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Nefieslab

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DroidGunship-DB.png


HMP (Heavy Missile Platform) Gunship

AFFILIATION
Open Market

MANUFACTURER
Haor Chall Engineering

CLASS
Gunship, Transport

ROLE
Combat repulsorcraft

COMPOSITION
Durasteel and Transparisteel

DIMENSIONS
1.3m Length, 9.8m Width, 2.8m Height/Depth

CREW
2 (pilot, gunner)

PASSENGER CAPACITY
12 Battle-droids

CARGO CAPACITY
0.5 Ton

HANGAR CAPACITY
N/A

CONSUMABLES
1 day

SPEED/MANEUVERABILITY
The HMP-2 has a top speed of 380 kph and can reach an altitude of 650 meters. It has decent maneuverability.

ARMAMENT
  • 2x Pod Multi-Missile Racks (7 Missiles each)
  • 2x Wingtip Medium laser cannons
  • 2x Twin Light laser turrets
  • 1x Groundsweeper Antipersonnel laser cannon

EQUIPMENT
  • 1x targeting computer
  • 1x integrated comlink
  • 1x computerized navigation system
  • 2x spotlight 'Eyes'

DESCRIPTION
The Heavy Missile Platform Gunship was developed during the Clone Wars to serve as a Battle-Droid troop transport and gunship hybrid, originally designed to use nothing but a droid brain to operate. Many millions were produced to keep up with the demands that came from a war on a Galactic scale and not all of them were lost during the war. While the droid brains were seen as dangerous by default due to their history of being used to gun down sentient organics, the gunships themselves were not scrapped outright.

Many of the gunships had their internals re-organised illegally before Haor Chall Engineering was able to secure an Imperial contract dismantling their own former products. Originally they were to remove the droid brains and create enough room for a pilot and a dedicated gunner to nestle snugly within the ship but the need for the gunships dropped sharply with the adoption of Santhe-Rothana's LAAT/IE gunship was taken on as the standard Imperial gunship. With a licence to refit millions of former droid gunships and their biggest buyer closed off to them, Haor Chall Engineering began reselling the refitted gunships on the open market at a lower price.

Slower than their counterparts the LAAT, the HMP were sold to private military contractors and corporations across the corporate sector and outer rim. Age has caught up to the HMP however and none but the most painstakingly maintained can be expected to run at their full speed for very long before the engine starts to overheat. It can still be found in the hands of PMCs and warlords however as a cheap way of being able to call down enough firepower to overwhelm enemies at a dropzone for better suited dropships.

LEGALITY
Restricted. HMP-2s are combat craft, and are subject to extra licensing requirements and increased scrutiny by authorities.

INTENT
To bring a canon ship to the site that can be used as a gunship for a player characters and NPC factions, with the added option of being a transport for battle-droids should the character/faction have them available.

RESTRICTIONS
HMP are military craft, with military-grade weapons and construction, and enough firepower to decimate whole squads of infantry and even heavy vehicles. In PvP, this speeder can only be used against other ships or vehicles; it is to be treated as a starfighter, and is bound by same restrictions starfighters are.


 
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7IvAExk.png


The Lower Five


The Lower Five is a collection of five gangs that operate within the Coruscanti underworld between levels 1000 and 1300, each with their own area of expertise and agendas. They originally formed the 'Lower Five' as a way to resist being taken over by the Five Syndicates, encouraged by their swelling member numbers after the Coruscant Prison breakout and the destruction of the Sector Ranger HQ.

Recent actions taken on behalf of the Zaa Fenn Crime Family has brought three the gangs under their protection without violence - and the remaining two through differing levels of violence.


Gangs

ljQhmDu.jpg



KnowOnes
A "Hacktivist" group of primarily slicers that has long since been corrupted beyond their idealist stage, the KnowOnes are a gang in that they use the information they slice from the holonet and from more secure terminals to blackmail individuals and groups into giving them credits. This is a con in itself however as records of the transactions are often then used as further blackmail and the cycle deepens. While few of their 'heists' take place in bank halls or vaults, few can deny their capability as a criminal organisation.

Currently operating under the Zaa Fenn Crime Family.

Lower Level Bouncers (LLB)
By any other name - muscle is muscle. Comprised mainly of tall and intimidating species, the LLB is the unofficial worker's union for all bouncers, laborers and street toughs in the lower levels. If you encounter a group of sentients looking to beat you black and blue and steal your credits? Chances are they work for the LLB and, for a comparatively smaller personal cut from each job pulled, the LLB uses the excess funds to provide it's members with something akin to medical cover.

Currently operating under the Zaa Fenn Crime Family.

Black Enders
The Falleen-operated Black Enders gang started off as an organized drug smuggling ring that specialized in getting large amounts of product from off-planet down to the lower levels of Coruscant for pick up from higher-level gangs and those around their own level of the underworld as well. Aside from expanding their smuggling business, the Black Enders have recently started shifting into production of their own drugs, specifically narcotics.

Currently operating under the Zaa Fenn Crime Family.

The All Seeing
Although weakened by Zaa Fenn attacks to bring them to heel, The All Seeing are still a respectable gang within the Coruscant underworld even though they hold far less territory than their fellow gangs. This is because the gang specializes in theft rather than anything that would fit in with the mentality of outwardly displaying power. If something is guarded heavily on Coruscant and you want it to become yours? You hire The All Seeing to make sure it ends up in your hands without anyone being any the wiser.

Currently being partially dismantled to begin operating under the Zaa Fenn Crime Family.

Blackend Jet Empire
Terribly named and run by Barabels without a sense of respect for the Five Syndicates at all, the Blackened Jet Empire are a gang that focuses on speed in that they supply amphetamines, run Ranger/Police blockades on lower levels of Coruscant and control the local swoop bike scene. The way of the Blackened Jet Empire is to take whatever you can get your hands on as quickly and as violently as you can. Low-key is a mystery to them and collateral damage on jobs is not only expected but, in fact, demanded by leadership.

Currently being partially dismantled to begin operating under the Zaa Fenn Crime Family.



.
 

Nefieslab

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Character Name and Subaccount Link: Maxims Tionson
Character Profile Link: Max Character Sheet
Character Age: 50
Current Rank: Jedi Master
Rank Seeking: Jedi Council
Notable Deeds:

  • Trained a Jedi Padawan to Jedi Knight rank.
  • Trained a second Jedi Padawan - Not to Knight rank due to player inactivity
  • Assisted in missions to recover Master Wyck's holocron
  • Assisted Oren in his legal troubles
  • Helped defend civilians of Nar Shaddaa against zombie-like monsters
  • He was also part of the Jedi strike force on Mandalore that narrowly missed out on securing the Mask of the Eternal
  • Arranged humanitarian aid to Eriadu.
  • Spearheaded a mission to reclaim the Lightsaber Forge of Dxun
  • Led a series of missions to acquire social pressure to gain an agreement from the Trandoshans to officially not assist in the enslavement of Wookiees for the duration of one Trandoshan lifetime (unofficial slaving efforts will likely continue)
  • Destroyed a Sith obelisk on Kashyyyk

  • Took part in the assault on Sullust, facing a Sith Lord in combat and surviving a blast from The Eternal. [1]
  • Fought a Sith Lord on Tatooine. [1]
  • Saved hostages from a local terrorist/rebel cell. [1]
  • Part of the Jedi Negotiation team to Malastare - Failed. [1]
  • Part of the Jedi group who answered the Call of Dathomir and willingly drank from the potion to learn of future threats. [1]
  • Secured starship and pilot assets for the Order. [1] [2] [3] [4]
  • Represented the Jedi Order in the FWA Senate. [1]
  • Represented the Jedi Order in the political meeting called by senators in answer to Emyrc Thorne. [1]
  • Worked with Elias Ryn to secure good relations and a small former rebel base on Dantooine. [1]
  • Began formal diplomat meetings with Senator Clement to open a Jedi 'Embassy' style outpost on New Alderaan. [1]
  • Worked with Alexandria Voran to purify the Dark Side curse on the Temple of Ajan Kloss. [1]
  • Began formal diplomat meetings with Senator Morndell Avon to open a Jedi Temple on Chalacta. [1]
  • Helped spearhead a refugee charity to be set up between Ryloth and Cato Neimoidia to help refugees fleeing Sith Space find work and homes within the FWA, with Jedi involvement being kept secret. [1] [2]
  • Formally recognized as the Jedi Representative to the Galactic Senate. [1]



