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Post by House of D'Ordinii on Jun 15, 2018 11:47:00 GMT -8
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Post by House of D'Ordinii on Jun 15, 2018 12:19:18 GMT -8
Census Data
Current Year: 121ABY/110PP
Imperium Citizen ID Number is as follows: Template/Species Code-(Generation Number)-(four letters)(four numbers) EXAMPLES: ATroTem-G4-AAAA0000 or Hu-G2-AAAA0000
Citizens
Total Citizens: 5,404,567,588,396
Genie (by active bloodline): 2,632,488,473,809 Birth rate: +18% per year Mortality rate: -0.5% per year Additional notes: Prefix code varies by which of the forty one base templates was used (Assault Trooper - ATroTem; Engineer - EnTem; Fighter Pilot - FPilTem; Line Trooper- LTroTem; Recon Trooper- RTroTem; etc) Additional notes: The extremely low mortality rate is due to the lack of age related deaths. This is not due to change until the mid 400s PP.
Human (Hu): 2,627,187,337,079 Birth rate: +3% per year Citizen rate: +5% per year Mortality rate: -2% per year
Rakata (Rk): 85,964,916,132 Birth rate: +4% per year Citizen rate: +7% per year Mortality rate: -2% per year
Other (Varies): 58,057,078,513 Birth rate: +4% per year Mortality rate: -2% per year
Mech (Mc): 851,678,203 Birth rate: +8% per year Citizen rate: +7% per year Mortality rate: -0.2% per year Additional notes: The extremely low mortality rate is due to the lack of age related deaths.
Kaminoan (Km): 18,104,660 Birth rate: +1.5% per year Mortality rate: -2% per year Additional notes: Kaminoan population is projected to continue dropping, despite ongoing efforts to increase birth rate.
Socii
Total Helots: 11,167,666,224,782
Human (Hu): 10,122,834,482,076 Birth rate: +5% per year Citizen rate: -2% per year Mortality rate: -2% per year
Other (Varies): 625,173,182,083 Birth rate: +4% per year Citizen rate: -1% per year Mortality rate: -2% per year
Rakata (Rk): 419,658,560,623 Birth rate: +12% per year Citizen rate: -7% per year Mortality rate: -2% per year
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Post by House of D'Ordinii on Jun 15, 2018 12:45:02 GMT -8
Ranks and Pay Grades
Rank grade and name Chest Insignia/Cuff Insignia Command Slot
Head of State O10 Imperator None/None
Cabinet Level Ranks O9 Consul Two gold bars/Two gold braids
O8 Dictator One gold bar, three gold pips/One gold braid, three gold stripes
General Officers † O7 Praetor One gold bar, two gold pips/One gold braid, Two gold stripes Naval Fleet
O6 Quaestor One gold bar, one gold pip/One gold braid, one gold stripe Naval Fleet
O5 Tribune One gold bar/One gold braid Naval Fleet
Staff Officers † O4 Colonel Four gold pips/Four gold stripes Naval Star Destroyer or Light Star Destroyer/Legion CO
O3 Major Three gold pips/Three gold stripes Naval Cruiser or Star Frigate/Battalion CO
O2 Captain Two gold pips/Two gold stripes Naval Frigate/Company CO
O1 Lieutenant One gold pip/One gold stripe Naval Corvette/Platoon CO
Senior Petty Officers P9 Master Sergeant (Military) or Master Garland Knight (Civilian) Two silver bars/Two silver braids Legion CPO
P8 Chief Sergeant (Military) or Chief Garland Knight (Civilian) One silver bar, three silver stripes/One silver braid, three silver stripes Battalion CPO
P7 Senior Sergeant (Military) or Senior Garland Knight (Civilian) One silver bar, two silver stripes/One silver braid, two silver stripes Company CPO
P6 Sergeant (Military) or Garland Knight (Civilian) One silver bar, one silver pip/One silver braid, One silver stripe Platoon CPO
Junior Petty Officers P5 Master Marine (Military) or Master Knight (Civilian) One silver bar/One silver braid Naval Fighters or Bombers/Squad CPO
P4 Chief Marine (Military) or Chief Knight (Civilian) Three silver pips/Three silver stripes
P3 Senior Marine (Military) or Senior Knight (Civilian) Two silver pips/Two silver stripes
P2 Marine (Military) or Knight (Civilian) One silver pip/One silver stripe Naval Support class
P1 Cadet None/None
Notations † General and Staff officers have three grades for each rank. These are noted with a single stud in the top inside corner of the rank plaque. A silver stud is used for a junior grade. A gold stud is used for a mid-grade. And a ruby stud is used for a senior grade. In most cases the officer's grade in question is not relevant and will not be mentioned, even in the most formal setting.
