: Offering significantly less protection than the armor plating of tactical warplates, the ACU's blast vest can only withstand so many particle blasts or ionic discharges before its protective capacity is compromised. The lighter armor also offers very little protection to the soldier's extremities, which along with other gaps in the uniform's protective layering leaves the wearer vulnerable to shrapnel/flechettes or a precisely aimed melee attack.
  • Atmospheric Only: While the vacuum tight tactical helmet of the GADF-ACU-01 allows for limited underwater operations as well as protection against the absence of oxygen, the rest of the uniform is not so well secured. The void of space or some other form of sudden depressurization would quickly prove fatal to the wearer, and they are a much more common sight on the surface of a planet than the deck of a starship.
Description:
From their earliest days, the Galactic Federation of Free Alliance owed its roots to the combined remaining strength of several entities still reeling from the rise of the One Sith. The Republic 17th Fleet, the Omega Protectorate, and a Smuggler's Alliance which would one day become the Galactic Alliance's Merchant Fleet just to name a few of the most prominent. Practically ever since them, the Alliance has struggled with the logistics involved with not only rebuilding a military from scratch, but then attempting to shift its primary focus from liberation force to galactic peacekeepers. While cutting edge projects from several friendly high tech megacorps have provided the fledgling superpower with advanced warplate for its heavy troopers and high tech weapons and gadgets, but not every soldier of the Alliance can be issued and trained in their own battle armor, and not every situation on the battlefield calls for them to be.

Enter the GADF-ACU-01, the latest in a long line of attempts to standardize some form of more basic armor and equipment for the average Alliance soldier. Designed with situational awareness, battlefield mobility, and most importantly their cost to produce in massive quantities in mind, the ACU-01 is composed primarily of a blast vest, flex armor lining both reinforcing center mass and throughout the soldier's extremities, all covered by a sleek great coat and thick padded but still somewhat breathable trousers. Each kit also comes with one technologically advanced combat helmet, vacuum sealed and equipped with an array of features such as a blink-command assisted holographic heads-up display, scanners, a comm link, oxygen supply, and several visor modes.

With a variety of different greatcoat variants and color schemes for operations in different environments, the ACU is meant to be adaptable and reliable within its performance profile. Obviously in the pursuit of lowered training requirements and greater ease of production, serious sacrifices had to be made in terms of the light armor's ability to protect its wearer from harm when compared to something like the GADF-BDU-01 heavy trooper armor. Unable to operate in environments devoid of atmosphere, and with very limited defenses against lightsabers or other forms of energy blades, the trade-offs of both are clear.

What High Command did not fully expect when commissioning the more practical standard gear were the scenarios in which the more lightweight, camouflage-able, and much easier to don ACU-01 would outperform its older, bigger brother. Primarily excelling in covert/recon operations as well as environments that can be more difficult to move through on foot, the ACU has come to occupy a niche within the Galactic Alliance Defense Force that goes beyond a cheaper, easier alternative for the more fresh recruits.
 
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Type I Atmospheres
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OUT OF CHARACTER INFORMATION
  • Intent: To create an atypical, complex species with motivations fundamentally mysterious to most PCs.
  • ​Image Credit: Star Trek Online Concept Art
  • Canon: N/A
  • Links: /
GENERAL INFORMATION
  • Name: Iosian
  • Designation: Sentient
  • Homeworld: Ios
  • Language: Iosian language (unpronounceable)
  • Average Lifespan:
    Physical: 6-8 months
  • Conscious: 300+ (at the end of each natural lifespan, an Iosian 'uploads' their consciousness to the next generation)

