Updates-1

Galavant

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Getting started on the Kajidics rewrite, starting with Addipos. The following ones covering the actual council members will also contain the information on the Kajidic as well. In general things should be more streamlined, and standardized, removing a lot of extraneous information from the writeup, and code that doesn't need to be there.

Given the length of the Kajidic's themselves, I'm thinking we have every one be a separate a post after the general "This is the Grand Counc blah blah" one that also has the Grand Lord.


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Hutt Cartel
The Council & Clans


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The Hutt Kajidics are massive organized crime and business syndicates run as families by the Hutts. They have their hands in all kinds of criminal ventures. Unlike most usual crime syndicates that operate in secret, the Hutt clans operate out in the open, claiming leadership over dozens of worlds. The Kajidics employed those of all species as vassals and employees, ranging from species like humans to the Nikto and Gamorreans.

Although all members of the Hutt Cartel serve the overall interest of the criminal organization, soldiers through Captains are organized amongst the most influential and powerful Hutt Kajidics, with each family led by the most powerful member of the clan.

Though once in constant conflict with each other, the Hutt clans were most recently united by Vero the Hutt and order was maintained through the Hutt Grand Council, the ruling body of the entire Hutt species, Hutt Space, and Hutt clans. Despite the relative peace of the current period, some of the rivalries have persisted through centuries, if not millennia. Feuds between the Besadii and Desilijic, and the Velora and Kormtha, have only grown more volatile following Vero the Hutt’s death. Recently Anjiliac has made moves against Besadii that threatened to plunge the entirety of Hutt Space into Civil War, but cooler heads were able to prevail before the leader of Besadii could be killed. Now the balance of power has shifted, as have many of the alliances in Hutt Space.

These conflicts have somewhat settled into a low level fighting on the streets under the rule of the Addipos the Hutt, but could spill over into a full scale Clan War if the delicate balancing act is not maintained. Velora has recently started making moves against the weakened Besadii with Anjiliac backing the former, and Kormtha allying itself with Besadii against their old Velora foe. Desilijic meanwhile sits in a more neutral position attempting to play both sides without getting burned, eager to see their rival Besadii fall, but not eager to see them replaced by an even stronger Velora. Meanwhile Addipos, the current Grand Lord struggles to keep these conflicts from spilling over, while at the same time fending off threats and challenges from abroad, and still allowing the Cartel's influence to corrupt worlds further out from its borders.

ADIPPOS THE ELDER, GRANEE LORDA
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Adippos the Elder is one of, if not the, oldest Hutts livings and responsible for a great deal of the success of the Cartel. A figure in the background whose influence has molded the Cartel into what it is today while others operated more overtly.

The Hutt responsible for the rise of the Ona'bak Retrade, dealings with the Chiss, dealings with Thyferra, Rothana's restoration and more. Addipos' influence is immense, and those that are aware of the role he's played in the Cartel's rise both fear and respect the power he wields. Those that don't soon will, as he has assumed the role of Grand Lord.

Having ousted Borga for allowing the Cartel to fall to both rancor and inaction on a galactic scale, Addipos assumed the position with support from the Council. But as Grand Lord he has discovered that his influence might not go as far as his predecessors. The infighting that had started between the Kajidics could not be stopped, and instead the Grand Lord had to settle with limiting the scale of the conflicts.

Under his rule the various Kajidics jockey for power and position within the Cartel, but any that threaten to undermine or damage its status with their actions will soon find that they have made enemies of Addipos and all the other Kajidics.

Addipos is an incredibly egotistical Hutt, and has little regard for his fellow Hutts. He only really sees himself as a supreme being, at least better than pretty much everyone else in the galaxy. And he'll be damned if he's going to let some Empress, Rebel, or idiot Lorda threaten everything he's worked so hard to build.


FEENA VELORA DANABBA, LORDA
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Feena the Hutt has been Kajidii of Velora for over 400 years, and she didn't get to that position without breaking a few skulls. Fending off challengers from within Velora and without, she rules the Kajidic with an iron fist, and an incredibly vicious streak. She believes firmly in the superiority of Hutts above the other species, and is perhaps the most cruel slaveholder in Hutt Space.

Generally disliked by the members of the council who try to promote a more "civilized" image, Feena embodies the vicious and thuggish nature of her Kajidic. Under her rule Velora rose to a position of prominence, corning the slave market, and establishing a presence on worlds such as Gamorr. Feena is well known for promoting a return to the old ways, hearkening back to an era when the Hutts were a warrior species feared across known space.

With the recent shakeups on the Hutt Council she has put her Clan's famous rivalry with Kormtha on hold. Seeing weakness in the Besadii she has started making moves against them, and isn't afraid to bend or break the rules to see Velora gain power at their expense. But she is still aware that if she were to make any move towards an actual war with the Besadii, the others would (especially the hated Kormtha) would swarm over Velora and swiftly destroy the Kajidic.

So for now she has kept things limited to low level gang warfare. Knocking off a lieutenant here, stealing a drug shipment there. But ever on the watch for an opportunity to make a bolder move against any Clan she feels is showing weakness.
FAMILY
Lejo Velora Danabba (Sibling)
Amseth Velora Danabba (Sibling)
Suutrar Velora Danabba (Offspring)
Sygti Velora Danabba (Offspring)
Saubio Velora Marnath (Cousin)


Laarat Velora Diaba (Cousin)
Valo Velora Diaba (Cousin)
Zeno Velora Wessiri (Relative)
Tanna (Huttlet)

KAJIDIC VELORA
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Kajidic Velora is well known for being nasty, brutal, and thuggish. Heavily involved in the slave trade, Velora represents the more straight forward, and despicable aspects of organized crime in Hutt Space. It often seeks out those who are more interested in extremely violent activities, and promotion in Velora is usually achieved by engaging in lots and lots of said violent activities. Of all the Clans, Velora is the most likely to try to pick a fight with another, but at the same time it's also the most likely to back down at a show of strength. It's not for no reason that Velora has a reputation for being little more than a group of opportunistic thugs.

When it comes to the slave trade, Velora's influence can be felt throughout the galaxy. With the general lack of law in the southern portions of the Galaxy, and the Imperium's outlaw of slavery, the Clan has been able to gain a much bigger share of the market, and thus grow much more wealthy. It has operations and interests on worlds such as Ryloth, Ragna III, Alzoc III, Chroma Zed, Karazak, and Zonju V. Within Hutt Space, its operations can be found on most any world, especially on worlds that have historically had a strong association with slavery.

Complimenting the Clan's lust for violence, and involvement in the slave trade, is its interest in gladiator fights. With the recent disappearance of Borga, it's started to encroach more and more on the gladiatorial arenas that were once his domain, and has started gaining a reputation for hosting some of the bloodiest matches in the galaxy. Generally Velora tries to keep more localized fights it's involved with from ending in death, as it tends to waste talent that could be better spent in a larger venue. Gladiator fights are from the only bloodsport they're involved with however, and in general any organized fighting involving any creatures will have some form of Velora involvement.

The more "mundane" activities Velora is involved in tend to center around providing hired muscle, extortion, and just generally breaking things. More recently the Clan has started making attempts to move in on Besadii's involvement in the drug and weapons businesses, but nothing much has come of these attempts as of yet.

HEADQUARTERS
Gamorr​

IMPORTANT WORLDS
Sleheyron, Jilrua, Nar Kreeta, Rorak IV​


ELARA BESADII DOGI, LORDA
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Elara is the new Kajidii of Besadii, replacing the imprisoned Sheeba Pazda Besadii Dogi as the leader of the clan, and a member of the Grand Council. Elara is notably more reserved than her predecessor, with a stronger will, and less susceptibility to suggestion. She is much more straight forward, and to the point. The hope of many Besadii is that she will be leader less prone to anger than her predecessor.

Although her reign has only just begun, Elara already finds herself dealing with a large number of problems and challenges that threaten to drag Besadii down. Movements by the Velora and Anjiliac encroaching on Besadii business, the age old rivalry with Desilijic, and more. Nevertheless Elara faces these problems with a calm and calculating mind, and guns. Lots and lots of guns.

Her ascension to the head of Besadii rests on her skill as a weapons manufacturer, and (semi)legitimate businesshutt. Though her time as Lorda has been short, already she instituted a number of reforms within Besadii, consolidating resources, strengthening security, and increasing the clan's involvement with bounty hunting enterprises. Though like her predecessor, Elara enjoys the finer things such as art, but doesn't let them interfere with Besadii operations.

Anyone who thought Besadii was down for the count after the arrest of Dogi has another thing coming, and may have unwittingly strengthened the clan. Elara is ruthless, patient, and calculating. And will stop at nothing to regain what has so recently been lost, and teach those who threatened her Kajidic the price for doing so.
FAMILY
Otto Besadii Dogi (Sibling)
Ze Besadii Dogi (Offspring)
Aama Besadii Nuruodo (Cousin)
Qore Besadii Nuruodo (Cousin)
Broca Besadii Diori (Cousin)


Catta Besadii Diori (Cousin)
Arroyo Besadii Diori (Cousin)
Zier Besadii Fir (Relative)
Bezor Besadii Fir (Relative)
Tooga (Huttlet)
Theter (Huttlet)

KAJIDIC BESADII
HEADQUARTERS[/COLOR][/SIZE]
Lannik[/CENTER]

IMPORTANT WORLDS
Tatooine, Circumtore, Diyu, Toydaria​
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[COLOR=#3399f]GAJA DESILIJIC VUUL, LORDA[/COLOR]
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Born in 201 ABY, Gaja Desilijic Vuul is a venerable Hutt who, despite his risky lifestyle choices, has lived an extremely long and fulfilling life.

Gaja was a distant relative of the ruling Desilijic Kajidii at the time. For his first few centuries of existence, he was granted the wealth and opulence befitting a Hutt of his clan with none of the responsibilities of leadership.

Spurning some of the passively hedonistic choices of other Hutts, Gaja instead developed a need for something entirely unnatural for Hutts. He fell in love with the idea of speed. As a Huttlet, he grew interested in the various swoop races and circuits throughout Hutt Space, and the childish idolization of famous swoop jockeys eventually developed into an envious desire to join their ranks.

Racing in staged contests, Gaja lived a hundred years in total bliss. Those who publicly suggested the races were anything but genuine testaments to his skill or, worse, laughed derisively at the unusual sight of a Hutt flying rapidly through the air were summarily executed.

Taking control of the Desilijic clan in his later years, Gaja has reluctantly decreased the number of races he actively participates in while expanding the family's control of galactic racing circuits. Neutral politically, Gaja simply wants to promote the race industry. But with recent tensions he finds that he has been forced to take a more active role in fending off those who would mistake his neutrality for weakness.
[COLOR=#3399f]FAMILY[/COLOR]
Renzo Desilijic Vuul (Sibling)
Cofi Desilijic Vuul (Sibling)
Zerz Desilijic Vuul (Offspring)
Seevi Desilijic Vuul (Relative)
Torga Desilijic Tiure (Relative)


Jodo Desilijic Tiure (Relative)
Neo Desilijic Tiure (Relative)
Jennen Desilijic Aarrpo (Cousin)
Lunada Desilijic Aarrpo (Cousin)

[COLOR=#3399f]KAJIDIC DESILIJIC[/COLOR]
HEADQUARTERS[/COLOR][/SIZE]
Syvris[/CENTER]

[COLOR="#3399f"]IMPORTANT WORLDS[/COLOR]
Lyran IV, Arami, Hollastin, Keldooine​
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PETAR ANJILIAC AQUILA, LORDA
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Petar Anjiliac Aquila is the youngest and by far most ambitious member of the Grand Council. In his youth he was surrounded by some of the galaxy's most exotic gems and ores found throughout the galaxy, as well as being exposed to the darkest of spice mines. His lust for rare and precious gemstones is rivaled only by his appetite for bizarre and expensive delicacies.

While uninterested in most in the galaxy's problems and politicss, he is very interested in the internal statecraft of the Cartel itself. The Imperium and slow-developing rebellion have little to offer him that he does not already possess, or that is within his grasp in Hutt-controlled or independent space. Greedy, he is extremely frugal in his spending and is well known within the Cartel as a miser, even when it comes to his own soldiers and advisors. Holding direct control over half of the Cartel's spice operations certainly provides him with leverage with the other families, especially those with spice trades.

His fixation on mines has also led the Anjiliac Kajidic developing into one of the most efficiently ruthless terraforming and industrializing organizations in the galaxy. Through various shell corporations, Petar has steered the Kajidic to serving as the major industrial powerhouse in the Cartel. Coupling this is a recent push to make better use of Anjiliac's industry to construct starships for the purposes of piracy, as Anjiliac expands its power in the wake its move against Besadii.
FAMILY
Aria Anjiliac Aquila (Offspring)
Tomax Anjiliac Aquila (Offspring)
Nola Anjiliac Aquila (Offspring)
Bendak Anjiliac Aquila (Sibling)
Tirronos Anjiliac Rhiiba (Cousin)


Bola Anjiliac Stahpa (Cousin)
Ro-Tahn Anjiliac Lotai (Relative)
Bailo Anjiliac Lotai (Relative)
Uhdea (Huttlet)

KAJIDIC ANJILIAC
HEADQUARTERS[/COLOR][/SIZE]
Rothana[/CENTER]

IMPORTANT WORLDS
Point Nadir, Kemix, Ylesia, Aylayl​
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BACKES KORMTHA RAHGOR, LORDA
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Backes Kormtha Rahgor has only very recently assumed the position of Kajidii of Kormtha. With little activity on the part of the previous ruler and Lorda, the human Jack Tamblyn was easily ousted by Backes. Unlike Tamblyn, Backes is very keen on returning Kormtha to the seedier aspects of organized crime.