    • Tome of the Eyeless One - ONGOING - Max decided to chase down the threat that was revealed to him by the Call on Dathomir.
    • Blood Forest - ONGOING - Max and his allies discovered a Dark Side cult attempting to taint Onderon and went to put an end to it.
    • Abhorrent Institution - COMPLETE - Max led efforts to curtail the influence of Zygerrian slavery in the wider Galaxy, limiting their influence, client pool and illegal distribution networks.
    [*]

Code:
Character Name and Subaccount Link: [URL='https://www.thestarwarsrp.com/index.php?members/maxims-tionson.11937/']Maxims Tionson[/URL]
Character Profile Link: [URL='https://www.thestarwarsrp.com/index.php?threads/maxims-max-tionson.92345/']Max Character Sheet[/URL]
Character Age: 50
Current Rank: Jedi Master
Rank Seeking: Jedi Council
Notable Deeds:

[spoiler=Jedi Knight Deeds for Full History]
[LIST]
[*]Trained a Jedi Padawan to Jedi Knight rank.
[*]Trained a second Jedi Padawan - Not to Knight rank due to player inactivity
[*]Assisted in missions to recover Master Wyck's holocron
[*]Assisted Oren in his legal troubles
[*]Helped defend civilians of Nar Shaddaa against zombie-like monsters
[*]He was also part of the Jedi strike force on Mandalore that narrowly missed out on securing the Mask of the Eternal
[*]Arranged humanitarian aid to Eriadu.
[*]Spearheaded a mission to reclaim the Lightsaber Forge of Dxun
[*]Led a series of missions to acquire social pressure to gain an agreement from the Trandoshans to officially not assist in the enslavement of Wookiees for the duration of one Trandoshan lifetime (unofficial slaving efforts will likely continue)
[*]Destroyed a Sith obelisk on Kashyyyk
[/LIST]
[/spoiler]

[spoiler=Jedi Master Deeds With Threads]
[LIST]
[*]Took part in the assault on Sullust, facing a Sith Lord in combat and surviving a blast from The Eternal. [URL='https://www.thestarwarsrp.com/index.php?threads/springing-lieutenant-aran.96164/'][1][/URL]
[*]Fought a Sith Lord on Tatooine. [URL='https://thestarwarsrp.com/index.php?threads/a-good-time.95922/'][1][/URL]
[*]Saved hostages from a local terrorist/rebel cell. [URL='https://www.thestarwarsrp.com/index.php?threads/the-best-stories-start-with-explosions.96153/'][1][/URL]
[*]Part of the Jedi Negotiation team to Malastare - Failed. [URL='https://www.thestarwarsrp.com/index.php?threads/force-of-nature-ii.96094/'][1][/URL]
[*]Part of the Jedi group who answered the Call of Dathomir and willingly drank from the potion to learn of future threats. [URL='https://www.thestarwarsrp.com/index.php?threads/galaxy-in-crisis.95474/'][1][/URL]
[*]Secured starship and pilot assets for the Order. [URL='https://thestarwarsrp.com/index.php?threads/fresian-fealty.95524/'][1][/URL] [URL='https://thestarwarsrp.com/index.php?threads/hunting-the-thieves.95721/'][2][/URL] [URL='https://thestarwarsrp.com/index.php?threads/pamarthen-hello.95523/'][3][/URL] [URL='https://thestarwarsrp.com/index.php?threads/death-race-yeah-its-a-death-race.95805/'][4][/URL]
[*]Represented the Jedi Order in the FWA Senate. [URL='https://thestarwarsrp.com/index.php?threads/an-official-introduction.96466/'][1][/URL]
[*]Represented the Jedi Order in the political meeting called by senators in answer to Emyrc Thorne. [URL='https://www.thestarwarsrp.com/index.php?threads/for-a-better-galaxy.96560/'][1][/URL]
[*]Worked with Elias Ryn to secure good relations and a small former rebel base on Dantooine. [url=https://thestarwarsrp.com/index.php?threads/status.96539/][1][/url]
[*]Began formal diplomat meetings with Senator Clement to open a Jedi 'Embassy' style outpost on New Alderaan. [url=https://thestarwarsrp.com/index.php?threads/see-no-evil.96747/][1][/url]
[*]Worked with Alexandria Voran to purify the Dark Side curse on the Temple of Ajan Kloss. [url=https://thestarwarsrp.com/index.php?threads/cant-rain-all-the-time.96529/][1][/url]
[*]Began formal diplomat meetings with Senator Morndell Avon to open a Jedi Temple on Chalacta. [url=https://thestarwarsrp.com/index.php?threads/a-little-less-conversation.96854/][1][/url]
[*]Helped spearhead a refugee charity to be set up between Ryloth and Cato Neimoidia to help refugees fleeing Sith Space find work and homes within the FWA, with Jedi involvement being kept secret. [url=https://thestarwarsrp.com/index.php?threads/sidewinder.96822/][1][/url] [url=https://thestarwarsrp.com/index.php?threads/little-shocks.96824/][2][/url]
[*]Formally recognized as the Jedi Representative to the Galactic Senate. [url=https://www.thestarwarsrp.com/index.php?threads/the-galactic-senate.96904/][1][/url]



[spoiler=Mission Packs Led]
[LIST]
[*][URL='https://thestarwarsrp.com/index.php?threads/tome-of-the-eyeless-one.96109/']Tome of the Eyeless One[/URL] - ONGOING - Max decided to chase down the threat that was revealed to him by the Call on Dathomir.
[*][URL='https://thestarwarsrp.com/index.php?threads/blood-forest.95502/']Blood Forest[/URL] - ONGOING - Max and his allies discovered a Dark Side cult attempting to taint Onderon and went to put an end to it.
[*][URL='https://thestarwarsrp.com/index.php?threads/the-abhorrent-institution-joint-operation.95372/']Abhorrent Institution[/URL] - COMPLETE - Max led efforts to curtail the influence of Zygerrian slavery in the wider Galaxy, limiting their influence, client pool and illegal distribution networks.
[/LIST]
[*][/spoiler]
[/LIST]
[/spoiler]
 
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VectorSeatingComparison.png


Vector-Class Weapons Lock

Affiliation:
Jedi Order

Manufacturer:
Valkeri Enterprises (Originally)

Type:
Inbuilt weapons system lock
Power Supply:
Draws power from ship power + Lightsaber kyber crystal

Sensors:
Kyber crystal detecting sensors

Size:
Varied based on ship and saber

Composition:
Steel and electrical components


DESCRIPTION
Originally designed and manufactured by Valkeri Enterprises for use in the old Jedi starfighter known as 'Vectors', the system endured where the company (and the Jedi Order it supplied) ultimately did not. Designed to keep the inbuilt weapons system from firing without a physical connection to a Jedi's lightsaber, it's original purpose was to make any Jedi using the ship with the lock built in, think twice before resorting to violence. When there is no kyber crystal connected, the weapons systems are complete inoperable.

Outside of very small numbers in museums across the Galaxy, the ship the feature was built for no longer exists and even the company itself is now mostly defunct. Due to the company falling on hard times, the patent was allowed to expire and the lock system is now something that can be used by any company when creating ships. It does come as the very definition of an 'optional extra' as most pilots would see no use in a lock that can only be unlocked by a working lightsaber - and then lights up part of the cockpit the same color as the crystal.

Each system has a degree of customization inbuilt to accommodate lightsabers of different builds so no one lightsaber cradle/or lock system will look exactly the same. As the lock is based on the presence of a working lightsaber with a kyber crystal within it, just connecting a kyber crystal to the lock does nothing but a Sith's lightsaber would work, though would also bathe the user in red light. There was no security feature built in against Sith lightsabers because, at the time of production, the Sith were thought extinct.

LEGALITY
Legal. In no system in the Galaxy is a lock on weapons illegal - though the 'key' to said lock might be illegal depending on the region of space and current local political outlook on Jedi.

INTENT
Intent is to bring something over from the new canon of the High Republic that would lean into the idea that Jedi should still be very cautious when it comes to using lethal force to solve problems.