A Commanding officer for a naval ship generally has one executive officer plus three duty officers of one rank below them (total 4), 36 bridge crew & department heads of two ranks below their own, & 175 staff officers of three ranks below their own.
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Post by House of D'Ordinii on Jun 15, 2018 13:46:13 GMT -8
Government Departments, Offices, and Panels The government of the Mandalorian Empire is divided up into six primary departments, either further broken into various specialized offices. In addition to the primary departments, the office of ori'ramikad reports directly to the Imperator. Each department is headed by a Consul (O9) for a five year term, after which the officer is returned to the rank of Dictator (O8) and often returns to their previous posting or is assigned to a new posting. Each Department is made up of several distinct offices. While the specifics vary from office to office, the majority are further broken up into specific areas of control known as panels, each of which is assigned a large staff of Dictators.
Aliit (Clan) The Aliit Department is tasked with handling any issues relating to foreign policy and relations. This department functions as the Ministry of Foreign Affairs for the Mandalorian Empire. The primary role of the department is advising the Imperator on diplomatic and foreign affairs, as well as implementation of orders from the Imperator. This Department is further divided into three primary offices, though other minor offices do also exist. This Department uses Yellow for their official color.
The Office of Diplomacy handles the various tasks related to interacting directly with foreign powers. The primary role includes diplomatic training, embassies, negotiations, and diplomatic missions. They use a Yellow Torii Gate as their emblem.
The Office of Trade is charged with establishing and maintaining economic trade relations between the Mandalorian Empire and foreign powers. This includes any trade negotiations regarding the Socii Systems, either between each other, with the Mandalorian Empire, or with Foreign Powers.
The Office of Uplift is tasked with preservation, care, and advancement of primitive cultures within the sphere of influence of the Mandalorian Empire. In cynical terms, their task is to prevent the exploit of these groups by hostile foreign powers so that the Mandalorian Empire can exploit them instead. In more pragmatic terms, the vast majority of such cultures are left to their own devices for the most part, though part of the office's mission is to bring such cultures up to galactic standards with as little damage as possible. This is done with the eventual goal that the group in question will willingly seek Socii status. This would be preferable to forceful subjugation as it would provide a larger net benefit. However, such goals are extremely long term.
Gotal'ur (Create) The Gotal'ur Department tasked with the general infrastructure needs of the Mandalorian Empire. Given the broad scope of this department's assignment, there are a fairly large number of distinct offices. Several of the offices themselves are large enough to require second tier offices dedicated to specific areas of interest. The official color is Green.
The Office of Energy is in charge of determining the standard energy policy of the Mandalorian Empire. In addition they also oversee the planning, operation, and staffing of energy production facilities. This includes manufacturing facilities that produce energy generation or storage equipment. A Green Lightning Bolt is used to designate this office.
The Office of Development is tasked with construction projects and upgrade to sites and infrastructure in cooperation with the other offices. Given the individual requirements of each office, and the wide nature of their tasks, this office interacts effectively every other office on an extremely regular basis.
The Office of Industry oversees the planning and operation of factories, manufactures, and other production sites. This also includes sites dedicated to the production or harvesting of natural resources. The symbol of this office is a Green Anvil.
The Office of Logistics is divided into several second tier panels. The Transit Panel handles the mass transit needs of the Imperium, including planetary based public transit systems as well as inter-system passenger shuttle. The Supply Panel is tasked with the tracking, control, and delivery of cargoes. This includes making sure that every ship, station, base, outpost, and world maintain adequate stocks to ensure continued operations. Finally, The Hyperspace Panel is tasked with maintaining, updating, and improving the hyperspace lanes commonly used by the Mandalorian Empire or the Socii Systems.
The Office of Maintenance is tasked with the repair and upkeep of all Imperium equipment. In addition to workshops dedicated to the repair of any conceivable piece of technology, it also has a pair of more dedicated second tier offices. The Naval Refit Panel is focused on the repair and upkeep of starships, while The Civil Refit Panel is similarly dedicated to stations and planet based installations.
Kar'tayl (Knowledge) The Kar'tayl Department is charged with the fields of education, information, and technology. This includes communications, research, data security, and a wide range of other related fields. The Department color is White.
The Office of Archives is tasked with the preservation, duplication, and protection of information. This includes the creation of official records, as well as the operation of library sites, databases, and server farms. Their icon is that of a White Scroll.