Very interested in politics, both internal and external, Backes is a devious operator and a has gift of gab that makes him a skilled negotiator. Unlike other Hutts, but like other members of Kormtha, he's also notably more liberal in his views on other species. If this were not the case, a man such as Jack would never have risen to the position of Lorda in the first place.

Backes personally doesn't see other species as being all that inferior, and is more than willing to listen to advice and council from them. He personally sees himself as extremely superior however. The egotistical Hutt sees himself as the "evolution" of organized crime. He considers himself and Kormtha to be more "civilized" than many of the other Kajidics, and willing to innovate and try new things rather than clutch to the old ways.

Though Backes generally doesn't back moves that require the use of force so much, his guile and gift for deception means that when he does, it's almost always to devastating effect. Under his leadership, Kormtha has started to take on a more active role in the Cartel. Strengthening the clan's hold on the information business, and expanding its reach into higher tech criminal activities.
FAMILY
Lor Kormtha Rahgor (Sibling)
Wyrren Kormtha Rahgor (Sibling)
Lor Kormtha Rahgor (Offspring)
Ragna Kormtha Rahgor (Offspring)
Floki Kormtha Rahgor (Offspring)


Rollo Kormtha Josto (Cousin)
Segert Kormtha Josto (Cousin)
Athlestin Kormtha Doofu (Relative)
Largatha Kormtha Solvan (Relative)
Hamil Kormtha Solvan (Relative)
Qoogar (Huttlet)

KAJIDIC KORMTHA
HEADQUARTERS[/COLOR][/SIZE]
Rishi[/CENTER]

IMPORTANT WORLDS
Teth, Du Hutta, Ulmatra, Nimia​
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Galavant

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Rank Update

Not a huge update, just changing the wording here and there to better reflect the Kajidic system, and define some limitations of authority for the Champios and Enforcers.


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Hutt Cartel
Faction Ranks
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Granee Lorda (Grand Lord)
The Granee Lorda is the representative and irrefutable leader of the Hutt Cartel. The rank itself carries true power as the Grand Lord’s word is to be considered law, with any betrayal or disobeying of his word being severely punishable. The current Granee Lorda is Adippos the Elder.


Con Lorda (Underlord)
The Con Lorda is a position within the leadership structure of the Hutt Cartel. The Con Lorda is the primary adviser or counselor to the Granee Lorda, with the additional responsibility of representing the Granee Lorda in meetings both within the Cartel and with external organizations. The Con Lorda is a close, trusted friend and confident, the Cartel’s version of an elder statesman. He is one of the few members of the Cartel not related to the Granee Lorda who can argue with him or her, and is often tasked with challenging the Granee Lorda when needed. They do not hold their own Kajidic however, and the power they have is tied to either the current Granee Lorda or the Kajidic they serve. The current Con Lorda is Mjolla Varneslan, a Champios of the Anjiliac Kajidic.

Lorda (Lord)
The Lordas are the individuals who make up the Lordas' Council, holding elected positions within the ruling echelon of the Cartel. Each Lorda is also the leader of one of the Hutt Crime Families, holding immense amounts of power and influence. The Lorda’s duty is to organize operations to expand and solidify Cartel influence, while ensuring military stability. However they are not always so united, as the Kajidics often vie for supremacy over the others. Lordas often express specialties in their operations, with some favoring illegal sports betting, while others focus on contract mercenary work. Presently, all Lordas are Hutts.


Champios (Captain)
Champios are generally the most important part of a Kajidic, and the Cartel, aside from the Lordas. They have proven loyalty to the Cartel beyond reproach and are trusted with the very safety and security of the Lordas' Council. They are heavily vetted to ensure their loyalty to the Cartel itself, are expected to be devoted followers of the Lorda above them. As leading members of their respective Kajidic they are often in charge of a portion of that Kajidic's illicit activities, and responsible for its success, and expansion. The scale of such activities is generally not large enough for a Champios to operating their own criminal empire in and of itself however. Traditionally, this represents the highest rank a non-Hutt may achieve within the Cartel.

Enforcer
Enforcers have proven their worth in the arena of the galaxy. When a Prospect becomes an Enforcer they are officially invited to join one of the Five Kajdic's, the Hutt Crime Families. This offers them a greater level of authority, as they organize, and lead operations on the "ground level" of the Kajidic. They are made men, and Enforcers in the truest sense of the word as they work to ensure the success of their Kajidic, and the Cartel as a whole. Enforcers run the gamut from big name bounty hunters, skilled thieves, daring smugglers, and burgeoning entrepreneurial minds. Prospects may make it happen, but Enforcers are the ones who make sure the tasks are completed successfully.


Kung (Prospect)
Everyone starts at this rank when they join the Cartel. This rank is specific to newcomers, giving them a chance to learn how the Cartel works, and to prove their worth. Kungs range from fresh-faced mercs, bounty hunters and rookie businessmen and women. As they have yet to earn the Cartel’s trust, or that one of the Kajidic's that make up the Cartel, they have also not earned the Cartel’s money, and work largely for the honor of being a member of the Cartel if promoted.
 

Galavant

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Promotion Update

Minor alterations, to include the new Kajidic system. Made it a bit tougher to get from one rank to another in some ways, but easier in others.


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Hutt Cartel
Promotion Guide
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You are looking to rise through the ranks of the Hutt Cartel, earning power, reputation, a place in one of the major Hutt Crime Families, and more importantly, credits. You have completed missions, earned for the Cartel, and kept it going through hard times with your loyalty. All of your hard work will be tracked and the leadership will decide if your application is worthy or not. You think you deserve the fame and fortune? Go before the leadership and see if you really deserve it.

Post a thread in this forum and make sure to include in the title which position you are applying for. In the post, include the following:

From Prospect to Enforcer:
  • Provide all the threads his or her character did as a member of this faction. (and provide short descriptions of said threads so that the staff has an idea of what's going on)
  • Provide/point out links to at least 5 Cartel jobs the PC did (only two may be solo'd bounties)
  • Choose which Kajidic you wish to join
  • Share how your character has proven his/her loyalty to the faction, and the Kajidic chosen
  • Also, you must have at least one Enforcer, or higher, ranked PC vouch for him/her or have participated in a Battle or Skirmish on behalf of the Cartel
From Enforcer to Champios:
  • Provide all the threads his or her character did as an Enforcer of this faction (and provide short descriptions of said threads so that the staff has an idea of what's going on)
  • Provide/point out links to at least 10 Cartel jobs the PC had completed while an Enforcer (at least four need to be missions)
  • Share with us how your character is going to support the Cartel, and the Kajidic they are a member of. How have they contributed to both already?
  • Also, you must have at least one Champios, or higher, ranked PCs vouch for him/her, or have participated in a Battle or Skirmish on behalf of the Cartel as an Enforcer

NOTE: If any of these points are not addressed in your application, it will be rejected, without exception.

What counts as a Cartel Job?
A Cartel Job, is basically any mission, bounty, battle, skirmish, or thread that moves the story of the Cartel forward that your character has participated in. Players may complete any combination of these in order to achieve a new rank, but only a limited number may be of the "solo bounty" variety, and all must be completed prior to the application or it will be rejected. If you are wondering whether or not a thread counts as a Cartel Job, do not hesitate to contact a member of the Cartel Leadership.

Vouching
In order for you to rise through the ranks you must have a higher ranked member vouch for you. Whether you do something to earn their trust, or you set up a meeting and ask, this must be an IC detailed thread to be included in your application. Alternatively participating in a battle or skirmish on behalf of the Cartel will county as vouch, as there is no greater display of loyalty than putting your life on the line for the organization.
 

Galavant

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Add an asset update

So everything's being limited a lot more. Shit has seriously gotten out of hand with the faction basically being a bunch of people doing hard work, and then a handful of people holding more things than entire Independent Factions with the whole "well it's Cartle owned" thing being used as a very blatantly obvious attempt to circumvent forum rules on these things. And in many cases these members aren't even all that active (if they are at all) and IC shouldn't have that level of authority in the first place based on their position, rank, and involvement.



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Adding a Cartel Asset

So, you want to make your way up the Criminal/Corporate Ladder? You want to get a share of the action in the Cartel? Good for you! Everyone should be willing and able to muck in and help out, and in return their characters who stick on the Cartels side, can stick on the Cartels sizable pay packet! However, we just need to make sure its all done within the rules! So read on!

If you have any questions regarding the rules, and how you can help the cartel or set up an Asset, PM a member of the Cartel Leadership.

Adding to the Cartel - Step-by-Step Guide
Written by Hutt Leadership & Nor'baal

The first thing you should do if you want to see a new asset added to the Cartels list that either your character started, or you think would just be a pretty neat idea, is to shoot a PM to the Cartel Leadership. Whilst you probably cannot wait to get started with your new business idea, it is important just to let us know first, and also to see if such a thing would be feasible. It is important to remember, regardless of whether the business is started by your character, a coalition of characters, or just a group of NPC’s you decide you want to write up, that any business will need to start small, and isn't going to compete with faction level assets in terms of scale.

Now comes the easiest part of the process - waiting for a reply. It also happens to be the most boring bit of the process. Unfortunately that cannot be helped. The reply may take a few days to come back to you, so bare with us, the Leadership Team are busy both in real life, and in running the faction itself, and we may need to discuss your idea with the Admins, and amongst ourselves. As soon as we have a response for you, we will get back to you straight away.

Read the reply, and work with the Team to make this idea work. Now, getting feedback on your idea is really important, and honestly, it can be a little hard reading that some of the things that you wanted to do cannot be done, or need to be changed a little bit. We want you to succeed just as much as you do, and are here to help, so work with us to shape your idea into something the Cartel can put to great use!

Work on that write-up! Seeing as at this stage you have been given the ‘all clear’ by the FL’s, you are good to get cracking on the original foundations of the asset so that it can be formally put up on the assets list. So, write one up in the style of those shown on the assets thread and send it to a member of the Cartel Leadership for approval! I hate to mention this, but keep in mind that until you get to this stage, the business/asset/operation cannot be used in RP.

Next, it is time to grow that business! You can do this in a number of ways, and if you are unsure of anything, at anytime shoot an FL a PM:
  • RP’ing out Missions involving your asset. You're asset can grow in a number of ways, but they must be RP'd out, at an appropriate pace. With enough growth it may even become an important Faction Asset, where in order to continue financing its growth, ownership is more formally transferred to the Cartel (or the Kajidic you are a member of) while your character manages things. You can do anything involving your asset, whether it's a simple meeting or an important story thread.
  • Designing Products as tech write-ups. Note that you're not going to be mass producing things, or building an army of tanks however. Keep it reasonable. What do character's need? What could you make with the resources at your disposal.
  • Forming contracts and deals with other players, or NPC’s - make sure to speak to the FL’s about this first however.

Asset Size to Character Rank Ratio

Now, with an Organization like the Cartel, your standing with leadership affects what you can operate, so - higher rank, bigger business, more moolah for you. The size of operation to rank is as follows:

  • Prospect - Nothing - You spend most of your time groveling to join the cartel, so you will not be trusted with assets. However coming up with an idea for one, and presenting it ICly will go a long way to seeing that promotion! Please do remember nobody stays as a prospect for too long!
  • Enforcer - Small - You're not really running a corporation or a massive band of mercenaries at this stage. What you can do is get a few other PC's, a basic building or two like a cantina or workshop, and start getting to work building things up. No more than 5 non-combat NPC's, without exception.
  • Champios - Large- As a Champios you may have a larger asset, and grow at a quicker rate. You won't be running your own criminal empire, or become an Independent faction unto yourself however. Keep things limited to a ship or two, or a fabrication center, or a base of operations for a mercenary band. Please do not include an egregious amount of NPC's, and ensure they are not an important factor in combat. Remember for your asset to grow further in size you will need more funding than can reasonably be gathered by a PC, and will thus need to talk to the Cartel Leadership about making it a Faction Asset proper in order to expand.

Things to Remember!

Also, it is vital to remember that the Assets your character/coalition makes, will not be owned by your character - simply run or managed by them - they will be owned by the Cartel Faction. Your character will only manage it as part of the Cartel’s overarching operations and syndicates - not as an individual piece of property. While at a smaller level, the Asset is more "yours" at a higher level greater amounts of it will be more formally owned by the Cartel itself as a proper Faction Asset, and thus other people may make use of it as well.

While this may seem unfair, it actually gives you much larger room to work with. As individuals can only own assets a certain size, as deemed by the admins, and we don't want people simply getting around that by saying "it's a Cartel Asset". This is done to prevent abuse that was seen in the past, where a person would own more than entire Independent Factions, and skirt around the rulings even when they were the only ones using it. Thus, you must be willing to give the Cartel an increased presence in your Asset and participation from other members if you wish to grow it to larger levels.

Activity is important in keeping Assets. If your Asset is still small, it will simply be archived, and can be brought back out when you are active again. If you are inactive for an extended period of time, taken off the roster, or your character becomes unable (or is deemed so) to run them - then they shall be taken away and possibly given to someone else or revert to NPC control if things are at the Faction Asset level for it. However, you will always be notified, and their will be IC reasons for, as well as a period of communication to make sure everyone understands what is going on. In the unlikely event of this happening, FL’s are on hand to talk over what’s happening. We do not ever want to take things away from you, or damage your characters for any reason, ever - we are on your side! However, we can't stall other members for one person's benefit, and ICly, the Cartel will protect its investment with bone-jarring efficiency.

Pre-Existing Faction Assets

Provided there is nobody already overseeing an asset that catches your eye, you can always - should you be of the correct rank - apply to run it yourself. As well as this, in running that Asset for the Cartel, do not be to concerned about getting greedy and making some money on the side - the Cartel is hardly made up of honest folk after all. For example: You oversee a large shipping company, it would be silly to not stick a few crates of spice in their off the record. Just - do not get too greedy, and make sure it makes a good story should you want to do it, just PM the FL’s for guidance! On an OOC level, remember that you must be active in order to keep this position, otherwise we'd just have a bunch of Faction Assets sitting there unable to be used to their fullest effect because of possible absences.

