Star Wars Roleplay: Chaos

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Zark's Stuff

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Command Deck
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OUT OF CHARACTER INFORMATION
  • Intent: To sub a set piece from an old dominion as a new type of limited planetary combat vessel.
  • Image Source: The Avengers
  • Canon Link: /
  • Restricted Missions: /
  • Primary Source: Skyfall (prototype version was used as a unique thread set piece)
PRODUCTION INFORMATION
  • Manufacturer: SoroSuub Corporation
  • Model: Mobile Air Command
  • Affiliation: Galactic Alliance
  • Production: Limited
  • Material: Durasteel Hull, Quadranium Frame, Solarium Glasteel
TECHNICAL SPECIFICATIONS
  • Classification: Atmospheric Carrier
  • Role: Aerial Logistics/Force Projection
  • Size:
450 meters (length)
100 meters (width)
  • Weight: Extremely Heavy
  • Minimum Crew: 1500
  • Optimal Crew: 6000
  • Propulsion: Repulsorlift (Backup Aquatic System)
  • Speed: Very Slow: 90 km/h (in air), 40 knots (on water)
  • Maneuverability: Very Low
  • Armament: Moderate
25 Turbolasers
30 Long Range Turbolasers
15 Warhead Launchers
40 Point Defense Cannons
  • Defenses: High
  • Squadron Count: 1
  • Hangar: 6 Squadrons
  • Passenger Capacity: 450
  • Cargo Capacity: 500 metric tons
SPECIAL FEATURES
  • Escape Pods
  • Long-range Communications Array
  • HoloNet Transceiver
  • Standard Detention Cells
  • Standard Entertainment Systems
  • Standard Navigational Systems
  • Standard Sensor Array
  • Standard Targeting Array
Strengths:
  • Carrier: Alliance Mobile Air Command units boast a flight deck and internal hangar bay capable of storing six squadrons of either airspeeders or starfighters. While limited surface area only allows for the launching of a squadron at a time, the atmospheric carrier is capable of projecting fighter support over particularly hostile battlefields, as well as serving as a miniature forward air base.
  • Mobile Command Center: Air Command carriers also boast state of the art command and logistics systems, enabling it to operate as any other space based capital ship would in terms of fire support and obtaining air superiority. From these ships, Alliance forces are capable of providing a rapid defense response over large swathes of member worlds without constructing dozens of surface outposts.
  • Dual Propulsion Modes: By air or by sea, Air/Sea Command may be a better descriptor. Boasting powerful repulsorlift engines capable of lifting its massive frame off the ground, Air Command units also boast seaworthy hulls and a backup aquatic propulsion system. Traveling by sea conserves a significant amount of reactor power, so while atmospheric carriers are capable of battle by sea it is mostly used to idle and conserve energy.
Weaknesses:
  • Huge and Slow: Air Command units are hard to miss, and their combat role makes them a priority target in any given engagement. At over four hundred meters long and capable of housing over six thousand souls, the atmospheric carrier's overpowered repulsorlift engines are still just barely enough to give the massive craft lift. Forward movement and maneuvering are equally ponderous, and the carrier is significantly more prone to catastrophic systems failure than a typical airspeeder.
  • Spaceworthiness: While most units are constructed in space, Air Command carriers are not vacuum rated, and the only pressurized compartment with reserve life support is the command deck, allowing just a little more breathable air time in the event of an emergency at sea.
  • Transportation: Alliance atmospheric carriers are capable of covering vast swathes of territory over a variety of planet types, but transporting them offworld is an entirely different matter requiring large scale logistical coordination. Once all personnel and cargo are evacuated, a specially designed single use sublight unit is affixed to the Air Command units rear, allowing it to achieve escape velocity. From low orbit, the carrier is tugged by cargo barge haulers from point to point in space. Upon arrival at its destination, the unit is released and aims for an unassisted, controlled water landing. In the event there are no bodies of water large enough to accommodate it, an additional single use sublight unit is required for the carrier to reduce descent velocity upon reentry.
  • Surface Hazard: If damaged in battle or through sabotage to the point where enough of the repulsorlift engines begin to fail, an Air Command units can be taken out of an engagement quickly and with the potential for significant collateral damage. Surface impacts of atmospheric carriers are capable of causing devastation to a planet's surface, and so they are deployed judiciously by the Alliance, mostly for long range support operations.
Description:

An ambitious contract undertaken by SoroSuub, Alliance Mobile Air Command units were conceived to strengthen the Defense Force's planetary arsenal midway through the war with the First Order, when it had become apparent that the GADF's outdated equipment was no match for a state of the art Imperial war machine. Wishing to take full advantage of the Alliance's historically renowned Starfighter Corps, SoroSuub elected to innovate instead of attempting to out-design time tested walker models.

Powered by four massive repulsorlift engines, Air Command units are essentially atmospheric carriers, the size of a frigate and boasting a modest arsenal of capital grade weaponry as well as shielding. Modeled after ancient sea based warships, these carriers also boast aquatic propulsion systems allowing them to seamlessly transition from air to water based transit.

Built at a scale that dwarfs most repulsor-powered craft, even with oversized and overpowered engines the command speeder is not built to get anywhere quickly. But with its fighter/airspeeder complement and capacity for battle logistics, Mobile Air Command units are capable of projecting air superiority over significant planetary territory.

Flight Deck

Between the surface deck and internal housing, MACs are capable of housing up to six squadrons of either starfighters or combat airspeeders. The carrier's landing pad is also capable of handling docking procedures with shuttles, troop transports, even some larger freighter models. An automated taxiing procedure retrieves selected fighters from their internal berths and raises them up to an exposed launch pad, capable of launching a single squadron every few minutes.

Main Operations

Much of the carrier's internal structure is designated Main Operations. Highly configurable, this section is where the majority of the day to day work of running the ship is carried out, and where the MAC's non-combat functions are performed. Pilot briefings, scientific studies, humanitarian missions, bunk space, the mess hall, the brig, all these and more compose Main Operations.

Command Deck

The carrier's bridge and nerve center, the command deck is responsible not just for overseeing combat operations but also contains air traffic control stations and secondary engine control. From this point, a MACs senior crewmen are capable of conducting command and logistics operations across significant land mass.

Engineering

While often used to refer specifically to the carrier's reactor control room, an Air Command unit's Engineering section also covers access to each of the ship's four repulsorlift engines on its port and starboard sides, as well as the aquatic propulsion system in the aft and underside. From these sections, a vessel which by the laws of nature simply should not be able to even lift off manipulates is speed and altitude. It is also from these sections that the procedure to shift from air to sea mode and back are carried out.


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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: SoroSuub Corporation
  • Model: Astro-class Combat Freighter
  • Affiliation: Open-Market
  • Production: Mass-Produced
  • Material: Durasteel hull
TECHNICAL SPECIFICATIONS
  • Classification: Light Freighter
  • Length: 45m
  • Width: 40m
  • Height: 22m
  • Armament: Moderate
Laser Cannons (2)
Ion Cannons (2)
Quad Laser Turrets (2)
Proton Torpedo Launchers (2)
6 torpedoes each
  • Defenses: Average
  • Squadron Count: Very Low: 4
  • Maneuverability Rating: Average
  • Speed Rating: Average
  • Hyperdrive Class: 1
STANDARD FEATURES
  • Escape Pods
  • Universal Docking Ring
  • Long-range Communications Array
  • False Telesponder
  • HoloNet Transceiver
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Sensor Array
  • Standard Targeting Array
ADVANCED SYSTEMS
  • Industrial Tractor Beams: For use in salvage operations, the combat freighter's twin beams on top and underneath allow it to manipulate objects and debris in close proximity with fine detail.
  • Extra Gun Ports: Room for additional laser or ion cannons, an attachment point for a third turret on the freighter's aft topside, enough space to potentially increase torpedo rack by another six.
Strengths:
  • Combat Design: Not only is the Astro-class better armed than the average light freighter, it was also built to better withstand the unique stresses of space warfare. Each cabin is capable of independent pressurization, allowing the ship to stay in a fight even after sustaining heavy damage, provided no critical systems are destroyed. The combat freighter is also very resilient, able to operate while damaged for more extended periods on average.
  • Mod Friendly: Unlike some of the more well known classic SoroSuub models, the Astro-class was designed to be modification friendly much in the same way as Corellian Engineering designs usually are. While the stock edition comes with what you see, there is room for more gun ports as well as space enough for a larger reactor, allowing potential upgrades to the freighter's engines and shields.
Weaknesses:
  • Power Distribution: There is a good reason most freighter's of the same classification as the Astro-class are not as well armed, and like much of starship design it is to do mostly with power requirements. On the cutting edge of energy harvesting and processing, SoroSuub has overcome this system strain to a degree, but the combat freighter still has issues running all systems at full power for extended periods. In a prolonged engagement, the Astro-class will eventually have to either slow down or reduce power to either weapons or shields.
  • Exposed Drive Ports: There are six rear ion drive ports on the outer hull of an Astro-class, with little armoring and protruding energy shunts. It goes without saying that the more of these drives are critically damaged, the less powerful the freighter's sublight speeds.
Description:

The newest addition to SoroSuub's freighter line of commercial starships is the Astro-class. A deviation from the Sullustan megacorps' usual focus on dependable practicality, the Astro-class is one of the better armed ships for her role and size available on the open market. A direct response to rising tensions between the Galactic Alliance and First Order during the latter days of the armistice, this combat freighter design is marketed towards unstable trade routes in an increasingly hostile galaxy.

Taking insights from some of their latest military projects, the main innovation of the Astro is the freighter's ability to handle additional power requirements necessary to run its weapons systems, without sacrificing so much internal surface area that the ship's cargo tonnage drops below competitive with the market. While the combat freighter does not possess the largest holds of its class, it is still capable of shipping large enough quantities to make the additional firepower worth some consideration for a captain in the market for a new ship.

Cockpit

Utilizing a horizontal layout parallel to the fore of the starship instead of perpendicular, the Astro's cockpit allows for more space at the controls at the sacrifice of less overall room for crew aside from the ship's pilot and co-pilot.

Passenger Bay

A fully functional and state of the art, if somewhat cramped crew compartment, the Astro takes advantage of Sullustan subterranean design and architecture to give the impression of a more spacious recreational area. Capable of carrying up to six passengers, what the freighter merely matches in terms of function it excels at style over most other models.

Med Bay

Equipped with a serviceable compartment for triage and recovery, the stock Astro's med bay is filled with state of the art medical technology. Given the combat freighter's intended function on high risk trade routes, each ship comes with the optional addition of a GH-7 Medical Analysis Unit when sold.

Commercial Cargo Bay

Able to transport up to one hundred metric tons of cargo, its stock design is competitive with most light freighters on the current market. The Astro-class comes with an optional add of two F-LER or equivalent models and a single XP-38 All Terrain Rough Rider at the cost of some storage capacity, as the cargo bay is the only part of the ship large enough for them to be stored.

Engine Room

Located in the aft of the shift, the engine or reactor compartment houses the freighter's Griffyn-XTG Lightspeed Unit, as well as the internal componentry of the freighter's six Boav Ion Drive ports.