RESTRICTIONS
Can be used by anyone from any faction but when a ship with this lock built in is piloted, a lightsaber MUST be put into the mechanism before a shot can be fired. Any shots fired without the lightsaber being inserted beforehand will NOT fire and count as auto-misses in PVE and PVP.


 

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Haven.jpg

Haven-Class Medical Station

AFFILIATION
Open Market

MANUFACTURER
VenteX Construction Yards

CLASS
Space Station

ROLE
Medical Station

COMPOSITION
Durasteel and Plastisteel

DIMENSIONS
651.84m Diameter

CREW
150

PASSENGER CAPACITY
80,000 Patients/Visitors

CARGO CAPACITY
1 kiloton

HANGAR CAPACITY
16x Shuttles/Ambulances

CONSUMABLES
1 Standard Year

SPEED/MANEUVERABILITY
Stationary

ARMAMENT
  • N/A

EQUIPMENT
  • 8x large medcenters.
  • 1x admin control center.
  • 1x long-range communication suite.
  • 1x long-range sensor suite.
  • 1x heavy deflector screen generator.
  • Many x escape pod.

DESCRIPTION
Commissioned during the Clone Wars to serve as hospitals for the clone troopers injured in battle but capable of making a recovery, the proof of concept was the Kaliida Shoals Medical Center. Once that medical center was deemed a success, nineteen more of the stations were commissioned, one for each of the sector armies. Capable of healing thousands of men at a time, the medical centers were a huge success during the Clone Wars.

Under the Empire, the stations were maintained but the production run was suspended as the military needs of the Imperial system went into a different direction to those of the Republic. By the time of the Galactic Civil War there were still at least a dozen stations, although they were almost always found just outside of 'trouble zones' to cater to areas of operations that needed them the most.

Not targeted by the Rebel Alliance, almost every single station survived the war with minimal to non-existent damage reports. Production never resumed so maintenance became the primary focus of the construction yards responsible for the stations once the Civil War was over. Known examples included;


LEGALITY
Legal. Legal to own provided the faction/corporation to own it has relevant licencing.

INTENT
To bring a canon space station to life that can serve for PVE, faction assets, character recovery areas and more.

RESTRICTIONS
Restricted to ownership by factions and large NPC organisations only; it is simply too big to be used by one person or a small group.
 
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Cardan.jpg

Cardan-Class Space Station Mark I

AFFILIATION
Open Market

MANUFACTURER
Kuat Drive Yards

CLASS
Space Station

ROLE
Defensive Station

COMPOSITION
Durasteel and Plastisteel

DIMENSIONS
1km Height

CREW
350-500

PASSENGER CAPACITY
500

CARGO CAPACITY
1 megaton

HANGAR CAPACITY
12x starfighter/light starbomber

CONSUMABLES
6 Standard Months

SPEED/MANEUVERABILITY
Stationary

ARMAMENT
  • 6x Medium Laser Turrets
  • 4x Light Turbolaser cannon Turrets
  • 6x Light Ion cannon Turrets
  • 4x Proton torpedo launchers, 8x torpedoes in magazine
  • 4x Concussion missile launchers, 8x missiles in magazine

EQUIPMENT
  • 1x medium hanger bay.
  • 1x medium detention block.
  • 1x medium medcenter.
  • 1x aerospace control center.
  • 1x long-range communication suite.
  • 1x long-range sensor suite.
  • 1x heavy deflector screen generator.
  • 1x holographic monitoring system, covers primary and secondary areas.
  • Many x escape pod.

DESCRIPTION


LEGALITY
Legal but heavily regulated. Originally built for planetary and hyperspace lane protection by the Empire, the Cardan-Class space station is legal in most known sectors of space but private ownership is heavily restricted under FWA/New Republic law to planetary defense systems and large corporations under supervision, as they are still heavily armed.

INTENT
Intent is to bring a canon space station to the site that can serve as both story point and faction assets that sits somewhere 'above' the Baas and 500 Series of space stations as a defensive station, without being as powerful as others.

RESTRICTIONS
As a space station even the lower end of it's crew requirements are beyond individuals and small groups, meaning it is restricted to faction and NPC organization ownership.
 

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marcin-blaszczak-silverhand-cyberarm-engine.jpg


Max's Left Arm

Affiliation:
Personal

Manufacturer:
Silverhand Productions

Type:
Cybernetic Replacement Limb
Power Supply:
Two Day Power Cells

Sensors:
Limited Nerve Connection Sensors

Size:
Variable

Composition:
Durasteel and various wirings


DESCRIPTION
When Max lost his left arm due to a medical amputation required to escape the effects of a Dathomiri curse, he had several surgeries to ensure his shoulder was ready to accept a cybernetic attachment. These included cutting past burnt flesh to expose nerve endings and the shoulder joint itself, along with a 'cap' so that the arm could be safely removed for maintenance without needing to be torn from the shoulder.

Once these painful procedures were completed, the replacement arm could be connected. Forgoing any synthetic skin, Max elected to have a cybernetic replacement that was obviously cybernetic. Without any further advancements (or "bells and whistles" as Max calls them), the arm is functionally identical to any other cybernetic arm on the market and functions very much the same way his human arm did and with the same limits to strength as well.

LEGALITY
Legal in all known space.

INTENT
To give Max a cybernetic arm to replace the left arm he lost in combat that is 100% identical to regular cybernetics in Star Wars but with a different picture for reference.

RESTRICTIONS
Must be used in all RP in a manner that fits with what is known about robotic limbs in Star Wars set after the Empire Strikes back - limited nerve connections but obviously robotic in nature.

 

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Technometry​

Technomtry.jpg


Concentration

Low - Medium​

PVP Frequency

Uncommon​

Stamina Drain

Variable​

Alignment

Neutral​


Description​


Technometry is not, as some people believe, the ability to suddenly over-write the will of a droid or to suddenly have the ability to control a starship through it's onboard systems without the need for a crew. The most common use for Technometry is also the easiest and it is simply a way for Force Users to interface directly with devices to learn information far faster than most Force Blind sentients can. This is most often seen in cases where Jedi or Sith will touch a datapad and be able to know the information contained within almost instantly through use of the technique.

The more data is processed, the more focus it takes from the user - checking the weather from a datapad would be instant and cost virtually no concentration but being able to interface with and understand an entire military report, for example, would take more concentration and would take a few seconds for it to be processed. People using the power are often said to have glassy eyes while they process the information.

More accomplished users of the technique can use it in two other prime ways; mimicking a 'mind trick' on a droid and better interfacing with prosthetic limbs. The droid 'mind trick' can often fall short when used against particularly advanced droids (droid PCs) and suffers from the same overall drawbacks as the regular mind trick.

Connecting to prosthetic limbs through Technometry allows for the user to feel much more connected to their replacement limbs, able to make even the most basic of prosthetic limbs carry sensation to the user in the same way that more advanced models do. Through the use of Technometry it is possible, though the rituals have been lost to time, to use technology and the Force together to create a fusion of flesh and tech in the form of abominations.

It is not possible to fully assume control of an electronic device beyond the droid mind trick or prosthetic limbs - the mind trick because it is tricking a small system temporarily and the prosthetic because of how they are linked directly to the user's nervous system.

All Technometry applications require touch to actually begin the technique and it can be interrupted by early removal of the physical contact. Slicers in the same system can also attack Technometry users by causing power surges through their connection, which can leave the connecting point to the device in question suffering from numbness equivalent to a medium stun round.

 

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ISC Navy
8261ac449143c1fdc67676fef79e5b53.jpg

Created from the combining of existing planetary defense fleets, local military contractors, mercenaries willing to join a formal military and purchasing new ships and equipment, the ISC Navy is charged with the defense of ISC space from all threats that may come from the rest of the Galaxy.

Due to the nature of ISC space and membership, the physical and fiscal cost of the Navy is covered in a different way to those of Navies controlled by other governments. With less focus on individual defense and a strong sense of communal responsibility, the ISC Navy is much less regional in nature, with command officers and ships serving away from their home planets as much as they serve above them.

Unable and unwilling to match the kind of raw manpower that Republic and Imperial Navies were known for, the ISC Navy focuses on a mixture of automation and rapid response, forming a kind of hybrid style of the CIS and Rebel Alliance. Currently rather small by most definitions, the ISC Navy is set to scale up to meet the increasing needs of the ISC and it's peoples.