If you wish to apply, please use this template:

Username:
Character Name:
Character Rank:
Name of Asset:
Why choose me!:

And PM it to a member of the Cartel Leadership.
 

Galavant

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Roster Format Update

8aE019J.png
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Hutt Cartel
Member Roster


Granee Lorda
Addipos the Elder



Con Lorda
Mjolla Varneslan



Lorda

VELORA

Example Exampleton



BESADII

Example Exampleton



DESILIJIC

Example Exampleton



ANJILIAC

Exmaple Exampleton


KORMTHA

Example Exampleton





Champios

VELORA

Example Exampleton



BESADII

Example Exampleton



DESILIJIC

Example Exampleton



ANJILIAC

Exmaple Exampleton


KORMTHA

Example Exampleton





Enforcers

VELORA

Example Exampleton



BESADII

Example Exampleton



DESILIJIC

Example Exampleton



ANJILIAC

Exmaple Exampleton


KORMTHA

Example Exampleton




Prospects
Example Exampleton
 

Galavant

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Joined
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8aE019J.png
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Hutt Cartel
Naval Forces
ky2LRt8.png
More than any other institution in Hutt Space, the Cartel Navy shows how the organization blurs the lines between legitimate interstellar power, and criminal cabal. Unlike powers with a formal military, the Cartel does not host academies, mandatory training courses, and most certainly does not enforce insignificant rules such as a dress code. Instead, members of the Cartel Navy are recruited from the smuggling, pirate, private military, and other space-based organizations that come under its sphere of influence. They are typically seasoned spacers and are paid quite handsomely for their services in what would be officer roles in other navies. What would be the enlisted members run the gamut from kids fresh off the farm to veteran spacers who worked their way into the Cartel's employ along with their Captains.

The main goals of the Cartel Navy are the defense of Hutt assets, the economic undermining of competitors, and increasing the economic might of the Cartel. The last of these roles is the largest, as the Cartel's ships act as a vast merchantmen armada, shipping goods to and from the borders of Hutt Space. The merchantmen aspect also acts as go between for the various smuggling rings under or affiliated with the Cartel, providing safe drop-off points for illegal merchandise, and also bringing that merchandise to smugglers for them to ship into systems beyond Hutt control.

In the role of an engine of economic undermining it can be seen as a massive pirate fleet, preying on ships to weaken independents, and rivals while at the same time increasing its own wealth with the goods captured. The only rule against this hunting is that it cannot occur in Hutt Space itself without permission from the higher ranks of the Cartel, making Hutt Space look comparatively attractive to traders and shipping organizations than the systems raided by the Hutts. In its defensive role, the Cartel Navy safeguards systems controlled against other pirate threats, and especially against the might of the Imperium on its northern border which represents the biggest threat to Hutt gains.

The ships of the Cartel Navy are a hodgepodge of different designs, ranging from MandalMotors products, to remnants of the repossessed Chiss fleet. Many are retrofitted civilian designs that further bolster the number of ships available, and massive stations can be found throughout Hutt Space as safeguards of the Cartel's turf. The organization of the Cartel's Navy is simple, but efficient, intended to be easily familiar to any spacer which joins up. The Capital Ships of the Cartel in particular are organized in the following fashion.

FLIGHT
(6 ships)​
SQUADRON
(2 flights; 12 ships)​
WING
(6 squadrons; 72 ships)​
20 LIGHT FLEETS
(1 Capital Ship, 1 escort Flight)​
10 HEAVY FLEETS
(3 Capital Ships, 1 escort Wing)​
4 RESERVE FLEETS
(15 Capital Ships, 2 escort Wings)​
4 FORTRESS FLEETS
(30 Capital Ships, 5 escort wings)​

Smaller craft are organized in a similar fashion, but typically aren't organized into units bigger than wings. Most sectors typically have a pair of Light Fleets, and a Single Heavy fleet, while Economic Zones have a reserve fleet, and Fortress Fleets are anchored only at Sleheyron, Gos Hutta, Mulatan, and Y'Toub. The Economic Zones are division of Hutt Space that help define regional operations, and ensure the various shipping, smuggling, and pirate groups under the Cartel banner don't step on each other's toes. The Cartel Navy has approximately "one quarter of the capital ships that the Imperium has."

Northern Economic Zone​
Klaatooine Sector-Alee/Chalacta Sector-Sleheyron Sector-Moralan Sector​

Raid Stations: 10
Gargantua-2 Stations: 15
Granee Lorda Battle Stations: 2
Moralan Sector, T-10​




Bootana Hutta Special Economic Zone​
Bootana Hutta Region​

Raid Stations: 3
Gargantua-2 Stations: 7
Granee Lorda Battle Stations: 1
Bootana Hutta, S-10, S-11​



Gos Hutta System
-Gos Hutta I​
-Gos Hutta II​
-Gos Hutta III​





Kor Anjiliac System


Kor Besadii System


Kor Desilijic System


Kor Gejalli System


Kor Hestilic System


Kor Hunamma System


Kor Jiramma System



Kor Nijiladii System


Kor Oktanivii System


Kor Trinivii System


Kor Usilic System


Kor Utoradii System


Kor Vosadii System





Saki System
-Sakiya
--Sakiya Moon​


Mid-North Economic Zone​
Toydaria Sector-Varl Sector-Nar Haaska Sector-Aduba Sector​

Raid Stations: 5
Gargantua-2 Stations: 10
Granee Lorda Battle Stations: 2
Toydaria Sector, R-11​

Toydaria System
--4 Moons​
-Nubisa
--1 Moon​
--3 Moons​
-Ziux
--24 Moons​
--13 Moons​
-Fii
--1 Moon​



Varl Sector, S-11​



Cyax System
-Cyax
--Da Soocha V[DISALLOWED]
--Napdu
--Two Other Moons, Minimum​



Du Hutta System

Nar Haaska Sector, T-11​









Cignet System
-Presumed Large Orbital Body​


Zabba System
-Zabba I (Assumed)​
Aduba Sector, U-11​


Aduba System
-Auba I
--1 Moon​
--2 Moons​
--7 Moons​
--1 Moon​


Klytonia System
-Klytonia (Assumed)​


Rigel System
-Rigel's I-VI (Assumed)​


Turrani System
-Turrani (assumed)​





Mid Economic Zone​
Nixor Sector-Jilrua Sector-Y'Toub Sector-Ylesia Sector-Teth Sector​

Raid Stations: 8
Gargantua-2 Stations: 13
Granee Lorda Battle Stations: 3
Y'Toub Sector, S-12​


Y'Toub System
--2 Moons​
--4 Other Moons​
--2 Moons​
--18 Moons​



Hollastin System
-5 to 6 Other Worlds (assumed)​





Rorak System
-Rorak I-III (Assumed)​

Teth Sector, U-12​


Teth System
--12 Moons​
--2 Moons​
--1 Moon​
--31 Moons​
--15 Moons​







Clantaano System
-Claantano I & II (Assumed)​
--2 Moons​





Mid-South Economic Zone​
Lannik Sector-Nar Kaaga Sector-Syvris Sector-Daluuj Sector​

Raid Stations: 2
Gargantua-2 Stations: 7
Granee Lorda Battle Stations: 1
Lannik Sector, R-13​


Lannik Sector, R-13​

Leresen System
-Leresen (Assumed)​

Lannik Sector, R-13​

Ord Drycoll System
-Ord Drycoll[DISALLOWED]
--Presumed Asteroid Debris Field​


Daluuj Sector, U-13​


Daluuj System
--2 Moons​


Roti-Ow System
-Altor I-XIII (Assumed)​


Dodz System
--2 Moons​


Southern Economic Zone​
Holess Sector-Kolanda Sector-Gamorr/Shola Sector-Manda Sector-Rishi Sector-Rothana Sector​

Raid Stations: 7
Gargantua-2 Stations: 8
Granee Lorda Battle Stations: 2
Kolanda Sector, S-14​





Kemix System
-2 Other Orbits​


Morgania System
-Morgania (Assumed)​


Nimgorrhea System
-Nimgorrhea (Assumed)​


Rotas System
-Rotas I-IV (Assumed)​

Gamorr Sector, T-14/Shola Sector, U-14​


Opoku System
--2 Moons​
--1 Moon​
--13 Moons​


Tammuz-an System
--2 Moons​


Chuzalla System
--1 Moon​



Dersonn System
-Dersonn I & II (Assumed)​





Tatrang System
--3 Moons​
--3 Moons​
--2 Moons​
--23 Moons​
Manda Sector, R-15​




Velossia System
-Velossia (Assumed)​


Gansett System
-Gansett (Assumed)​



Devros System
-Devros (Assumed)​
Rothana Sector, T-15​





Quiberon System
-Quiberon I-IV (Assumed)​

 

Galavant

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Everything in italics came straight from the Retrade fleet. Everything in red has been purchased/acquired. This list is also incomplete as we expect to have more ships being purchased in a campaign run later on. Everything in blue is from the Chiss Immortal fleet. Everything in purple is the Chiss fleet.

Warships

Serenno-class Destroyer - x1
Teroch-class Star Destroyer - x1
Stronghold-Class Battlecruiser - x4
Juri-Class Medium Transport - x9
Phalanx-Class Frigate - x5
Stathas-class Adaptive Gunship - x10
Haranov-class Gunship - x10

Kajil-class Star Destroyer - x5
Hammerhead-Class Dreadnaught - x3
Destiny-class Destroyer - x3
Skira-class Star Destroyer - x3
Vector-class Fleet Carrier - x3
Legacy-Class Assault Cruiser - x2
Ferox-class Frigate - x7
Drake-Class Corvette - x5
Valkyrie-class Corvette - x3
Storm-class gunship - x5
Keldabe-class Battleship - Heavy Cruiser - x3
Crusader-class Gunship, MK VI - Corvette - x8
Siren Class Assault Frigate - x75
Modified Dolabra-class Mining Barge - Medium Freighter - x10
Modified Action IX Transport - Light Frigate - x8
DP40 Gunship - Corvette - x10
Rendili SpaceGun - Heavy Gunship - x15
SXS-33 Courier Vessel - x30

Freighters & Transports

Salvator-class Medical Cruiser - x3
Modified BFF-4 Bulk Freighter - Medium Freighter - x5
Modified GR-75 Medium Transport - Medium Transport - x8
SXS-1337 Trans-Atmospheric Shuttle - x250
T-4 THOR Heavy Gunship - x250

Starfighters

M12-A Dunelizard Assault Starfighter - x150
M9-C Scyk Light Interceptor - x200
Mk. 4 Nssis-Class Clawcraft - x205
Nyr-Class Bomber - x75
T-75 "Warhawk II" Scout Fighter - x165


Drone
Defense Drone - x200



Kajil-class Star Destroyert


(click here for alternate view; front)

( 2,700,000,000 )

Manufacturer: MandalMotors
Production Line: SD Series
Model: Kajil-class Star Destroyer
Affiliation: Mandalorians
Availability: Mass Produced
Modularity: Low (full overhauls possible, but costly)
Composition: Titanium-Reinforced Alusteel (hull & frame), Quadranium & Durasteel (internal superstructure), Reinforced Duraplast (layered shell protecting CIC)
Ownership: Chiss Ascendancy

Description:

The Kajil may be dwarfed by the dreadnoughts of the Alliance, Imperium, and Mandalorian Clans, but it has no equal in firepower. It is a symbol of power, authority, and a reminder of the overwhelming force that can be unleashed upon those that pose a threat to the Ascendancy.

A hangar bay located in the bow carries a small complement of alert fighters that can be launched quickly to intercept enemy craft without compromising the integrity of the assault complement housed within the larger ventral hangar bay.

Classification: Star Battlecruiser/Dreadnought

Length: 6 km

Power Core Generator/Reactor: MandalMotors CLR-17 Hypermatter Reactor, EX-42 Emergency Power Generators (4)

Hyperdrive Rating: Class 0.65 (class 2.0 backup)

Minimum Crew: 14,400
Optimal Crew: 34,000

Armaments: Ultra-Heavy Megamaser Cannons (20; turreted, triple barrel rotary configuration; ten dorsal, ten ventral), Heavy Megamaser Cannons (120; single barrel, concealed beneath retractable armor plating), Megamaser Cannons (180; single barrel, concealed beneath retractable armor plating), Maser Cannons (80; quad barrel, concealed beneath retractable armor plating; allocated to point defense), Light Maser Cannons (60; turreted, single barrel; allocated to point defense), Heavy Concussion Missile Launchers (24; twelve located in the bow, six starboard, six port; 144 missiles held in ammunition storage), Heavy Military Grade Shield Generators (multiple)

As with all Mandalorian designs, the armor plating concealing many of the weapon systems can be retracted either automatically or manually using hand cranks and gear wheels.