[*]Estimated Population: Inter-Planetary
[*]Description: A crystalline, quadruped species with an outer carapace through which murky fluid can be seen circulating. They possess mantis-like heads with two triangular eyes. Direct contact with an Iosian without the use of an environmental suit is extremely rare, as their internal body temperature is considerably higher than the average humanoid's by several hundred degrees.
PHYSICAL INFORMATION
  • Breathes: Type IV (anaerobic respiration with a methane-chlorine mixture)
  • Average Height of Adults: 1.8 meters
  • Average Length of Adults: 1.5 meters
  • Skin Color: Each one unique
  • Hair Color: None
  • Distinctions: Unisex, extremely difficult to differentiate for other species without training/education. Though they possess seemingly infinite nuance in their carapace color schemes, there is also a certain degree of uniformity seemingly based on both societal caste and castemoot.
  • Races: While it is unclear if Iosians possess true racial offshoots in the way many humanoid species do, there are marked differences in Iosians based on their caste system, which is seemingly biologically determined.
  • Force Sensitivity: All
STRENGTHS
  • Telepathic Network: The Iosians possess a form of networked intelligence in addition to their sentience as individuals. Not a true hive mind, each Iosian is capable of choosing with whom they wish to share their memories, communicating across a number of telepathically linked networks known as Castemoots.
  • The Lattice: The Iosian term for a telepathic field that connects each member of their species even across vast distances, it is a king of shared memory archive that contains general species specific knowledge and history. Operating on an almost instinctual level, each Iosian is born into their caste based on the specific needs of their society.
WEAKNESSES
  • Susceptible Physiology: Not only do the Iosians require extremely high environmental temperatures to maintain their equilibrium, but their crystalline carapace is somewhat more vulnerable than the average carbon based exoskeleton. If an Iosian's environmental suit were to be pierced by blaster fire, or one were modified to be fired in Iosian atmosphere, a single shot or two would likely be enough to fatally wound, the fluid medium contained within their outer structure critical to maintaining their metabolic processes.
  • Alien Psychology: Operating at times on an entirely different level of consciousness than the average humanoid, any interaction with an Iosian is bound to be fundamentally unpredictable. As one of the few silicon based higher lifeforms to emerge as space faring entities in the galaxy, differences in the way the species thinks often leave them prone to misunderstanding. Because of this history, most Iosians can be aggressive towards carbon life if they perceive that they are in some way threatened.
CULTURE
  • Diet: The Iosians' native atmosphere provides them with their nutritional needs although the precise method of action remains unknown.
  • Communication: The Iosian language is, in some ways, not a true language at all. It is a system the species developed composed of a series of high-pitched squeaks and clicks distinct enough to be translatable into words and phrases by carbon based life, and is not used internally though it is contained in each Iosian's instinctual memory. Among themselves, the primary method of communication is through the Castemoot, partitioned segments of Iosian society based on caste, geographic location, and perhaps other less comprehensible criteria. These castemoots serve as a form of lobbying body within the Lattice, each given proportional sway based on caste status (with the political caste holding the most power) and perhaps also proximity to Ios.
  • Technology Level: Advanced spacefaring, comparable to the galactic average but often through an independent developmental process. Most Iosian technology is incompatible with those of other species without significant modification.
  • Religion/Beliefs: Like many species throughout the galaxy, Iosian spirituality is closely tied to the Force. And yet, religion is perhaps not the most accurate term, as across the species there is a certainty that seems to go beyond mere faith. While a non literal translation is also possible, the Iosians claim to be able to 'see' or somehow literally perceive the Force, and indeed have proven to be acutely perceptive when in the presence of Force users. Not only that, but the species believes also that the energy field plays some critical role in maintaining the Lattice that sustains their telepathic networks. Although independent study has yet to determine the veracity of these claims, the concept is so core to their culture that the species will actually move colony populations to account for astronomical phenomenon and shifting star systems, which they claim causes changes in the positions of the lines of power where this beneficial effect is apparently the strongest.
  • General Behavior: The uncommon nature of the species and their evolutionary origins leads to behavioral characteristics across the race that borders on the incomprehensible. With a significantly shorter physical span than most other higher life forms, an Iosian spends a large portion of their lifetime immersed in the Lattice. Due to their physiology and the lack of ease of mobility on their homeworld, the species is not known for excessive movement, conserving physical energy for only the most important of occasions.
Iosian culture relies heavily on a rigid caste system, although these distinctions are much more physiological than most humanoid parallels. Individual Iosians are bred for specific societal functions, and there is some speculation that they modify their young at birth to perform more specialized duties upon reaching adulthood. The known Iosian castes are Ruling, Political, Warrior, Worker, and Science. There have also been accounts of what seems to be an Iosian Religious/Spiritual caste which plays some role in maintaining intercaste harmony and the species' latent Force sensitivity.

HISTORICAL INFORMATION

A reclusive and mysterious race, the Iosian Assembly is a small interplanetary hermit empire that controls a remote star cluster at the tip of the galaxy's southernmost spiral arm. Contact between Iosians and civilized space has been extremely rare and for the most part unproductive. Dozens of first contact missions have ended in abject failure, some resulting in the deaths of entire expeditions at the hands of Iosian warships.