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OUT OF CHARACTER INFORMATION
  • Intent: To sub a personal suit of armor for Varex.
  • Image Source: Zealot by Yi Yoon-Gi (Tazzi)
  • Canon Link: /
  • Restricted Missions: /
  • Primary Source: The Vaemath
PRODUCTION INFORMATION
  • Manufacturer: Varex (Forged on Baratia)
  • Model: Ceremonial Power Suit
  • Affiliation: Varex
  • Modularity: No
  • Production: Unique
  • Material: Ultrachrome/Laminanium Alloy, Electrum Coating
TECHNICAL SPECIFICATIONS
  • Classification: Custom Vaemath Power Armor
  • Weight: 115kg
  • Resistances
- Blasters/Plasma: Very High
- Kinetic: Very High
- Lightsabers: High
- Sonic: Low
- EMP/Ion: Average
- Elemental: Average

SPECIAL FEATURES
  • Crystalline Rebreather
  • Feeding Tube Injector Port
  • Internal Comlink
  • Vital Signs Monitor
  • Adaptive Internal Compressionweave
  • Short Range Sensor
  • Hydraulic Servomotors
  • Kyber Blade Emitter Gauntlets
  • Personal Energy Shield
Strengths:
  • Energy Shield: An additional layer of protection beyond the power suit's considerable armoring, while based in Vaemath science and design this technology functions the same as a personal energy shield in principle. Capable of absorbing a series of energy blasts before dissipating, its purpose is to allow the wearer to close into melee range and isn't meant to stand up to sustained fire.
  • Resistant and Regenerative: A Vaemath power suit of such exceptional quality can absorb just about anything, from the impacts of slugthrower projectiles to blaster fire to even lightsaber slashes. Through a method of action known only to artisan Vaemath armorsmiths, the power suit transfers this absorbed energy to fuel the innate regenerative properties within its tempered laminanium alloy.
  • Exotic Power Armor: Classified as power armor because of its dense armor plating and mobility enhancements, Vaemath power suits are in many ways a class of their own. While few save the strongest species would be capable of bearing its heavy weight, due to their unique musculature the Vaemath move in them with ease. In fact, due to its exposed back it is widely used by those who favor agility.
  • Double Jump: Hydraulic servomotors serve to enhance a natural strength inherent within the Vaemath's digitigrade biological design. This artificial assistance allows even non-Force sensitives to make comparable leaps to a Jedi or Sith. When used by a Force adept, the only limits are in the maximum hydraulic thrust before the suit can no longer safely absorb impact.
  • Kyber Emitters: On the outer side of each gauntlet, there is the Vaemath equivalent of a lightsaber's emitter matrix, complete with focusing lenses, power cells, and twin blue kyber crystals. These specially designed gauntlets emit an energy blade roughly two thirds the length of a standard lightsaber, with a confinement beam configured in such a way as to terminate in a more pointed tip.
Weaknesses:
  • Shield Power Drain: With a limited power source, the suit's energy shield is not designed for sustained use. It must be activated before battle, leaving the wearer vulnerable to surprise attack. In addition, while the power armor's hydraulic systems and other internal componentry possess more substantial EMP resistances, its personal energy shield is vulnerable to ion fire and electromagnetic discharge.
  • Energy Overload: A property inherent in the suit's ultrachrome plating, if enough energy is transferred from a source such as heavy laser weaponry or successive lightsaber strikes to the armor and its outer shell begins to melt. Over time, the suit can regenerate and repair this damage to a point, but only after a prolonged period between attacks.
  • Sonic Shatter: Sonic weaponry is considered somewhat exotic on Baratia, homeworld to a telepathic species without any capacity for verbal communication. Under a significant enough barrage, focused sonic blasts are capable of chipping and shattering at microscopic imperfections in the armor's blended laminanium/ultrachrome alloy. This warping effect weakens the effectiveness of the laminanium's regenerative processes.
  • Exposed: While Vaemath power suits provide extensive frontal coverage, this heavy armoring stops at the base of their neck, the midriff, upper arms, and all along their back. Designed so as not to restrict freedom of movement of a species with both natural strength and agility, the trade off is large exposed areas of complete vulnerability.
  • Some Assembly Required: Ceremonial Vaemath armor isn't something its wearer simply climbs in and out of. The process for both donning and removing the power suit is extensive to say the least, and is usually performed with some assistance. It is also not very compact, making it impractical to transport separately.
DESCRIPTION

It has been said that for many species with proud martial traditions, the history of their armor reveals as much about a culture as its history of art, and the aggressively hypercompetitive Vaemath are no exception. Ornate in their design, each power suit is an individual work of art in its own right, crafted reverently by the forgesmiths of Baratia. Like minds are often drawn to the worlds' subterranean armor-smithies, for to be a renowned as a smith is a path to renown and an enduring legacy, so naturally like all things of significant cultural worth each Vaemath seeks always to supplant their master on a world where position and power are always up for grabs.

Ritualistic tradition and reverence for societal status are also key to understanding the Vaemath's power suits, for as a physical manifestation of that social position each set of ceremonial power armor is akin to a sort of spiritual icon, an artifact of the greatest significance. They are quite often ornately carved, a difficult process carried out for aesthetic and honorific purposes, using a written script from Baratia's ancient past. As a species which eventually developed into strictly telepathic communication, the symbols more often than not refer to concepts or emotions rather than specific thoughts or phrases.

And yet in this way Varex's power suit is distinct, for carved into his is a rough analogous translation of the Jedi Code. Vaemath power suits are often granted to honor those who have served with distinction in battle, although it is also considered a great honor to grant such a set of armor to a Vaemath Tranquil for ceremonial purposes, one of those very few revered individuals born on Baratia without this base nature to compete. This is another way Varex's is distinct, for despite being Tranquil his was granted after the first in a series of successful military campaigns the Vaemath waged to restore peace and stability to his peoples' territories after decades of infighting.

Power suits are rarely seen offworld, and are so valued by collectors as to be considered more or less priceless. Not only for their rarity and aesthetic value, but in the hopes of learning the secrets to their nonetheless eminently functional design. The art of a power suit's creation is known only to the Vaemath, and while each suit is unique in its degree of craftsmanship and quality, work produced by artisans of Baratia with access to the highest quality material can rival even the beskar'gam of Mandalore.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a unique variant on an older model station to serve as headquarters for Alliance High Command and provide the base for a future location entry.
  • Image Source: space station one by Kresimir Jelusic
  • Canon Link: /
  • Restricted Missions: /
  • Primary Source: FLEETCOM, Project AIAS, SORCE Turbolasers
PRODUCTION INFORMATION
  • Manufacturer: Galactic Alliance
  • Model: Modified FLEETCOM Station (HIGHCOM)
  • Affiliation: Galactic Alliance
  • Production: Unique
  • Material: Durasteel
TECHNICAL SPECIFICATIONS
  • Classification: Fleet Command and Control, Orbital Defense Station
  • Length: 4000 meters
  • Width: 2700 meters
  • Height: 2700 meters
  • Armament: Extreme
    6 Heavy Javelin Hypervelocity Cannons
  • 40 Heavy Long-Range Ion Cannons
  • 60 Heavy Long-Range Turbolaser Cannons
  • 100 Dual Heavy Turbolaser Cannon Turrets
  • 50 Dual Heavy Ion Cannon Turrets
  • 60 Heavy Torpedo Projectors
  • 100 Light Torpedo Projectors
  • 50 Point Defense Batteries

[*]Defenses: Extreme
[*]Hangar: 14 Squadrons
[*]Maneuverability Rating: None
[*]Speed Rating: None
[*]Hyperdrive Class: -
STANDARD FEATURES
  • Advanced Sensor Array
  • Advanced Targeting Systems
  • Encryption Network
  • Escape Pods
  • Heavy Deflector Shield Generator
  • Holonet Transciever
  • Long-range Communications Array
  • Reinforced Hull Plating
  • Standard Detention Cells
  • Standard Life Support Systems
  • Tractor Beams (x64)
ADVANCED SYSTEMS
  • Electronic Counter-Warfare Suite: HIGHCOM Station operates on a distributed network, ensuring that remote control of the station cannot be achieved by outside forces. The ECW suite is primarily designed to keep lines of communication open in the face of hostile jamming. Equipped with state of the art sensor disruption technology, the station is also packed with emplacements designed to fend off hostile assault forces.
  • Gravity Well Projectors: HIGHCOM boasts two gravity well projectors capable of working in tandem. With both activated, the command station is capable of casting an artificial net across a significant area.
  • Aias Shield Array System: A piece of prototype Alliance tech adapted from older Protectorate designs, the Aias Array allows the station to project an extremely durable shield bubble roughly sixteen thousand kilometers in diameter centered on itself.
  • SORCE Turbolaser Emplacements: Utilizing specially designed SORCE turbolasers, each emplacement is assigned a percentage of reactor power relative to the installation's designated armament rating.
  • Docking Arms: In addition to boasting several medium sized hangars for the accommodation of corvette and frigate sized vessels, a series of a dozen different arms allow larger capital ships to dock.
Strengths:
  • Space Fortress: Bristling with state of the art weaponry and the latest in shield generation technology, HIGHCOM Station is designed to be as close to insurmountable as possible. A one of a kind structure, no expense was spared in its construction.
  • Command and Control: The primary base of operations for the Galactic Alliance Defense Force's top command structure, HIGHCOM is the operational logistics platform in Alliance space. Tied into FLEETCOM stations strategically positioned, this central installation is the beating heart of GA naval intelligence.
  • AIAS Shield Array: Still somewhat experimental shield generators capable of projecting an extremely durable field kilometers outside its source, HIGHCOM's array is so large its able to create one thousands of kilometers wide. It is also capable of merging with other Aias equipped ships' fields to enhance the size and strength of its own. It is a primarily defensive measure as it reduces the stations' power to weapons and the defense screen works both ways, meaning shots can't be fired from inside the field across its barrier.
  • Interdiction: Possessing twin gravity well projectors, HIGHCOM is capable of locking down hyperspace travel across a significant portion of whatever system it occupies.
Weaknesses:
  • Shield Array Power Drain: Due to the extreme power requirements, activation of the Aias array reduces the station's armament rating to Average, and it is unable to power its hypervelocity cannons.
  • Limited Resources: Both the Aias array and the station's gravity well generators require significant power to operate. In order to activate one, the other must be powered down. If the other is already active, additional time must be taken to both power down one and power on the other.
  • Stationary Target: Relying on orbit around a planetoid to maintain its positioning, HIGHCOM possesses little more than maneuvering thrusters. Relocating the structure to any degree is an operation requiring significant time and logistics, and isn't very practical.
DESCRIPTION

Originally built with the intent of being deployed over Sullust, HIGHCOM Station was less manufactured and more assembled by committee, with input from a variety of Alliance defense contractors at different stages. Now it orbits Centax-2, one of the moons of Coruscant, after a shift in the Galactic Alliance's political capital. Using the FLEETCOM design as a base, this installation was scaled up, and the additional space was divided between more defensive emplacements and more office space for the Alliance's military bureaucracy.

Designed to function both in times of war and peace, HIGHCOM is not only one of the new capital's primary defense stations, but the newly established headquarters of Alliance High Command. Offices are included here for the Supreme Commander, auxiliary to the surface facilities on Coruscant that house meetings of the Triumvirate Council. The center of a network of Protectorate era command and control stations that keep watch over Alliance space, the station's twin purposes are coordinating fleet movements throughout allied space as well as safeguarding Galactic Center itself.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a repository of Zark's knowledge, as well as an anchor for his spirit to protect against Darkside attacks.
  • Image Source: Wookiepedia
  • Canon Link: Soul Snare Crystal
  • Restricted Missions: /
  • Primary Source: /
PRODUCTION INFORMATION
  • Name: The Dawnstar (Holocron of Jedi Master Zark)
  • Manufacturer: Zark
  • Affiliation: Galactic Alliance
  • Modularity: No.

  • Production: Unique
  • Material: Organic Crystal Lattice, Soul Snare Core
TECHNICAL SPECIFICATIONS
  • Classification: Holocron/Spirit Core
  • Size: Very Small
  • Weight: Light
CONTENTS
  • Command Interface: A digital simulacrum of Jedi Master Zark, capable of answering basic questions about his life and time period, as well as the holocron's contents.
  • The Way of the Rancor: Foundational instruction manual for mastering Form VI, Niman. Includes traditional techniques in addition to personal notes on applying the form in practical scenarios, as well as comments on how to combat superior dueling forms.
  • Luminous Beings: Advanced level studies on telekinesis and astral projection. Includes some illusion work as well as theoretical notes on fold space and achieving independent thought beyond death.
  • Torchbearers: Master level guide to battle meditation and battlemind techniques. Includes comprehensive notes on battlefield applications and the importance of maintaining a high level of 'mundane aptitude' in troops.
  • The Dreaming Dark: A high level overview of so called 'extra-dimensional threats' to the galaxy's well being. Much of of the material within is unverifiable and borders on conspiratorial. Zark's observations during this section indicate an obsessed mind that dates back to his experiences fighting a Lotetk'k at Atrisia, and reference ongoing investigative work into the fringe paranormal under his own initiative throughout. They are referred to in name only as the 'Grey Files'.
  • The Good That Men Do: For lack of a better descriptor, this section is an orally recited tell-all memoir of his time as a lapsed Jedi, from acquiring a frigate and crew to his pirate hunting and treasure seeking operations in the Kathol Outback up until joining the Galactic Alliance Defense Force.
Strengths:
  • Sage's Manual: A functioning holocron, the Dawnstar is a repository containing the sum of Jedi Master Zark's working knowledge of the Force. Includes a section on lightsaber Form VI, a more advanced guide to mental techniques ranging from telekinesis to illusions, and a section on mastering the battle meditation and battlemind disciplines.
  • Spirit Core: Surrendering himself to the Force before death could claim him, Zark's essence was able to imprint itself in part on his holocron's soul snare core. Now tied to the artifact, the Jedi Master's spirit is more resilient to the effects of Sith techniques such as Darkside tendrils. Instead of annihilating his form, such assaults would merely displace it. Over time, he will always re-coalesce so long as the holocron survives.
Weaknesses:
  • Shatterpoint: The Dawnstar is no less fragile than any other holocron, and its destruction would obliterate Zark's spirit entirely. This vulnerability is not merely physical, if confronted by multiple powerful Darkside adepts, the combined might of their mental assault upon his spirit would overload the holocron and cause it to shatter, also annihilating the Force ghost tied to it.
  • Fallen Star: While most holocrons radiate energy in the Force, the Dawnstar's soul snare crystal amplifies this effect considerably. Difficult to conceal, short of a nearby ysalamiri or a group of Force adepts combining efforts to mask its presence.
  • Cosmic Anchor: Tied to the holocron in more ways than one, the strength of Zark's spirit and its connection to this plane is relative to his proximity to the Dawnstar. Beyond its radius, his form is fleeting, and easily finished off by Darksiders with no hope of return.
DESCRIPTION

Recovered from the wreckage of the Itsukusk before Alliance forces retreated from the field, the Dawnstar is a culmination of the life's work of Jedi Master Zark. While most publicly known as an Admiral in the Galactic Alliance Navy, before his time in the military he had been a sage of some repute. While for some time he had lapsed as a practicing Jedi, in the aftermath of his experiences at Atrisia and Skor II, his dedication to the lightside of the Force was renewed.