Non-Combative Attachments: Military Grade Sensor Array, Military Grade Navigation Module, Military Grade Electronic & Cyber Warfare Module, Advanced Life Support Module, Heavy Tractor Beam Projectors (30), Escape Pods (200), Armed Life Pods (100)

Hangar Capacity:

Ventral Hangar Bay - Starfighters (144; two wings), Bombers (72; one wing), Dropships/Shuttles (48; four squadrons), Landers/Cargo Haulers (24; two squadrons), Capture Bay (capable of handling light frigate scale craft or smaller)

Bow Hangar Bay - Starfighters (24; two squadrons), Bombers (12; one squadron)

Passenger Capacity: 25,000
Cargo Capacity: 100,000 metric tons
Consumables: 4-6 standard years

Sublight Speed and Maneuverability: 55-65 MGLT (equipped with eight of the most advanced engine units ever created by MandalMotors; Very quick to accelerate & maneuver)

Destiny-class Destroyer


Manufacturer: Chiss Engineering Systems
Production Line: Naval Power Initiative
Affiliation: In service with the Chiss Ascendancy
Modularity: Moderate, for specialization as needed
Composition: Armored Duralium-lanthanide alloy (heavy)

Classification: Battlecruiser
Role: Cruiser, Breakthrough, Carrier, Mainstay Capital Ship, Missile Ship, Support ship
Height: 1,200 meters
Width: 900 meters, 3000 meters wingtip to wingtip
Length: 4,500 meters

Power Core Generator/Reactor: Antimatter
Hyperdrive Rating: Class 1.2
Sublight Speed and Maneuverability:65 MGLT, fast for ship's of its class, highly maneuverable

Crew: 23,000
Passenger Capacity: 22,000 (troops)
Cargo Capacity: 25,000 tons
Consumables: 2 years

Armaments:
Type-17 Heavy MegaMaser Batteries (20 Batteries, 4 Cannons per Battery)
Type-62 MegaMaser Batteries (30 Batteries, 4 Cannons per Battery)
Type-13b Ion Cannon (20 Batteries, 4 Cannons per Battery)
Mk. 2 Assault Concussion Missile Tubes (75 tubes, 10 missiles per tube)
SV-34 Point Defense Maser Cannons (50 dual cannon turrets)

Non-Combative Attachments:
Navigation Computer
Advanced Sensory Array
Communications Array with encryption capabilities
Shielding (heavy), combination ray and energy shields with generators spread out across the hull, regenerating capabilities through backup shield generators
Numerous droid repair teams
HoloNet transciever
Medical Bay
Hundreds of escape pods
Electromagnetic Countermeasures
Command Center capability for planetary invasions


Complement:
Mk. 4 Clawcraft (48)
R-34 Lightning Interceptor (28)
Nyr-class Bomber (48)
Transport shuttles (15)
Storm-Class Gunship (100)
Various amounts of land vehicles and equipment


Description:
The Destiny-class Destroyer serves a variety of purposes. It's primary purpose is a mainstay cruiser that can lead the charge, absorbing punishing amounts of damage. Although not as heavily armed as others of its class, it makes up for this by being faster and more maneuverable then its opponent and can rush its enemies and engage them at close range. The ship also has long-range striking ability, armed with considerable amounts of concussion missiles and a hefty complement of starfighters. Its protection systems allow it to smash through enemy lines and release its fighters like bees from a beehive to engage the enemy at close range.

It can also lead the way for ground invasion, and can carry a large complement of land troops and their equipment. Smashing through a protective fleet and then absorbing planetary fire, it can release its starfighters for aerial bombardment that support a troop landing. Its complement of gunships and troops are safely inserted onto the planet. Its bridge is equipped to act as a command center for such assaults.

A strong offensive ship, this destroyer strikes at the enemy with its fighters and is designed to bring the fight close and personal with the enemy. Its missiles allow it to wreak havoc at range if its target is too fast for it.

Its forward hull is the strongest point of the ship. The wings and sides of the ship, although weaker than the rest, are not only designed to take damage while dealing it out, but are significantly stronger than other capital ship's normal armor. Essentially, the Destiny sacrifices guns and speed for overwhelming armor and shields. Cannon batteries are efficiently placed all down the ship's sides and wings, with all missiles placed in the wings for efficient forward fire. The hanger may be accessed from the underbelly of the ship, allowing for ease of deployment for fighters while creating difficultly for enemy boarding.

Skira-class Star Destroyer


(click here for enlarged image)

( 760,000,000 )

Manufacturer: MandalMotors
Production Line: SD Series
Model: Skira-class Star Destroyer
Affiliation: Mandalorian Clans
Availability: Mass Produced
Modularity: Low (full overhauls possible, but costly)
Composition: Titanium-Reinforced Alusteel (hull & frame), Quadranium & Durasteel (internal superstructure)
Ownership: Sith Imperium, Chiss Ascendency

Description:

If unbridled fury and a unquenchable thirst for vengeance could be poured into a mold and forged into a machine of war, the Skira would be the end product. Two shipwrights, former employees of Rothana Heavy Engineering, designed this vessel with the hope that it would one day be used to inflict as much damage as possible on the Galactic Federation of Free Alliances. All because of a GA puppet, their governor, who had decimated their homeworld of Rothana, incinerating over a billion lives in a single instant and leaving millions more scarred or dying.

The Skira is heavily armored, heavily armed, and more than a match for its counterparts in the Alliance Navy.

Multiple radiator panels line the hull, each attached to massive, motorized hinges. When fully extended, these fin-like appendages sap heat from the engines and reactor, preventing the vessel from overheating during high stress operation. These panels also make a full power shunt possible, which involves all six emergency power generators and the main reactor itself redirecting power from weaponry, engines, and other such systems to boost the shields far beyond their normal capacity. This function would not have been possible without the help of the tech-savvy Verpine and Geonosians working for MandalMotors.

Classification: Star Destroyer, Cruiser

Length: 2,600 m

Power Core Generator/Reactor: MandalMotors ILR-9 Hypermatter Reactor, EX-30 Emergency Power Generators (6)

Hyperdrive Rating: Class 0.75 (class 2.0 backup)

Minimum Crew: 7,200
Optimal Crew: 18,800

Armaments: Ultra-Heavy Turbolaser Cannons (20; twin barrel, turreted), Heavy Turbolaser Batteries (80; concealed behind retractable armor plating), Medium Turbolaser Batteries (40; concealed behind retractable armor plating), Heavy Ion Cannons (24; concealed beneath retractable armor plating), Laser Cannon Batteries (24; quad barrel, turreted, concealed beneath retractable armor plating), Heavy Proton Torpedo Launchers (12; 72 torpedoes in ammunition storage), Heavy Military Grade Shield Generators (multiple)

The Chiss model trades all turbolaser weaponry for maser and mega-maser technology.

Non-Combative Attachments: Military Grade Sensor Array, Military Grade Navigation Module, Military Grade Electronic & Cyber Warfare Module, Advanced Life Support Module, Heavy Tractor Beam Projectors (16), Armed Life Pods (60)

Hangar Capacity:

Ventral Hangar Bay - Dropships/Shuttles (24; two squadrons), Landers/Cargo Haulers (12; one squadron), Corvettes (2; space available, but not always utilized)

Port & Starboard Hangar Bay - Starfighters/Bombers (144; two wings), Assault Shuttles/Boarding Craft (24; two squadrons)

Passenger Capacity: 15,000
Cargo Capacity: 50,000 metric tons
Consumables: 4-6 standard years

Sublight Speed and Maneuverability: 40 MGLT (quick to accelerate to top speed, slow to maneuver)

Role: Command Ship, Carrier, Destroyer

Designers: Fedor Golani & Sorza Ves (former Rothana Heavy Engineering employees)

Vector-class Fleet Carrier


Manufacturer: Chiss Engineering Systems
Production Line: Naval Power Initiative
Affiliation: In service with the Chiss Ascendancy
Modularity: Moderate
Composition: Duralium-lanthanide alloy armor (heavy)

Classification: Cruiser
Role: Carrier
Height: 700 meters
Width: 500 meters
Length: 1,200 meters

Power Core Generator/Reactor: Antimatter
Hyperdrive Rating: Class 1
Sublight Speed and Maneuverability: 55 MGLT, moderately fast and maneuverable

Crew: 6,000
Passenger Capacity: 10,000 (pilots and troops)
Cargo Capacity: 10,000 tons
Consumables: 2 years

Armaments:
Type-17 Heavy MegaMaser Batteries (5 Batteries, 4 Cannons per Battery)
Type-62 MegaMaser Batteries (5 Batteries, 4 Cannons per Battery)
Mk. 2 Assault Concussion Missile Tubes (10 tubes, 15 missiles per tube)
SV-34 Point Defense Maser Cannons (60)

Non-Combative Attachments:
Navigation Computer
Advanced Sensory Array
Advanced Communications Array with encryption capabilities
Shielding (heavy)
Numerous droid repair teams
HoloNet transciever
Medical Bay
Hundreds of escape pods
Electromagnetic Countermeasures
Command Center capability for planetary invasions


Complement:
Mk. 4 Clawcraft (180)
R-34 Lightning Interceptor (108)
Nyr-class Bomber (144)
Transport shuttles (20)
Storm-class gunships (100)
Various amounts of land vehicles and equipment


Description: The Vector-class Fleet Carrier is easiest one of the most efficient and successful fleet designs in the galaxy. Modeled after a battlecruiser, scaled down and with expanded hangar bays, the Vector is faster then most other ship's of its kind, and its dagger shape with two open hangar bays allows for rapid deployment of its starship complement without making itself vulnerable. Because of this open design, the Vector's over a thousand starfighters can stream out of its hangars in less then a minute with a trained squadron. The Vector is a gamechanger; using its speed and absorbing hits with its heavy shields and armor, it can insert squadrons of fighters that can rapidly alter the course of a battle.

The drawback to this open design is the need for extensive weaponry to guard against boarding, or enemy ship's attempting to ambush the exiting starfighters. As a result, the Vector is armed with plenty of point defense cannons and a sizable MegaMaser array. It has a good standoff capability against other capital ships with its concussion missiles, so it can handle its own in a fleet battle.

The carrier also carries a small number of troops, vehicles, and equipment to support a ground invasion. Its bridge is equipped to act as a command center as necessary and has advanced arrays of sensors and comms to coordinate its squadrons whether in space or attacking the ground. The ship also carries a sizable complement of Storm-class gunships that can be used for boarding in space or land deployment. Its troops on board act as marines and ground soldiers.

Because other cruisers in the Chiss Fleet typically carry their own starfighter complements, there is usually one fleet carrier at most per battle group.

Legacy-Class Assault Cruiser




Manufactured By: Chiss Engineering Systems (CES)
Model: Legacy-Class Assault Cruiser
Class: Assault Cruiser
Length: 1,832 meters
Crew: 15,423
Speed: 1,900 G
Hyperdrive Rating: Class 1.2
Shielding: Equipped (heavy strength)
Armament:

- Type-17 Heavy MegaMaser Batteries (7 Batteries, 4 Cannons per Battery)
- Type-62 MegaMaser Batteries (15 Batteries, 4 Cannons per Battery)
- Type-13b Ion Cannon (4 Batteries, 4 Cannons per Battery)
- Mk. 2 Assault Concussion Missile Tubes (14 tubes, 10 missiles per tube)
- SV-34 Point Defense Maser Cannons (30)

Complement:

- Mk. 4 Clawcraft (288)
- R34 Genevieve Interceptor (192)
- Nyr-class Bomber (96)
- Transport shuttles (10)
- Assault Troop Transports (20)
- Complete planetary strike force with provided land vehicles

Description:
The Legacy is a unique step forward in Chiss engineering. Its primary function is as a front line assault ship, to break enemy lines and shatter defenses. As such, it is equipped with some of the latest technology, from shielding, to engines. Not necessarily better than its Chimera counterpart, it simply has a different role. Created for the highly aggressive Marine’s division, it spearheads attacks on enemy fortifications, be they space stations, or capital ships. This ship is currently undergoing trials by High Magister Caris.

Ferox-class Frigate


Manufactured By: Chiss Engineering Systems (CES)
Model: Ferox-class Frigate
Class: Frigate
Length: 712 meters
Crew: 1,130
Speed: 2,000 G
Hyperdrive Rating: Class 1.5
Shielding: Equipped (moderate strength)
Armament:

- Type-62 MegaMaser Batteries (4 Batteries, 5 Cannons per Battery)
- Type-13b Ion Cannon (2 Batteries, 5 Cannons per Battery)
- SV-34 Point Defense Maser Cannons (20)

Complement:

- Mk. 4 Clawcraft (48)
-Transport shuttles (5)

Description:
The Ferox is the one of the smallest of the Chiss Ascendancy’s capital class vessels. It is designed to eliminate like-size or smaller vessels, including corvettes. When engaging larger vessels, numbers of these model may be used to bombard a single enemy ship, or to provide a distraction for other ships to maneuver.

Drake-Class Corvette



Manufactured By: Chiss Engineering Systems (CES)
Model: Drake-class Corvette
Class: Corvette
Length: 300 meters
Crew: 73
Speed: 2,100 G
Hyperdrive Rating: Class 1.5
Shielding: Equipped (moderate strength)
Armament:

- SV-34 Point Defense Maser Cannons (20)

Complement:

- None

Description:
The Drake was created in response to the growing demand for a more sophisticated ship capable of maintaining control of enemy starfighters. It is equipped with a host of laser cannons for this purpose.

Salvator-class Medical Cruiser


Manufacturer: Chiss Engineering Systems
Production Line: Naval Power Initiative
Affiliation: In service with the Chiss Ascendancy
Modularity: Moderate
Composition: Armored Duralium-lanthanide alloy (heavy)

Classification: Cruiser
Role: Transport, hospital ship, maintenance ship
Height: 900 meters
Width: 400 meters
Length: 1,200 meters

Power Core Generator/Reactor: Antimatter
Hyperdrive Rating: Class 1, Backup Class 4
Sublight Speed and Maneuverability:45 MGLT, moderate maneuverability

Crew: 1,000 (ship functions), 8,000 medical staff supplemented by droids
Passenger Capacity: 25,000 troops or patients
Cargo Capacity: 15,000 tons
Consumables: 3 years

Armaments:
Type-62 MegaMaser Batteries (4 Batteries, 4 Cannons per Battery)
Concussion Missile Launcher (2, with 8 missiles each)
Type-13b Ion Cannon (1 Battery, 4 Cannons per Battery)
SV-34 Point Defense Maser Cannons (20)

Non-Combative Attachments:
Navigation Computer
Sensory Array
Communications Array with encryption capabilities
Shielding (heavy)
Hypertransciever
Medical Bay (5 levels), equivalent to land-based hospital
300 escape pods, with medical accommodations
Electromagnetic Countermeasures
Docking Clamps and Large Airlocks x6
Maintenance equipment and droids
Docking Bay large enough to accommodate one shuttle, or two starfighters


Complement:
Various amounts of land vehicles and equipment


Description: The hospital ships of the Chiss Ascendancy, these bulky and unwieldy cruisers serve only one purpose: the medical treatment of soldiers. Before a campaign begins, the Salvator-class Medical Cruiser also serves as a transport, carrying troops along with their vehicles and equipment. During combat, the Salvator is equipped with all the trappings of a land-based hospital, complete with enough organic medical staff at a one to three patient ratio, supplemented by droids, and enough supplies and equipment to perform even the most unique medical procedures.

