K.U.S.T.O.M. (Kidd's Universal Ship, Transport, and Object Manufacturers)

Status
Not open for further replies.

Jonny Priest

Walking Paradox
SWRP Writer
Joined
Apr 22, 2014
Messages
128
Reaction score
38
Write-Up for K.U.S.T.O.M.
This faction is, for the large part, a beneficiary to the Mandalorians, but isn't exclusive as it is its own separate faction


latest


Welcome, customer, to
K.U.S.T.O.M.
Shipyards and Shipbuilders
We are proud to present to you a fresh new line of uniquely designed starcraft and weapons platforms of the highest quality and design. Our freighters are the most fuel efficient models of today's date, and our fighters are made with the finest durasteel. We specialize in cargo-freighters, starfighters, and corvettes. Soon, we hope to be able to produce warships and capital ships of elite standing that would some day be able to stand its own against an Imperial Starcruiser.

There are two divisions of K.U.S.T.O.M., if you're interested in employment; our Merchants Guild and our Naval Fleet, which handles militarized space and planet-side operations in a variety of missions, scouting, and conquests against pirates and other types of renegade criminals. Our positions can be held by anyone, though we prefer Mandalorians, since we are avid Mandalorian supporters. Force adepts must undergo strict evaluation, considering the current galactic status. We don't want any unwanted agents slipping into our ranks and putting our company at risk.

Let's discuss the merchandise first, and then we'll cover employment.

These are models of freighters we offer. We have three models so far, each with our own original engine makes;

sciship_zpshynq73rv.jpg

Ship Profile Designation
The Starhawk is one of our lighter freighters. It holds three cargo holds, three crew quarters, a captain's quarters, a medbay, an advanced bridge and pilot's cab, and easily accessible maintenance hatches. The ship was built for elegance, comfort, and menueverability. Even more, though, was it built for speed.

It's sleek, aerodynamic design makes a valuable ship for flying through air-spaces on-world, and its thin platform allows it to glide through even the trickiest environments in space. It has a durasteel frame with Beskar plating, and is protected by a deflector shield generator meant for those passing by Imperial fleets... And seeking to escape in one piece.

It comes built with the latest of V3.5 "Elevation" engines, two of which, and a Type-IV "Asax" hyoerdrive engine. It's faster than a Corellian make, and can outrun most warships. It's good for a quick escape for such a large ship. What it lacks in defense and offense, it makes up for in speed. The ship is capable of reaching speeds of 78 MGLT.

As for its armaments; it has two auto-turrets located on the front that can be stored away when not in use, four ion cannons on the wings that can also be stored away when not in use, an anti-fighter auto-turret located on the top that can be stored away, and a manned four-cannon turret located underneath the vessel.
Costs
MACH III VU-435 Jericho-Series Cargo-Freighter "Skyhawk"; 15,000
"VU" Mandalorian Model Starship; 5,000
2 V3.5 "Elevation" Engines; 10,000
1 Type-IV "Asax" hyperdrive; 5,000
Durasteel Frame; 5,000
Duralloy Plating; 10,000
1 Deflector-Shield Generator; 10,000
2 Auto-Turrets; 1,000
1 4-Cannon Manned Turret; 1,500

total cost; 66,800 Credits

karanak_05_zps2frptv3w.jpg

Ship Profile Designation
The Lion is a smaller ship than the Starhawk, but is better prepared for war-time situations and can handle its own in a tough situation. The freighter was designed to deliver supplies, munitions, rations, and troops into hostile areas while being able to keep itself well protected and defend the troops on the ground. It's a sturdy ship, and though it isn't as fast as the Starhawk, it can certainly keep its own speed when the time calls for it. The ship is capable of reaching speeds of 38 MGLT.

While it is considerably slower than the Starhawk, it comes well equipped defensively and offensively. Defensive capabilities keep it ready and able to handle battle circumstances, and make it an ideal ship for those who hold jobs that take them through very dangerous and high-risk trade-routes. It's frame and plating is made of Beskar, while there is a ray-shield generator and a particle shield generator that produce the extra protection every deep-space pilot desires from all of the dangers of flying through the 'verse.

The Lion is armed with a class-V type superlaser cannon, 4 rapid-fire laser cannons for starfighter combat, 2 ion-cannons, a manned 4-cannon turret, nuclear bombs, photon bombs, photon torpedoes, and concussion missiles. It's more than capable of handling its own against most types of space craft, and can make it away safely from many of the massive war cruisers prowling the deep-space trade routes. Pirates and renegades don't stand a chance against such fierce equipment.