It is only recently with the help of the Coalition's Council of the Living Force have psychically trained diplomats gained insight into the role of Iosian castemoots and developed a crude means of verbal communication with these strange alien creatures. Even now, misunderstandings are commonplace, and many scientists believe that the Iosian mind simply operates based on different fundamental principles.

Their sense of morality seems to be nebulous, for while the Assembly is not wantonly aggressive it has been known to wage war seemingly without cause, displacing or obliterating the populations of entire star systems and terraforming the worlds to sustain silicon based life. Limited dialogue with the Assembly over the past few centuries seems to suggest that these are considered to be holy crusades, based entirely on what the Iosians describe as the shifting lattice of their empire.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To provide a capable vessel for non-Force using agents, dignitaries, and representatives of the Galactic Alliance
  • Image Source: Fer de Lance 2.0 by Diggers
  • Canon Link: /
  • Restricted Missions: /
  • Primary Source: ShortFin Prototype Shuttle, Original WIP (credit to [member="Coren Starchaser"] for submission concept)
PRODUCTION INFORMATION
  • Manufacturer: SoroSuub Corporation, Silk Holdings
  • Model: Shadow-class Transport
  • Affiliation: SoroSuub Corporation, Silk Holdings, Strategic Intelligence Service, Galactic Alliance, Closed-Market
  • Production: Limited
  • Material: Alusteel, Glasteel, Starship Components, Radar Absorbing Paint
TECHNICAL SPECIFICATIONS
  • Classification: Personal Transport
  • Length: 76 meters
  • Width: 24 meters
  • Height: 22 meters
  • Armament: Low
    Dorsal-Mounted Dual Laser Turret (carried internally)
  • Ventral-Mounted Dual Laser Turret (carried internally)
  • Two Forward-Facing Laser Cannons (carried internally)
  • Two Forward-Facing Flextube Warhead Launchers (carried internally)

[*]Defenses: Average
[*]Hangar:
  • Two swoop bikes
  • One airspeeder

[*]Maneuverability Rating: High
[*]Speed Rating: Moderate
[*]Hyperdrive Class: Very Fast: 0.75
SPECIAL FEATURES

Standard Life Support
Standard Targeting System
Standard Navigation System
Standard Shielding System
Standard Sensors Suite
Firewalled Internal Systems
Encrypted Military Communications Array and Distress Beacon
TE-413 Fusial Engines

QQ-C1r-C3 Crybaby Decoy Module
QQ-45H/310T Countermeasure Module
QQ-543N/53R Cap Drain Module


Strengths:
  • Low Sensor Profile: Outfitted with military grade electronic countermeasure technology, the Shadow-class relies on everything from transponder scramblers to an outer frame specifically designed to minimize heat blooms in order to remain undetected. With a Silk reactor built to run on TibannaX fuel, the personal transport allows key personnel to travel with a reasonable expectation of stealth.
  • Agile: While not the fastest in its class on full impulse, the Shadow-class is surprisingly nimble for a vessel of its size. The transport's sleek design also allows for efficient placement of maneuvering thrusters, allowing the ship to make sharp changes in both course and speed (while slower, it takes the Shadow-class less time than average to reach its max sublight velocity).
Weaknesses:
  • Limited Armoring and Weaponry: Constrained by both power requirements and the ship's low profile, the Shadow-class boasts a weapons complement more in line with light freighters concealed within its internals. With an outer hull designed primarily to vent excess heat in a controlled manner, the transport's shields are likewise limited to power its comprehensive electronics suite.
  • Slower Subspace Speeds: With a TibannaX engine and a design that favors stealth over high speed maneuvering, the Shadow-class is fast in hyperspace but on impulse drives find themselves outperformed by comparable models. The more its pilot pushes the engines to their limits, the less effective the craft's stealth suite becomes.
  • High Power Requirements: Between its powerful hyperdrive, cutting edge SoroSuub technology and additional system modules, each transport's reactor is overclocked in order to maintain operations. Critical damage to the electronics systems could severely reduce the ship's stealth profile, and possibly even trigger secondary explosions.
Description:

Project Starchaser, or what would become known as the Shadow-class prototype in SoroSuub's research and development arm, was begun after an agreement was reached to purchase the original unrealized Silk Holdings schematics kept on file with the Galactic Alliance as an intermediary. Contracting out the proprietary Silk modules required by the initial design, a percentage of every ship's sale goes to the company while SoroSuub takes a cut reflective of the frame's manufacturing costs.