The Office of Education handles the operation and standards of training. This includes the initial education of children, as well as further education of adults. Given the large requirements of testing of those that were trained outside the formal system, the Testing Panel is one of the largest second tier components of the office.
The Office of Signals it tasked with ensuring the safety and efficient operation of the Mandalorian Empire's independent holonet system. While the Imperium's holonet is far more interconnected with the galactic network in more recent decades, great effort is made to ensure that the network would remain stable even in the event of a total collapse of outside networks. The Cryptoanalysis Panel is tasked with securing the data architecture of the Mandalorian Empire's holonet, as well as the encryption of sensitive or classified information. In additional, this office is responsible for any decryption or code breaking functions the Imperium may require. Given the greater levels of interconnection, The Communications Defense Panel is tasked with ensuring that no external threat can disrupt the operation of the Imperium's holonet, regardless of if the threat is physical or virtual.
The Office of Research is the Research and development branch of the Empire. The Analysis Panel is made up of those individuals seeking new technologies, innovations, or breakthrough discoveries that might aid in anything from more efficient or powerful weapons, to a new compound that increases farming production. On the other hand, The Concept Review Panel is tasked with searching established records for ideas or technologies not in common usage. This can be anything from documents thousands of years old, or experiments failed only decades or years previously. A surprising number of technologies and ideas discarded as useless in the past have born fruit with the aid of modern technologies or practices. Regardless of which panel first discovers a possible idea, it is passed to The Development Panel for final review, testing, and refinement in order to become either a finished product and enter general production by the Empire.
Sur'ar Skanah (Focus on the Enemy) The Sur'ar Skanah Department is the ministry of war for the Imperium. The vast majority of the personnel in this department are active combatants in one form or another. While most other governments require that their support roles be filled by military personnel, the Mandalorian Empire sees it as a waste of time and resources to provide full combat training to those personnel that will never see any form of combat. Those personnel that fill purely support roles are therefor under the command of other departments. Black is the designated color for this department
The Office of Combat is by far the largest office in the Department. Though unlike other large offices, it is not made up of various panels. Instead, this office maintains a chain of command from the highest level down to the most junior cadet. While in functional practice the chain of command can be rather flexible in terms of rank and responsibility, those proven to be capable above their rank will often find their rank quickly growing to match their talent. Like all other branches, a person's skill determines both their maximum rank and the speed with which they climb the hierarchy. However, even to the most skill, the process can be slow. This is both because of the shear size of the organization, and to make sure that an officer hasn't been promoted beyond their skill level. Officers that are found to have been promoted too fast or otherwise above their skills, will soon find themselves returned to a more appropriate rank. This is generally seen more as a mark of favor for the person, as such demoted personnel are closely watched for signs they may be ready to once again start advancing through the ranks. This Office uses a Black Trident as their symbol of choice.
The Office of Intelligence is tasked with both intelligence and counterintelligence operations and has a Black Set of Scales as their icon. The Naval Intelligence Panel is responsible for organizations with a primarily militant nature, while The Civil Intelligence Panel handles organizations of a civil nature. While it is possible for both panels to have interests in a particular group, that is rare. In most cases, the group in question is assigned to one panel or the other. Though it is fairly common to have both panels provide their own independent reports on any issue, given their traditionally distinct viewpoints. Regardless of which panel a group is assigned to, the information is eventually routed to The Planning Panel. It is the duty of this panel to assess the various reports, determine the accuracy of the reports, determine possible threats, and determine possible plans or policy recommendations based on that information.