Using his clearance levels to gain access to Jedi archives and spiritual sites both throughout the Alliance and beyond, Zark spent his last few years studying the more cosmic aspects of the Force, as well as compiling this holocron. At first intending for it to function simply as a knowledge repository, throughout the course of his studies he discovered the existence of soul snare crystals. As renewed war with the First Order loomed on his horizon, the Jedi Master used his old underworld contacts to acquire one and adapted it for use as the holocron's core.

Taking to carrying it on his person at all times, it was in the Admiral's possession when he was struck down by Kyrel Ren aboard the Itsukusk. Miraculously surviving the supercarrier's destruction, the Dawnstar was eventually recovered by the New Jedi Order and now resides primarily at the Temple on Coruscant.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a paramilitary station for the purposes of GA federal police and interdiction.
  • Image Source: 140-260216 space station by Kresimir Jelusic (robob3ar)
  • Restricted Missions: /
  • Primary Source: /
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Orbital Defense Platform/Observation Post
  • Length: 450 meters
  • Width: 450 meters
  • Height: 1200 meters
  • Armament: High
  • Defenses: Very High
  • Hangar: Average: 3 Squadrons and 1 Small Transport Hangar
  • Maneuverability Rating: Very Low
  • Speed Rating: Very Low
  • Hyperdrive Class: Very Slow: 10
STANDARD FEATURES
  • Advanced Sensor Array
  • Advanced Targeting Systems
  • Encryption Network
  • Escape Pods
  • Heavy Deflector Shield Generator
  • Holonet Transciever
  • Long-range Communications Array
  • Reinforced Hull Plating
  • Expanded Detention Cells
  • Standard Life Support Systems
  • Tractor Beams (x24)
ADVANCED SYSTEMS
  • Javelin Hypervelocity Cannon: Running along practically the entire length of the defense station's dart-shaped frame, a Watchtower's Javelin is its main offensive battery. Capable of firing three round bursts at superluminal velocities, the Javelin HVC is designed as a long range heavy capital killer.
  • Interdiction Field Generator: The Watchtower possesses a single artificial gravity well projector, capable of locking down hyperspace travel within its immediate surroundings but not powerful enough to interfere with inter-system traffic.
  • Crystal Gravfield Trap: Each defense station is equipped with state of the art sensors, including synthetic crystal grids capable of detecting and identifying fluctuations in the local gravity field in order to uncover nearby cloaked vessels.
  • Planetary Observation Package: While most Watchtowers are deployed over outer planets or moons in order to monitor system traffic, the stations are equipped with directional high resolution cameras, capable of of monitoring and recording surface activity underneath its orbital position.

Strengths:
  • Eagle Eye: Not only does the Watchtower-class make use of a powerful sensor suite, in addition to its array of energy turbolaser and ion cannon batteries it boasts a powerful hypervelocity cannon capable of inflicting great damage at extreme range.
  • Lockdown: In addition to its crystal gravfield trap capable of detecting cloaked vessels within its immediate vicinity, the defense station also contains a single modestly sized gravity well generator.
  • Bulwark: While strictly speaking operated by a civilian agency, these stations are paramilitary facilities designed hold prisoners awaiting transfer and monitor suspect traffic in more unstable sectors of the Alliance in addition to serving as regional headquarters for the Galactic Alliance Guard. Boasting military grade shielding and thick armor plating as well as a considerable arsenal of turbolasers, ion cannons, energy torpedo launchers, and point defense batteries.
Weaknesses:
  • Wind Up: The barrel of the station's hypervelocity cannon is positioned at the end of its hull's pointed tip. With under-powered sublight engines and maneuvering thrusters, lining up a shot with the station's main weapon takes some time and against more agile ships is easier said than done.
  • Pocket Interdictor: With only enough space for a single, smaller interdiction field generator, the Watchtower-class is not capable of locking down hyperspace travel across an entire system. In addition to taking some time to power up, its artificial gravity well only extends over a small fraction a star system's space depending on its position and particular orbital patterns.
  • Power Distribution: Due to the extreme energy requirements of operating the interdiction field, before powering it up the station's crystal gravfield trap must be powered down, and vice versa. Watchtowers are capable of detecting cloaked ships, or locking down hyperspace travel, but not both at once.
DESCRIPTION

An initially controversial proposition, in recent more troubled times for the Galactic Alliance plans for the Watchtower-class Defense Station were pushed through despite some protests over the militarization of federal police forces. Built to military specifications, but crewed and staffed entirely by agents of the Galactic Alliance Guard, these observation posts placed throughout Alliance territory serve as regional hubs for the enforcement of their nation's relatively few federal laws and statutes.

Primarily concerned with counter-smuggling operations, Watchtowers are most often deployed near worlds along major trade lanes as a result. But the agency also dedicates significant resources towards its Cultwatch division, whose purpose is the monitoring and evaluation of fringe Force sects suspect of ritual Darkside practices, a federal crime throughout the Galactic Alliance. Occasionally, an installation is called upon to consult with the local planetary constabulary in circumstances where resources are strained or a certain expertise is required.

Main Operations

One of four distinct sections, Main Operations is comprised mostly of the installation's command deck and dedicated towards to the purpose of station oversight and logistics. Standard operating procedure is for each Watchtower's command personnel to consist of a senior Guardsman in the Captain's post, along with a Defense Fleet officer serving as XO.

Overwatch

This section is where the vast majority of the day to day duties of the Galactic Alliance Guard are performed. In addition to secondary sensor stations for intelligence gathering purposes, this area is comprised mainly of office space for the various GAG divisions. Most personnel are assigned to either Customs or Cultwatch, although on the frontiers of Alliance space certain Watchtowers are sometimes more focused on more traditional police work in areas where local police are practically nonexistent.

Holding Facilities

An expanded wing of detention cells for the purpose of temporarily housing those in Guard custody, this holding area often surpasses what less affluent worlds are able to afford in terms of security, and is used to restrain the most dangerous offenders against Alliance law until they can be transported to a more permanent place of confinement.

Flight Deck

Capable of housing up to three squadrons of system patrol fighters, the main hangar of the Watchtower-class is devoted mainly towards starfighter housing. The station also possesses a secondary hangar large enough to accommodate multiple shuttles or a light freighter at any given time.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To design a small series of mobile Jedi Temples for the NJO, as well as provide the Galactic Alliance with a more unique battlecruiser design.
  • Image Source: Starcraft 2, Protoss Mothership by Glenn Rane, Mothership Bridge Concept by Peter Lee
  • Canon Link: /
  • Restricted Missions: /
  • Primary Source: /
PRODUCTION INFORMATION
  • Manufacturer: Galactic Alliance | Aurora Industries | SoroSuub Corporation
  • Model: Pulsar-class Jedi Mothership
  • Affiliation: New Jedi Order (Galactic Alliance)

  • Production: Semi-Unique
  • Material: Durasteel, Quadanium Steel, Solarium Glasteel, Turadium, Electrum, Chromium
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TECHNICAL SPECIFICATIONS
  • Classification: Command Ship/Mobile Temple
  • Length: 4000 meters
  • Width: 4000 meters
  • Height: 1000 meters
  • Armament: Extreme
  • Defenses: Very High
  • Hangar: Very Low: 7 Squadrons
  • Maneuverability Rating: Low
  • Speed Rating: Low
  • Hyperdrive Class: 1
STANDARD FEATURES
  • Advanced Sensor Array
  • Advanced Targeting Systems
  • Encryption Network
  • Escape Pods
  • Heavy Deflector Shield Generator
  • Holonet Transciever
  • Long-range Communications Array
  • Reinforced Hull Plating
  • Expanded Detention Cells
  • Standard Life Support Systems
  • Tractor Beams (x96)
ADVANCED SYSTEMS
  • Proton Beam Cannon: A symbol of the New Jedi Order's grim resolve in their war against the Sith, while nowhere near powerful enough to destroy an entire planet, the mothership's primary weapon utilizes a miniaturized form of the same technology that powered the Death Star.
  • Crystal Gravfield Trap: Each Temple boasts sensors with synthetic crystal grids capable of detecting cloaked vessels in the nearby vicinity, presuming there are no nearby natural gravity fields.
  • AIAS Shield Array: Unlike the powerful array housed on FLEETCOM Station capable of projecting a massive bubble, the Star Temple uses a miniaturized version which can power an extremely durable domed deflector field with a radius of approximately three kilometers. Not only does this dome protect the Temple, but it also shields any smaller ships within the field from hostile fire.
  • Gravastar+ Reactor Network: Provided by Aurora Industries, Star Temples are powered by a network of gravastar reactors fueld through their proprietary siaber crystal technology.
  • Temple Grounds: At the center of each Pulsar-class is a fully functioning, operational Jedi Temple. The longer a mothership operates, the more distinct they begin to feel, as prolonged exposure to mass Force adepts effects each in its own way.

Strengths:
  • Wall of Light: While not powered by the Force, but the mothership's proton beam cannon, the Star Temple's primary weapon is more than capable of simulating the same destructive results. Reflective of the NJO's martial philosophy, each Jedi battlecruiser also bristles with turbolaser and ion cannon batteries as well as point defense emplacements and quad laser turrets.
  • Last Bastion: Each Pulsar-class contains a state of the art AIAS shield array system, capable of projecting an extremely durable deflector shield bubble approximately three kilometers in a half sphere over the mothership, at the cost of reducing its overall armament rating to Average. It is also capable of detecting incoming cloaked vessels through the use of its CGT.
  • Sacred Ground: More than just a military battlecruiser, the Pulsar-class is effectively a Jedi Temple with a warship built around it. Designed as secure auxiliary sites for the New Jedi Order leadership, each Star Temple is crewed by significantly more Force User NPCs than the average capital ship and contains a series of meditation chambers for the purpose of battle meditation.
Weaknesses:
  • (Un)limited Power: Although it boasts massive energy potential through its gravastar reactor network, both the proton beam cannon and AIAS shield array cannot be activated simultaneously. If one is online, it must be completely powered down before the other can be activated.
  • Shield Drain: In addition to taking time to charge up, the mothership's proton beam can only be sustained for brief periods. An extended beam is technically possible in an emergency, but at the cost of rapidly draining the battlecruiser's shields.
DESCRIPTION

In the aftermath of the Shard incursion upon the New Jedi Order's Sullust Temple, there was a brief period of uncertainty and turmoil before the Marshals agreed on Coruscant as their new home. The Pulsar-class Jedi Mothership, more commonly known as a Star Temple, is a realization of an idea born out of that sense of desperation. Initially rejected by Grand Marshal Omai Rhen as too extreme, after Rhen's death during the Byss campaign many projects deemed overzealous have been reexamined by more sympathetic eyes.

Ultimately, the Star Temple is a life boat. While in a crisis it is fully capable of serving alongside Alliance star defenders in combat, its true purpose is as an emergency fallback destination in case the New Jedi Order should come under attack. The motherships often spend most of their time in hyperspace, only traceable through use of devices such as cloaked binary beacons.

Designed in partnership with Aurora Industries and SoroSuub Corporation, the Order pressured their Defense Force contacts to prioritize the manufacture of a prototype model. Now two have been produced so far, with an additional three under construction. It is a time consuming process, each Pulsar-class is built more as a unique labor of creative expression than a uniformly designed warship. Not to mention their truly massive scale.