The plans for the Shadow-class mark one had been intended to duplicate the design of the Shortfin Prototype Shuttle on a larger scale, for use by the Strategic Intelligence Service and high ranking Alliance dignitaries. While production was never realized, the need did not go away, and the first line of transports produced is rumored to be for a nobid contract with the Alliance military.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: SoroSuub Corporation
  • Model: Keepstar-class Defense Station
  • Affiliation: Galactic Alliance
  • Production: Mass-Produced.
  • Material: Durasteel-Titanium Alloy (Hull Plating), Quadranium (Structural Frame), Solarium Glasteel (Viewports)
TECHNICAL SPECIFICATIONS
  • Classification: Orbital Defense Platform
  • Length: 4000m
  • Width: 4000m
  • Height: 2800m
  • Armament: High
    2000 Turbolasers
  • 500 Long Range Turbolasers
  • 500 Fastmount Ion Cannon Turrets
  • 50 Heavy Launchers
  • 45 Antimissile Octets
  • 100 Quad Lasers
  • 100 Flak Cannons

[*]Defenses: High
[*]Hangar: 10 Squadrons
[*]Maneuverability Rating: Very Low
[*]Speed Rating: Very Low
[*]Hyperdrive Class: Very Slow: 10
SPECIAL FEATURES
  • Communications Array
  • Encryption Network
  • Escape Pods
  • Heavy Ray Shield Generator
  • Heavy Maneuvering Thrusters
  • Holonet Transceiver
  • Reinforced Hull Plating
  • Standard Detention Cells
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Particle Shield Generator
  • Standard Sensor Array
  • Standard Targeting Systems
  • SORCE Turbolaser Technology
Strengths:
  • Stronghold: The Keepstar-class is not only heavily armored but designed to support command and control logistics operations throughout an entire system. Designed to house naval command staff as well as oversee protection of strategically valuable worlds, the massive structure is fully capable of serving as an emergency command post in the event of natural or artificial disaster on surface of the planet it orbits.
  • Limited Repair Facilities: With enhanced docking capacity compared to most military installations, Keepstars are designed to serve as miniature orbital naval stations. Capable of berthing and even conducting minor repairs on starships, while no match for a shipyard or dedicated repair facility, the defense station can nonetheless stabilize a crippled vessel enough to get it where it needs to go in addition to handling smaller scrapes and system damage.
Weaknesses:
  • Alignment Time: Due to the Keepstar's design, there are only a few positions relative to enemy vessels that provide optimal coverage of its defensive firepower, but even with maneuvering thrusters at full power it can take the station some time to adjust particularly against a more mobile force.
  • Vulnerable Hangar Struts: While most of the platform is well armored and well shielded, the exposed transfer struts between the outer hangar facilities and the heart of the station itself
Description:
 
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Exterior
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OUT OF CHARACTER INFORMATION

SETTING INFORMATION
  • Structure Name: SoroSuub Centroplex
  • Classification: Megacorporate HQ
  • Location: Byllurun, Sullust
  • Affiliation: SoroSuub Corporation
  • Accessibility: Much of the grounds that make up Sorosuub Central are widely open to the public of Byllurun by necessity. There are no restrictions placed upon pedestrian traffic on the city streets that connect its industrial zones, although visitors are expected to obey corporate security in additional to local authorities and the Sullustan Guard.
The structures themselves require varying levels from scrutiny to access, from simple employee data to gain entry to mundane shipyards and refineries, while sections like research and development and the Centroplex itself possess more enhanced security measures, such as DNA scanners and facial recognition software.
  • Security: SoroSuub Security operates as its own in-house division within the megacorp, solely focused on protecting corporation property and assets throughout the galaxy. But nowhere is their job more complicated than on Byllurun, as the company's extensive land claims throughout the city require them to behave very much like a privatized police force. Coordinating with local appointed authorities on matters ranging from petty theft to organized crime, the megacorp's security operations are just another way in which Sullustan culture has curiously blended with SoroSuub brand identity.
  • Description: Located at SoroSuub Central, an industrial sector that encompasses almost two thirds of the Sullustan capital, the cluster of administrative towers that make up the Centroplex serve as much of the city's beating heart. From these massive, monolothic structures the immense corporatocracy oversee operations that employ a significant percentage of the system's population, with interests now in other sectors as well.