The Office of STATUS (Special Tactics And Technology UnitS) is the special operations branch of the military. The Bescabur (Iron Guard) are the official Force order of the Imperium. While it is not required for a Force using member of the Mandalorian Empire to join any Force Order, let alone the Iron Guard, such membership is generally seen as extremely prestigious. The Iron Guard is mostly divided into two primary groups, though they have their own internal structure and hierarchy. Precogs are used to give important sites advanced warning of danger, from either natural or artificial causes. Hunters on the other hand are combat specialists used to counter enemy Force using units. Bloodhounds are the officially sanctioned bounty hunters of the Mandalorian Empire. Whether their missions are for internal legal enforcement or to collect on a foreign bounty, they are the ones called to act. The Ori'ramikade are small units of heavily specialized, trained, and equipped soldiers. They are the most traditional of the various panels of the office. Recon is used to explore or otherwise survey areas too hostile, hazardous, or dangerous for more traditional survey teams or equipment. This can be anything from unstable ruins, areas with extreme terrain hazards, or even battlefields. Starjumper units are specially trained for orbital insertions. While all units regularly practice deployments from shuttles, dropships, and even drop pods, only Starjumper units are trained and equipped for free flight insertions from orbit. Due to the equipment costs, most Starjumper units are Battalion or even Company sized. However, a single Starjumper Legion is also maintained. Units or individuals with a known track record of being extremely effective are given the honor of joining the Titans. While most often given to members of the Ori'ramikade, this distinction can be given to any unit with a history of defying the odds. The Hussars are special heavy shock cavalry units. While the majority are equipped with the M05 ATRT speeders, specialized sub units are also equipped with the M06 Basilisk or with specially cloned Reek mounts. Regardless of their form of transportation, the Hussars are renowned for mounting extremely powerful speaker systems. These are used to blast the enemy with ground shaking sound while the Hussars attack. Most Hussars play music of some form, but the sounds used are left to the rider in question. In addition to the official Offices of STATUS, Operation Railroad is a secret organization that is tasked with the liberation and aid of slaves across the galaxy, as well as conducting hostile acts against slaver operations. The majority of current membership is not actually aware of the formal connection between their organization and the Mandalorian Empire.
Vode (Sibling) The Vode Department is focused on administrative and personnel management for the Mandalorian Empire. While the majority of tasks handled by this department are more focused on paperwork and regulations, it does also have a number of more hands on Offices. Blue is used for the official department color.
The Office of Advancement handle the respective ranks of government members. This includes reviews for promotions of personnel, as well as any situation potentially requiring a demotion. This Office is also responsible for determining if an individual has met the requirements for an award.
The Governors Office is in charge of the interaction with and management of the various Socii Systems. Generally speaking, each Socii System will have its own governor, along with whatever staff requirements are required for handling ongoing relations. The specific rank of the governor usually depends heavily on the size and prestige of the Socii System in question. A smaller or less prestigious System will be handled by a governor of lower rank, and usually also have a smaller total staff.
The Office of Legal is tasked with the creation, enforcement, and modification of laws within the Mandalorian Empire. The office uses a Blue Shield as their symbol. The Justice Panel is tasked with courts system. Their job involves determining if an individual has broken a law, and if so what the appropriate punishment should be. The Legislation Panel is tasked with creating, modifying, and removing laws. This includes not only the formal wording of legal documents, but maintaining an easy to understand version for reference and ease of use by the common citizens. Internal Security is the official police system of the Mandalorian Empire. It is their duty to discover, track down, and apprehend criminals in addition to preserving public order and protecting citizens. While they do have jurisdiction as part of the Socii System treaties, Internal Security will generally only become involved in legal situations in Socii Systems when formally invited to do so.
The Medical Office is responsible for the health and welfare of the Mandalorian Empire and its citizens. Because they use it as their symbol, a Blue Triple Helix has come to be associated with medical facilities and equipment within the Mandalorian Empire.
The Office of Public Relations is tasked with maintaining the general mood and morale within the Mandalorian Empire and the Socii Systems. While this does not directly extend to infringing on private news coverage, they do maintain a number of official news sites that are more geared toward feel good programs and propaganda pieces. This office is also tasked with marketing and advertising Imperium goods and services outside the Empire, despite that theoretically being within the realm of the Aliit Department.
The Recruitment Office works closely with the Office of Public Relations in order to maintain a steady flow of immigrants from both beyond the borders of the Mandalorian Empire, and from the various Socii Systems already within the Empire's sphere of influence.
Waadas (Wealth) The Waadas Department is the financial branch of the Mandalorian Empire. Purple is the official color of the department.
The Office of Acquisitions is responsible for locating potential new sources of income. Whether that might be an asteroid belt rich with useful or valuable minerals and metals, a new plant or animal species with commercial potential, or investing in a promising individual, group, or company.
The Office of Assets on the other hand, is tasked with keeping track of all existing revenue streams and resources. This includes any physical equipment, vessels, or buildings. They are also tasked with creating and maintaining records on the history of those resources and their projected functional and profitable time remaining.
The Budget Office is the group that allocates resources and budgets to other Departments, Offices, and Panels as needed. Their duty is to carefully balance the incoming revenue against the needs and requirements of ongoing projects and duties.
The Contracts Office is tasked with the creation of contracts, licenses, and deals involving government owned assets, properties, and intellectual properties. In addition, the office also is tasked with handling such documentation from outside parties.