Definitions
  • Three-Fold Fleets
    • The Three-Fold Fleets of the ISC are dedicated standing fleets of a standardized makeup used for three main purposes; Reinforcement, Interdiction and Pacification. Their first role is to Reinforce any Core Defense Force caught out of their depth in the face of enemy action, AMS Infections or other emergencies. Secondly, Interdiction, comes into play when Core Defense Forces and the Fleet in question wish to entrap enemies using interdiction fields for peacekeeping or war-time strategic reasons. Lastly, Pacification, is the role the Fleets are expected to fill the least often, being used to either liberate an ISC planet lost to either enemy occupation or AMS Infection reaching critical mass. Entirely by co-incidence, there are three of these fleets planned in the immediate future, with the template to be rolled out further as needed.
  • Core Defense Forces
    • Core Defense Forces are similar to planetary defense fleets used by planets within the New Republic and FWA but adjusted in an attempt to relieve the pressure on individual planets needing to field and maintain a defense fleet on their own. ISC territory was broken up into "Cores" of planets and sectors, with the Core Defense Force for that area that being supported both by the central ISC government and the local governments within that "Core".
  • Specialists
    • Specialists is a term given to members of the ISC Naval forces that are given missions independent of fleets and Cores.
  • Dispersal of Command
    • The ISC Navy has named one of its more novel command decisions The Dispersal of Command and it is, in essence, rather simple. Commanding officers of the Three-Fold Fleets and the Core Defense Forces rotate which ship they command from on a regular, and randomized, basis. Rather than always being found on the largest class of ship as Imperial and Republic commanding officers once were, Fleet Admirals and Commanders do not stick to a ‘flagship’. This is an attempt to avoid an enemy being able to identify the location of the commanding officer and deliver a decapitating strike by destroying the command centre of the flagship.

Command Structure

  • Fleet Admirals
    • Fleet Admirals are the officers in overall command of the collection of ships that make up one of the ISC’s Three-Fold Fleets. Typically they can be served by multiple captains or, depending on their leadership style, delegate to commanders under their direct command. Currently there are only 3 Fleet Admirals, one for each of the Three-Fold Fleets currently in operation. With the commissioning and rolling out of each new Three-Fold Fleet, a Fleet Admiral will be selected from Commanders ready for promotion.
  • Commanders
    • Commanders are officers charged with overseeing a collection of Captains from various vessels and are typically granted command of either a section of one of the Three-Fold Fleets or the entirety of one of the Core Defense Forces. When other Cores are formed with the addition of more planets to the ISC, more Commanders will be raised from the pool of notable Captains to fill the command position created by another Core Defense Force being raised to defend said Core.
  • Captains
    • Captains are the lowest rank of commanding officer within the ISC Navy, serving as the commanding officer of either a single capital ship or a squadron of Starfighters. Captains are expected to maintain discipline within their commands and obey the orders of Commanders and Fleet Admirals they serve under; however they are typically given some leeway in how to follow these orders to ensure they have a chance to distinguish themselves and, in the case of bad orders, better protect those who serve under them.
  • NCOs
    • Non-Commissioned Officers are those charged with making sure that the orders given by the Captains are acted by the Ensigns, allowing the Captains (and those above them) to focus on the tactical and strategic implications of each action. The NCOs just make sure that the actions actually happen in a timely and efficient manner.
  • Ensigns
    • The “grunts” of the ISC navy that do the tasks that keep the ships flying, shooting and surviving return fire. As an institution based on merit of service, Ensigns have a very real chance of being promoted should they distinguish themselves.

Locations
  • Three-Fold Fleet Docks
    • Where the Three-Fold Fleets stay for refit, repairs and rest. As they are designed to be mobile response forces by nature, they may not spend a lot of time within these berths.
      • Christophsis
      • Mimban
      • Thyferra
  • ISC Cores

Order of Battle

Three-Fold Fleets

Core Defense Forces

Misc
  • Standard Starfighter for Specialists - T-85 X-Wing Starfighter with connected R6 Astromech Droid - For deployment of specialist forces both internally and externally, specifically chosen for their sensor suites and hyperdrive.
 
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ISC_Army_1.jpg

ISC Army

In a similar way to the ISC Navy, the Army of the ISC was formed by combining existing planetary defense forces, mercenaries willing to join and raw recruits. Due to the nature of many planets within the ISC, recruitment based on these three resource pools alone would not field an Army large enough to help defend the ISC and it's interests so a new style of force was required. Having ordered many droids capable of war for handling the localized outbreaks of the AMS virus, the ISC as a whole had gotten used to putting their lives in the hands of droids.

This presented the ISC with the chance to do something not seen on a large scale for much of Galactic history; a combined force of specialist droids and organic soldiers.

Droid forces within the ISC Army make up roughly 40% of the front-line soldiers and most of the local tank support but has no place within the command structure itself. This is to avoid a reliance on tactical droid brains that have been shown to be less effective than organic strategists in the past.

Although many of the officers within the ISC Army can claim at least some experience on a localized scale, more than a few of the specialists will be fresh out of training for some time. Though the ISC may look to bloody their Army to improve their skills, there are currently no plans to start fights - the ISC is wise enough to know that fights will come to them given time.


Definitions
  • Specialist
    • A name originally given to the Organic members of the Army during the planning stages of the Army's formation, but rapidly kept on as a statement of intent. The intent being to remove the idea that any Organic soldier of the ISC Army was "just a grunt" by giving each Organic member of a Squad some form of specialized training. As it stands at this point there are five types of Specialist in the ISC Army: Rifleman, Combat Engineer, Sniper, Repeater Support, Launcher Support.
  • Hybrid Infantry Warfare
    • The name given to the ISC Army's approach to mixed unit warfare, focusing on using both Organic and Droid troops effectively together. In practice, droids within the ISC Army have standing orders (and restrictions) against harming Organic Specialists under all by the most dire circumstances (mutiny, pacification due to biological agents etc) and will obey the orders of any Specialist in their Squad and any ISC Officer within their chain of command. Focusing on using droids to cover some of the roles of infantry squad-members, allows Organic Specialists to develop their specializations and limit Organic casualties as much as possible.
  • Pacification Force
    • A name given to the ISC Army detachment that rides within one of the Lucrehulk Battleships that the Three-Fold Fleets of the ISC Navy bring to bear on planets that either need to be liberated from enemy control or pacified of enemy resistance. Typically supported by the local air support provided by the Lucrehulk's detachment of starfighters, light assault drop ships and bombers. Usually, roughly, two Corps worth of ISC Army troops contained within each Lucrehulk Battleship.
  • The Guard
    • Currently a work in progress within the ISC Army, "The Guard" is the tentative name given to the force within the ISC that will function as their Special Forces.
  • ISC Ranger Integration
    • ISC Rangers hold comparable ranks within the ISC Army, being considered Officers by default and recognized for their service to the ISC. A regular ISC Ranger is considered to hold rank comparable to a Lieutenant within the Army, a Ranger Lieutenant an Army Major and an ISC Ranger Captain the Army rank of Major General.