POINTS OF INTEREST

Central

The largest tower at the core of the Centroplex houses the megacorp's administrative facilities, containing much of the bureaucratic infrastructure typical of enterprises without SoroSuub's unique responsibilities. The highest levels are comprised of office space for each of the corporation's Board of Directors, whose broad authority necessitates teams of aides comparable to most galactic politicians.

Most of Central Tower's higher floors are separated into divisions that oversee the megacorp's various operations, with mineral processing and starship manufacture occupying the largest floor space due to their profitability and logistical requirements. But there are also floors in charge of everything from food packaging to droid manufacture to comm link design. Below these upper management levels are a series of control stations responsible for monitoring and assisting SoroSuub facilities across much of the planet.

Lower levels house much of the industrial backbone, from a sizable IT department to shipping to employee amenities. From here employees have access to Central's tramway station that connects the tower to the other facilities that make up the Centroplex.

Advanced Research and Development

Often just referred to simply as Research and Development or R&D, SoroSuub's design wing is composed of both a heavily shielded and reinforced tower where all product testing and practical design applications take place, as well as an adjoining miniature campus containing facilities for research and theoretical work that also serves as an off site for the SoroSuub Business Academy. While some presence is maintained, one notable exception is the starship manufacture division, who conduct much of their testing from Sullust's orbital shipyards for obvious practical reasons.

Public Relations Bureau

One of the Centroplex's smaller towers, but no less prominent, for the Public Relations Bureau represents SoroSuub's unique position in Sullustan society and it is from here that SoroSuub manages its nuanced relationship with the planetary government. In the past, Sullustan politics shifted between representative democracy and authoritarian corporatocracy, and while the current Sullustan Council is a politically distinct body, SoroSuub is still legally responsible for a multitude of civic duties, as well as playing a shared role in foreign relations.

A popular Sullustan conspiracy theory is the existence of a shadow organization within the Public Relations Bureau known as the First Mandate. Supposedly dedicated to the benefit of the Sullustan people over all other ethical considerations, this mysterious cabal is either some form of private intelligence agency or secret police depending on who is doing the telling, but while rumors of First Mandate's existence persist no credible evidence has ever been produced confirming they exist.

SoroSuub Security

While it is not uncommon for corporate headquarters to employ inhouse security personnel, nowhere else in the galaxy does corporate security have to deal with the challenges the megacorp's security faces in patrolling SoroSuub Central, which takes up almost fully two thirds of the Sullustan capital city. Effectively a private auxiliary police force, the security tower coordinates heavily with the Sullustan Guard in matters ranging from petty street crime to counter-terrorism.

Second in size only to Central Tower, Security is part war room, part precinct. It also houses the Centroplex's systems security and counter-espionage specialists.

Galactic Logistics

Both the newest and smallest structure in the Centroplex, Galactic Logistics is a dwarf tower containing the division directly responsible for oversight of SoroSuub operations outside the Sullust system. With facilities now on worlds like Coruscant and Duro, this space was set aside in the interests of scalability, as managing both its interests across the Sullustan underground as well as galactic consortium would eventually strain the limits even of the massive Central Tower.

HISTORICAL INFORMATION

One of the oldest standing corporate landmarks in the galaxy, the SoroSuub Centroplex has stood for centuries at least, the records of its true foundation lost in the years of darkness brought by the Gulag plague. At various points in Sullust's history, the megacorporation's administrative cluster also served as de fact seat of the planetary government, although now most of the political power rests in the hands of the independent elected body that makes up the Sullustan Council.

Still, SoroSuub's domineering influence over Byllurun cannot be denied, for the Centroplex resides at the middle of an industrial center that covers almost two thirds of the planetary capital. SoroSuub Central is perhaps the largest privately owned surface facility in the Outer Rim, although to call it one structure would be disingenuous. City bloc after city bloc of mineral processing plant and droid refinery, separated by urban public streets and lift stations.