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OUT OF CHARACTER INFORMATION
  • Intent: [State why you are making this submission.]
  • Image Credit: How to properly source your images
  • Role: Federal civilian investigative task force assigned to monitor Galactic Alliance worlds for trade violations and Darkside activity.
  • Links: /
GENERAL INFORMATION
  • Group Name: Galactic Alliance Guard
  • Classification: Federal Law Enforcement Agency
  • Headquarters: Galactic Justice Center, Coruscant
  • Loyalties: The Galactic Alliance
  • Group Sigil: (x)
  • Description: The Guard is the domestic intelligence and security service of the Galactic Alliance, as well as its principal federal law enforcement agency. Operating under the jurisdiction of the Triumvirate's State Department, this institution has jurisdiction over all inter-system trade violations and conducts practically all major Darkside cult investigations throughout Alliance space. They also serve as penal officers for those extradited into federal custody and maintain a database of criminal records from member worlds to facilitate cooperation between planetary security forces.
SOCIAL INFORMATION
  • Hierarchy:
- Alliance Chief of State
- Director
- Division Chiefs
- Senior Guardsman in Charge
- Senior Guardsman
- Guardsman
- Recruit
  • Membership: For the most part the Guard recruits directly out of Alliance planetary security forces and provincial constabularies. For less field intensive work, it is possible to apply for positions with sufficient higher learning in criminal justice fields.
  • Dogma/Doctrines: All Guardsman are held to a high standard, even beyond what may be expected of most other security work or military service. More than anything, service in the Guard requires complete devotion to the ideals and principles of the Galactic Alliance, and it is this organization's prime directive to preserve and defend the institutions that comprise this union of worlds at all costs.
  • Curios: There is a standard Guardsman uniform, although this varies from division to division, ranging from a simple suit and tie to paramilitary gear most commonly associated with Cultwatch Division. All Guardsmen, no matter their rank or division, are issued a service blaster for personal defense and to ensure the security of the public.
  • Goals: Primarily a federal law enforcement and intelligence gathering body, the Galactic Alliance Guard's mandate is to preserve the functioning integrity of the Alliance by pursuing justice across system lines and fostering cooperation between local security forces, as well as maintaining vigilance for any signs of organized Darkside cultist operations within GA space.
MEMBERS
[ Make note of any notable PCs or NPCs that are part of this group and their role/title/position within it.]

HISTORICAL INFORMATION
[Please include at least one paragraph on the group's history. Describe who started it, how and why it was formed, any events tied into its creation and existence, etc.]
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a massive, traveling ugly space station for use as the center of the Merchant Fleet.
  • Image Source: Star Citizen Spider Concept Art PC Gamer Article
  • Canon Link: /
  • Primary Source: /
PRODUCTION INFORMATION
  • Manufacturer: Galactic Alliance Merchant Fleet
  • Affiliation: Galactic Alliance | Outer Rim Coalition
  • Model: N/A

  • Production: Unique
  • Material: Durasteel, Alusteel, Miscellaneous Alloys and Starship Components
TECHNICAL SPECIFICATIONS
  • Classification: Space Colony/Trade Hub
  • Length: 80000 meters
  • Width: 40000 meters
  • Height: 60000 meters
  • Armament: None
  • Defenses: Low
  • Hangar: Assorted Small and Medium Docking Bays Throughout. Mooring Platforms for Capital Ships.
  • Maneuverability Rating: Very Low
  • Speed Rating: Very Low
  • Hyperdrive Class: Very Slow: 10
STANDARD FEATURES
  • Basic Sensor Array
  • Escape Pods
  • Deflector Shield Generator
  • Holonet Transciever
  • Long-range Communications Array
  • Limited Life Support Systems
  • Tractor Beams (x300)
ADVANCED SYSTEMS

Modular Layout: Less one contiguous structure and more a vast network of scrapped starship hulls, the Caravan shifts in its layout at least once a day. At this point, to expand further in any direction would compromise the entire station's structural integrity, so while the overall proportions remain more or less unchanging, there is fierce market competition to fill any piece of square meterage whose previous occupant has been evicted.

Central Market: Perhaps the most stable part of the entire station and definitely its largest contiguous structure, the Market is essentially a traveling trade hub and freeport. Some of the oldest wrecks that comprise the entire Caravan make up this section's composition, and given its location it also moves around the least.

STRENGTHS:
  • Exotic Bazaar: The Caravan is a (slowly) traveling freeport and market hub. All trade conducted on board is through independent third parties, the station itself boasts no organized body of commerce regulation, and very little in the way of central authority.
  • Some Assembly Required: Less a singular station and more a collection of salvaged wrecks and capital hulls, the Caravan's layout changes by degrees almost every day. While the older, larger pieces remain more or less static, composition of this space colony's outer edges shifts with the fortune of its' freelancers.
WEAKNESSES:
  • Structural Integrity: With little more than civilian grade deflector shields and a jury rigged point defense network to protect key parts of the Caravan, this station is about as prone to excess strain as a structure can possibly be. By many estimates, it shouldn't even have held together for as long as it has.
  • Safety Protocols: Short version is there aren't any. Loss of atmosphere or sudden depressurization isn't just a risk, its commonplace. All station guests are encouraged to wear flight suits at all times, and to keep their space helmets ready in case of an all too regular emergency.
  • Decentralized Power: There is no central reactor or engineering section to the Caravan, instead the massive structure is powered entirely be a vast network of smaller reactor units scavenged from old starships. This makes it very impractical to run anything that requires unnaturally high levels of energy consumption, such as military grade emplacements. In a similar fashion, the station travels short hops from system to system through subspace via a slaved network of hyperdrive reactors instead of a single more powerful main unit. It is a slow, ponderous, and sometimes dangerous method of FTL travel.
DESCRIPTION:

The Caravan is one of a kind, not so much manufactured as it was cobbled together out of thousands upon thousands of disparate, wholly incompatible parts. For years after the liberation of Coruscant from the One Sith Empire, its assembly was overseen in secret by Smuggler's Alliance now Merchant Fleet representative Cei Kyros.

When gifted a system in which to settle by the Galactic Alliance Triumvirate to settle for their contributions to the One Sith campaign, Kyros surprised them by selecting an uninhabited, uninhabitable, dead end system which the Defense Fleet had been for years using as a space junkyard. In a shrewd business move, Cei claimed ownership to all salvage rights in system for his fledgling Merchant Fleet via eminent domain.

While the more storied names among their ranks continued to make Alliance headlines for their public service, Grand Captain Kyros through sheer force of will united dozens of smuggler crews and mercenary clans for long enough to serve as his initial work force in pursuit of the duros' mad vision. Over time more were drawn in from across the galaxy through word of mouth to help contribute to the dream of a Caravan, particularly when the station's hyperdrive network was finally completed and it first began to make some headlines of its own.

By now, the station has been in continuous operation for some time. Slowly trundling its way up and down the Rimma Trade Route, Hydian Way, and Corellian Trade Spine the freeport has over the years made several loops all the way from the Deep Core down to Demonsgate in Outer Rim Coalition space and back.
 
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OUT OF CHARACTER INFORMATION
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SETTING INFORMATION
  • Military Base Name: D'Qar Base
  • Classification: Command HQ/Army Base
  • Location: D'Qar
  • Affiliation: Alliance-in-Exile | Outer Rim Coalition
  • Population: With its expanded subterranean network, the base is able to house and support a large amount of personnel while still maintaining secrecy. Several battalions of Alliance troopers are quartered here in case High Command should need to wage a fighting retreat, including a significant special forces minority. The rest of the Alliance's personnel consist of their remaining leadership hierarchy as well as eight squadrons of pilots, technicians, medical professionals and other noncombatants.
  • Accessibility: D'Qar Base is for now hidden to all but those who have proved their loyalty to the Alliance beyond a shadow of a doubt, as well as a few trusted allies within the Underground. It is camouflaged by its surrounding terrain and with only a few hangars, satellite dishes, and a shield generator visible from the sky. Stragglers former former GA space or those still looking for some reason to join up can find the beginning of a path at the Galactic Alliance Embassy on Terminus, the only surviving branch of the government's public federal apparatus.
  • Description: From the surface and lower atmosphere, D'Qar Base is not much of a sight to behold which is precisely the point. Only a few surface hangars and the base's shield generator are above ground, with much of the base proper consisting of a tunnel network interspersed with artificial caverns. Originally constructed by the Coalition and based off of the original rebel base's design, the Alliance-in-Exile has expanded out underground, employing skilled Sullustan diggers to fashion a barracks and additional hangars. Most of the equipment set up is designed to be as portable as possible, just in case there is ever the need for an emergency evacuation.
POINTS OF INTEREST

Command Center

Beating heart of all Alliance-in-Exile operations, the command center of D'Qar Base is scaled up slightly from its old rebel alliance days, but not by much. Covered in portable communications and sensor equipment, including a central holographic command interface, this nerve center is where High Command meets and plans. It is also used to for briefings by both the base's assigned squadrons and Alliance Intelligence.

From the sheer scale of the challenges they face and those in need of their help, there is never an hour of the day when this part of the base is not a buzzing hive of activity. There is a small passage from the command center up to the ruins on the surface which it sits directly underneath for evacuation purposes.

Med Center

A fully staffed and stocked medical center, for now the Alliance-in-Exile's supplies are in good shape having salvaged what high quality medicine and tech they could during the fall. Its strained staff of professionals and Jedi healers can already tell, however, that soon enough this will no longer be the case. Inevitably, some fear they may be forced to resort to more old fashioned methods and techniques.

Barracks

The most significant expansion since the Alliance's arrival, due to the ingenuity of their Corps of Engineers (many of whom are ex-Sullustan Home Guard) the military has managed to expand even deeper underground and out beyond the old subterranean borders. This allows them to station additional personnel, with several whole battalions of Alliance Army and Special Forces.

Starbird Cantina

Really more a hole in the wall than anything remotely resembling a full service cantina, this small part of the base has been sectioned off and designated for off duty recreational purposes. Maintaining a standard of morale is critical for the Alliance-in-Exile, and due to the nature of their clandestine operation here often times it can be months before personnel are rotated out either back to the fleet or onto the front lines abroad.

Hangars

While the base's underground maintenance hangars have been expanded as well in order to store additional squadrons of starfighters, surface constraints continue to limit the base's ability to scramble their air power immediately. While in total eight squadrons are stationed on site at all times, only two squadrons at a time are capable of launching from their surface hangars, with additional downtime while the next pair of squadrons are transported up from their subterranean berths.

Airfield

A narrow paved strip that cuts through D'Qar Base's camouflaged surface hangars on either side, this stretch is used for air traffic control as well as a landing area for shuttles and transports just dropping personnel off or supply light freighters too bulky or cumbersome to maneuver into one of the hangars under their own repulsor power.

Ancient Ruins

D'Qar was once an inhabited world in its ancient past, but that civilization has long since vanished, the only trace of them which remain crumbling alien ruins. With the airfield an open and tempting target for those who might discover them and wish to strike at fleeing personnel, these foundations of a long dead city are surrounded by forest, and a small passage leads directly up through a disguised hatch and out into the cover of the wilderness.

Shield Generator

A few dozen kilometers out from the airfield proper is the base's DSS-02 shield generator. Camouflaged as well as possible by its surrounding landscape, the generator is nonetheless D'Qar Base's most obtrusive feature, both visually from above and via sensor readings. It is guarded by regular Army patrols always vigilant in case Sith or Imperial agents penetrate their defenses and attempt sabotage.

SECURITY
Security Rating: High

While not covered in deadly and powerful weapons emplacements like any GAAF base at the Alliance's height, D'Qar base is nevertheless a miniature fortress. Much of its security relies on more passive modes of defense, counting on secrecy and a low profile to keep their enemies from even knowing where to strike at them.

Should that time come, however, Alliance forces are drilled regularly on evacuation operations. With multiple battalions of Alliance troopers and a scattering of camouflaged surface artillery and anti-air emplacements, as well as the base's shield generator, everything is designed to enable their soldiers to fend off a vastly superior invasion force for long enough to stage a rapid escape.

HISTORICAL INFORMATION

While D'Qar is a lush, habitable temperate world it has been unsettled in any significant numbers since its original natives disappeared millennia ago. Practically nothing is known about these locals except what few secrets can be gleaned from the ruins they left behind scattered across the planet's surface. Now little more than foundations, rough-hewn stone has been eroded by hundreds of thousands of years of exposure to the elements.

When the original incarnation of the Rebel Alliance first discovered and scouted this world, they elected to build one of their hidden bases in a geographic region known as Pirate's Cove, named as such for the only other previous denizens in recent memory. Throughout the Galactic Civil War it served as an Outer Rim command post until finally the war came to a close at the Battle of Jakku.

For decades after, the rebel base remained abandoned until it was commandeered by General Organa and her budding Resistance as a base of operations to take the fight to a mysterious new First Order. After the destruction of Starkiller Base, a First Imperial fleet was dispatched to D'Qar where the fleeing resistance fighters had been tracked returning to, and during the course of the evacuation the base was destroyed by orbital bombardment.