Command Structure
  • Field Marshals
    • The highest military rank within the ISC Army – past this rank is the ISC Secretary of Defense and the President of the ISC. While currently there is only one being holding the rank within the ISC Army, this is expected to change in the future as it becomes necessary due to the expansion of the ISC. In command of an Army (the unit measurement), the Field Marshals of the ISC are under pressure to deliver great things to match the massive level of control they are granted.
  • Generals
    • Generals command Corps within the ISC Army, serving directly under the Field Marshals (currently singular) of the ISC and placed in command of key positions within ISC space. When not commanding forces in defense of ISC territory, Generals lead the Pacification Forces that travel in the Lucrehulk Battleships with the Three-Fold Fleets.
  • Major Generals
    • Divisions answer to Major Generals, merely one rank before being named Generals in truth, Major Generals can be said to actually have more work to do than those their immediate superior. Divisions of the ISC Army are often charged with being the standing defensive force for major ISC planetary cities and institutions.
  • Brigadiers
    • As the rank's name implies, Brigadiers command Brigades within the ISC Army. Brigades, and Brigadiers by extension, are one of the most important units within the ISC Army because it is on the Brigadiers orders that Local Air Support missions are run. When working as part of a Pacification Force they command the SS-54 Light Assault Ships held within the Lucrehulk Battleships but when working locally they can call upon SS-54s, HMP Gunships and F1K Ringspeeders.
  • Majors
    • Placed in command of a Battalion, Majors of the ISC are not expected to see front-line combat unless things have gone wrong or the ISC is on the defensive. With greater logistical support, headquarters staff and more combat personnel under their command than Captains, Majors are often in command of local bases on smaller worlds or smaller towns and bases occupied while on campaign.
  • Captains
    • Captains of the ISC are granted more responsibilities, scaling due to the number of forces under their direct command. Not expected to be on the front-lines quite as much as their Lieutenants but expected to be within close reach when needed, Captains are also given more logistical support elements to manage. In forward operating bases during campaigns, Captains will often be the commanding officer.
  • Lieutenants
    • For many grunts, the buck stops at the Lieutenant of their platoon – the officer they look to for orders beyond the immediate battle. Some may believe that a Lieutenant’s role is merely commanding the Staff Sergeants to command the men below them but this is untrue and an attitude unwelcome in the ISC. A Lieutenant of the ISC is expected to keep both the health of their forces and the objective in mind but are granted slightly more autonomy with their platoons than other militaries might allowed; customization of their forces armor and weaponry is acceptable, encouraged even, so long as they are still able to be identified as ISC on sight.
  • Staff Sergeants
    • The closest commanding officer of the ISC Army is actually a non-commissioned officer, the Staff Sergeant. Charged with command of Squads, the smallest unit in the ISC, Staff Sergeants are the beating heart of the Army. The Field Marshal sets out a strategy and every officer down the chain divides up responsibility between then but, at the end of the day, it is down to the Staff Sergeants to rally their men to achieve every little victory that adds up to the total victory envisioned by those higher up the chain of command. Promotion from the position of Staff Sergeant is not uncommon, though few accept the promotion without vetting their own replacement first.


Unit Structure

Squad
  • 10 men (and one NCO)
    • 4 Standard Droids
    • 1 Recon Droid
    • 5 Specialists
    • +1 Staff Sergeant
  • Staff Sergeant Command
Platoon
  • 4 infantry squads
  • 1 support squad
    • 5 Medical (4 medic droids, 1 organic head medic)
    • Heavy Suppression Squad
      • 6 Engineers (for Repairs and Resupply)
      • 4 tank droids
  • Lieutenants Command
Company
  • 4 platoons
  • 1 Headquarters Unit
  • Logistical Unit
  • Captain Command
Battalion
  • 4 Companies
  • 1 Support Company
  • 1 Headquarters Company
  • Major
Brigade
  • 4 Battalions
  • Local Air Support Control
  • 1 Headquarters Company (Strength wise)
  • Brigadier Command
Division
  • 4 Brigades
  • Major General
Corps
  • 5 Divisions
  • General Command
Army
  • 5 Corps
  • Field Marshal Command


Droids, Vehicles and Loadouts


Droid Troopers;
  • D3-NB Series - Absolute basic units, used to soak up losses and when encountering bio agents/AMS. Armed with standard E-11 Blaster Carbines when equipped for war, their integrated stun weapons when used for police actions.
  • HW-63 Repulsorlift Combat Droid - Primarily used for armed recon and scouting missions, along with limited close air support.
  • V3-G4 Series - Used in construction of FOBs, defenses and for demolishing the same in enemy lines. Proposals pending to arm them with rocket launchers.
  • P1-D3 Class - Used as bodyguards and camp defenders for the most part - they serve to protect the operators of several machines and the local commanders. Sometimes to be used as bait to make the enemy believe commanders are in different locations purely by their presence alone. Equipped with standard BM-548 Blaster Rifles.
  • S4F3 Combat Medical Droid - Used as front-line medical staff and for the FOBs as well. Every platoon of Specialists is supposed to engage the enemy with one of these as their immediate medical support.

Air Support;
  • HMP Gunship - To be used sparingly due to the nature of the heavily armed droid gunship. When shock and awe is required for landing friendly troops in an area, the HMP would be called in.
  • F1K Ringspeeder - In comparison to the HMP Gunship, the F1K Ringspeeder is a mainstay of the localized air support the ISC employs. It is considered a mark of pride to be called an Ace Ringspeeder team and they run both close-contact fire missions and anti-air missions in equal measure.
  • SS-54 Light Assault Ship - If the HMP Gunship is used for saturating a landing zone with fire before the troops are dropped off, the SS-54 is to ensure that they make it to the drop zone safely before providing some supporting fire as it leaves to pursue the next objective. Especially prevalent in Planet Pacification Force detachments.

Tank Support;
  • IG-3001 Spitfire Spider Droid - Used for both long and mid-range bombardment with the missiles, the IG-3001 primarily sees service in areas where mobility is key, due to the wider range of movement afforded by it's design.
  • XR-85 - Main battle tank for the ISC army due to it's numbers leftover from the Imperials and it's raw firepower. Will not engage the enemy alone to compensate for it's weaknesses.

AMS Loadout;
  • BQ-12 - Only used in combat with AMS infected due to the volatility of their fuel tanks.
Standard Loadouts;
 
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refugee.png

Independent Systems Consortium Refugee Agency

The Independent Systems Consortium Refugee Agency (ISCRA) was originally designed to cope with the influx of refugees fleeing their homes due to the AMS viral outbreak. However, even since it's inception it was re-worked to ensure that although it was still able to help refugees made by the AMS outbreak, it does not exclude refugees of other origins.

Unlike other systems that leave refugees lingering in space or in ramshackle shanty towns, the ISCRA focuses on integrating the refugees who find themselves under their care. To help integrate the refugees with existing communities, the ISCRA strives to ensure that refugees have homes, employment and opportunities to better themselves and their families.


Process
  • Arrival
    • Holonet advertisements and word of mouth will advise all refugees to head to one of the three main screening areas for ISCRA, though smaller, local, branches will be able to handle those who slip through the cracks. Upon arrival, vessels containing the refugees will be required to power down any weapons systems and their hyperdrive - failure to do so will result in their vessel being impounded through use of ion weaponry - in order to proceed to the screening areas.
  • Screening
    • Trained volunteers, workers and droids alike will man the screening stations. With full access to the information services of the ISC and it's allies, they will perform medical, psyche and criminal checks. Those who pass the checks will be allowed to proceed to placement but those who do not will either be held aside for treatment (if possible) or ejected from ISC space with a warning not to return.
  • Placement
    • Once screened and passed, refugees will be given a short test to gauge their skills before they are then offered placements on different ISC worlds based on their talents and experiences. Families are to be kept together unless otherwise requested by the families themselves and they can either make their own way to their assigned worlds or taken there when transport allows.
  • Employment
    • Employers across ISC space, who have signed up to work with ISCRA, will have their vacancies filled by refugees with skillsets matching the job requirements. For those with minimal skills, infrastructure works will take them for the ISC itself to further improve certain services.
  • A New Home
    • Once all other stages are completed, refugees are given a pre-fabricated housing block to call their own and expected to begin the process of earning their citizenship within the next year. Safety, employment and housing taken care of, the refugees will prove themselves to be refugees no longer once they have become true ISC citizens.

Main Screening Locations
  • Llanic
    • Primarily chosen as one of the main screening locations entering ISC space because it already operates as a entrance into the ISC for many refugees as it is. Something of a shadowport, smugglers and desperate refugees alike naturally gravitate toward Llanic to try and gain entry to the ISC - by establishing a firm presence there, ISCRA will regulate entry that likely would have happened anyway had they not taken steps to do so.
  • Mandell
    • A Colony of Bothawui, Mandell is the primary screening area for the North of ISC territory in the Outer Rim. Primarily a bread-basket style colony, there are large swathes of unoccupied fields for ships to land in an orderly fashion around the primary planet-side screening center.
  • Attahox
    • Despite smelling rather terrible, Attahox is a planet very used to seeing a high volume of space traffic already as one of the planets on the hyperspace routes to Mimban. Space stations around the planet will serve as the screening locations rather than on the surface of the planet itself.