The proportions of the tower cluster itself are almost comical in nature, with Central larger than the others by an order of magnitude and rising high above every other building in the subterranean cavern that contains Byllurun. In charge of a company that employs the vast majority of the planetary work force, hundreds of thousands of citizens commute from all over Sullust to work at the Centroplex every day.
 
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[SIZE=9pt]OUT OF CHARACTER INFORMATION[/SIZE]
  • [SIZE=9pt]Intent: [/SIZE][SIZE=9pt]To provide a distinctly themed defense force for the Alliance capital, as well as continue in a series of entries developing Sullust.[/SIZE]
  • [SIZE=9pt]Image Credit: Blurpy[/SIZE]
  • [SIZE=9pt]Role: Sullust's Planetary Army and Navy[/SIZE]
  • [SIZE=9pt]Links: [/SIZE][SIZE=9pt]/[/SIZE]

[SIZE=9pt]GENERAL INFORMATION[/SIZE]
  • [SIZE=9pt]Unit Name: [/SIZE][SIZE=9pt]Sullustan Guard[/SIZE]
  • [SIZE=9pt]Affiliation: [/SIZE][SIZE=9pt]Sullust, Galactic Alliance[/SIZE]
  • [SIZE=9pt]Classification: [/SIZE][SIZE=9pt]Planetary Defense Force[/SIZE]
  • Equipment: NLZ5-11 Dragon Powersuits or GADF-ACU-01 Armor, GLX Firelance Rifles, SSK-7 Heavy Blaster Pistols

[SIZE=9pt]COMBAT INFORMATION[/SIZE]
  • [SIZE=9pt]Availability: [/SIZE][SIZE=9pt]Common[/SIZE]
  • Deployment: Mass
  • [SIZE=9pt]Strengths & Weaknesses: [/SIZE]
(+) Tunnel Dwellers: Not only have native Sullustans developed enhanced senses due to their subterranean lifestyle, most Guardsmen also possess a keen sense of direction and aptitude for asymmetric warfare. Used to thinking three dimensionally about the space around them, the Guard produces excellent trackers and evasion specialists.
(+) Defensive Experts: The Sullustan Guard was built and still trains for one singular purpose, to defend the homeworld. Trained in everything from attrition and counter siege tactics to counter-terrorism and emergency domestic crises. Now that the planet plays a role as key fortress world and Outer Rim economic superpower, training standards have only risen.
(-) Physical Strength: While the Guard accepts non-native citizens into its ranks, it is largely reflective of the Sullustan majority population, and as a result the average Guardsman is physically weaker than most sentient species, including humans. While the troopers are extensively conditioned to minimize this shortcoming, in a match between a professional soldier from a more evolutionarily gifted species most Sullustans have a natural disadvantage.
(-) Sonic Weaponry: Much in the same way, Sullustans possess highly acute hearing and are particularly susceptible to destructive sonic vibrations. A shot that would normally be only enough to wound also provides a crippling distraction as well as the average Guardsmen is forced to recover from the aural shockwave.

  • Description:
The Sullustan Guard is a planet-spanning military reserve force whose sole purpose is to patrol and defend the world from invasion or attack should the day ever come. Drawn from lots among registered SoroSuub personnel, a significant portion of Sullust's population is a technically a part of the Guard, although citizens are rotated through infrequent tours of duty. Some elect to extend their tours voluntarily in exchange for increased pay and make a career out of the military, which in turn allows others to minimize their time spent in the service if they so wish.

While the Guard places no species restrictions on volunteering for service, due to their overwhelming majority most Guardsmen are Sullustans. Service in the planet's defense force is considered a great honor in their culture, like in most cultures, and a broad spectrum of trained service members makes recruitment easier for institutions like SoroSuub private security and local law enforcement. This bounce back and forth between public and private sectors strengthens the working relationship between Sullust's authorities.

The Guard is responsible for not just protecting Sullust's surface and multitude of subterranean cities, but also its orbit and the system beyond. All crews of planetary defense vessels are also considered Guardsmen, although their command structure and training regimen differs in several obvious ways. Historically unaggressive and lacking xenophobia as a species, the Sullustan Guard has rarely taken part in an offensive campaign offworld in the thousands of years its been in operation.
 