For hundreds of years after D'Qar slept, untouched by the horrors of the Gulag Plague and incessant galactic war. Until one day, when the system was rediscovered by Outer Rim explorers and its coordinates were forwarded to the Underground. Quickly connecting descriptions of this world with what galactic records remained of D'Qar, the Coalition dispatched a team to rebuild the base to its original specifications.

Since then it has served as a hub of Underground activity, functioning primarily as a waystation for those trusted few to rest and recuperate in relative safety. Some time after its reconstruction, D'Qar Base was donated to a collapsed Galactic Alliance as a safe world for its leadership to gather and reunite with one another without fear of Sith or First Imperial retribution. What is left of the Defense Fleet soon began to patrol the Ileenium system and its surrounding sectors, and eventually a reborn Alliance-in-Exile began to expand in anticipation of a more permanent stay.

Military engineers, many of them former Sullustan Home Guard, began to excavate deeper underground, expanding the number of maintenance and storage hangars as well as adding significantly more open space to serve as a troop barracks. Now the base's subterranean living space can accommodate several full battalions of Alliance troopers. For their own protection, the Alliance leadership also installed an old refurbished DSS-02 shield generator several kilometers away from the base, willing to risk its power signature being noticed and discovered over a repeat of the structure's original fiery end.

While today the vast majority of the base's full time denizens are Alliance-in-Exile personnel, as a show of their thanks High Command continues to allow the Underground free reign and sanctuary for as long as their operatives require. As D'Qar Base continues to operate, this commingling effect continues to rub off on Alliance morale, causing a subtle shift from more rigid, professional military power to a spacer and outlaw mentality.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Dedicated Carrier
  • Length: 500 meters
  • Width: 350 meters
  • Height: 180 meters
  • Armament: Very Low
    Automated Point-Defense Laser System
  • 4 Concussion Missile Launcher Tubes

[*]Defenses: Average
  • Deflector Shields
  • Dampener Aerosol Missiles
  • Anti-Ordnance Chaff

[*]Hangar: Extreme: 6 Squadrons
[*]Maneuverability Rating: Very Low
[*]Speed Rating: Average
[*]Hyperdrive Class: Average: 1
STANDARD FEATURES
  • Standard Sensor Array
  • Standard Targeting Systems
  • Encryption Network
  • Escape Pods
  • Bridge Keel Docking Tube
  • Holonet Transciever
  • Long-range Communications Array
  • Standard Life Support Systems
  • Tractor Beams (x14)
ADVANCED SYSTEMS
  • Multiple Hangar Bays: Each of the Quasar Fire's four modular hangars can fit at least a single squadron of starfighters, with enough space for up to two in each of the cruiser's twin central bays. With an open internal layout and the ease of docking, this starship can easily take on a small complement of light freighters in place of standard fighters, or a mix of the two.
Strengths:
  • Rapid Deployment: The Quasar Fire's segmented hangars and large magnetic fields, it is possible for the carrier to launch practically its entire complement at once. There is not much internal space to the vessel, so pilots are always on hand and ready to scramble at any time.
  • Skeleton Crew: Apart from a cramped bridge that could almost be described as a cockpit, each hangar's deck crew makes up most of the ship's personnel. What little firepower the cruiser possesses is mostly automated, and there is very little internal structure beyond the bridge and flight decks.
Weaknesses:
  • Lightly Armed: Only an automated point-defense system and quad rack of concussion missile launchers cover the cruiser's hull, otherwise it possesses no offensive weaponry.
  • Vulnerable Underbelly: The Quasar Fire's iconic minimalist design is also its greatest weakness, once the cruiser's shields fail its hull is thin, particularly from below where its open magnetic fields provide very little in the way of protection from enemy fire.
  • Handles Like a Brick: Efficient SoroSuub sublight engines are already overtaxed to provide sufficient thrust for a ship of this size with such little internal space, and precious few guidance thrusters are installed to manipulate the bulk carrier's fine maneuvering.
Description:

An iconic Sullustan design, born out of SoroSuub's first attempts to imitate Kuati aesthetics during the reign of the first Galactic Empire. When Sullust eventually regained its independence, Quasar Fire carriers became a common sight in many rebel fleets during that era. Since then, the basic design has been deployed by many governments and superpowers. It is so ubiquitous that many models aren't even of Sullustan manufacture, its schematics so easily accessible that derivative work has become commonplace.

While many older Quasar Fires have been refurbished and continue to operate as a popular budget items for local system defense fleets, SoroSuub is celebrating the anniversary of the original model's first production by manufacturing a new state of the art re-imagined edition for sale on the open market. In large part as a bid to pay for massive reconstruction costs after a brutal Mandalorian raid on their homeworld, there are some who suspect a small portion of the Sullustans' stock is being funneled to the Outer Rim for use by their contacts within the Alliance remnant forces.
 
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OUT OF CHARACTER INFORMATION
  • Intent: Mostly as a thought exercise, but also to establish some referential credibility to Mynock's claim as a journalist of repute.
  • Image Credit: Cyberpunk Bikers by Denys Tsiperko
  • Links: Dark Star Hellions
GENERAL INFORMATION
  • Media Name: Dark Star Hellions: The Strange and Terrible Saga of the Outlaw Swoop Gangs
  • Format: Holobook
  • Distribution: Scattered
  • Length: Medium
  • Description: Dark Star Hellions is a non-fiction account of Mynock's experiences while embedded as a member of the Hellions for over a year. This holobook elucidates on swoop culture and gang lifestyle as well as recounts Dubrillion's journey with one of the main Seswenna chapters "rock hopping" from their native sector all the way up to Questal to link up with the Nebula Masters. It comments on the public perception of swoop gangs and is written in an irreverent, stylistic personalized manner.
SOCIAL INFORMATION
  • Author: Mynock Dubrillion
  • Publisher: NewsNet
  • Reception: As lauded as it is controversial, Dark Star Hellions was hailed as a tour de force and the beginnings of Mynock's renown as a writer. It was also protested and banned throughout many worlds with more socially conservative cultures, having been derided by some as a glorification of gang activity and under representing the systemic role these groups tend to play in lower level narcotics trafficking across the galaxy.
CONTENT INFORMATION

"The Edge... There is no honest way to explain it because the only people who really know where it is are the ones who have gone over."

Part One: Dark Star Rising - Part one details the origins of the Dark Star Hellions and details many themes, styles, and values common to most Outer Rim swoop gangs. It touches on the differences between Outer Rim and more Coreward based gangs, describes common public reaction to the Hellions, and examines common law enforcement tactics used to combat these outlaws.

Part Two: Rock-Hoppin - Part two begins by describing "rock hoppin", the practice of either hitching rides on bulk transports from planet to planet or in some cases, stowing away. It is considered an extremely dangerous practice and this section describes how the Hellions have gone so far as to determine which species of crew were least likely to vent unwelcome passengers into space. The rest of part two introduces Mynock into the narrative as an honorary Hellion, observing and even sometimes participation in spectacles of debauchery on each world they visit on their way to Questal.

Part Three: Big Trouble in Little Jar'Kai - Part three details an altercation on Naboo between the Hellions and some locals in the refugee city of Little Jar'Kai which eventually escalates into Mynock and the rest of the gang fleeing from Royal Security Forces on their bikes and culminating in a brief shootout in which a single security officer was wounded and two of the Hellions were stunned off their swoops and arrested, while the rest including Dubrillion successfully evade capture. This particular example of gang violence is recounted and deconstructed by Mynock from the Hellions' perspective, and while it readily highlights the many questionable choices made by the bikers on that night it also presents Jar'Kai's constabulary as somewhat over reactive and exaserbatory in their use of tactics, leaving the reader questioning if either side was unquestionably in the right.

Part Four: The Spice Must Flow - Part four deals directly with outlaw swoop bikers and their role in the galactic narcotics trade. Perhaps even more controversial than the previous section, the holobook asserts that by and large the Hellions are primarily low level spice pushers, dealing primarily in death sticks, slick and marcan herb. Most of all, it details a widespread pattern of stimulant abuse throughout most swoop gangs. While Dubrillion presents a case which appears to lay much of the blame at the feet of more corporate level interests, but many of the book's critics highlight evidence of a larger role in this trade swoop gangs play than the author's limited perspective of a single Hellions chapter.

Part Five: Time After Time - The final part of this holobook deals with the social upheaval that tends to lead to the formation of gangs like these, citing in particular the Cloud-Riders who played a not insignificant role in the formation of the original Alliance to Restore the Public. Interspersed throughout are character studies of some of the Hellions Mynock spent the most with time with. Ultimately flowing into an account of their arrival on Questal, it ends after both chapters attend a funeral service for a veteran Nebula Master who was killed in a shootout with a rival swoop gang.

HISTORICAL INFORMATION

The Strange and Terrible Saga of the Outlaw Swoop Gangs is a mostly non-fiction accounting of Mynock Dubrillion's time as an embedded reporter for NewsNet inside the Dark Star Hellions, one of the most notorious and long lived of these gangs still operating in the Outer Rim. Mynock has described the experience as "transcendent", having admitted on several occasions in interviews that he had been close at several points to losing himself in the assignment entirely.

First published as a series of essay articles for distribution through NewsNets' independent courier service, Dark Star Hellions was later compiled into a single unabridged volume and a limited run of holobooks were released on several in the Core and Outer Rim. Dubrillion openly encourages the sharing of his work, so transcripts are freely available on the HoloNet, but officially licensed physical editions are much less commonplace.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a proper flagship for the Alliance-in-Exile's Core Fleet by codifying an old NPCs original command, for use by Mazik when he becomes Fleet Admiral.
  • Image Source: Star Wars: The Last Jedi
  • Canon Link: MC85 Star Cruiser
  • Primary Source: /
PRODUCTION INFORMATION
  • Manufacturer: Outer Rim Coalition, SoroSuub Corporation (engine and reactor systems), Silvia Shipyards (modifications), Mon Calamari Shipyards (original design)
  • Affiliation: (x) Alliance-in-Exile | (x) Outer Rim Coalition
  • Model: Modified MC85 Star Cruiser

  • Production: Unique
  • Material: Durasteel hull, Quadanium Frame
TECHNICAL SPECIFICATIONS
  • Classification: Command Ship/Assault Battlecruiser
  • Length: 3500 meters
  • Width: 700 meters
  • Height: 450 meters
  • Armament: High (Full Power to Weapons: Very High)
    Heavy Javelin Hypervelocity Cannons
  • Long Range Turbolaser Cannon Batteries
  • Long Range Ion Cannon Batteries
  • Heavy Turbolaser Cannon Batteries
  • Heavy Ion Cannon Batteries
  • Mass Drivers
  • Warhead Tubes
    Concussion Missile
  • Advanced Proton Torpedo
  • Ion Torpedo / Disruptor Torpedo
  • Flechette Missile
  • Intruder Missile


[*]Defenses: High (Full Power to Shields: Very High)
  • Mon Calamari Fast Recharge Deflector Shields
  • Dampener Aerosol Missiles
  • Reinforced Armor Plating
  • Point Defense Laser System