Placement and Employment

Transport
  • Transport of refugees within ISC space from the screening locations will be handled both by the ISC Navy (when their mission allows) but also by private citizens and corporations. All three major screening locations are strategically placed along hyperspace routes in and out of ISC space, allowing for a large amount of traffic. To encourage private businesses to include refugee transport within their time-frames and business models, ISCRA has negotiated favorable tariffs on goods traded with ISC worlds on a sliding scale based on how many refugees have been assisted in their travel.
  • Refugees with their own transport will be guided along in convoys from the screening locations and their ships will remain their own even after transport has been completed.

Tatooine
  • Not so much a barren world as an empty one, Tatooine has much to offer both the ISC and it's citizens but it currently lacks the citizenry required to actually engage in larger scale industry. Efforts by the ISC to increase the amount of industry on Tatooine are ongoing but have run into roadblocks; primarily a small local population.
  • Primary work available; Droid Factory Work, Asteroid Ice Prospecting, Infrastructure Improvements and Hunting.

Lok
  • Lok was once a completely barren wasteland used by petty crime lords and either a base or a retreat. During the time of the Empire, industry was forced onto the planet and, later, abandoned by the New Republic. Locals on Lok want something to be proud of and industry is their ticket back to putting themselves back on the Galactic atlas.
  • Primary work available; Droid Factory Work, Small Arms Manufacturing, Infrastructure Improvements and Hydroponic Farming.

Lahsbane
  • Lahsbane's locals are very inviting to members of the ISC and very eager to reach the same level of industry and technological advancement of the rest of the Galaxy. Because of this, the locals are crying out for experienced technicians, engineers and workers for their first wave of factories.
  • Primary work available; Mining, Processing Minerals, Infrastructure Improvements and Repulsorcraft Manufacturing.


Home and Citizenship


New Homes;
  • Upon being placed on a planet with employment opportunities, refugees will be housed within pre-fabricated housing blocks on the outskirts of local population centers. While some of these will already be constructed in time to welcome the first wave of refugees, additional housing blocks will be erected by refugees themselves with all materials supplied. During the initial transition phase, refugees will be provided for entirely by ISCRA.
  • Once work has begun and the refugees have begun to earn their own Crowns, ISCRA will not prevent them from moving across the planet they work on and they are free to use and invest their funds as they see fit, including in purchasing a new home. If they choose not to, they may remain within the pre-fabricated housing provided.

Family;
  • Refugees accepted into the ISCRA works program will be allowed to bring their immediate family (spouses, children) without question so long as everyone within the family passes screening.
  • Those already working within the program may 'sponsor' extended family once they have started work within the ISC. This is not a guarantee of entry but it does assist with passing the screening process.

Citizenship;
  • Citizenship within the ISC for refugees being aided by ISCRA is dependent on very few things but all of them are incredibly important. Crimes committed before arriving in the ISC will be held against a prospective citizen only if they are the most egregious (murder etc) but any criminality committed while working under ISCRA will result in ejection from ISC space; this is screened for upon entry and randomly checked during the stay. Once granted entry, refugees under ISCRA must complete a citizenship test within the first year after entry; if they do not they will be asked to leave.
  • Children of ISCRA refugees will be considered ISC natives by default if they are born within the ISC either during the first year or after the refugees in question have passed their citizenship tests. Children born outside of the ISC will have to pass the child-level citizenship test by the age of thirteen.
 

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Code:
[CENTER][IMG]https://cdn.discordapp.com/attachments/878881063370387476/878975945837535292/refugee.png[/IMG]
[B][U][SIZE=6]Independent Systems Consortium Refugee Agency[/SIZE][/U][/B][/CENTER]

The Independent Systems Consortium Refugee Agency (ISCRA) was originally designed to cope with the influx of refugees fleeing their homes due to the AMS viral outbreak. However, even since it's inception it was re-worked to ensure that although it was still able to help refugees made by the AMS outbreak, it does not exclude refugees of other origins.

Unlike other systems that leave refugees lingering in space or in ramshackle shanty towns, the ISCRA focuses on integrating the refugees who find themselves under their care. To help integrate the refugees with existing communities, the ISCRA strives to ensure that refugees have homes, employment and opportunities to better themselves and their families.


[B][SIZE=5]Process[/SIZE][/B]
[LIST]
[*][B]Arrival[/B]
[LIST]
[*] Holonet advertisements and word of mouth will advise all refugees to head to one of the three main screening areas for ISCRA, though smaller, local, branches will be able to handle those who slip through the cracks. Upon arrival, vessels containing the refugees will be required to power down any weapons systems and their hyperdrive - failure to do so will result in their vessel being impounded through use of ion weaponry - in order to proceed to the screening areas.
[/LIST]
[*][B]Screening[/B]
[LIST]
[*] Trained volunteers, workers and droids alike will man the screening stations. With full access to the information services of the ISC and it's allies, they will perform medical, psyche and criminal checks. Those who pass the checks will be allowed to proceed to placement but those who do not will either be held aside for treatment (if possible) or ejected from ISC space with a warning not to return.
[/LIST]
[*][B]Placement[/B]
[LIST]
[*] Once screened and passed, refugees will be given a short test to gauge their skills before they are then offered placements on different ISC worlds based on their talents and experiences. Families are to be kept together unless otherwise requested by the families themselves and they can either make their own way to their assigned worlds or taken there when transport allows.
[/LIST]
[*][B]Employment[/B]
[LIST]
[*] Employers across ISC space, who have signed up to work with ISCRA, will have their vacancies filled by refugees with skillsets matching the job requirements. For those with minimal skills, infrastructure works will take them for the ISC itself to further improve certain services.
[/LIST]
[*][B]A New Home[/B]
[LIST]
[*] Once all other stages are completed, refugees are given a pre-fabricated housing block to call their own and expected to begin the process of earning their citizenship within the next year. Safety, employment and housing taken care of, the refugees will prove themselves to be refugees no longer once they have become true ISC citizens.
[/LIST]
[/LIST]

[B][SIZE=5]Main Screening Locations[/SIZE][/B]
[LIST]
[*][B]Llanic[/B]
[LIST]
[*] Primarily chosen as one of the main screening locations entering ISC space because it already operates as a entrance into the ISC for many refugees as it is. Something of a shadowport, smugglers and desperate refugees alike naturally gravitate toward Llanic to try and gain entry to the ISC - by establishing a firm presence there, ISCRA will regulate entry that likely would have happened anyway had they not taken steps to do so.
[/LIST]
[*][B]Mandell[/B]
[LIST]
[*] A Colony of Bothawui, Mandell is the primary screening area for the North of ISC territory in the Outer Rim. Primarily a bread-basket style colony, there are large swathes of unoccupied fields for ships to land in an orderly fashion around the primary planet-side screening center.
[/LIST]
[*][B]Attahox[/B]
[LIST]
[*] Despite smelling rather terrible, Attahox is a planet very used to seeing a high volume of space traffic already as one of the planets on the hyperspace routes to Mimban. Space stations around the planet will serve as the screening locations rather than on the surface of the planet itself.
[/LIST]
[/LIST]


[CENTER][B][U][SIZE=6]Placement and Employment[/SIZE][/U][/B][/CENTER]

[B]Transport[/B]
[LIST]
[*] Transport of refugees within ISC space from the screening locations will be handled both by the ISC Navy (when their mission allows) but also by private citizens and corporations. All three major screening locations are strategically placed along hyperspace routes in and out of ISC space, allowing for a large amount of traffic. To encourage private businesses to include refugee transport within their time-frames and business models, ISCRA has negotiated favorable tariffs on goods traded with ISC worlds on a sliding scale based on how many refugees have been assisted in their travel.
[*] Refugees with their own transport will be guided along in convoys from the screening locations and their ships will remain their own even after transport has been completed.
[/LIST]

[B]Tatooine[/B]
[LIST]
[*] Not so much a barren world as an empty one, Tatooine has much to offer both the ISC and it's citizens but it currently lacks the citizenry required to actually engage in larger scale industry. Efforts by the ISC to increase the amount of industry on Tatooine are ongoing but have run into roadblocks; primarily a small local population.
[*] Primary work available; Droid Factory Work, Asteroid Ice Prospecting, Infrastructure Improvements and Hunting.
[/LIST]