The hospital ship has docking clamps and six large airlocks for shuttles, gunships, or other starships to attach to it for patient transfer or equipment transfer. They also can attach the ship to any ship's needing repairs, as the ship doubles as a battlefield repair ship with a wide range of parts and tools needed to perform mechanical operations.

Armed considerably with MegaMasers and with a standoff capability against capital ships in its concussion missiles, the Salvator can defend itself and absorb a large number of hits if necessary until help arrives.

The ship is designed to be a one-in-all, and a Chiss fleet usually only has one of these ships. Many other capital ships have smaller medical bays, so that patients are spread out. This centralized system, in one central medical treatment center, cuts down on costs and streamlines administration. Its drawback is its vulnerability, as it carries many vulnerable souls. Even its weapons and defensive capabilities will not enable it to last against a sustained attack. Thus, it usually is escorted by several frigates or placed in the center of a fleet.

With a fully functioning Salvator, a Chiss army group can sustain operations for up to two years. This ship performs all the capabilities a planetside hospital would, and can perform basic repairs as well. As long as volume remains at bearable levels, the Salvator sustains a Chiss fleet for long campaigns and sieges.

Valkyrie-class Corvette



Manufactured By: Chiss Engineering Systems (CES)
Model: Valkyrie-class Corvette
Class: Corvette
Length: 200 meters
Crew: 60 (excluding soldiers)
Speed: 2,500 G
Hyperdrive Rating: Class 2.0
Shielding: Equipped (slightly below moderate strength)
Armament:

- Type-13b Ion Cannon (2 Batteries, 5 Cannons per Battery)
- SV-34 Point Defense Maser Cannons (10)


Complement:

- Lance-class Dropships (22)
- Assault Troop Transports (4)
- Balor-class Tank (12)

Description:
The Valkyrie-class Corvette was designed in response to the Lance-class Dropships. Built with the intention of quick deployment, the nose of the corvette is loaded with Lance-class Dropships enabled for fast ejection. As the Valkyries were made with swooping in and out, the Valkyries have little weaponry, but makes up for it in speed. They are also equipped with an advanced communication system, enabling it to serve as a communications relay point for invasion forces.

Hammerhead-Class Dreadnaught



Manufacturer: Chiss Engineering Systems
Production Line: The Chiss Naval Initiative
Model: Hammerhead-Class Dreadnought
Technical Weapon Designation: LK-1 Dreadnought
Affiliation: Chiss Ascendency
Availability: Mass Produced for the Chiss Navy due to the war with the Galactic Alliance
Composition: Lanthanide, Alusteel, and Duralium

Classification: Capital
Role: Offensive , Command, and Support ship
Height: 6,000 meters
Width: 2,000 meters
Length: 6,500 meters

Power Core Generator/Reactor: Antimatter
Hyperdrive Rating: 1.5
Sublight Speed and Maneuverability: 55 MGLT; Moderately Maneuverable

Minimum Crew: 10,150
Optimal Crew: 12,627
Passenger Capacity: 5,000
Cargo Capacity: 2,000 tons
Consumables: 1 year

Armaments:
- Type-17 Heavy MegaMaser Batteries (10 Batteries, 5 Cannons per Battery)
- Type-62 MegaMaser Batteries (15 Batteries, 5 Cannons per Battery)
- Type-13b Ion Cannon (8 Batteries, 5 Cannons per Battery)
- Mk. 2 Advanced Assault Concussion Missile Tubes (20 tubes, 20 missiles per tube)
- Mk. 2 Advanced Long-Range Homing Torpedo Launchers (20 tubes, 20 torpedoes per tube)
- SV-34 Point Defense Maser Cannons (35 Cannons)

Complement:
- Mk. 4 Clawcraft (72)
- Nyr-class Bomber (48)
- Transport shuttles (15)
- Assault Troop Transports (25)
- Complete planetary strike force with provided land vehicles

Non-Combative Attachments:
- Advanced Targeting Systems
- Advanced Sensor Arrays
- Repair Drones; Internal and External. External ones are deployed in swarms to repair damage randomly across the ship, while the internal ones are deployed in groups which are assigned to specific sections. They rapidly repair hull damage and other damage but can't repair major damage, only enough to make the ship functional.
- A Very Powerful Shield powered by a separate Hypermatter Generator
- Advanced Navigating Computers
- Holo-net Connection
- Advanced Radar and Sensor Jammers
- 7,540 Escape Pods
- Various Encryption Devices to Code Messages
- Various Floodlamps across the hull of the ship
- Shroud Countermeasures
- Electromagnetic Countermeasures
- Detailed 3D map display of the are they are in.
- Advanced Humanoid Medical Bays
-Multi-Species Medical Bays
- Advanced Communications Systems

Description:
The Hammerhead-Class Dreadnought serves as one of the deadliest ships in the Chiss Ascendancy military. The Expansionary Defense Force utilizes these models as as large, heavily armed capitol ships to an admirals forces. The Dreadnought is used as a secondary source of offensive fire, residing in the core of the fleet behind a fleet's primary line of defense. They are equipped with a long-range assortment of laser and plasma fire while complimented with a variant-range artillery arrangement on each of its flanks. With the latest of Chiss tracking technology, manually targeted self-guiding Concussion Missiles and Proton Torpedoes are assembled on either side of the port and starboard hangars, allowing fighters to be deployed safely and quickly, while providing a close-range bombardment of approaching enemies. Lastly, the dreadnought is equipped with a single super laser cannon that when activated, can cripple a ship's propulsion systems and engines to drift in space. This offensive weaponry system requires an immense amount of power and is unable to perform most other capabilities simultaneously.

Storm-class Gunship



Manufacturer: Chiss Engineering Systems (CES)
Production Line: The Naval Power Initiative
Model: Storm-class gunship
Technical Weapon Designation: ST-3
Affiliation: Chiss
Availability: Mass Produced
Modularity: None
Composition: Titanium reinforced Alusteel

Classification: Gunship
Role: Assault, Support, and Transport
Height: 200 meters
Width: 100 meters
Length: 50 meters

Power Core Generator/Reactor: Antimatter
Hyperdrive Rating: .7
Sublight Speed and Maneuverability: 60 MGLT; Highly Maneuverable

Minimum Crew: 10
Optimal Crew: 27
Passenger Capacity: 50 (troops)
Cargo Capacity: 10 tons
Consumables: 1 year

Armaments:
- Type-62 Anterior MegaMaser Batteries (4 Batteries, 2 Cannons per Battery)
- Mk. 2 Port Assault Concussion Missile Tubes (8 tubes, 10 missiles per tube)
- Mk. 2 Starboard Assault Concussion Missile Tubes (25 tubes, 10 missiles per tube)
- Mk. 15 Tractor Beam (2)
- SV-34 Point Defense Maser Cannons (10)
- Mk. 3 Space Mines (50)

Non-Combative Attachments:
- Advanced Targeting Systems
- Advanced Sensor Arrays
- A Powerful Shield
- Advanced Navigating Computers
- Holo-net Connection
- Advanced Radar and Sensor Jammers
- Escape Pods
- Various Encryption Devices to Code Messages
- Shroud Countermeasures
- Electromagnetic Countermeasures
- Detailed 3-D map display of the are they are in.
- Advanced Communications Systems

Description: The Storm-class gunship is the second ship developed from the Naval Power Initiative. It is designed help a fleet by unleashing a havoc of missiles at enemy capital ships while also providing good cover from incoming fighters. It was also equipped with two tractor beams that could be used to board enemy ships where the troops aboard could charge in. The Storm-class gunship also provides good cover for a fleet with its powerful shields and is able to charge head on into an enemy formation with its multiple MegaMasers and cause a good amount of damage

Mk. 4 Nssis-Class Clawcraft


Manufacturer: Chiss Engineering Systems
Production Line: Naval Power Initiative
Affiliation: In service with the Chiss Ascendancy
Modularity: Very little
Composition: Armored titanium (medium light armor)

Classification: Starfighter (Superiority Fighter)
Role: Multirole Starfighter, Support Fighter, Patrol Craft, Scout Craft. Usually carrier-based, but can easily conduct multi-system operations with its long range capability
Height: 4 meters
Width: 3 meters
Length: 9.5 meters

Power Core Generator/Reactor: Fusion reactor
Hyperdrive Rating: Class .7
Sublight Speed and Maneuverability: 135 MGLT (moderately fast and highly maneuverable)

Crew: 1
Passenger Capacity: None
Cargo Capacity: 25 kg
Consumables: 1 week

Armaments:
SI3 Maser Cannons (4)
Concussion Missile Launcher (1; 8 missiles)

Non-Combative Attachments:
Navigation Computer with ten jump memory
Sensory Array
Medium-Range Communications Array
Shielding (moderate strength)


Description: The Clawcraft is an iconic vessel associated with the Chiss since the time of the first Galactic Empire. It has been remade several times since then, each time with new additions in order to improve the overall design. The newest design, the Mk. 4, has increased the hull size and added a missile launcher in order to make the Clawcraft capable of more varied missions. It's maneuverability and speed is still recognizable considering it lacking due to its hyperdrive and shielding. In addition they have replaced the standard lasers of the older vessels with masers of their own design.

Designed as a starfighter that can both support capital ships in large battles, dogfight, and perform long-range scouting or patrol duties, the Mk.4 Nssis-Class Clawcraft is a balanced and versatile ship, and largest and most advanced of its predecessors. Retaining a recognizable TIE ball cockpit, it visually appears to be simply a larger cousin of the original Mk.1 Clawcraft of old. Armed with considerable power in a set of four maser cannons and concussion missiles with anti-capital ship capability, the clawcraft can easily hold its own against ships ten times its size while destroying starfighters with ease. The placement of the cannons on the extended points of its fuselage enable a wide firing arc and enhance effectiveness. The price of having additional systems, including a fast hyperdrive and shields, add to the ship's size and weight, slowing it down and limiting its maneuverability and speed and increasing cost. It is also very hard to modify, as there is little space for any additional equipment. This is offset by this versatile ship's well rounded systems that enable it to survive in a multitude of diverse situations, while filling a variety of roles.

Nyr-Class Bomber




Manufactured By: Chiss Engineering Systems (CES)
Model: Nyr-Class
Class: Starfighter (Bomber)
Length: 18 meters
Crew: 2
Speed: 1,500 G
Hyperdrive Rating: Class 1.5
Shielding: Equipped (superior strength)
Armament:

- Rotating Maser Turret (3; two front, one rear)
- Concussion Missile Tubes (4, 6 missiles each)
- Assault Concussion Missile Tube (1, 2 missiles)

Complement: none

Description:
The Nyr-class bomber was developed to fill the roll that the Chiss Navy lacked previously, a heavy strike fighter. While most bombers are screened by more agile fighters in order to get to their destinations Nyrs are more then capable of making it their destination without their usual support. They are heavily armed and armored, holding enough missiles to take down an entire squadron of starfighters or do considerable damage to a capital ship.

T-75 "Warhawk II" Scout Fighter


Manufacturer: Chiss Engineering Systems
Production Line: Naval Power Initiative
Affiliation: In service with the Chiss Ascendancy
Modularity: Medium
Composition: Armored titanium, lightweight composite (medium armor)

Classification: Starfighter
Role: Scout fighter, personnel support craft, ground attack, stealth
Height: 5 meters
Width: 4 meters
Length: 7.5 meters

Power Core Generator/Reactor: Fusion reactor
Hyperdrive Rating: Class .7
Sublight Speed and Maneuverability: 110 MGLT, moderately maneuverable

Crew: 1
Passenger Capacity: None
Cargo Capacity: 30 kg
Consumables: 1 week

Armament:
VVSK High Precision Masers (2)
Rotary Maser Turret (1) - underbelly
Mk. 1 High Velocity Attack Rocket Launchers (2, 60 homing rockets each)

Non-Combative Attachments:
Navigation Computer
Sensory Array
High quality cameras and three dimensional mapping system
Communications Array (long range), hacking capability
Shielding (medium)
Astromech droid (internal compartment)
Stealth Paint
Engine Dampeners


Description: Evolved into a more specialized and multirole craft from its predecessor, the T-75 Warhawk II Scout Fighter is a unique and capable craft. The extremely effective Warhawk I starfighter was an advanced scout fighter that was designed to push ahead of fleets and gather information on either space or ground conditions and send that information back to its battle group. Practical experience from its application from over ten years of service lead to changes to the successor of the Warhawk I.

The Warhawk II can now perform its scout capabilities even better, and is optimized for a ground support role that was developed from military campaigns in the Unknown Regions. Admiral Andra’dre’nuruodo of the Chiss Expeditionary Force was instrumental in naval doctrine concerning use of this craft and oversaw its development. The Warhawk II has above average speed and designed for stealth. Its engines are quiet and operate at a low hum, even at maximum speeds, and are equipped with dampeners that diffuse its exhaust, making it untraceable through engine byproducts. The ship is also covered in expensive stealth paint that can reduce chances of detection by absorbing energy used by sensor systems. However, the Warhawk II is far from a stealth ship. In order to disappear from most ship's sensors, the ship has to fly at a constant speed below attack speed, with few variations in flight pattern. This means the ship can sneak up on its enemies by ducking under enemy lines, but once attacking, is readable by sensors. The ship is also visibly by the eye, though while in stealth mode weapons systems usually cannot lock onto it. This stealth capability was designed in mind to get the ship in and out from enemy lines to gather intel, without the enemy ever knowing it was there.