The Investment Office maintains a healthy portfolio of investments for the Mandalorian Empire. While this does include vast sums of money invested into various financial institutes and markets across the galaxy, it also takes the form of bonds and loans to both individuals and groups.
The Office of Payroll much like the budget office, payroll makes sure that each member of the government is paid properly and promptly.
The Office of Revenue is tasked with all incoming funds of the Mandalorian Empire, regardless of source. Their primary duty is to ensure that such sources of funds are not tampered with or degraded by outside forces. While the Office has a vast number of panels, the Gambling Panel is one of the most lucrative, as the lax legal standards of gambling within the Empire ensures a steady profit to the state run operations, as well as taking a cut of all privately run gambling operations.
Rang'vode (Secret Police) The Office of Rang'vode does not officially report to any department. Instead the office reports directly to the Royal Family and (in particular) the Imperator. The leader of the Office is not considered an O9 rank officer however, and does not necessarily have to be replaced every five years. In practice, the head of the Office will often serve for several years before allowing another officer to take the position. However, that transfer is at the discretion of the Imperator. This Office uses Red as their official color.
The Inquisition Panel functions much like the Intel Office of the military. However, while the intel office does use subterfuge when required by an operation, everything is clearly recorded and reported officially. The inquisition however, is less subject to those requirements and is often tasked with jobs that must be completed, whatever the cost. In practice, nearly no reports or documents from the inquisition are ever released to the public.
The Operative Panel like the STATUS office of the military, the operatives panel is home to those rare and special individuals with unmatched talents. Unlike the STATUS office, those in the Operatives panel are more accurately described as assassins. When an individual or small group proves unable to be removed by more conventional methods, this panel is called in to resolve the situation. Either by directly removing the target, or by applying sufficient influence to remove the obstacle.
The Praetorian Panel is the least frowned on part of the secret police. Train in VIP protection, many high ranking officers of the Empire have a personal detail of Praetorian Guards. While all members of the royal family also have a unit of Praetorians, members that serve in military roles are not required to have their guards with them at all times. This is for practical and functional reasons. Those members of the royal family that are not serving as active military officers are required to have their designated guards with them at all times.
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Post by House of D'Ordinii on Jun 15, 2018 14:16:46 GMT -8
Timeline
SOLO 12 Before Battle of Yavin Z'har Born on Coruscant. >Z'har & family move to a remote argiworld. 2 BBY Z'har's family killed by raiders. >Z'har adopted by merchants. 4 After Battle of Yavin Battle of Endor. >Galactic civilization collapses and the Golden Age War begins. >Z'har acquires a ship and begins exploring the galaxy. 11 ABY (0 Post Palpatine) Palpatine dies for the final time. >Z'har joins the New Infinite Empire under Plu. 13 ABY Requiem founded in the Unknown Regions beyond Lehon. 15 ABY Z'har returns from founding Requiem, claims failure. 17 ABY MandalMine founded as a money laundering front for Requiem. 31 ABY Z'har takes control of Kamino.
CLAN 40 ABY Midnight Navy and Midnight Army disbanded to form the Mandalorian Clan D'Ordinii. 41 ABY Z'har takes control of Geonosis. > Gen 1 Graduates. 45 ABY 1st Clan Games. 51 ABYGen 2 Graduates. 58 ABY (47 PP) Aya and Marcos born. 61 ABY Gen 3 Graduates.
MMC 67 ABY MandalMine Collective formed from the various companies and economic holdings of Admiral Z'har Dizen Or'dinii 71 ABY Gen 4 Graduates. 81 ABY Gen 5 Graduates. 82 ABY Admiral suffers his accident and is secretly transferred to a mechanical body. 86 ABY NCO is adopted into the royal family by Z'har. >Marcos runs away from MMC space. 91 ABY Gen 6 Graduates. 92 ABY Aya becomes CEO of MMC. 101 ABY Gen 7 Graduates. 105 ABY The Triplets are born into the royal family by Aya. They remain secret until their rite of ascension to citizen. 111 ABY Gen 8 Graduates. 116 ABY A'den adopted into the royal family by NCO. 117 ABY Admiral dies.
II 117 ABY MandalMine Collective, Clan D'Ordinii, and other Clan Holdings are nationalized to found Infinite Imperium. 118 ABY Holdings in Northern Territories are sold off, loyalist population relocated to Rakata Archipelago. > MEC passed to standardize equipment classifications. > Socii Military Reforms begin due to increased external threat. 121 ABY Gen 9 Graduates. 124 ABY Current Year.