The ship has a sleek-yet-bulky aerodynamic size that allows it to travel faster than most other freighters its size. Its interior is split into 2 major cargo holds, a crew quarters, captain quarters, computer/information-technologies room, war room, medbay, and a state-of-the-art flig cockpit. The ship is also completely modifiable, so there's no limit to what you could do with it.

Costs

VU-787 MKII Medium Battle-Defense-Freighter "Lion"; 15,000
"VU" Mandalorian Model Starship; 5,000
1 Mach V "Elevation" Engine; 5,000
1 Type-IV "Asax" hyperdrive; 5,000
Duralloy Frame; 10,000
Duralloy Plating; 10,000
1 Ray-Shield Generator; 10,000
1 Particle-Shield Generator; 10,000
1 Point-Defense Laser Cannon; 15,000
4 Rapid-Fire Laser Cannons; 5,000
2 Ion Cannons; 1,000
1 4-Cannon Manned Turret; 3,000
Photon Bomb Module; 500
Photon Torpedo Module; 500
Concussion Missile Module; 500

total cost; 95,500 Credits

bear_by_karanak-d4l1t1x.jpg

The Bear is a defensive ship, reinforced with durasteel and duralloy. It's a heavy craft and moves very slowly, but is effective at hauling high-value pay-grades across the galaxy in once piece, as well as VIP politicians and the like. It was designed with safety in mind with slight, but efficient, retaliation in mind. It carries few but heavy armaments, making it a gentle giant that's fiercely territorial. Aside from it's sturdy materials, though, it comes equipped with a ray-shield generator, a deflector-shield generator, and a particle-shield generator.

The weaponry is simple; an advanced laser cannon, 2 auto-defense turrets, 2 manned turrets, and a photon bomb module. It wasn't meant to be a combat ship, but it can be made war-ready as an effective armored transport. The ship qualifies to withstand most weapon types, and can keep a steady speed. It would be ideal for dropping troops and delicate objectives into hostile territories, or keeping highly valuable cargo from being stolen or destroyed for non-militarized pilots.

Its speed is only at 27 MGLT, coming equipped with a standard MACH III "Elevation" Engine, and also comes equipped with our original-designed Type-IV "Asax" hyperdrive, making it hyperspace-capable. The ship is designed for those seeking safety above all else, and what it lacks in speed and offense, it makes up for in its ability to keep the pilot and crew alive.

The layout is split into three decks; upper, middle, and lower. The cockpit/bridge is at the top, making up the bulk of the upper deck, followed by the captain's quarters and the war room. The middle deck has 3 crew quarters, a medbay, and 3 cargo holds. The lower deck is the maintenance shafts which lead to the rest of the ship, a hangar for speeders or swoop bikes, and the computer/information-technologies room.

Cost

VU-1900 Heavy-Cargo-Freighter "Bear"; 20,000
"VU" Mandalorian Model Starship; 5,000
1 MACH III "Elevation" Engine; 5,000
1 Type-IV "Asax" Hyperdrive; 5,000
Durasteel Frame; 10,000
Duralloy Plating; 10,000
1 Ray-Shield Generators; 10,000
1 Deflector-Shield Generator; 10,000
1 Advanced Laser Cannon; 5,000
2 Auto-Defense Turrets; 1,000
2 Manned Turrets; 1,000
1 Photon Bomb Module; 500

total cost; 82,500 credits

Next are the two types of starfighters we offer;

tiger_by_karanak-d4fl99i.jpg

The Tiger is a versatile and effective starfighter. It compares with the standard Imperial equivalent, but beats it in speed. The ship is well-rounded in terms of defense, and is moderately armed. It is great in squadrons, and is useful for recon-type missions. Its shielding is the standard deflector shield, and is armed with 2 laser cannons, an ion cannon, and concussion missile and photon torpedo modules. It's the perfect ship for any Mandalorian pilot serving in a fleet.

Cost

SF-6800 Attack-Fighter "Tiger"; 10,000
"SF" Mandalorian Model Starship; 2,500
1 Standard Starfighter "Elevation" Engine; 2,500
1 Type-II "Asax" Hyperdrive; 2,500
Durasteel Frame; 5,000
Durasteel Plating; 5,000
1 Deflector-Shield Generator; 10,000
2 Laser Cannons; 500
1 Ion Cannon; 500
1 Concussion Missile Module; 500
1 Photon Torpedo Module; 500

total cost; 39,500 credits

owl_by_karanak-d4ivmm7.jpg

The Owl is a multi-purpose bomber. It moves at slower speeds than the Tiger, but is heavily defended with a powerful deflector shield. It comes equipped with 2 laser cannons, nuclear and photon bomb modules, a photon torpedo module, and a concussion missile module. It also comes with a standard "Nova" engine to be able to push its massive weight around. In space, it's a quick devil. In an atmosphere, however, it moves considerable slower.