[*]Hangar: Very Low: 6 Squadrons
[*]Maneuverability Rating: Average
[*]Speed Rating: Moderate (Full Power to Engines: High)
[*]Hyperdrive Class: Average: 1
STANDARD FEATURES
  • Advanced Sensor Array
  • Advanced Targeting Systems
  • Encryption Network
  • Escape Pods
  • Holonet Transciever
  • Long-range Communications Array
  • Droid Repair Bay
  • Aquatic Species Waterways
  • Standard Detention Cells
  • Standard Life Support Systems
  • Tractor Beams (x52)
ADVANCED SYSTEMS
  • HIMS: Outfitted with a state of the art hyperwave inertial momentum stabilizer, the Nemo's Revenge is capable of generating a static hyperspace bubble which sustains the ship's presence in hyperspace while propelled along by accumulated forward momentum. This allows the battlecruiser to pass through most standard interdiction fields, although it cannot be used to jump from inside an active gravity well.
  • AIAS Shield Array: One of the first non-prototype models to be outfitted with the Galactic Alliance's cutting edge AIAS Shield Array. Only usable while full power is rerouted to the star cruiser's shield systems, upon activation the Revenge's armament is reduced to Very Low while an immensely durable shield bubble is projected out in a 10 kilometer diameter centered on the battlecruiser. While the AIAS shield is active, the battlecruiser and any other ships inside its shield perimeter are equally unable to return fire through this protective bubble.
  • Electronic Counter-Warfare Suite: The Revenge operates on a distributed network, ensuring that remote control of the starship cannot be achieved by outside forces. This ECW suite is primarily designed to keep lines of communication open in the face of hostile jamming by amplifying the signal strength of the array beyond the capabilities of anything short of highly concentrated signal jamming. Equipped with state of the art disruption technology, the battlecruiser is packed with sensor jammers and dampening emplacements designed to fend off hostile assault forces.
  • Emergency Command Bridge: In the event of catastrophic damage to the Revenge's main bridge, command level operations can be transferred to an internal, reinforced battle bridge on the authority of the vessel's most senior officers. If the battlecruiser's internal sensors detect the primary command deck has been compromised, this system is automatic, but otherwise must be confirmed with the proper authorization codes as a precaution against sabotage or mutiny.
  • Itsukusk Pods: Specially designed one man escape pods housed in close proximity to each bridge, they are less durable than a standard escape pod. Designed and installed so that in the event of an emergency, the star cruiser's bridge crew is able to stay on board until evacuation is absolutely essential to survival.
  • Compartmentalized Design: Specially customized by Silvia engineers during its overhaul, each section of the Nemo's Revenge has its own backup power supply and life support systems, which automatically overrides bulkhead control when hull breaches are detected. This makes the vessel extremely difficult to completely scuttle, even after suffering significant internal damage.
Strengths:
  • Hunter Killer: Originally built with one sole purpose in mind, the Nemo's Revenge is a heavy capital killer which excels at lightning strike operations, using its eleven sublight ion engines to close on a target while its long range arsenal attempts to damage or disable. Upon closing in, standard practice is to angle the star cruiser for a broadside, salvos from its mass drivers, heavy turbolaser and ion batteries savaging anything within its firing solution.
  • Variable Power Matrix: Cutting edge power distribution systems specially installed by SoroSuub and adapted to interface with Mon Calamari technology allows for the Revenge to re-prioritize its energy output to several main systems. Able to reroute power from weapons to shields to engines, this cannot be done continuously without overloading and damaging the star cruiser's overtaxed reactors.
  • Sanctuary: One of few Alliance starships outfitted with an AIAS Shield Array before the fall, the battlecruiser is capable of generating an immensely durable energy shield in a 10 kilometer diameter centered around its hull. It is possible for both allied and enemy ships to pass through this field freely on impulse power, but it absorbs most forms of weapons fire omnidirectionally.
Weaknesses:
  • AIAS Energy Drain: Only activated once full power is rerouted to shields, this shield array's extreme energy requirements siphon additional energy away from the Revenge's weapon systems, reducing its armament to Very Low and it can no longer fire its hypervelocity cannons. Additionally, the star cruiser's reactors cannot power the shield indefinitely, even without strain eventually it will lose engine power and then the shield bubble will fail completely.
  • Point-Defense: The Nemo's Revenge is most effective at dealing with larger capital models, and by itself offers very little protection against enemy starfighters and small attack vessels. Like many ships of its class, it requires an escort or support fleet to protect this weak point.
  • Fuel Hungry: To reach the kind of sublight power necessary to propel such a large ship at maximum velocity, especially with full power to engines, requires an immense amount of reactor fuel. The Revenge requires either a support fleet or frequent stops at ports of call to keep itself fully operational. Long hyperspace trips across vast distances are technically possible, but impractical without planned stops or a mobile refueling platform.
Description:

Originally only a slightly modified MC85 Star Cruiser known as the ANS Nautilus, this starship was the original command of deceased Galactic Alliance Supreme Commander Nemo Ven. When Ven took over as full time commander of the Itsukusk, his old flag was not retired but reassigned to the Outer Rim where its main port of call was the Sullust system. Even after the Supreme Commander's death and his supercarrier's destruction in the Metharian Nebula during the Battle for the Hydian Way, his Nautilus continued to serve as a part of the Defense Fleet's southern command group.

Dry docked at Sullust's shipyards to be retrofitted with a state of the art AIAS Shield Array shortly before the fall, the Nautilus' command deck was quickly destroyed and most of its senior staff killed in the opening shots of the Mandalorian Empire's raid in the Alliance fortress world. Despite suffering immense damage, junior officers were able to regain control from the star cruiser's secondary bridge, escaping the marauders' notice for long enough to jump away towards the Outer Rim.

Eventually finding its way to the Avanoa system, the lone Nautilus was granted sanctuary by Silvia Shipyards. With the assistance of contractors throughout local Outer Rim systems, the star cruiser was more or less reconstructed from its slagged foundations. Renamed the ANS Nemo's Revenge, its history is not forgotten as the "Last Flight of the Nautilus" is a story that has quickly grown to folk tale status within the Alliance-in-Exile for its defiant moral.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: SoroSuub Corporation
  • Affiliation: Open-Market
  • Model: Liberator MK II-class Cruiser

  • Production: Minor
  • Material: Alusteel, Quadanium Alloy
TECHNICAL SPECIFICATIONS
  • Classification: Assault Cruiser
  • Length: 250 meters
  • Width: 200 meters
  • Height: 600 meters
  • Armament: High
    Heavy Turbolaser Batteries
  • Ion Cannon Batteries
  • Warhead Tubes
    Concussion Missile
  • Advanced Proton Torpedo
  • Ion Torpedo / Disruptor Torpedo


[*]Defenses: High
  • Deflector Shield Generators
  • Backup Ray and Particle Field Generators
  • Reinforced Ablative Armor Plating
  • Point Defense Laser System

[*]Hangar: Average: 2 Squadrons
[*]Maneuverability Rating: Very Low
[*]Speed Rating: Low
[*]Hyperdrive Class: Fast: 1
STANDARD FEATURES
  • Standard Sensor Array
  • Standard Targeting Systems
  • Encryption Network
  • Escape Pods
  • Holonet Transciever
  • Long-range Communications Array
  • Standard Detention Cells
  • Standard Life Support Systems
  • Tractor Beams (x24)
ADVANCED SYSTEMS
  • Troop Bay: Like the original Liberator, this cruiser has enough space for roughly two to three regiments of combat personnel. Bulk loading bays on the starship's underside allows it to land on a planet and quickly disgorge its armed complement.
  • Ablative Hull Plating: A state of the art SoroSuub composite makes the assault cruiser particularly resistant to heat and electrical/ion based damage. These properties have no effect on kinetic or more exotic forms of attack.
  • Compartmentalized Design: In consultation with Silvia Shipyards and the Corellian Engineering Corporation, SoroSuub has designed the Liberator MK II to be fully compartmentalized in its design. Each section of the cruiser has its own backup power and life support systems, making it more difficult to completely scuttle even after sustaining serious damage.
Strengths:
  • Front Line Brawler: The Liberator MK II is heavily armed for a ship of its class. Heavy turbolaser batteries and ion cannons bristle along its forward edge and sides. Its predecessor was originally designed for antipiracy operations, built to take on armadas of small pirate craft.
  • Thin Profile: Because of its unique design the Liberator MK II is very narrow in its shape, making it more difficult for larger capital ships to obtain fully effective firing solutions.
  • Armor Tank: Like the original Liberator, the MK II's shields are state of the art, but it really earns its tough reputation because of its heavily reinforced ablative armor plating. Even when shots start to penetrate into the ship's hull, this cruiser can take one serious beating.
Weaknesses:
  • Flying Brick: With undersized engines, the Liberator MK II moves ponderously and is even more sluggish in its handling. Unlike other capital ships of its size, there is far less of a focus on precision flight.
  • Anti-Starfighter: Very effective against other capital ships around its size, the assault cruiser far less equipped to handle waves of attacking starfighters. With only a few squadrons of its own for support and not much in the way of laser turrets, successful attack runs can present a serious threat.
Description:

As a part of their ongoing efforts to update and revitalize some of their most classic product lines, SoroSuub Corporation has somewhat unconventionally redesigned its old Liberator-class. Despite its new vertical dimensions the cruiser's overall feel as an advanced system defense cruiser has been more or less preserved, and it has been rebranded as the Liberator MK II.

In many ways, the Liberator's new design is reflective of the warship's primary role as a little cousin to the Galactic Alliance's older Citadel-class Star Defenders. Both vessels rely on distinctively vertical design layouts, employing unconventional distributions of weapons emplacements to allow for a more focused offensive fusillade.

The MK II can most commonly be seen in use by the Sullustan Home Guard, but like many of SoroSuub's product lines some shipments have somehow been rerouted to the Outer Rim and fallen into the hands of the exiled Alliance government in hiding.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To round out Mynock's background as a journalist and author for now, also because I can't resist.
  • Image Credit: Altered Carbon
  • Links: /
GENERAL INFORMATION
  • Media Name: Scum and Villainy in Vertical City
  • Format: Holobook
  • Distribution: Inter-Planetary
  • Length: Medium
  • Description: Scum and Villainy in Vertical City is a novel by Mynock Dubrillion, although it was written as a roman à clef for it is rooted in autobiographical encounters. There is no clear narrative and it frequently delves into surrealism themes, but ostensibly the holobook follows its protagonist Jet Nebula and his Rodian attorney Drexl on a drug induced journey through the seedier side of Nar Shaddaa ruminating on the nature of what they have termed the "Republican Dream".
SOCIAL INFORMATION
  • Author: Mynock Dubrillion
  • Publisher: Galaxy Beacon Publishing
  • Reception: Considered by many to be a cult classic, like all of Mynock's work there was no small amount of controversy surrounding its publication. It has been accused of glorifying drug use, smuggling, blood sport and promoting a disenfranchised attitude prevalent throughout the Outer Rim towards Core World and Tingel Arm ideological conflicts. Despite this somewhat negative initial reception, Scum and Villainy has steadily grown into Dubrillion's most well known publication.
CONTENT INFORMATION

"We had two bags of luna-weed, seventy five pellets of hypnocane, five sheets of high powered dreamdust, a vial full of slick, and a whole galaxy of multi-colored adrenals, stims, longsight, mnemiotics...also a quart of rum, a quart of whiskey, a case of Corellian ale, a pint of raw glitterstim and two dozen sprays of nullicaine.
The only thing that really worried me was the glitterstim. There is nothing in the verse more helpless and irresponsible and depraved than a man in the depths of a spice binge. And I knew we'd get into that rotten stuff pretty soon..."

The novel opens as Jet Nebula and his attorney Drexl the Rodian are speeding across the Nar Shaddaa skyline on an airspeeder that is heavily implied to be stolen. High on death sticks, the two are attempting to escape pursuit by a hallucinated swarm of porgs, then proceed to take inventory of 'supplies' before landing outside the Golden Nautolan Casino.

It is revealed in passing while checking into their accommodations that Nebula is a reporter and he is here to cover a niche athletic event that combines the sport of pod racing with gladiatorial combat for the Galaxy Beacon, essentially a death race. While dealing with the casino's hotel staff, Jet begins coming down from his death stick euphoria and is horrified by the bright, twisted version of reality his surroundings morph into. Drexl coaches him through this bad turn and reassures the Nautlon employees that they won't be a problem.

The next day, they proceed to the pleasure barge from where the race is to be observed, and makes brief introductions with their Hutt contact before being provided an Evocii holocam operator and given more or less free reign. During the race itself, Nebula grows increasingly irrational and becomes convinces that he is a part of the race himself. Firing their cameraman, he returns back to the Golden Nautolan and meets back up with Drexl, the two consume both dreamdust and glitterstim together.

Nebula leaves briefly to get some more cigarras and Corellian ale, on his way back he is harassed into purchasing some marcan herb from a local street pusher, before the two of them stand gazing up at the upper levels and smoking cigarras, commiserating over poor performances during the other night's locally broadcasted Huttball game.

When Jet finally returns to his room he finds that Drexl has trashed the place, having a bad spice experience, and pulls a vibroblade on Nebula while begging to be fatally shot with a nearby disruptor pistol. The two argue back and forth loudly before Jet finally relents, asking the Rodian to close his eyes and then zapping him with a stun baton into unconsciousness.

The next morning Nebula awakens alone to an exorbitant bill, and is ruthlessly pursued by casino staff when he attempts to skip out. Barely managing to escape, he receives a call from his boss on Hosnian Prime demanding that he drop everything and go cover a democratic, anti-Hutt rally ongoing in the Duros Sector.

Jet pays an aircab driver to speed madly through the Nar Shaddaa skylanes while he openly ingests some slick in the backseat. Arriving at his destination, Nebula grows bored quickly with the radicalist Republican sentiment of the impassioned speeches being delivered, and casually mentions almost in passing how a transport filled with Kajidic enforcers crashes into the rally before indiscriminately slaughtering many while only a handful manage to escape. The entire time, Nebula is fixated on a lewd and brightly colored holographic ad on display nearby, drawn by the slick to a more colorful attraction.