Fulfilling its scout role, the Warhawk II is equipped with a reactor, fast Hyperdrive, and advanced communications and recording systems. It can travel long distances to its target, and once there, can use its communications array to hack through encrypted comms (with the on-board droid help) and then transmit all data long distances (system wide as it is SubLight, unless boosted by another ship with a hypertransciever). Its recording systems can take very high quality photos and video, and given some time, its mapping systems can create a comprehensive hologram of the terrain of the target.

Going beyond just a stealth role, the Warhawk II can also fulfill a niche in combat: ground support. Although some Warhawk II's can be found using their weaponry in space against other starfighters, it has no anti-capital ship capability like its counterparts. As such, it finds itself effective in ground support. Pioneered by Admiral Andra’dre’nuruodo and then developed and utilized extensively by his son, Prima Legatus Andra'rkel'nuruodo, the Warhawk II can duck under planetary systems and disable shields, anti-aircraft missiles, destroy fuel depots, etc. using its stealth capability.

In open warfare the Warhawk lives up to its namesake. Swooping down soundlessly from the skies, the starfighter looses its homing fire-and-forget high explosive rockets to take down hardened positions, vehicles, or swathes of enemy personnel. The pilot fires his wing laser cannons while his systems operator can mow down enemies with the ship's underbelly rotary laser cannon. Its defensive systems allow it to sustain a moderate amount of fire before being forced to withdraw. The utilization of the scout fighter as a gunship found a role for a craft that would usually sit battles out after scouting out the target.

The ship is crewed by two, the first sitting in the forward cockpit and focusing on flying the craft while also firing the wing laser cannons. The second is the systems operator, manning the Warhawk II's various attachments while scouting. During warfare, the systems operator fires the rotary cannon, taking down tailing fighters or supporting the wing laser cannons all the while launching the ship's 100 homing rockets. The ship's crew is augmented by an astromech droid, who operates out of an internal compartment to maintain stealth and helps operate the ship's systems. The droid also plots Hyperspace routes, and if necessary, emergency repairs.

Chiss Ascendancy Drones




Manufacturer: Chiss Engineering systems
Production Line: Defense Drones
Model: Blizzard-Class
Technical Weapon Designation: CES- Blizzard-Class Defense Drones
Affiliation: Chiss Ascendancy
Availability: Mass Produced For Chiss
Modularity: Only modulation is if shields are installed or not
Composition: Durasteel and Duraplast
Ownership: Chiss Ascendancy
Description: Cheap and easy to create, these are some of the Chiss Ascendancy’s line of defense. Able to fold up to take up much less space, they are released into space from Chiss ships using an oversized missile port, and recovered using tractor beams after the battle. Fast, and agile, they carry much less technology than most of the Chiss weapons, instead they are mass produced. With shields installed, they are a little slower to accelerate, and a little less maneuverable. They can act on their own, but were much more effective when in contact with a mothership to coordinate with.
Classification: Class Four Droid: Defensive Drone
Height: .9 meters
Width: 1 meter (Closed) (2.1 meters open)
Length: 3 meters
Power Core Generator/Reactor: Power cells
Armaments:
2 laser cannons
1 concussion missile launcher (1 missile)
Light shielding (Optional)
Non-Combative Attachments: Sensors, Droid Brain, Communications system
Sublight Speed and Maneuverability: 3000 G, 2000 kilometers per hour; Highly maneuverable (With Shields 2,800 G; 1100 kilometers per hour; Good maneuverability)
Role: Defensive Drone
 

Galavant

SWRP Writer
Joined
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Messages
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fNAXoWE.jpg


_____________________________________
Manufacturer
TransGalMeg Industries​

_____________________________________
Model
AMP-442 "Star Trench"​


_____________________________________
Class
Mobile Platform​

_____________________________________
Role
Carrier, Transport, Cargo Hauler​


_____________________________________
Dimensions
657 meters
(Length)​
522 meters
(Width)​
522 meters
(Height)​

_____________________________________
Crew
4,800
(Optimal)​
1,200
(Minimum)​


_____________________________________
Passenger Capacity
5,000​

_____________________________________
Consumables
2 standard years​


_____________________________________
Cargo Capacity
Variable
(Up to 25,000 metric tons)​

_____________________________________
Complement
Hangars: 72 Starfighters (6 Squadrons; 1 Wing), 24 Shuttles/Assault Craft (2 Squadrons), 12 Light Freighters
External: 2 Frigates (Or 4 Corvettes/8 Gunships/12 Light Freighters)​


_____________________________________
Speed
10 MGLT​

_____________________________________
Hyperdrive
8.0
(24.0 backup)​


_____________________________________
Armament
48 Point Defense Lasers
(mounted in dual barrel turrets)​


_____________________________________
Equipment
Standard Sensor Array, Standard Targeting & Fire Coordination Module, Standard Navigation Module, Military Grade Heavy Shield Generators (Triple Redundant), Standard Life Support Module, HoloNet Transceiver, Tractor Beam Projectors (28), TGM-28 Reactor, Escape Pods​


_____________________________________
Description
Originally designed by TransGalMeg as an asteroid mining platform, the AMP-442 "Star Trench" has been modified greatly for service in the Hutt Cartel. The design was intended to serve as a platform for other mining vessels, and cargo haulers that would take the mined ore to refineries and markets. Heavy shielding was installed to ensure the platform stayed safe from any impacts or accidents, and tractor beam projectors could be used to drag mineral rich asteroids along with it, if it changed locations.

As the Hutt Cartel began its rise to power, they bought many of these platforms for use as mobile marketplaces. Able to stay a step ahead of any law enforcement, they could serve as bazaars for slaves, narcotics, weapons, and more. Some were even converted into gambling establishments, and more still were kept as mining vessels. With the loss of a large portion of their military in the Bothan Compaign, the Hutts would find another use for the Star Trench as a carrier platform. They outfitted them with a number of point defense lasers, and upgraded the already impressive shielding.

As a carrier, the Star Trench's often patrol in the very extremes of Cartel Systems outside of most sensor ranges. Should a system come under siege, they'll hang back until the assaulting fleet is fully engaged with other system defenses, and then unleash a swarm of starfighters and other small craft to surround and annihilate them. The Star Trench itself can be used a giant battering ram, and although it's not quick it can at the very least severely disrupt formations of starships larger than it.


QgbupWY.jpg


_____________________________________
Manufacturer
Hutt Cartel​

_____________________________________
Model
Raid Station​


_____________________________________
Class
Space Station​

_____________________________________
Role
Interdiction, Border Defense, Commerce Raiding​


_____________________________________
Dimensions
650 meters
(Length)​
482 meters
(Width)​
215 meters
(Height)​

_____________________________________
Crew
3,200
(optimal)​
1,300
(minimum)​


_____________________________________
Passenger Capacity
6,000​

_____________________________________
Consumables
6 standard months​


_____________________________________
Cargo Capacity
10,000 metric tons

_____________________________________
Complement
Hangar: 24 Starfighters (2 Squadrons), 2 Light Freighters
External: Variable (5 Docking Ports suitable for Capital Ships)​


_____________________________________
Speed
N/A​

_____________________________________
Hyperdrive
N/A​


_____________________________________
Armament
22 Quad Laser Cannons
(mounted in turrets)​
12 Heavy Ion Cannons
(mounted in single turrets)​
10 Concussion Missile Launchers​


_____________________________________
Equipment
Military Grade Sensor Array, Standard Targeting & Fire Control Module, Military Grade Shield Generators, Standard Life Support Module, Holonet Transceiver, Gravity Well Projector (1), Tractor Beam Projectors (10), Kost & Ko PG228 Power Generator, Escape Pods, Internal Security System (motion tracking/heat sensitive sensors & security cameras, anti-tamper locks, auto-blaster turrets, compartmental atmosphere venting, non-lethal gas deployment)​


_____________________________________
Description
In peace time, Hutt Raid Stations fill a role similar to that of a customs and border checkpoint. They interdict vessels entering Hutt Space, inspect cargo, and oftentimes refuse to let a ship pass without a bribe or a cut of the cargo being hauled. As little (if anything) is actually illegal in Hutt Space most who experience passing through such a station often think of them as little more than platforms for organized extortion. Members of the Cartel itself of course can pass through without the usual shakedown, one of the few perks enjoyed at all levels of membership, something which encourages freighter captains and smugglers to join.

In times of war, these stations by themselves don't present a huge threat to enemy fleets, but are a massive annoyance as enemy must stop to deal with them before heading on their way again. If they were only limited to the border regions of Hutt Space this would also not be a great annoyance, but Raid Stations can be found at seemingly random intervals along the hyperspace routes in Hutt Controlled Space. When an enemy has to stop and fight multiple times before even reaching the destination where they expect to fight a battle these stations go from mere annoyances to being able to wear down an enemy before any heavy fighting has even began. In addition they serve as first warning platforms, constantly transmitting an all-clear signal, that if it should stop would signal the Hutts that either an invasion is imminent, or some other threat significant enough to threaten their interests.

Due to the ease with which they are built, and the profit generated, at least one of these stations can be found at every system controlled by the Hutt Cartel, and dozens can be found along the length of heavily trafficked hyperspace lanes, while less traveled lanes may have one or two at most. Oftentimes payment at one station is enough to keep someone from being hassled at another to ensure that negative customer satisfaction is never high enough to cut into profit margins. To achieve this stopped ships are given a code to transmit to the next station that stops them, allowing them to proceed with only mere minutes of delay. No matter how annoying these stations may be to the average traveler, they are also considered to be less of a hassle than the complex customs procedures enforced on many worlds, and as a show of good faith if a ship with the appropriate code is delayed for more than 30 minutes its crew will be compensated.



FRWG8U9.png


_____________________________________
Manufacturer
Kost & Ko Factories​

_____________________________________
Model
Gargantua-2​


_____________________________________
Class
Space Station​

_____________________________________
Role
System Defense Platform, Starship Maintenance & Repair Yard, Commerce Center​


_____________________________________
Dimensions
5,200 meters
(Length)​
2,560 meters
(Width)​
4,900 meters
(Height, not including antennae)​

_____________________________________
Crew
20,000
(optimal)​
9,500
(minimum)​


_____________________________________
Passenger Capacity
10,000​

_____________________________________
Consumables
2 standard year​


_____________________________________
Cargo Capacity
1,110,000 metric tons

_____________________________________
Complement
Per Hangar
24 Starfighters (Two Squadrons)
36 Shuttles/Assault Craft (Three Squadrons)
12 Light Freighters (One Squadron)​

6 Hangars total
(2 Wings Starfighter, 3 Wings Shuttles/Assault Craft, 1 Wing Light Freighters) ​
8 External Docking Ports
(4 are repair docks capable of housing frigates/small light cruisers, other four capable of docking with all capital ships) ​



_____________________________________
Speed
N/A​

_____________________________________
Hyperdrive
N/A​


_____________________________________
Armament
40 Heavy Ion Cannons
(mounted in twin barrel turrets)​
120 Heavy Turbolaser Cannons
(mounted in twin barrel turrets)​
60 Medium Laser Cannons
(mounted in twin barrel turrets)​
24 Assault Concussion Missile Launchers
(80 Missiles before reloading, retractable & concealed)​
450 Point Defense Laser Cannons
(mounted in single turrets)​


_____________________________________
Equipment
Military Grade Sensor Array, Advanced Targeting & Fire Control Module, Military Grade Shield Generators, Advanced Life Support System, Holonet Transceiver, Military Grade Electronics and Cyberwarfare Module, Tractor Beam Projectors (20), Jamming Beam Projectors (10), Kost & Ko APG456 Power Generators, Escape Pods, Internal Security System (motion tracking/heat sensitive sensors & security cameras, duranium blast doors/hangar doors, anti-tamper locks, auto-blaster turrets, compartmental atmosphere venting, lethal/non-lethal gas deployment)​


_____________________________________
Description
The Gargantua-2 was developed for, and purchased by the Hutt Cartel as part of the Cartel's ongoing efforts to further fortify their space. Originally intended to simply replace antiquated stations in the Fortress System of Gos Hutta, the Gargantua's proved to be extremely cost effective thanks to their massive hangars allowing the Cartel to use them as platforms for commerce as well. Only authorized members of the Cartel and trusted affiliates have access to the full station however, and an array of internal defenses prevents visitors from going where they aren't wanted. Docking ports between the "towers" serve as the repair docks, and the cargo capacity of the station is further increased by massive cargo pods which typically hold non-hazardous materiel.

The disaster of the Hutt-Bothan Conflict would prompt the Cartel to place orders for many more of these stations, realizing that a fleet was only as good as the facilities to maintain it. Before long the Gargantua would be the second most common space station design in the region behind the Hutt Raid Stations. Gargantua's often act as anchorages for small task forces, but are fully capable of holding their own against a small star destroyer often relying on their jamming beams to severely disrupt an attacker's targeting systems allowing the vast array of small craft they house to overwhelm it.