[B]Lok[/B]
[LIST]
[*] Lok was once a completely barren wasteland used by petty crime lords and either a base or a retreat. During the time of the Empire, industry was forced onto the planet and, later, abandoned by the New Republic. Locals on Lok want something to be proud of and industry is their ticket back to putting themselves back on the Galactic atlas.
[*] Primary work available; Droid Factory Work, Small Arms Manufacturing, Infrastructure Improvements and Hydroponic Farming.
[/LIST]

[B]Lahsbane[/B]
[LIST]
[*] Lahsbane's locals are very inviting to members of the ISC and very eager to reach the same level of industry and technological advancement of the rest of the Galaxy. Because of this, the locals are crying out for experienced technicians, engineers and workers for their first wave of factories.
[*] Primary work available; Mining, Processing Minerals, Infrastructure Improvements and Repulsorcraft Manufacturing.
[/LIST]


[CENTER][B][U][SIZE=6]Home and Citizenship[/SIZE][/U][/B][/CENTER]


[B]New Homes[/B];
[LIST]
[*] Upon being placed on a planet with employment opportunities, refugees will be housed within pre-fabricated housing blocks on the outskirts of local population centers. While some of these will already be constructed in time to welcome the first wave of refugees, additional housing blocks will be erected by refugees themselves with all materials supplied. During the initial transition phase, refugees will be provided for entirely by ISCRA.
[*] Once work has begun and the refugees have begun to earn their own Crowns, ISCRA will not prevent them from moving across the planet they work on and they are free to use and invest their funds as they see fit, including in purchasing a new home. If they choose not to, they may remain within the pre-fabricated housing provided.
[/LIST]

[B]Family[/B];
[LIST]
[*] Refugees accepted into the ISCRA works program will be allowed to bring their immediate family (spouses, children) without question so long as everyone within the family passes screening.
[*] Those already working within the program may 'sponsor' extended family once they have started work within the ISC. This is not a guarantee of entry but it does assist with passing the screening process.
[/LIST]

[B]Citizenship[/B];
[LIST]
[*] Citizenship within the ISC for refugees being aided by ISCRA is dependent on very few things but all of them are incredibly important. Crimes committed before arriving in the ISC will be held against a prospective citizen only if they are the most egregious (murder etc) but any criminality committed while working under ISCRA will result in ejection from ISC space; this is screened for upon entry and randomly checked during the stay. Once granted entry, refugees under ISCRA must complete a citizenship test within the first year after entry; if they do not they will be asked to leave.
[*] Children of ISCRA refugees will be considered ISC natives by default if they are born within the ISC either during the first year or after the refugees in question have passed their citizenship tests. Children born outside of the ISC will have to pass the child-level citizenship test by the age of thirteen.
[/LIST]
 

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wpid-bothan-assault-cruiser.jpg


Bothan Assault Cruiser

AFFILIATION
Republic/Hutts/Open Market, etc

MANUFACTURER
Who builds it?

CLASS
Anaxes War College System
(KEEP THE LINK IF APPLICABLE)

ROLE
What was this ship designed to do?

COMPOSITION
Material and Material

DIMENSIONS
How long/wide/tall is it?

CREW
How many does it take to efficiently fly this?

PASSENGER CAPACITY
How many extra people can be aboard?

CARGO CAPACITY
How much can it carry? The heavier the load, the slower and less maneuverable it will be at full capacity

HANGAR CAPACITY
How many small craft can it carry?

CONSUMABLES
How long can the crew last without replenishment?

SPEED/MANEUVERABILITY
Speed and how it handles goes here!

ARMAMENT
  • Boomboom
  • More boomboom

EQUIPMENT
  • Equipment
  • Equipment
  • Equipment

DESCRIPTION
Describe your ship in detail. A ship is a ship, but what stands out about this one? What is it like, what should be known about it? Is it reputable and reliable work horse or is it a cheap piece of junk? Is it a successful product or commercial failure? What do people use it for? Why was it designed and built? Is it old and not manufactured anymore? Is it new on the market? Describe how the interior is set up, where the crew sits, how the accommodations are, etc. Tell us as much as you can.

LEGALITY
Describe the legality of ownership for this thing. Is it restricted to people with certain licenses? Is it illegal to own? A light freighter would be legal basically everywhere unless it's illegally modified or armed, but a gunboat loaded for Zillo beasts is probably going to be illegal or heavily restricted in many systems unless you're specially licensed or a member of groups allowed to be so armed.

INTENT
This is one of the most important sections. Why are you making this ship? What stands out about it and what role does it fill on the site? Who do you intend to use this ship? This should be a well-developed idea beyond "could be useful and there isn't one so I'm making it". If this is generitech, you can omit this section, but please be sure to ling to whatever design it is based on.

RESTRICTIONS
If any, explain what the relevant restrictions are. This could be anything from being restricted to faction use (like capital ships), NPC/PvE use only for certain overpowered weapons, limited to use during approved plots, only available via event rewards, or whatever else seems appropriate. If none, omit this section.
 

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esc13.jpg


Ton-Falk Class Escort Carrier

AFFILIATION
Republic/Hutts/Open Market, etc

MANUFACTURER
Who builds it?

CLASS
Anaxes War College System
(KEEP THE LINK IF APPLICABLE)

ROLE
What was this ship designed to do?

COMPOSITION
Material and Material

DIMENSIONS
How long/wide/tall is it?

CREW
How many does it take to efficiently fly this?

PASSENGER CAPACITY
How many extra people can be aboard?

CARGO CAPACITY
How much can it carry? The heavier the load, the slower and less maneuverable it will be at full capacity

HANGAR CAPACITY
How many small craft can it carry?

CONSUMABLES
How long can the crew last without replenishment?

SPEED/MANEUVERABILITY
Speed and how it handles goes here!

ARMAMENT
  • Boomboom
  • More boomboom

EQUIPMENT
  • Equipment
  • Equipment
  • Equipment

DESCRIPTION
Describe your ship in detail. A ship is a ship, but what stands out about this one? What is it like, what should be known about it? Is it reputable and reliable work horse or is it a cheap piece of junk? Is it a successful product or commercial failure? What do people use it for? Why was it designed and built? Is it old and not manufactured anymore? Is it new on the market? Describe how the interior is set up, where the crew sits, how the accommodations are, etc. Tell us as much as you can.

LEGALITY
Describe the legality of ownership for this thing. Is it restricted to people with certain licenses? Is it illegal to own? A light freighter would be legal basically everywhere unless it's illegally modified or armed, but a gunboat loaded for Zillo beasts is probably going to be illegal or heavily restricted in many systems unless you're specially licensed or a member of groups allowed to be so armed.

INTENT
This is one of the most important sections. Why are you making this ship? What stands out about it and what role does it fill on the site? Who do you intend to use this ship? This should be a well-developed idea beyond "could be useful and there isn't one so I'm making it". If this is generitech, you can omit this section, but please be sure to ling to whatever design it is based on.

RESTRICTIONS
If any, explain what the relevant restrictions are. This could be anything from being restricted to faction use (like capital ships), NPC/PvE use only for certain overpowered weapons, limited to use during approved plots, only available via event rewards, or whatever else seems appropriate. If none, omit this section.
 

Nefieslab

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Broadside Cruiser

AFFILIATION
Republic/Hutts/Open Market, etc

MANUFACTURER
Who builds it?

CLASS
Anaxes War College System
(KEEP THE LINK IF APPLICABLE)

ROLE
What was this ship designed to do?

COMPOSITION
Material and Material

DIMENSIONS
How long/wide/tall is it?

CREW
How many does it take to efficiently fly this?

PASSENGER CAPACITY
How many extra people can be aboard?

CARGO CAPACITY
How much can it carry? The heavier the load, the slower and less maneuverable it will be at full capacity

HANGAR CAPACITY
How many small craft can it carry?

CONSUMABLES
How long can the crew last without replenishment?

SPEED/MANEUVERABILITY
Speed and how it handles goes here!

ARMAMENT
  • Boomboom
  • More boomboom

EQUIPMENT
  • Equipment
  • Equipment
  • Equipment

DESCRIPTION
Describe your ship in detail. A ship is a ship, but what stands out about this one? What is it like, what should be known about it? Is it reputable and reliable work horse or is it a cheap piece of junk? Is it a successful product or commercial failure? What do people use it for? Why was it designed and built? Is it old and not manufactured anymore? Is it new on the market? Describe how the interior is set up, where the crew sits, how the accommodations are, etc. Tell us as much as you can.