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Interior
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OUT OF CHARACTER INFORMATION

SETTING INFORMATION
  • Structure Name: Capitol Tower
  • Classification: Seat of Planetary Government
  • Location: Byllurun, Sullust
  • Affiliation: Sullustan Council, Galactic Alliance
  • Accessibility: Situated on the border of Byllurun's massive industrial sector SoroSuub Central and what few districts lie outside the massive Sullustan megacorp's headquarters complex. While the lower levels of the structure allow for some degree of public access, the highest floors where Sullust's legislative branch convenes are off limits to all but authorized personnel.
  • Security: Capitol Tower is patrolled around the clock by specially trained Home Guard soldiers. The higher one ascends, the more rigid the Tower's security measures become. While Alliance identification and submission to a holoscanner check is enough to gain entrance to the ground floor, upper levels range from simple passcards to triple redundant biometric authentication protocols near the Council Chambers.
  • Description: One of the newer additions to Byllurun's cavernous skyline, Capitol Tower is also one of the most controversial. Atypical of conventional Sullustan architecture, the innovative design is supposed to embody the people's creative spirit. As artistry is one of the few industries SoroSuub has not managed to dominate on its native planet, it also serves as a nod to the Council's independence from the purview of the corporation's Board of Directors.

POINTS OF INTEREST

Council Chambers

The highest level of Capitol Tower contains the Council Chambers, where the Sullustan Council convenes to determine federal legislation. This section also includes office space for each Councilor on the levels immediately below, as well as a small foyer for voting blocs to convene and messages too sensitive for electronic transmission to be carried back and forth.

Hearing Rooms

Between the Chambers and Briefing Theater are a series of conference rooms for various committee hearings and important deliberations by the federal judiciary. Given the immense legislative and judicial apparatus required to govern a world as heavily populated as Sullust, it would be more accurate to call this section the hearing levels, as all told these rooms take up several. Still, they are virtually always filled to capacity and typically scheduled months in advance.

Briefing Theater

An entire floor dedicated for the use of the Sullustan press corps, the section's centerpiece is of course the theater itself. A large auditorium with seating for the planet's considerable numbers of journalist organizations, seating is arranged by viewership statistics with the more prominent organizations such as Sullust Central News Network receiving more preferential treatment. It is from here the planetary government conducts most of its press briefings. While appointed officials are usually responsible for relaying information to the public, occasionally Councilors or even more rarely the President will make personal appearances to deliver statements and answer questions.

Nunb Rotunda

Named after the legendary Nunb family (not to be confused with countless other Nunb families), the Rotunda lies at the center of the Tower and features a wide open floor plan filled with architectural flourishes. Meant for informal gatherings between the Council and various department officials, it is often misportrayed in Sullustan holocinema as the place where the real background government takes place, a fantasized take with little basis in historical reality. Citizens are allowed in now on guided tours, making the Rotunda more unpopular among politicians than ever.

Department Offices

Below the Rotunda, the vast majority of Capitol Tower is comprised of office space for the various departments of the executive. Where much of the day to day operational oversight of the federal government actually occurs, most departments are even more chaotic than the Hearing Rooms. An organized, industrious minded species by nature, the logistical realities of keeping the planet running are enough to produce a high stress work environment to say the least.

Situation Bunker

Located deep underneath the Tower foundation and accessible only via executive turbolift, the Situation Bunker doubles as a wartime planning center and emergency fallout shelter. Run on an independent power grid with enough supplies to last decades, thankfully the bunker has only ever seen use in times of less dire crisis, such as during the wars with the One Sith and First Order.

HISTORICAL INFORMATION

A relatively recent addition to Sullust's capital of Byllurun in that it was built only in the last century, Capitol Tower is the main facility from which the Sullustan Council convenes and the planetary government is run. Built just outside the city's massive privately owned industrial sector more or less equidistant between the SoroSuub Centroplex and Byllurun's main spaceport, it would be the epitome of Sullustan pragmatism if it wasn't for the structure's distinctive design.

Historically, the planet has shifted between authoritarian corporatocracy and representative democracy, and while the current status quo is firmly on the latter end of the spectrum, the Council is unique in that it shares many civic and some diplomatic duties with SoroSuub Corporation, simply because it would be almost impossible not to. The megacorp employs the vast majority of the planet's population, and the planet had even been run directly out of the Centroplex at various times in the past. Capitol Tower represents a new promise to the people of a government that acts in their interests, and not simply the interests of SoroSuub's profit margins.
 

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