The defenses are arrayed in a way to keep the station defended from an attack from any angle, although the Medium Laser Cannons are concentrated around the hangars to defend the obvious weak point in the design. The hangars are further reinforced with duranium blast doors, and well trained support staff remove will quickly any volatile's from them to prevent disaster. Gagantuas can be found across Hutt Space, and at major Hyperspace junctures, but are found in the greatest concentration in the Y'Toub(10), Gos Hutta(3), Bootana Hutta(14), Mulatan(1), and Sleheyron(12) Systems to oppose an invading fleet.

cu89bZo.jpg


_____________________________________
Manufacturer
Kost & Ko Factories/Hutt Cartel​

_____________________________________
Model
Granee Lorda Battle Station​


_____________________________________
Class
Space Station​

_____________________________________
Role
System Defense, Local Commander Center, Commerce Platform​


_____________________________________
Dimensions
8 kilometers
(Length)​
8 kilometers
(Width)​
1200 meters
(Height)​

_____________________________________
Crew
42,000
(optimal)​
18,000
(minimum)​


_____________________________________
Passenger Capacity
40,000​

_____________________________________
Consumables
4 standard years​


_____________________________________
Cargo Capacity
250,000 metric tons

_____________________________________
Complement
Hangar
36 Starfighters (Three Squadrons)
6 Light Freighters (Half-One Squadron)​

5 Hangars Total
(2.5 Wings Starfighter, 2.5 Squadrons Light Freighter)​
15 External Docking Ports
(5 are repair and replenishment docks, all capable of supporting any capital ship smaller than 8 kilometers)​


_____________________________________
Speed
N/A​

_____________________________________
Hyperdrive
N/A​


_____________________________________
Armament
210 Heavy Turbolaser Cannons
(mounted in single barrel turrets)​
120 Heavy Ion Cannons
(mounted in single barrel turrets)​
120 Medium Turbolaser Cannons
(mounted in dual barrel turrets)​
500 Light Laser Cannons
(mounted in dual barrel turrets)​
700 Point Defense Blaster Cannons
(mounted in single barrel retractable turrets)​


_____________________________________
Equipment
Military Grade Sensor Array, Advanced Military Grade Targeting and Fire Control Module, Advanced Life Support System, Military-Grade Shield Generators (Quadruple Redundant), Holonet Transceiver, Military Grade Electronics and Cyberwarfare Module, Kost & Ko APG500 Power Generators, Tractor Beam Projectors (30), Advanced Internal Security System (anti-tamper locks, duranium blast doors, compartmental atmospheric venting, lethal/non-lethal gas deployment, motion tracking/heat sensitive sensors & security cameras, auto-blaster turrets, ray shields, holoprojectors), Armed Escape Pods​


_____________________________________
Description
Originally developed as counterpart to the Gargantua-2 which traded hangar space for power, the "Grand Lord" Battle Station would evolve to become a much bigger more heavily armed beast to complement the Hutts fortification of certain system. The station boasts an impressive armament but more importantly is designed with heavy armor plating, and heavy shields that allow it to take a beating. Whereas the Gargantua is designed to be able to field a large number of support craft, and hold its own against a small star destroyer, the Granee Lorda is designed to take sustained fire from multiple capital ships, and their support craft. By itself it might not have the firepower to overwhelm an enemy formation, but it can stay in the fight much longer, a valuable trait for something that's essentially an immobile target. The Granee Lorda can support more large capital ships than the Gargantua but doesn't have the same capacity for small craft.

The deployment of Granee Lorda's is also more limited. The smaller hangars combined with less free space for cargo mean the station has less of an economic value, an important factor to a power like the Hutt Cartel. Single ones can be found at every system in the Bootana Hutta, and multiples of these stations can only be found in the heavily fortified Y'Toub(10), Sleheyron(8), Mulatan(2), and Gos Hutta(2) systems.



KeldabeWarships.jpg


Manufacturer
MandalMotors

Model
Keldabe-class Battleship

Class
Heavy Cruiser

Role
Flagship, Carrier, Patrol, Escort

Composition
Alusteel-Reinforced Quadranium (hull & superstructure), Duraplast (additional armor protecting sensitive electronic systems, the reactor, & both backup generators), Transparisteel (viewports), Durasteel (viewport shutters)

Dimensions
Length: 800 m

Crew
7,200 (optimal)
800 (minimal)

Passenger Capacity
1,200

Cargo Capacity
12,000 metric tons

Consumables
2 standard years

Complement
Ventral Hangar Bay: Starfighters (24; two squadrons), Shuttles/Assault Craft (12; one squadron), Transports/Landers (2)

Armament
Heavy Turbolasers (24), Medium Mass Driver Cannons (18), Medium Ion Cannons (12), Heavy Laser Cannons (36; quad barrel), Heavy Concussion Missile Launchers (4; twenty-five missiles each)

Equipment
Military Grade Sensor Array, Military Grade Targeting Suite & Fire Coordination Module, Standard Navigation Module, HoloNet Transceiver, Military Grade Shield Generators, Standard Life Support Module, MandalMotors KC-1 Hypermatter Reactor, MandalMotors TZ-16 Emergency Power Generators (2; capable of boosting ship power substantially when activated), Tractor Beam Projectors (8), Escape Pods, Armed Life Pods

Description
The Keldabe is an ancient and venerable design, which was recreated and downsized for commercial sale by MandalMotors. Though it sports a lighter armament than the original and is nearly half the size, it still possesses heavy armor, powerful engines, and all the reliability and rugged toughness that MandalMotors customers have come to expect. The Hutt Cartel own the largest fleet of these starships to date.
9b05346b-0804-48a7-98f8-7973f5c235e0_zps24b50fc1.jpg


Manufacturer
MandalHypernautics

Model
Crusader-class Gunship, MK VI

Class
Corvette

Role
Anti-Starfighter Gunship, Escort, Picket, Transport

Composition
Alusteel-Reinforced Quadranium (hull & superstructure), Transparisteel (bridge viewports)

Dimensions
Length: 150 m

Crew
40-160 (optimal; varies depending on configuration)
6 (minimal)

Passenger Capacity
150-400 (varies depending on configuration)

Cargo Capacity
2,500 metric tons (varies depending on configuration)

Consumables
1.5 standard years

Complement
Ventral Hangar Bay: Starfighter (1)

Armament
Light Turbolaser Cannons (3; twin barrel, turreted), Light Laser Cannons (10; single barrel, turreted)

Equipment
Military Grade Sensor Array, Military Grade Targeting Suite & Fire Coordination Module, Standard Navigation Module, HoloNet Transceiver, Military Grade Shield Generator, Standard Life Support Module, MandalMotors CG-1 Power Generator, Tractor Beam Projector (1), Chaff Launchers (4), Escape Pods

Description
A redesign of the ancient Crusader Gunship, every aspect of the Mark VI has seen an extensive overhaul, though the overall structure and appearance has remained very much the same. While the stock model is equipped with ten unarmed escape pods, Crusaders sold to the Hutts are usually outfitted with armed escape pods. While attached, the light laser cannons on each escape pod are linked to the ship's weapon capacitor and targeting computer.
mLEPPTd.png


_____________________________________
Manufacturer
RevoGalactic​

_____________________________________
Model
Murishani Class Frigate​


_____________________________________
Class
Frigate​

_____________________________________
Role
Patrol, Heavy Escort​


_____________________________________
Dimensions
375 meters
(Length)​
70 meters
(Width)​
97 meters
(Height)​

_____________________________________
Crew
820
(optimal)​
210
(minimum)​


_____________________________________
Passenger Capacity
None​

_____________________________________
Consumables
3 Standard Months​


_____________________________________
Cargo Capacity
2,000 metric tons
(8,000 with no support craft)​

_____________________________________
Complement
Hangar: 12 Starfighters (1 Squadron)
(Or 4 Shuttle-Assault Craft/2 Light Freighters)​


_____________________________________
Speed
55 MGLT​

_____________________________________
Hyperdrive
1.5
(12.0 Backup)​


_____________________________________
Armament
4 Heavy Turbolaser Cannons
(mounted in quadruple barrel turret)​
24 Antistarfighter/point defense blaster cannons
(mounted in dual barrel retractable turrets)​
2 Missile Pods
(128 Anti-Starfighter Concussion Missiles/16 Assault Concussion Missiles)​


_____________________________________
Equipment
Military Grade Sensor Array, Standard Navigation Module, Advanced Military Grade Targeting and Fire Control Module, Standard Life Support System, Military-Grade Shield Generator, Holonet Transceiver, Revo-10-A Hypermatter Reactor, Revo-11 Cryogenic Power Cells (Backup), Escape Pods, Internal Security System (Anti-Tamper Locks, Duranium Blast Doors, Compartmental Atmospheric Venting, Lethal/Non-Lethal Gas Deployment, Standard Security Cameras)​


_____________________________________
Description
Whereas a great number of cartel designs serve a dual purpose as warships and engines of economic advancement, the Murishani is a dedicated warship designed to safeguard the treasures gained by the Hutts. The long frigate's profile is dominated by two massive missile/engine pods which give the ship great versatility. Depending on the missile load out, it can act as either an anti-capital platform, or an anti-starfighter platform. The standard concussion missiles are capable of being swapped out for more expensive variants such as the famed diamond-boron tipped designs. The ship can carry enough additional missiles to allow it to completely reload twice, although this can be extended to three reloads at the expense of cargo and support craft.

The entire engine/missile pods which sit on both sides of the main hull can be detached in case of catastrophic failure, and rotated 360 degress giving the Murishani unparalleled maneuverability, even if its top speed leaves a lot to be desired. The Murishani typically travel in packs while on patrol, allowing them to open up a devastating barrage on any who threaten the Cartel's interests, and also act as escorts for merchantmen convoys that have paid for protection, and for larger Hutt warships.


modifiedminingship_zps985ddb68.jpg

(image used with permission; property of AdamKop, DeviantArt.com)

Manufacturer
Sienar Fleet Systems

Model
Modified Dolabra-class Mining Barge

Class
Medium Freighter

Role
Gunboat, Light Carrier

Composition
Titanium-Reinforced Alusteel (hull & superstructure), Duraplast (aftermarket armor plating), Transparisteel (viewports)

Dimensions
Length: 220 m

Crew
74 (optimal)
8 (minimal)

Passenger Capacity
N/A

Cargo Capacity
Variable (up to 10,000 metric tons)

Consumables
1 standard year

Complement
Mining Drones (24) or Starfighters (6)

Armament
Industrial Grade Laser Drills (2; twin barrel, turreted), Light Turbolasers (8; wing-mounted), Proton Torpedo Launchers (10; wing-mounted)

Equipment
Standard Sensor Array (outdated), Military Grade Targeting Suite & Fire Coordination Module (stolen Imperial model), Standard Navigation Module, HoloNet Transceiver, Cruiser Grade Shield Generator, Standard Life Support Module, SFS YRv2 Hypermatter Reactor, Unarmed Life Pods

Description
A vessel that came stock with heavy shielding, a thick hull, and two industrial grade laser drills, the Dolabra was the perfect candidate to be outfitted as a warship. With the addition of turbolasers and proton torpedo launchers attached at the wings, it became a formidable opponent, though speed would always be an issue.
Interceptor_IV_zps2d3edf2b.jpg


Manufacturer
Corellian Engineering Corporation

Model
Modified Action IX Transport

Class
Light Frigate

Role
Gunboat, Patrol, Escort

Composition
Durasteel (hull & superstructure), Duraplast (aftermarket armor plating), Transparisteel (viewports)

Dimensions
Length: 200 m

Crew
34 (optimal)
6 (minimal)

Passenger Capacity
10

Cargo Capacity
Variable (up to 1,500 metric tons)

Consumables
4 standard months

Complement
Cargo Bay: Starfighter (1) or Shuttle (1)

Armament
Light Turbolaser Cannons (8; quad barrel), Heavy Concussion Missile Launchers (4; twelve missiles each)

Equipment
Military Grade Sensor Array (stolen GA model), Military Grade Targeting Suite & Fire Coordination Module (stolen GA model), Standard Navigation Module, HoloNet Transceiver, Tractor Beam Projector (1), Mid-Grade Shield Generator, Standard Life Support Module, Repulsor Drives, Ce9 Compact Reactor, Escape Pods

Description
A modification of the popular Action IX Transport, these ships serve as enforcers throughout Hutt Space. What they lack in firepower, they make up for in speed, often flying loops around larger warships and avoiding hostile fire.
BqWuwh0.png


_____________________________________
Manufacturer
TransGalMeg Industries​

_____________________________________
Model
Bootana Class Corvette​


_____________________________________
Class
Corvette​

_____________________________________
Role
Mine Layer, Mine Clearer​


_____________________________________
Dimensions
150 meters
(Length)​
65 meters
(Width, not including antennae)​
30 meters
(Height)​

_____________________________________
Crew
136
(optimal)​
20
(minimum)​


_____________________________________
Passenger Capacity
10​

_____________________________________
Consumables
6 Standard Months​


_____________________________________
Cargo Capacity
150 metric tons

_____________________________________
Complement
None


_____________________________________
Speed
85 MGLT​

_____________________________________
Hyperdrive
3.0
(16.0 Backup)​


_____________________________________
Armament
16 Point Defense Laser Cannons
(mounted in quadruple barrel turret)​
12 Minelayers
(carries 96 mines total)​


_____________________________________
Equipment
Standard Sensor Array, Standard Navigation Module, Standard Targeting and Fire Control Module, Standard Life Support System, Sensor Jammer, Trickster Decoy Launcher (1; 2 charges), Bafflers, 2 Heavy Duty Pressor Field Projectors, Light-Grade Shield Generator, Holonet Transceiver, TGM-5AA Reactor, Escape Pods​
CorellianGunship-SWR.png


Manufacturer
Corellian Engineering Corporation

Model
DP40 Gunship

Class
Corvette

Role
Anti-Capital Gunship, Escort, Patrol

Composition
Alusteel (hull & superstructure), Transparisteel (viewports)

Dimensions
Length: 120 m

Crew
91 (optimal)
10 (minimal)

Passenger Capacity
N/A

Cargo Capacity
300 metric tons

Consumables
6 standard months

Complement
N/A

Armament
Light Turbolasers (8; twin barrel, turreted), Light Laser Cannons (6; quad barrel, turreted), Medium Concussion Missile Launchers (4; thirty missiles each)

Equipment
Military Grade Sensor Array (stolen GA model), Military Grade Targeting Suite & Fire Coordination Module (stolen Imperial model), Standard Navigation Module, HoloNet Transceiver, Ultra-Light Shield Generator, Standard Life Support Module, Repulsor Drives, Ce5 Compact Reactor, Escape Pods

Description
A design dating back to the rise of the Galactic Empire, the DP40 has changed little in that time span, though it has seen numerous upgrades as newer technology became available. Many of these hardy craft can be found in the service of the Hutt Cartel, poorly maintained, but still effective.
transformer_zps85073df5.jpg

(image used with permission; property of AdamKop, DeviantArt.com)

Manufacturer
Rendili StarDrive

Model
Rendili SpaceGun

Class
Heavy Gunship

Role
Anti-Capital Gunship, Mobile Turbolaser Tower

Composition
Quadanium (hull & superstructure), Transparisteel (viewports)

Dimensions
Length: 64 m

Crew
13 (optimal)
4 (minimal)

Passenger Capacity
N/A

Cargo Capacity
100 metric tons

Consumables
2 standard months

Complement
N/A

Armament
Taim & Bak XX-17 Twin Turbolaser Cannon (1; main gun), Quad Laser Cannons (2; aftermarket, one port & one starboard)

Equipment
Military Grade Sensor Array (outdated), Military Grade Targeting Suite (outdated), Standard Navigation Module, HoloNet Transceiver, Frigate Grade Shield Generator, Standard Life Support Module, Repulsor Drives, Rendili TzN Hypermatter Reactor, Escape Pods

Description
The Rendili SpaceGun was originally part of an exclusive military contract, which fell through when the buyer disappeared mysteriously and his corporation was forced into bankruptcy by some unknown entity. Before Rendili StarDrive could decide what to do with the unclaimed order, a representative from the Hutt Cartel arrived with an offer they couldn't refuse.