Cost

SF-845 Heavy-Bomber "Owl"; 10,000
"SF" Mandalorian Model Ship; 2,500
1 Starfighter Standard "Nova" Engine; 3,000
1 Type-II "Asax" Hyperdrive; 2,500
Alusteel Frame; 5,000
Duralloy Plating; 7,500
1 Deflector-Shield Generator; 10,000
2 Laser Cannons; 500
Photon Bomb Module; 500
Photon Torpedo Module; 500
Concussion Missile Module; 500

total cost; 43,500 credits

Now that we've covered out merchandise, let's look into other services we offer. Perhaps you were looking for some sort of employment with K.U.S.T.O.M.

We have two branches; Star Navy and Merchants Guild. Our company works at very high-risk environments and holds to a view that war is everywhere you go, even if the Galaxy's at peace. There are all sorts of vultures in the Universe that would like to prey on the weak when they get the opportunity, which is why we outfit our ships with so much armor and weapons. We want you, the customer, to live to fly another day. We do a thorough background check on every customer seeking to buy from us, and every individual who seeks to be ranked among our numbers.

So let's discuss the Merchants Guild first and see if maybe that's what you're interested in.

mabi___guild_emblem___aviary_by_falcontress85.png

The Merchant's Guild is compiled of individuals who are exceptional at sales and moving credits along the market scales. They can sell almost anything, and in doing so, earn themselves a wealthy profit. They are the sales consultants of our company and one of our most valuable assets. We treat them with respect and high regard, and they rightfully deserve it.

Since they aren't fighters, per say, they require personal guards, which we provide from our Naval Fleet. It's highly recommended that Merchants learn their own form of Martial Arts, however, so that they may not necessarily need the aid of a bodyguard. It would only serve for their benefit, as our Fleet needs all the numbers it can afford. That goes without saying, we will never leave a merchant defenseless. If they cannot fight or bear arms, we will have an escort available for them so that they make it home alive.

Merchants WILL go into high risk zones. This is a fact. Those seeking this job must understand and readily accept it.

There is one class and four ranks for the Guild;

Classes:
-<Sales Representative>-
The Sales Representative is the dealer. They sell the ships, make the credits, and cut deals. They are our money-makers. Without them, the company will fall flat. Out of every sale they make, they receive a commission based on the credits they earned, which will rake them in strait profit on top of their normal salary income. The Sales Representatives are the richest of the Merchants Guild.

-PC-

-NPC-
15 Sales Reps

-<Ranks>-
-Entrepenuer-
The highest of the Merchants, the Entrepenuers run the Guild and are directly under the Command Admiral; the owner of the company. The Entrepenuers seek out deals, hire and make cuts, account for the income and movement of credits, and report their ratings, statistics, and all their information directly to the Command Admiral.

-Ambassador-
The Ambassador is the next rank below Entrepenuer, making them the second in command for them. Every Entrepenuer has an Ambassador who deals with public relations for them, even with employees. They also serve as advisors for deals and credit-making opportunities. They help as a second brain when they're needed.

-Consultant-
The Consultant is the customer service representative as well as the main seller for the Guild. They're the feet on the ground, embarking on all kinds of ventures and raking in all kinds of credits. If you run into a K.U.S.T.O.M. Sales Rep in the Galaxy, they're most likely a Consultant.

-Vendor-
The Vendors are the recruits. They're the ones who just started in the Guild, and they're training to be the next Consultant. Their skills are base, and they are usually accompanied by a Consultant, who is training them.



To rank up is as follows;
\\ -> Vendor
Must be approved by the FL.

Vendor -> Consultant
at least 5 threads as a Vendor learning the art of sales, 3 missions completed with successful deals, and is evaluated by the FL.

Consultant -> Ambassador
at least 7 threads as a Consultant, 5 missions with successful deals, taught 3 Vendors successfully, and is evaluated by the FL.

Ambassador -> Entrepenuer
at least 9 threads as an Ambassador, 7 missions with successful deals, taught 7 Vendors Successfully, is recommended by a current Entrepenuer, and is evaluated by the FL.