Reuniting one last time with Drexl who has already begun trashing a hotel room in the Red Light District, Jet takes some longshot which quickly spins out of control and he passes out. In the morning, the two head to a diner in a strung out state, and accidentally thwart a robbery. Dropping Drexl off at the spaceport, Nebula takes one last ride across the Nar Shaddaa skyline before returning to his freighter to finish his article.

HISTORICAL INFORMATION

Since its release Scum and Villainy has been surrounded by controversy and divisive critical opinions. Scorned by critics for its crude subject material and seemingly nihilistic overtones, it is hailed by others as revelatory and a piercing commentary on the state of contemporary galactic culture. Like many of Dubrillion's long form works, it is banned on many worlds with more conservative values or an authoritarian structure that limits free speech.

Despite this infamy, it remains Mynock's most enduring work and most widely available. Distributed by the Galaxy Beacon as a collected work its after initial publication as a series of articles, it was not initially a commercial success but limited runs continue to be produced every few years to meet demand.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Corellian Engineering Corporation
  • Affiliation: Closed-Market
  • Model: Valor-class Fleet Carrier

  • Production: Minor
  • Material: Durasteel-Titanium Alloy Plating, Quadanium Frame, Transparisteel
TECHNICAL SPECIFICATIONS
  • Classification: Fleet Carrier/Ship Tender
  • Length: 980 meters
  • Width: 430 meters
  • Height: 465 meters
  • Armament: Very Low
    20 Quad Laser Cannons
  • 16 Ion Cannon Turrets (Starfighter-grade Ion Cannons)
  • 24 Anti-Missile Octects

[*]Defenses: Average
[*]Hangar: Very High: 9 Squadrons
[*]Maneuverability Rating: High
[*]Speed Rating: Average
[*]Hyperdrive Class: Fast: 1
STANDARD FEATURES
  • Advanced Sensor Array
  • Cargo Elevators
  • Encryption Network
  • Escape Pods
  • HoloNet Transceiver
  • Large Cargo Holds
  • Long Range Communications Array
  • Repair Deck
  • Secondary Hangers
  • Standard Deflector Shield Generator
  • Standard Detention Cells
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Targeting System
ADVANCED SYSTEMS
  • Fleet Tender: The Valor comes equipped with an assortment of tugs and worksleds that can perform patchwork repairs on other capital ships. Its starfighter maintenance bays are state of the art and outfitted to service a wide range of models.
Strengths:
  • Flight of the Valkyries - The Valor-class Fleet Carrier hosts a large assortment of fighters capable of launching from one of its four main hangers.
  • Get You Patched Right Up - As a fleet tender, the ship has a wide assortment of parts to repair starfighters, bombers, shuttles, and even has hull plates and some parts for capital ship patch-work. Though starfighter repairs could technically be done even while in combat, both types of repairwork is best down outside of combat so as to avoid the worksleds being destroyed.
  • Everybody Get Loose, Footlose! - The Valor is a very quick ship for its size, both a necessity and by-product of its lack of heavy weaponry.
Weaknesses:
  • Let It All Hang Out - The Valor achieves its large squadron count by pushing the main engine bank to the ventral side of the ship. Though steps were taken to armor it, it remains never the less a very prominent target to hit from virtually all sides.
  • City So Nice, They Named It Twice - It is worth stating again that because of its position, the Valor's engines are virtually undefendable from any angle unless approached from the dorsal-side of the ship. No amount of shielding or armor plating can stop that, and if the Valor is not fiercely guarded then it will almost assuredly end a battle crippled if the damage does not outright destroy the ship.
  • I'm a Lover, Not a Fighter - The Valor is designed as a fleet tender and carrier. As a result, it lacks any capital guns or warheads whatsoever. While its modest defense gun count lets it defend itself against moderate starfighter assaults, the Valor is defenseless if caught out of place without its starfighter or capital ship escort.
  • Bit Drafty, Isn't It? - With four primary and three secondary hangers, the Valor can be difficult to secure if the enemy tries to board from multiple shuttles. While its larger than average crew count can potentially help mitigate this, it remains nevertheless a flaw in design which further reinforces the need for the ship to have a strong fleet escort.
  • Was That the Primary Buffer Panel? - As the Valor is not designed for direct military engagements, it is only armored in strategically important locations. Thus if the shields ever give, the ship is in danger of sudden and catastrophic damage should the hull be breached. This is due to the numerous cargo elevators and large cargo holds to store parts and in-repair fighters.
Description:

Based upon the design of an ancient Republic cruiser, the Valor-class Fleet Carrier was designed to fulfill a key role within the Alliance. As the Alliance was often on the move, their needs tended to move with them. But ships break down and need repairs. Some worlds, like Fondor, had such a strong defensive presence that the Alliance could freely settle in and use the orbital facilities to repair. But such planets were already very busy and could not always take in ships for repairs. Thus a mobile solution was needed, and thus the Valor-class Fleet Carrier was born.

The Valor-class was meant to be a mobile staging area for starfighters and other military support craft. Sporting four main hangars and three secondary hangars, the Valor-class could hold an impressive number of starfighters and bombers for its size. The primary hangars are where combat-ready fighters are stored and launch from. In order to conserve space, starfighters and bombers are stored in racks along the ceiling as well as to the sides of the hanger deck. This allows the hangars to not be massive holes in the ship's sides while still allowing it to hold a large assortment of craft. Obviously it's difficult to get a pilot into a top-rack starfighter if the one below it is being prepped at the same time. Thus crafts are sent out in waves, with the bottom-most starfighters being prepped and launched first. Then the top-rack fighter is lowered to the deck and prepped. Once launcher, the Valor's advanced sensor suite coordinates the assault. With arrays turned to detect low profile fighters and missiles these ships are able to process a huge amount of data real time and give squadrons an edge in large scale engagements. It cannot detect cloaked vessels.

The secondary hangars house worksleds which assist with capital ship repairs as well as serve as the return point for critically damaged fighters. Crash nets, fire suppression systems, and tractor beams dot these hangars to assist in retrieving crippled fighters. Once such craft are brought onboard and any potential explosions contained, they are loaded onto cargo lifts and lowered onto the repair deck which stretches almost the entire length of the ship. These lifts can handle starfighters of all sizes, and even light freighters (Starfighters and other craft <= 50 meters long / wide). Storage space and parts means that fighters and bombers can be virtually repaired from any state, though obviously bottom lines mean that some will simply be marked for salvage. Once they are repaired, they are sent to one of the primary hangars for storage or launch.

Similarly, the worksleds can ferry hull plates to apply patch work repairs to capital ships that have suffered serious or critical hull breaches. Engine repairs, radiation leaks, and other structural repairs can be carried out, though obvious such repairs represent more of a band-aid than an actually full serve repair job at an orbital facility. But when it comes to having your ship explode or vent the entire supply of oxygen, or having an ugly bit of metal slapped over a hole and radiation absorbing foam sprayed all over a damaged engine block most will take the latter.

However, for all its support capabilities, the Valor is vulnerable. While it has a modest assortment of anti-starfighter weaponry, it lacks any means of directly engaging enemy capital ships. Its large assortment of hangars, cargo holds, and lifts means that its interior structure is incredible vulnerable and fragile. Armored plates were placed over the most sensitive areas, but since the ship is not meant for combat there are many gaps, some quite large, in the protection. The shields of the ship are certainly military-grade, but even they will fail if pressed in combat. But beyond these, there is one absolutely critical, potentially fatal flaw that all captains should remember when a chance comes up to perform a daring rescue.

In order to make space for the various fighters and repair supplies, the ship's hyperdrive and main engine block were moved to the ventral section of the ship. This means the ship suffers from asymmetric acceleration, inhibiting the ship's true maneuverability, as well as a far more dire flaw. Such a placement mean that this crucial system is virtually undefendable from any angle. If the ship jumps into a hot combat area, unless it has immediate fleet support then it is virtually assured that the ship's engines will be destroyed. At best this cripples the ship. At worst it will lead to sympathetic explosions and the total annihilation of the entire ship and any craft it might be carrying. To take a Valor-class into direct combat then is a virtual death sentence for all aboard.

With the fall of the Galactic Alliance, manufacturing and distribution rights have reverted back to the Corellian Engineering Corporation which originally designed it.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit an iterated version of the Galactic Alliance's primary heavy trooper armor for the most recent factory template.
  • Image Source: Republic Trooper by David Frasheski
  • Canon Link: /
  • Primary Source: GADF-BDU-01
PRODUCTION INFORMATION
  • Manufacturer: SoroSuub Corporation | I'att Armament
  • Affiliation: (x) Alliance-in-Exile
  • Model: GADF-BDU-02
  • Modularity: Yes; Exterior Attachments (Combat Webbing, Tactical Toolkits, Enamel Coating)

  • Production: Minor
  • Material: Reinforced Duraplast Plating, Flex-Armor, Armorweave Bodyglove, Electronics
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose Warplate (Vacuum/Hostile Environment)
  • Weight: Heavy (30 kg)
  • Resistances
    Blasters/Plasma: High
  • Kinetic: High
  • Lightsabers: Low
  • EMP/Ion: High
  • Elemental: Average
  • Sonic: Average

SPECIAL FEATURES

Helmet
Torso
  • Backplate Mounted Power Pack
  • Emergency Power Pack (Redundant)
  • Secondary Oxygen Supply (6 Hours)
  • IFF Transponder
  • Grenade Bandolier/Combat Webbing
  • Grav Chute/Jetpack Backplate Mounting
  • Environmental Seal
  • Shockweb (20 Minute Energy Cell)
  • Anti-Ion Mesh
  • Shoulder Vibroblade Sheathe
  • Magnetized Weapon Mounting
Utility Belt
Gauntlets
Greaves
  • Magnetic Adhesion Soles
  • Ankle Vibroblade Sheathe
  • Kneeplate Dart Launcher (Paralytic, 4 Darts - Reloadable)
  • Anti-Ion Mesh
  • Magnetized Thigh Plate (Sidearm Mounting)

Strengths:
  • Heavy Armor: With an outer shell formed out of reinforced duraplast plating, multiple layers of redundant protection allows this body armor to withstand particle bolts, kinetic projecticles, even offering some resistance against hard sound.
  • Ion Resistant: Packed with state of the art military technology, the BDU is lined with an anti-ion mesh which essentially functions as a Faraday cage, shielding the armor's delicate electronics from electromagnetic pulses or nearby ion discharge. It even allows its wearer to resist a series of stun blasts, although with enough concentrated fire like with any weapon eventually the trooper will be brought down.
  • Advanced Warplate: One of the most advanced pieces of combat equipment in the GAAF's arsenal, the BDU was outfitted with cutting edge wartech and battlefield enhancements. Gadgets, scanners, holographic aim assists, as well as a limited strength enhancement system allows heavy troopers to push themselves to the absolute limits of their combat prowess.
Weaknesses:
  • Energy Blade Vulnerability: While able to deflect a glancing blow depending on where it strikes, the BDU's duraplast plating is unable to withstand direct penetration by an energy blade. When faced up against a skilled enough duelist, a soldier wearing this armor would be dispatched relatively quickly, either by a forceful enough blow to center mass, or by a precision strike to the suit's weaker extremities.
  • Flex-Armor Joints: Weaves of durasteel and reinforced ceramics which can still stand up to incoming particle fire or slugthrowers, this lightweight textile is supposed to allow its wearer improved mobility despite the overall physical load. It cannot stand up to heavy or repeating blasters, armor-piercing projectiles, and various other forms of high impact weaponry. This makes the joints a compelling target for both marksmen and duelists.
  • Data Overload: Not just because of the immense amount of complex data streamed through the helmet's holographic HUD, although this does limit one's ability to simply step into a suit and utilize it to its full potential. If compromised (ie if the suit has taken enough damage), the warplate's anti-ion mesh can instead short out critical electronic systems, even in some cases funnel ion current directly into the body for a more devastating incapacitation effect.
  • High Profile: The warplate's modular enamel coating limits this to a very small degree, by allowing each piece of armor to swap color schemes. But there is no denying that this distinctive battle armor is not only conspicuous on the battlefield, it is also strongly associated with the Galactic Alliance which used it so prominently in their campaigns from the Deep Core to the Western Reaches.
DESCRIPTION

A next generation suit of warplate designed for use by the Galactic Alliance's shock troopers shortly before the fall, this heavy armor was intended as a long overdue replacement for the BDU-01 model which was manufactured shortly after the liberation of Coruscant from the One Sith. While minor advancements have been made to the suit in terms of functionality, overall it preserves the same look and feel of its predecessor. Designed during an era of relative influence and prosperity, the BDU-02 is highly advanced and tailored towards general purpose military use.