Though the SpaceGuns were never intended for ship-to-ship engagements, the Cartel has used a great number of these craft as pack-hunters, relying on their superior numbers to seek out and overwhelm much larger prey. Despite their slow speed and poor maneuverability, they have performed this duty surprisingly well. This can be attributed to their powerful main gun, frigate-grade shielding, and thick armor plating. Even so, they are no replacement for a dedicated warship and far better suited as a ground emplacement.
BFF1BulkFreighter-TCG.jpg


Manufacturer
Phylon Freight, Aratech Repulsor Company, & Damorian Manufacturing Corporation

Model
Modified BFF-4 Bulk Freighter

Class
Medium Freighter

Role
Cargo Hauler, Light Carrier

Composition
Durasteel (hull & superstructure), Transparisteel (viewports), Duraplast (hangar bay shutters), Nightshadow (coating over hangar bays)

Dimensions
Length: 120.9 m
Width: 75.56 m
Height: 34 m

Crew
32 (optimal)
4 (minimal)

Passenger Capacity
80

Cargo Capacity
Rear Containers: 8,000 metric tons (total)

Consumables
2 standard months

Complement
Front Containers: Starfighters (12; one squadron, six per container), Shuttles/Assault Craft (4; two per container)

Armament
N/A

Equipment
Military Grade Sensor Array (stolen GA model), Standard Navigation Module, HoloNet Transceiver, Mid-Grade Shield Generator, Standard Life Support Module, Repulsor Drives, Tazonot-5 Compact Reactor, Escape Pods

Description
Heavily modified versions of the BFF-4 Bulk Freighter, these ships serve the Hutt Cartel as disguised light carriers. They allow Hutt starfighter squadrons to travel discreetly between systems, monitoring hyperspace traffic in and out of Hutt Space, but are also used as a more secure means of transport for precious cargo.
GR-75_Medium_Transport_zpsa418b37f.jpg


Manufacturer
Gallofree Yards, Inc.

Model
Modified GR-75 Medium Transport

Class
Medium Transport

Role
Starship Borne Improvised Explosive Device, Cargo Hauler

Composition
Durasteel (hull & superstructure), Transparisteel (viewports), Duraplast (aftermarket armor plating)

Dimensions
Length: 90 m

Crew
8 (optimal; droid crew)

Passenger Capacity
N/A

Cargo Capacity
19,000 metric tons

Consumables
Variable (fuel amount is mission dependent; up to three standard months)

Complement
N/A

Armament
Detonators (multiple), Thorium (10,000 metric tons)

Equipment
Basic Sensor Array (stock), Basic Navigation Module (stolen), Light Shield Generator (stock), Repulsor Drives, Gallofree KV4 Compact Reactor

Description
Upgraded engines, a droid crew, incredibly thick armor plating, and cargo containers filled to the brim with explosives make for an ideal space ram. Even before all else fails, the Cartel is more than willing to fight dirty. Some models have their cargo containers coated in nightshadow to prevent early detection, though this is a costly measure and not particularly necessary, as the thick hull armor can block most preliminary scans. The droid crew can be instructed to eject all cargo containers prior to impact for a larger area of effect.
zqAGemK.png


_____________________________________
Manufacturer
Kuat Drive Yards
(Discontinued)​

_____________________________________
Model
FAF-86 Corona-K​


_____________________________________
Class
Frigate​

_____________________________________
Role
Patrol, Scout, Fast Attack Ship​


_____________________________________
Dimensions
260 meters
(Length)​
58 meters
(Width)​
145 meters
(Height)​

_____________________________________
Crew
600
(optimal)​
200
(minimum)​


_____________________________________
Passenger Capacity
50​

_____________________________________
Consumables
1 Standard Year​


_____________________________________
Cargo Capacity
5,000 metric tons

_____________________________________
Complement
None, standard
(single docking berth for a light freighter)​


_____________________________________
Speed
70 MGLT​

_____________________________________
Hyperdrive
1.0
(11.0 Backup)​


_____________________________________
Armament
4 Heavy Ion Cannons
(forward facing)​
2 Rapid Fire Proton Torpedo Launchers
(forward facing; 24 torpedoes each)​
12 Medium Mass Driver Cannons
(Mounted in singe turret barrels)​
12 Medium Laser Cannons
(Mounted in singe turret barrels)​


_____________________________________
Equipment
Advanced Sensor Array, Standard Navigation Module, Advanced Targeting and Fire Control Module, Standard Life Support System, Sensor Jammer, Trickster Decoy Launcher (2; 4 charges total), Tractor Beam Projector (1), Mid-Grade Shield Generator, Holonet Transceiver, KDY-1214 Reactor, Escape Pods​


_____________________________________
Description
The aged Corona-K's were retired from active service in many space forces before the Sith even took power over the Imperium. Many still existed in the hands of pirates, backwater defense fleets, and second-hand sale yards, from which the Hutts would acquire their current fleet of these vessels. Purchased to help shore up defenses after the destruction of many Chiss-built vessels, the Corona-K was pressed into service for use by the pirates employed by the Cartel. The ship is designed to quickly swoop in, confuse a target with sensor jammers and decoys, overwhelm them with ion cannon fire and proton torpedoes, rake them with mass drivers and lasers, and then get out as quick as possible.

They are often paired with Hutt Raid Stations to run down any vessel that tries to flee rather than pay the toll, or with the slower Murishani acting as scouts in system patrols. While fast, the Corona is only in the middle of the pack in terms of maneuverability, but are very quick to accelerate to full speed for a ship of its size.


_____________________________________
Manufacturer
TransGalMeg Industries

_____________________________________
Model
Fierfek Class Attack Ship​


_____________________________________
Class
Gunship​

_____________________________________
Role
Patrol, Scout, Escort​


_____________________________________
Dimensions
34 meters
(Length)​
28 meters
(Width)​
9 meters
(Height)​

_____________________________________
Crew
6
(optimal)​
2
(minimum)​


_____________________________________
Passenger Capacity
4​

_____________________________________
Consumables
4 Standard Weeks​


_____________________________________
Cargo Capacity
90 metric tons

_____________________________________
Complement
None


_____________________________________
Speed
95 MGLT​

_____________________________________
Hyperdrive
0.6
(13.0 Backup)​


_____________________________________
Armament
4 Light Ion Cannons
(forward facing)​
6 Proton Torpedo Launchers
(forward facing; 8 torpedoes each)​
3 Light Laser Cannons
(Mounted in turrets with blaster cannons)​
6 Rapid Fire Blaster Cannons
(Mounted in turrets with laser cannons)​


_____________________________________
Equipment
Standard Sensor Array, Standard Navigation Module, Standard Targeting Suite, Standard Life Support System, Jamming Beam (1), Chaff Launchers (2; 4 charges each) Light-Grade Shield Generator, Holonet Transceiver, Repulsor Lift Engines, TGM-LF2-H Power Generator​


_____________________________________
Description
The Fierfek is a large gunship design that packs a lot of firepower onto quick engines. The intention behind the ship is that it's able to tear through starfighter formations, and act as something of a bomber with its proton torpedo loadout. With three turrets, each containing a light laser and a pair of rapid fire blaster cannons, the Fierfek has ample defense against starfighters and other small craft. The short range jamming beam is forward focused, and is intended to disrupt the fire control equipment of point defense systems in its immediate path. They are often deployed in squadrons launched from larger ships as heavy bombers in support of the dunelizard and scyks, but may also operate independently as a short range commerce raider, or a defender against other commerce raiders. The Firefek's repulsor life engines also allow it to act as a gunship in support of ground forces, using its dorsal mounted turrets to great effect, but in terms of maneuverability is greatly outclassed by dedicated airspeeders and fighters in atmosphere. Out of atmosphere the Fierfek is highly maneuverable and quick to accelerate in order to avoid it from becoming cannon fodder for other small craft.


jnA0zvf.png


_____________________________________
Manufacturer
Boonda Droidworks/RevoGalactic​

_____________________________________
Model
Mikiyuna Droid Starfighter​


_____________________________________
Class
Starfighter​

_____________________________________
Role
Escort, Swarm Fighter​


_____________________________________
Dimensions
8.25 meters
(Length)​
6.4 meters
(Width)​
2.5
(Height)​

_____________________________________
Crew
Rudimentary Droid Brain
(required)​
Advanced Droid Brain
(optional)​


_____________________________________
Passenger Capacity
None​

_____________________________________
Consumables
2 Days​


_____________________________________
Cargo Capacity
None

_____________________________________
Complement
N/A


_____________________________________
Speed
165 MGLT​

_____________________________________
Hyperdrive
None​


_____________________________________
Armament
2 Light Blaster Cannons
(forward facing)​


_____________________________________
Equipment
Standard Sensory Array, Standard Navigation Module, Standard Targeting and Fire Control Module, Ultra-Light Shield Generator, Nightblind Sensor Jammer, Boonda-A52 Droid Brain, Revo-9 Cryogenic Power Cells​


_____________________________________
Description
Since the end of the Clone Wars every power has realized that Droid Starfighters would always be inferior to those piloted by sentient beings, in spite of the many advantages they provided. But that doesn't mean they are completley useless, and the Mikiyuna strives to capitalize on one of the greatest advantages of a droid starfighter; cheapness. The Mikiyuna can be produced for a fraction of what a full starfighter would cost. The Nightblind sensor jammer is easily the most expensive piece of equipment on it, and is central to its role. The Mikiyuna is intended to draw attention to itself, while at the same time masking the presence of any craft nearby. A squadron of these craft can appear as a much larger threat as a result, and in swarms the Mikiyuna will simply overwhelm and distract point defenses and enemy fighter formations, greatly extending the survivability of other vessels.

The expendable nature of the Mikiyuna means commanders will often simply order them to make straight forward suicide runs, providing an extra punch to any bomber craft they are escorting in. The rudimentary nature of the default droid brain makes using them in complex maneuvers difficult. A more advanced droid brain is available for a large price increase, and given their expendable nature many who purchase them in bulk opt not to spring for this upgrade. Due to their size, and the fact that they don't require as much bulky support equipment, two Mikiyuna's can generally take the place of a single starfighter in hangar bays.


Dunelizard_-_SWGTCG_zps061a23d7.jpg


Manufacturer
Hutts

Model
M12-A Dunelizard Assault Starfighter

Class
Starfighter

Role
Patrol, Assault

Composition
Durasteel (hull & superstructure), Transparisteel (cockpit canopy)

Dimensions
Length: 8.2 m

Crew
1 (pilot)

Cargo Capacity
115 kg

Consumables
1 standard week

Armament
Medium Laser Cannons (2; fire-linked), Light Concussion Missile Launcher (1; six missiles)

Equipment
Basic Sensor Array, Basic Targeting Suite, Standard Life Support Module, Standard Navigation Module, Light Shield Generator, HVz2 Power Generator, Pilot Ejection Seat

Description
A design licensed through MandalMotors, the M12-A Dunelizard is manufactured in large factories located on Nar Shaddaa. Dilapidated structures across the moon are pulled apart, melted down, and formed into the components required to build thousands of these craft. Though the quality of the construction materials may be in question, the Dunelizard itself is a sound assault fighter and has served the Hutts for over a thousand years.
M3-A_Scyk_fighter_zps8225ec18.jpg


Manufacturer
Hutts

Model
M9-C Scyk Light Interceptor

Class
Starfighter

Role
Patrol, Interception

Composition
Durasteel (hull & superstructure), Transparisteel (cockpit canopy)

Dimensions
Length: 6.7 m

Crew
1 (pilot)

Cargo Capacity
75 kg

Consumables
1 standard week

Armament
Light Laser Cannons (2; fire-linked)

Equipment
Basic Sensor Array, Basic Targeting Suite, Standard Life Support Module, Standard Navigation Module, Ultra-Light Shield Generator, HVz1 Power Generator, Pilot Ejection Seat

Description
A design licensed through MandalMotors, the M9-C Scyk is manufactured in large factories located on Nar Shaddaa. Dilapidated structures across the moon are pulled apart, melted down, and formed into the components required to build thousands of these craft. Though the quality of the construction materials may be in question, the Scyk itself is a sound interceptor and has served the Hutts for over a thousand years.
 
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