Mos_Eisley_btm.jpg

Now, let's take a look at our Star Navy.

zenian-logo-web.jpg

K.U.S.T.O.M. Star Naval Fleet, or SNF

There are five classes in the SNF; Pilot, Infantry, Officer, Assassin, and Guardsman

-<Pilot>-
pilot_space_suit_female_by_paulboutros-d4p21sa.jpg

The Pilots fly everything from our starfighters to our corvette ships. While a pilot is trained to fly all of the different types of our ships, they are required to state what sub-class they fall under so that they remain true to what they want to fly. It should be known, though, that if a pilot is needed on one of the larger ship's bridges, they will be required to fill said role until they can be relieved by a pilot designated for that spot. There are the Sub-classes for pilots;
Fighter Pilot
Freighter Pilot
Command-Bridge Pilot (Frigates-Cruisers)
Flight Captain (Capital Ships; must pass a certain evaluation by the FL before being accepted as such)

-<Infantry>-
heavy_infantry_manticore_by_alexpascenko-d726a84.jpg

Our Infantry are deployed into warzones and battle situations and serve as our boots on the ground. They are an elite fighting force that are trained to fight weaker Jedi without the use of weaponry. They are accurate marksmen, fierce swordsmen, and tough martial artists. They are planet-side warriors and ship-boarders with state-of-the-art armor to keep them protected when the tides begin to turn against them. They serve as a mercenary force as well when the Galaxy needs an added, professional hand in helping them.
There are three sub-classes for Infantry;
Soldier
Paladin
Scout

-<Officer>-
5e8ae4950d4bba99e57dd597c39d8fbb.jpg

The Officers are the leaders of the Fleet. Their command spreads from the Capital ships all the way to the soldiers on the ground. Their word is law, and they do not become an officer without strict discipline and leadership skill training. To be an officer means to be an upstanding citizen with few flaws in their character. Their integrity, fighting skill, and ability to lead are at the top. Most officers start out as infantry who have the position offered to them, but those with previous military background may also find their place in the Officer's Corps as well.
These are the four sub-classes for officers;
Infantry Command Officer
Fleet Command Officer
Strategic Command Officer
Naval Admiral (must be personally selected by the Command Admiral himself)

-<Assassin>-
sci_fi_girl_by_natalie_becker-d56mwc6.jpg

The Assassin is the deadliest warrior among the Navy. They are rarely seen by anyone except the Officer who deployed them, and are skilled enough to take on a Jedi. They typically have some slight Force power- enough to hide themselves, and are trained to use a lightsaber. Their jobs are usually classified, as well as their identities. They are hired by very high paying clients as well, and can operate any kind of ship or transport. They are highly trained experts, and get their job done more than effectively.
there are only two sub-classes for Assassins;
Whisper (targets high-value persons)
Rogue (experts at acquiring valuable intel and items, as well as taking out special targets)

-<Guardsmen>-
konnig_33th_imperial_guard_trooper__by_diegogisbertllorens-d6wc5wh.jpg

The Guardsmen are special soldiers trained to protect VIPs and other key clients within the company or even outside of it. The guardsmen are the ones who are sent with Merchants on their sales missions to protect them and return them home safely. They are trained alongside the Infantry, and then pulled into their own barracks for extra training. Their are the eyes in the backs of your heads, keeping watch over every angle which you can't
There's two sub-classes of Guardsmen;
Naval Officer Guards
Merchants Guild Guards


-<Pilots>-
PC

NPC
50 Strong

-<Infantry>-
PC

NPC
25 strong

-<Officers>-
PC

NPC
10 Strong

-<Assassins>-
PC

NPC
5 Strong

-<Guardsmen>-
PC

NPC
20 Strong

There are 7 ranks in the SNF;
-<Admiral>-
Admirals are the highest rank just below the Command Admiral, the owner of the company. Admirals direct the fleet from their own ship, which serves as a flagship. Their authority is unquestioned, and they also serve as advisers for the Command Admiral.

-<Captain>-
The Captain is the second highest SNF rank. These are the mouthpieces and public relationers for the Admirals.

-<Colonel>-
The Colonels are the bulk of bridge officers and battle generals. They give out orders and are the battlefield tactitioners who plan out specific attacks and defensive orders after the main strategy is devised by the Admirals.

-<Ensign>-
Ensigns are the seasoned soldiers who have superb experience in their particular field. The Ensigns serve as commanding officers for their battlegroup, platoons, or squadrons. They use their experience and leadership qualities to boost morale and pull their soldiers through each war scene victorious and alive.