Still in the process of issuing kits throughout their army and special forces branches, this updated version was not quite as ubiquitous as its older cousin. Originally styled after the iconic white plating of Imperial stormtroopers to accommodate a large minority of defectors which made up the Alliance's early ground elements, coated outer plates, a starbird engraved pauldron, and years of use by Galactic Alliance forces have led the BDU series to become strongly associated with a now fallen superpower.

Based on a humanoid template, alternative molds were produced to provide for some of the more common Alliance species who did not fit such a particular profile. With the fall of the Galactic Alliance, these warplates are a much less frequent sight across the galaxy, save in the hands of salvagers and collectors, but some unconfirmed reports of shock trooper holdouts in the Outer Rim call into question the notion that they are now simply relics of the past.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit an iterated version of the Galactic Alliance's primary light trooper armor for the most recent factory template.
  • Image Source: Trooper Designs by Sigurd Fernstrom
  • Canon Link: /
  • Primary Source: GADF-ACU-01
PRODUCTION INFORMATION
  • Manufacturer: SoroSuub Corporation | I'att Armament
  • Affiliation: (x) Alliance-in-Exile
  • Model: GADF-ACU-02
  • Modularity: Yes; Exterior Attachments (Combat Webbing, Tactical Toolkits, Alternate Weather Gear

  • Production: Mass-Produced.
  • Material: Flex-Armor, Duraplast (Helmet), Spacers Leather, Steelcloth, Electronics
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose Combat Uniform
  • Weight: Light (10 kg)
  • Resistances
    Blasters/Plasma: Average
  • Kinetic: High
  • Lightsabers: Very Low
  • EMP/Ion: Average
  • Elemental: Low
  • Sonic: Low

SPECIAL FEATURES

Helmet
Torso
Utility Belt
Boots
  • Rocket Boots (Short Jumps)
  • Magnetic Adhesion Soles (High Traction)
  • Ankle Vibroblade Sheathe
Strengths:
  • Scout Armor: Eschewing bulky combat plating for lighter, yet still durable fabrics, the ACU-02 like its predecessor was designed with complete mobility in mind. A near total lack of reflective coating, different weather patterns, and limited use jetboots for rapidly traversing difficult terrain make this the uniform of choice for most recon units.
  • Flex Armor Lining: This scout armor provides higher than average protection against most forms of kinetic attack. Each greatcoat is lined with both spacers leather and more flex-armor, meaning most small caliber projectile slugs will only graze, even if they strike the extremities. It also provides some resistance to explosive shrapnel and flechettes, although a close enough impact can still very well prove lethal.
  • Advanced Blast Helmet: Featuring all the same functionality as the ones worn by Alliance shock troopers, each blast helmet is packed with state of the art holographic display technology, including combat scanners, multiple visor modes, and a target acquisition system.
Weaknesses:
  • Limited Protection: Because of the uniform's lightweight, mobile nature, there is an upper limit on the durability of materials used. Providing only average defenses against blaster bolts and other forms of plasma weaponry, a light trooper can take a glancing shot to the helmet and maybe absorb a round or two into its energy sinks, but against lightsabers and other more exotic weaponry it offers very little protection.
  • Vacuum Breach: With only a thinsuit keeping the armor's wearer environmentally sealed, it is technically possible but not recommended for a soldier in this armor to operate briefly in vacuum. Any shot which bypasses or penetrates the armor's blast vest has a strong chance of compromising that seal's integrity.
DESCRIPTION

Deployed alongside its bigger cousin, the BDU-02, this scout armor was issued as a part of a second wave of overall improvements to the GAAF in terms of organization and equipment shortly before its collapse along with the rest of the Galactic Alliance as the result of simultaneous Sith and Imperial invasions. Tailored more towards light infantry forces, its predecessor the ACU-01 was the Alliance's first major attempt at developing a standardized uniform for each soldier in their Defense Force.

Manufactured with situational awareness, battlefield mobility, and most importantly relative ease of production in mind, the ACU-02 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 is vacuum sealed and also comes with one technologically advanced blast helmet, equipped with an array of features such as a blink-command operated heads up display, scanners, a short range comlink, and several visor modes.

With an assortment of different greatcoat variants and color schemes for operations in different campaign theaters, the ACU is meant to be adaptable and reliable within its performance profile. Sacrifices were made in terms of the light armor's ability to protect its wearer from harm when compared to something like shock trooper armor. Limited protection against blaster fire, and very little defense against lightsabers or other energy blades, and the trade-offs of using both are clear.

The two most significant upgrades to come with the ACU-02 are its thinsuit under layer which allows its wearer to survive and even operate for short periods in environments without atmosphere, and the quick use rocket boots affixed to each soldier's ankles which allows them to scale small walls and traverse difficult terrain. They are not capable of providing sustained flight and must periodically recharge after each use.

After the fall of the Galactic Alliance, these uniforms became a much less common sight throughout the galaxy, but due to their overall ease of production there are many opportunities for scavengers to find discarded sets of this scout armor on former Alliance worlds.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit an iterated version of the Galactic Alliance's elite SpaceOps Marines armor for the most recent factory template.
  • Image Source: MCRN Marine from the Expanse
  • Canon Link: /
  • Primary Source: GADF-SOMA-1
PRODUCTION INFORMATION
  • Manufacturer: SoroSuub Corporation | I'att Armament
  • Affiliation: (x) Alliance-in-Exile
  • Model: GADF-SOMA-2
  • Modularity: Yes; Exterior Attachments (Combat Webbing, Tactical Toolkits)

  • Production: Limited
  • Material: Duraplast Plating, Armorweave Underlay, Reflec Coating, Solarium Glasteel Visor
TECHNICAL SPECIFICATIONS
  • Classification: Advanced Warplate (Special Forces/Zero G)
  • Weight: Average (20 kg)
  • Resistances
    Blasters/Plasma: Very High
  • Kinetic: High
  • Lightsabers: Average
  • EMP/Ion: Low
  • Elemental: Average
  • Sonic: High

SPECIAL FEATURES

Helmet
Torso
Utility Belt
Gauntlets
Greaves
  • Rocket Boots
  • Magnetic Adhesion Soles
  • Ankle Vibroblade Sheathe
  • Magnetized Thigh Plate (Sidearm Mounting)

Strengths:
  • Advanced Warplate: Equipped with almost all the same cutting edge wartech and battlefield enhancements as Alliance shock trooper armor in addition to a few extras, it is lined with an armorweave underlay to protect against kinetic-based weaponry. Sensor scattering reflec coating warps light and deflects most forms of sensor energy, making it more difficult to gain an accurate reading without significantly boosting such an array's electromagnetic signals.
  • Echani Shield: Each suit of SpaceOps armor comes with a highly advanced Echani designed personal energy shield. This is what provides its wearer with such high resistances against both blaster and sonic based weaponry. Longer lasting than a shock trooper's shield generator, it will still overload quickly if placed under the strain of concentrated enemy fire.
  • Neural Band: A neural band built into the SOMA-2's blast helmet provides resistance to mental manipulation by rerouting synapses. A soldier wearing this helmet will not be able to be mind controlled, although illusions will remain just as effective.
Weaknesses:
  • EMP/Ion Vulnerability: Only the blast helmet is lined with an insulating anti-ion mesh, shielding its sensitive electronics from all but close proximity EMPs. The SOMA provides little protection against ion blasts, able to absorb perhaps a few glancing shots into its combat de-ionizers before a soldier is exposed to their full charge.
  • Kinetic Impact: While the warplate's ability to stop most lower caliber projectile slugs is high, because of its emphasis on shielding over reinforced armor layers, it is far less effective at absorbing the kinetic force of such an impact. Particularly with heavier weaponry, these rounds can cause significant internal damage and even interfere with operation of the suit's zero g maneuvering thrusters.
  • Data Overload: Not just because of the immense amount of complex data streamed through the helmet's holographic HUD, although this does limit's one ability to simply step into a suit and utilize it to its full potential. If compromised (ie if the suit has taken enough damage), the blast helmet's anti-ion mesh can instead short out critical electronic systems, even in some cases funnel ion current directly into the body for a more devastating incapacitation effect.
  • Range of Motion: The SOMA-2 isn't quite as bulky as heavy shock trooper armor, but it is still warplate and encumbering. This came limit a soldier's full range of motion and, particularly during zero gravity operations for which it was designed, can make it more difficult to execute precision maneuvers. It is effectively half combat armor, half spacesuit.
DESCRIPTION

Designed for use by the Galactic Alliance's elite SpaceOps Marines branch shortly before its collapse, the SOMA-2 was commissioned as a reaction by the Navy to the Armed and Special Forces overhauling their equipment standards throughout the Defense Force. Based on its predecessor which saw heavy use during the latter months of their campaign against the One Sith, SOMA armor is specially tailored to assist SpaceOps in their focus on zero g combat. Boarding and counter boarding specialists, it was extremely rare to see this warplate being used in operations planetside.

Its primary distinguishing features include a neural band to limit potential exposure to psychic manipulation, room for a gravchute or jetpack as well as rocket boots for additional fine tune maneuvering while in vacuum, and a cutting edge Echani shield which boosts the suit's resistances against both energy and sonic based weaponry. The SOMA-2 is also noted for its reinforced duraplast gorget and vambraces, extra protection around the neck and wrists to provide its wearer some limited protection against common lightsaber killer blows. A forceful enough blow to center mass would still easily compromise both the armor's shield and armoring, but decapitating strikes and glancing swings deflected away by the soldier's vambraces need to first damage the armor before proving lethally effective.

A sensor scattering coat of reflec polymer made this warplate ideal for stealth and reconnaissance missions, and during the height of the Alliance's power those who wore it were seen as some of the best of the best. They are a much rarer sight now that the GADF is no more, but fortunate salvagers have been able to recover kits from former military hubs and scuttled warships, and they are increasingly seen in the hands of apparent Outer Rim mercenaries.
 
OUT OF CHARACTER INFORMATION
  • Intent: [State why you are making this submission.]
  • ​Image Credit: How to properly source your images
  • ​Links: [Provide links to any relevant threads, characters, companies, locations, equipment, etc, without other appropriate categories, here.]
  • Company Submission: [If this organization is a company submitted through the Factory, provide the link to the Factory-approved submission here. If this company is to be a manufacturer in the Factory, a Factory-approved company submission is required.]

GENERAL INFORMATION
  • Organization Name: Sullustan Council
  • Classification: Ruling Body
  • Loyalties: Sullust, SoroSuub Corporation, Galactic Alliance (formerly)
  • Organization Symbol: Here
  • Description: [Please give a brief, general description of this organization and the purpose it serves.]

GEOGRAPHICAL INFORMATION

[*]Domain: Sullust System
[*]Notable Assets:


SOCIAL INFORMATION
  • Hierarchy:
    Council President
  • Sullustan Council
    SoroSuub Executive Board

[*]Home Guard Commodore
[*]Regional Governors
[*]Local Councils
  • SoroSuub Civic Administration Division


[*]Membership: [Approximately how many people are in your organization? What does it take to become a member of this organization? Is there an initiation or a ritual? Missions they have to carry out? Tasks to perform to prove their skill/worthiness? For families, is it easy to marry into the family or are there certain attributes the family leader looks for/do you need approval? For companies, how does one get hired? Include both IC and OOC if someone were interested in your organization how they would join.]
[*]Influence: [Does your organization’s influence stretch out across a sector? End at the boundary of your corporate property? Does it hold sway over a particular city or have influence on a specific planet? Do you occupy one grimy little ship? List any particular influences here.]
[*]Climate: [Friendly local business? Czerka style intrigue? Are you at risk of expiring just by checking in at work? Describe what kind of feel your organization has from the inside.]
[*]Reputation: [How do people see this organization from the outside? Beloved? Distrusted? Wary or neutral? Describe your organization’s reputation here. If you're organization has renown, you will need to justify it in the Historical Information section.]
[*]Rules: [Most organizations follow some set of rules. Maybe the Resol’nare, the Jedi Code, maybe the Ferengi rules of acquisition. Expand on any rules your organization might have.]
[*]Doctrines: [Describe the principles and tenets kept by this group in relation to rules/laws within it, religious beliefs, teachings and philosophies created by its leaders and kept by the people within it. This can include various aspects of a faith/religion, or rules to a club, laws of a mafia or guild, etc.]
[*]Goals: [What are the goals of this organization? Future plans for expansion? Collection of information? Providing education to those who seek it in certain skills? Supporting charitable works? For all intents and purposes, this is your in-character intent with this organization.]

MEMBERS
[Mention any notable PCs or NPCs that are part of this organization and their role/title/position within it - alternatively link to a blog post with this information if you would like to keep an active player roster. You may also request a sub mod to add/remove members.]

HISTORICAL INFORMATION
[Please include at least one paragraph on the organization's history. Describe who started it, how and why it was formed, modus operandi, any events tied into its creation and existence, etc.]
 

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