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Post by House of D'Ordinii on Jun 15, 2018 15:41:16 GMT -8
Standard Ship ClassesThe Imperium makes use of a wide range of ship. Many of which are produced in shipyards controlled & run by the Mandalorian Empire itself. Ships produced by the Imperium are officially referred to by model number. Those ships not commonly used are generally only bought in much smaller numbers from other shipyards. While ships purchased from other sources are refitted to meet Imperial standards, the amount of work that can be done in that regard is limited. Ships bought from other sources are not generally issued a model number. All ship in official use by the Imperium have exterior hulls of ultrachrome. Those ships produced by Imperium shipyards have them as standard, while those ships purchased from other sources are refitted. Despite the relative rarity of those certified in casket operation, all Imperium ships are equipped with a number of Casket based on their class & complexity. While some classes area able to be completely controlled via Casket operations, many still require more traditional crews as well. The final major modification is that all Imperium produced ships have distributed power systems. Instead of a single large reactor, they make use of technology gained from the Infinite Empire to produce smaller local power to each system. In those ships produced by the Imperium, this is the primary energy grid, however for purchased ships this serves primarily as a backup system to the original reactor. Ship ID is as follows: MISS-Type ID-# Type ID Name - Number (Deployments) † Crew Size*/Link Additional Notes SPACE, General NoncombatM10 Lucrehulk-class/Cargo Variant - 4,673,647 Crew 0-3/50-300 boards.jedivsith.com/post/115616M10/a Lucrehulk-class/Agriculture Variant - 25,965 Crew 0-3/50-300 boards.jedivsith.com/post/115616M10/c Lucrehulk-class/City Variant - 5,192,941 Crew 0-3/50-300 boards.jedivsith.com/post/115616M10/d Lucrehulk-class/Dockyard Variant - 5,193 Crew 0-3/50-300 boards.jedivsith.com/post/115616M10/i Lucrehulk-class/Industry Variant - 25,965 Crew 0-3/50-300 boards.jedivsith.com/post/115616M10/m Lucrehulk-class/Medical Variant - 5,193 Crew 0-3/50-300 boards.jedivsith.com/post/115616M10/r Lucrehulk-class/Research Variant - 5,193 Crew 0-3/50-300 boards.jedivsith.com/post/115616M10/t Lucrehulk-class/Troop Variant - 1,500 Crew 0-3/50-300 boards.jedivsith.com/post/115616M11 GR-75 medium transport - 51,929,407,041 Crew 0/0-3 boards.jedivsith.com/post/115606M12 Mobile repair yards/Deepdock - 5,454 crew starwars.wikia.com/wiki/DeepdockSPACE, General CombatM20 Scyk Fighter - 2,302,831,591 crew 0 boards.jedivsith.com/post/115612M21 TIE Hunter - 521,489,666 Crew 0 boards.jedivsith.com/post/115613M22 Skipray Blastboat - 271,437,894 Crew 0 boards.jedivsith.com/post/115614M30 Crusader - 1,417,919 Crew 0-1/4-40 boards.jedivsith.com/post/115607M40 Jehavey'ir - 207,234 Crew 0-1/10-100 boards.jedivsith.com/post/115608M41 Nebulon-B - 828,937 Crew 0-4/40-400 boards.jedivsith.com/post/155238M50 Gladiator - 927,101 Crew 0-6/60-600 boards.jedivsith.com/post/155120M60 Kyramud - 425,376 Crew 0-6/60-600 boards.jedivsith.com/post/115611M61 Victory II - 229,048 Crew 0-30/300-3000 boards.jedivsith.com/post/155123M70 Keldabe - 190,874 Crew 0-30/300-3000 boards.jedivsith.com/post/115610M71 Nebula - 572,621 Crew 0-35/350-3500 boards.jedivsith.com/post/155121M80 Kandosii - 654,424 Crew 0-50/500-5000 boards.jedivsith.com/post/115609GROUNDM00 Modular Imperium Droneboards.jedivsith.com/post/115326M01 All Terrain Personal TransportCrew 0-1 boards.jedivsith.com/post/115604M02 All Terrain Tactical EnforcerCrew 1/3 boards.jedivsith.com/post/115605M03 All Terrain Scout TransportCrew 1/2 boards.jedivsith.com/post/155366M04 CR25 Troop CarrierCrew 1/2 boards.jedivsith.com/post/155367M05 Hussar/Basilisk war droid - boards.jedivsith.com/post/155368Notations*Crew sizes are listed in the format of "Casket Operators/Traditional Crew". For each casket operator included in the crew roster, the traditional crew requirements are reduced by 100 crew members. Traditional crew numbers can not be reduced past the minimum number shown. -So a ship listed as "0-3/30-300" Could be run by a traditional crew of 300, by a crew of 200 and 1 casket operator, or by a crew of 30 and three casket operators. † Listed numbers are for Imperium Government controlled military units. These numbers do not indicated forces under the control of private individuals, classified units, or corporate interests.