-<Sergeant>-
The Sergeants are the majority of the SNF. Sergeants are those who'd gone through training, saw their first few battles, and can use their skills to aid in the fight in how they know best. They've seen most of what war and their field has to offer, and are expected to be able to handle wars better than those under them. The Sergeants are where leadership qualities should begin to develop.

-<Corporal>-
The Corporals are the second largest rank that make up the SNF. They are the ones who have just gotten out of basic and are going through their first taste of real action. They are just getting their feet wet, so to speak, and are getting used to life in whatever field they chose.

-<Private>-
The third largest group that makes up the SNF, the Privates are the recruits. They are the ones going through boot camp and learning all they can about whatever field they're employed in. While they see some action, they aren't involved too much entirely in legitimate wartime situations. Until they graduate from basic and their AIT (Assignment Instruction Training), they are in training.

To Rank up;
Private -> Corporal
complete training 4 threads as a private with someone of your same class. Complete 2 missions of your rank level. Must be evaluated by the FL.

Corporal -> Sergeant
complete 4 threads as a Corporal. Complete 3 missions of your rank level. Train a Private. Must be evaluated by the FL.

Sergeant - Ensign
complete 5 threads as a Sergeant. Complete 4 missions of your rank level. Train 2 Privates. Must be evaluated by the FL.

Ensign -> Colonel
complete 6 threads as an Ensign. Complete 6 missions of your rank level. Train 4 privates. Must be evaluated by the FL.

Colonel -> Captain
complete 8 threads as a Colonel. Complete 9 missions of your rank level. Train 6 privates. Must have acquired your own ship by this point (Frigate or higher. And it must be acquired during an rp, whether bought, stolen, etc.). Must be evaluated by the FL.

Captain -> Admiral
complete 10 threads as a Captain. Complete 10 missions of your rank. Train 10 privates. Must be personally selected by the Command Admiral to command your own fleet (must be done during an rp). Must be evaluated by the FL.

The Current Command Admiral;

-<K.U.S.T.O.M. Naval Fleet Commissioned Ships>-

-Fighters-
13 SF-6800 "Tigers"
5 SF-845 "Owls"

-Freighters-
5 VU-435 "Starhawks"
10 VU-787 "Lions"
5 VU-1900 "Bears"

-<Frigates>-

1 Mandalorian Carrier Battle-Frigate "Raveger"
Command Admiral's Flagship
star_wars_mandalorian_cruiser_by_adamkop-d86dbw7.jpg
2 Mandalorian Harrier Battle-Frigates; "Ai", "Asyrra"
Concept_frigate16.jpg

Thank you for taking the time to review our profile. Please contact your nearest representative if you are interested in buying from us today, or if you wish to seek employment with K.U.S.T.O.M. We greatly appreciate your time.

Thank you.​
 
Last edited:

Outlander

All Indie, All the Time
SWRP Writer
Joined
Jun 9, 2014
Messages
5,255
Reaction score
1,909
You'll need to have all of those custom ships approved through the tech submissions.
 

Commissar Brett

Emo Stoner Piece Of Shit
SWRP Writer
Joined
Dec 28, 2013
Messages
2,415
Reaction score
212
Yeah this is gonna need lots of approvals, and I'm pretty sure those fighters need more complete write-ups.
 

Jonny Priest

Walking Paradox
SWRP Writer
Joined
Apr 22, 2014
Messages
128
Reaction score
38
Everything's in the process of getting write ups as we speak. I don't expect this to truly be a functional faction yet for a little while, but this is where it begins. It's best for me to get all the edits/opinions/critiques while I can now.
 

BZenwrath

ancient profile
SWRP Writer
Joined
Jun 4, 2009
Messages
1,093
Reaction score
27
hey, one of my old character arts! Its good to see Nathan Aokie as the admiral. Joking aside, as a fellow director of a potential Indie faction, I wish this faction good luck in finding the approvals it needs! If you need help or advice, feel free to ask!
 

Clayton

Active Member
SWRP Writer
Joined
Aug 5, 2013
Messages
4,185
Reaction score
1,425
First thing I'm going to ask before I give this a second, more complete read is: where is your roster?
 

Brandon Rhea

Shadow in the Starlight
Administrator
Joined
Nov 27, 2005
Messages
67,946
Reaction score
3,859
Because the above question was never answered and the creator hasn't been online in 2 months, I have archived this faction submission.
 
Status
Not open for further replies.
Top