LEGALITY
Describe the legality of ownership for this thing. Is it restricted to people with certain licenses? Is it illegal to own? A light freighter would be legal basically everywhere unless it's illegally modified or armed, but a gunboat loaded for Zillo beasts is probably going to be illegal or heavily restricted in many systems unless you're specially licensed or a member of groups allowed to be so armed.

INTENT
This is one of the most important sections. Why are you making this ship? What stands out about it and what role does it fill on the site? Who do you intend to use this ship? This should be a well-developed idea beyond "could be useful and there isn't one so I'm making it". If this is generitech, you can omit this section, but please be sure to ling to whatever design it is based on.

RESTRICTIONS
If any, explain what the relevant restrictions are. This could be anything from being restricted to faction use (like capital ships), NPC/PvE use only for certain overpowered weapons, limited to use during approved plots, only available via event rewards, or whatever else seems appropriate. If none, omit this section.
 

Nefieslab

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Mon Calamari Navy
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Mon Cala (or Dac) is an ocean planet, home to the Mon Calamari and Quarren species of aquatic peoples – famous for building ships before they could reach the stars; and even more so once they did. The Naval forces of Mon Calamari were prestigious during the Clone Wars, divided as they were at the time, enslaved during the time of the Galactic Empire and born again as a keystone of the Rebel Alliance.

Through the Galactic Civil War, the free Mon Calamari Navy was forced to primarily rely on retrofitted civilian ships but with their modifications they were able to survive combat against dedicated military ships such as Star Destroyers. Since the fall of the Empire, more Mon Calamari ships have been developed that are specifically designed for combat - and with them, the planet re-militarised.

Due to the aquatic nature of the planet, naval forces have always been the primary focus of all combat within Mon Calamari history and this remains true in the age of spacefaring. Focusing on ships that are physically more massive than their opponents, the primary feature of the ships typically used is endurance and the tactics have adapted to suit. To most naval commands, sitting and waiting while being fired upon is foolish - to the Mon Calamari it is a valid tactic to let the enemy waste their energy battering at their heavy shields and armour.

Definitions
  • Shield Fleet
    • As a reflection of their primary tactic of absorbing punishment that would overwhelm other defences, the Mon Calamari Navy has traditionally trusted the ultimate defence of its home system to a single, massive, fleet. The Shield Fleet, as it is often referred to, is the single largest assortment of Mon Calamari designed ships currently in service.

      Made primarily from massive capital ships, the Shield Fleet is focused around the sole remaining Viscount Star Defender in existence. The flagship of the Shield Fleet, Dac's Defender, was created in answer to the threat posed by Super Star Destroyers owned by Imperial remnants in the early days after the end of the Galactic Civil War.

      Far from infallible however, the prestige of the Shield Fleet has taken a massive hit in recent years due to their inability to stop terrorist attacks happening directly on the sector's capital.
  • Expeditionary Fleets
    • Created alongside the Shield Fleet, the Expeditionary Fleets were formed to compliment the main defences provided by the Shield Fleet. Unlike their counterpart, Expeditionary Fleets are typically fluid in their line up but tend not to focus on larger vessels. Instead of acting like a defensive bulwark, Expeditionary Fleets are designed to be able to harry their opponents for weeks or months if needs be, to enact hit-and-run attacks in the same style of the Rebel Alliance until their enemy did not have the strength to survive throwing themselves against the Shield Fleet.

      The fleets also served the secondary purpose of being the projection of Mon Cala's military strength outside of their home system so while they are ultimately more fragile and less awe-inspiring than the Shield Fleet they often make up for this in sheer numbers of smaller craft.
  • Mon Cala Marine Corps
    • The old joke among the Rebel Alliance rank and file was that "every Mon Calamari was a Marine", had its roots in a pun on the aquatic nature of the species – but the Mon Calamari took this as a challenge. Since the days of the Galactic Civil War, Mon Calamari crew have been notable in their capacity to repel boarders and it was these ship-based experience that they drew on in training new crew.

      By the end of the Galactic Civil War, the joke had become reality and boarding Mon Calamari vessels became tantamount to suicide missions for the Imperial Stormtroopers trusted with such missions. While not ideally suited to boarding enemy ships due to their own preference for aquatic conditions, on the occasion when it was required of them the Mon Calamari Marine Corps (MCMC) showed why they were so rightly feared.

      In modern times, the MCMC is a point of pride for the peoples of Mon Cala and accept members of both of the planet’s main species. While marine training is still a recruitment of all ship crew, the Corps contingents that ride aboard said ships are purpose trained for boarding and counter-boarding operations, with limited experience in true ground operations.

Command Structure
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  • Admiral
    • Admiral is the highest rank that can be achieved by a member of the Mon Calamari Navy and one of the most coveted. Since their actions in the Galactic Civil War had made them a household name as naval warriors, some say that the Admirals of Mon Cala hold more sway than any King has ever managed to claim before. Typically there are no more than two Admirals at a time - one charged with the command of the Shield Fleet and one charged with the overall command of every Expeditionary Fleet.
  • Colonel/Commander
    • Traditionally seen as a ground-based military rank by most species, for the peoples of Mon Cala there essentially is no land-based combat in their shared history. This has led to the rank most humanoids would call "Commander" being called Colonel as they see the titles as being interchangeable. Typically placed in command of a command-style ship to co-ordinate with several captains, this rank is most often seen in the smaller Expeditionary Fleets.
  • Captains
    • Captains are the lowest rank of commanding officer within the Mon Calamari Navy, serving as the commanding officer of either a single capital ship or a squadron of Starfighters. Captains are expected to maintain discipline within their commands and obey the orders of Colonels and Admirals they serve under; however they are typically given some leeway in how to follow these orders to ensure they have a chance to distinguish themselves and, in the case of bad orders, better protect those who serve under them.

Locations
  • Fleet Docks
    • Where the Shield Fleet and Expeditionary Fleets stay for refit, repairs and rest. Due to maintenance requirements for many of the ships, these are also the main bases for the fleets.

Order of Battle

Shield Fleet


Typical Expeditionary Fleet
 

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ISCCT Fleet
 

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Saved for Ships
 
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Mini-Sensor "Senar" Droid

Affiliation:
Mandalorian

Manufacturer:
MandalMechanics

Class:
Spy Droid

Locomotion:
Repulsor
Power Supply:
1 hour rechargeable power cell

Sensors:
Does it have or need Sensors?

Size:
  • 12x mini-photoreceptors
  • 1x motion sensor

Composition:
Plasteel

Tools and Equipment:
  • 1x standard I/O socket
  • 1x mapping software
  • 1x integrated com/data link

DESCRIPTION
Designed as a recon droid that could be launched from a built-in compartment/control unit within an appropriately modified set of beskar armour, the Senar Mini-Sensor Droid is incredibly small for its classification. As such it's sensors are not as strong as those of, say, probe droids but that is because it is designed to scout out limited spaces such as single floors of a building, a limited outside area or a large building if given enough time.

Synced with the helmet of the Mandalorian who released it, the Senar 'pings' data back to its user to show a real-time map of the local area. This includes cover, other obstacles and even people. What it cannot do, however, is give precise pictures of who and what it is sensing - leaving the map that is pinged back to the user to be similar to a mini-map with contact circles that vary in size with the person, droid or vehicle it is sensing.

The longer the droid is left in play, the more detailed the map and the details within become. Within the first round of being engaged the map is complete but the contacts are simplistic circles and when they move their circle on the map is updated every two seconds. After the second round of being engaged, the map is detailed and the contacts movements are displayed without any kind of noticeable delay.

Senar droids rely heavily on their stealth capabilities to avoid being detected in the first place as they are, ultimately, rather delicate pieces of equipment. This does mean that their broadcast can be interrupted by a swipe of a hand but will come back if the droid is left alone. If the droid is hit with a strong physical hit or a blaster bolt, the droid will break down.

LEGALITY
Restricted. As spy software this is heavily restricted even amongst Mandalorians.

INTENT
To create a recon-based prestige item for Mandalorians.

RESTRICTIONS
Restricted to Mandalorians only. Offered only to Mandalorians who earn the right to have them. They will be very rare even inside the Mandalorian crusade and would need to be recovered from these rare Mandalorian warriors to be used by non-Mandalorian characters.

 
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