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Post by House of D'Ordinii on Jun 15, 2018 16:03:39 GMT -8
Ship Registry
Legions Crown Legions 1st Crown "Midnight". Given for historical services. 3rd Crown "Kath Hounds". Given for actions on Ossus 7th Crown "Tomb Robbers". Given for actions on Korriban 27th Crown "Harvest Moon". Given for actions on Yavin 4 85th Crown No Honor Name Yet.
Standard Classes M10 Lucrehulk M10-338 "Hoard of Smaug" M10-2299 "Sapphire Fish" M10/c-3029 "Roaming Fingers" - currently on Zeltros M10/c-3238 "Prathivi" - construction colony, currently on Myrkr M10/c-3829 "Breath of History" - archeological colony M10/c-4945 "Arachnocampa" - currently on Geonosis M10/c-23094 "Silver Wind" - Assigned to Recon-9 M10/c-37829 "Eidothea" M10/c-100124 "Fair Dream" M10/i-2910 "Flaming Star" M10/t-1230 "Maelstrom"
M23 GR-75 M23-3948 "Monsoon" M23-89447 "Hex"
M60 Kyramud Battleship M60-76 "Alluring Flame" M60-129 "Cruel Mercy" M60-343 "Gold Standard" M60-374 "Jupiter Rising" M60-392 "Golden Dagger" - Assigned to Lehon defense M60-492 "Mars Triumphant" M60-498 "Noble Fool" M60-539 "Paragon of Honour" M60-570 "Stone Fist" M60-689 "Intoxication" M60-843 "Enchanted Castle" M60-36534 "Ruby Mind" M60-55723 "Hellion"
M70 Keldabe battleship M70-403 "Nightfury" M70-1091 "Pride of the Ranger" M70-1701 "Enterprise" M70-5443 "Unexpected Present" M70-5927 "Unmounted Memorial"
M71 Nebula Star Destroyer M71-4 "Iron Star" M71-355 "Coral Jewel" M71-448777 "Kiwi"
M80 Kandosii Dreadnaught M80-1 "The King's Left Hand" - Assigned to Lehon defense M80-49 "Shield Bearer" M80-130 "Pride of Industry" M80-844 "Dawn of Blood" - Assigned to Lehon defense
Nonstandard Classes Assertor Star Dreadnought ACSD-1 "Pride of Damocles"
BC-714 luxury transport BC-1 "Radiant Watcher" BC-289 "The Conclave of God" BC-329 "Heavenly Commendation"
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Post by House of D'Ordinii on Jun 15, 2018 16:46:22 GMT -8
Uniform CodeUniformStandard UniformUniform HatThe standard military uniform of the Mandalorian Empire is heavily based on the uniform worn by the Galactic Empire under the reign of Palpatine. This includes a grey double-breasted tunic and slacks of armorweave. A black leather belt and boots are also included. Rank insignia is worn on the left side of the chest. Branch insignia is worn on the collar. Awards and certifications are worn along the right breast seam from shoulder to hip, and is generally referred to as the power strip. While it is not generally visible while wearing the tunic and slacks, the uniform also includes a full vacuum rated bodysuit. A sidearm may be worn if it is of an approved model. Most common models are the DC-15s, the I911 slugthrower pistol, and the sonic pistol. A melee weapon of not more than 33 cm may also be worn in general use. A longer sword may be worn from the belt only for formal dress. Alterations to the uniform may be approved on the grounds of species requirements, cultural tradition, or religious grounds. However, such alterations much conform to all standardizing rules and regulations otherwise applied to uniforms. Department InsigniaEach major Department of the Mandalorian Empire is associated with a particular color. In general, officers will wear a stud of the appropriate color as their Department insignia. However, a fair number of Offices also have their own unique insignia. These icons always retain the appropriate colors of the parent Department. The Department colors are Red (Ori'ramikad: secret police), Yellow (Aliit: foreign affairs), Green (Gotal'ur: industrial concerns), White (Kar'tayl: science), Black (Sur'ar Skanah: military), Blue (Vode: personnel), and Purple (Waadas: Financial). Particular Offices that have icons are the Inquisition (Red, Eye with four rays), Diplomacy (Yellow, Torii Gate), Energy (Green, Lightning Bolt), Industry (Green, Anvil), Archives (White, Scroll), Combat (Black, Trident), Intel (Black, Scale), Legal (Blue, Shield), & Medical (Blue, Triple Helix). Awards and CertificationsWhile the majority of Awards and Certifications are thin metal bars worn in a descending column along the right breast seam, some special examples have more detailed badges that are worn above or below the rank pip insignia on the left side of the chest. BadgesFlight BadgeThe flight certification badges (generally known as wings) are worn above the rank insignia. Once a person has been awarded this badge, they may add the 'flight' prefix to their rank, though that is less common in the higher officer ranks than it is in the enlisted ranks. There are three grades of the flight badge. Silver badges are for those that have qualified to operate drone or other remote spacecraft or aircraft. Gold badges are for those that have qualified in a more traditional pilot role. Finally ruby badges are for those that have completed the training to mentally bind with a spacecraft or aircraft. For those qualified for multiple flight badges, the highest rank is worn, with appropriately colored studs mounted in the center of the badge to indicate which other badges have been earned. Coxswain BadgeThe Coxswain badges are worn below the rank insignia. Those awarded this badge may add the 'coxswain' prefix to their rank, though it is not commonly done. As with the Flight Badge, the three grades of Coxswain badge are Silver (drone operation), Gold (direct operation), & Ruby (mental operation). In normal circumstances, the badge indicates certification in repulsor craft. Certification in less usual designs is denoted with additional icons added across the bottom of the badge. These include: track or wheel mounted vehicles ('T' icon), walkers ('W' icon), & aquatic craft ('A' icon). Command BadgeThe Command badge is issued to those in command of ships (silver) or bases (gold) with significant crews. In practice this means only ships larger than Light Star Destroyers or bases of several thousand personnel. Additional studs are added to the badge to show the number of deployments the officer has been in command. A silver stud is added along the left arc after the completion of each five year term of deployment. A gold stud on the right is used to replace five silver studs (equivalent of 25 years of service). A ruby stud is added along the trident staff to replace five gold studs (equivalent of 125 years of service). General Awards and CertificationsThe vast majority of awards and certifications are smooth metal bars of 1 cm by 2 cm, worn along the right seam of the tunic. The specific color depends on the nature of the bar, but are generally classified as science (White), technical (Green), or military (Red). All awards are gold bars. Many bars have ranks or grades, these are generally marked with studs. Award bars gain a stud for each repetition of the award, while certification bars gain a stud at reaching the Journeyman level rank, and a second stud on reaching the Master level rank. All details of the bar are accessible through the standard HUD display, including when it was awarded, who it was awarded to, and details of why it was awarded. The order of precedence for bars is: awards, military certifications, science degrees, technical certifications. With rare individual exceptions or in the case of formal uniform dress being required, bars are not required to be worn. AwardsAwards are given based on events and actions deemed outside the usual requirements of duty. The most common military awards are granted for acts of bravery (with a special version issued for acts performed during combat) or injury (including special versions for major injuries and lethal injuries). Victory bars are issued to those individuals or (more rarely) units that have been determined to have played a significant positive role in the outcome of the battle or campaign. victory bars are not limited to those individuals taking active part in combat, but noncombat victory bars are extremely rare. Service bars are limited to those that are directly employed by the imperial government. The first bar is issued after 10 years of service, regardless of branch. A silver stud is added after 25 years of service. The silver stud is replaced with a golden stud at 50 years of service. The gold stud is then replaced by a ruby stud at 100 years of service. Finally, a second ruby stud is added after 200 years of service. Recognition bars are granted for services, discoveries, inventions, or other achievements of general benefit to the Empire. Peerage bars are awarded for particular services at the discretion of the royal family. The ranks from lowest to highest are Knight, Baron, Count, Earl, Duke, & Prince. The children of those with a Peerage bar are automatically awarded a bar of one step down from their parents. The children of Knight rank Peerages do not automatically receive a peerage. In addition to the standard Peerage Awards, temporary peerages are granted to those serving as heads of state to a Socii System. The specific rank granted depends on the size & economic power of the Socii System in question. Children of those granted this type of peerage are not automatically granted a peerage of their own. Additionally, when leadership is transferred to a new individual, the peerage rank is also transferred. MilitaryMilitary certifications are generally based on completing certain training programs. The general combat certification is the first most ground based military officers will earn, though additional ones can be gained in any number of specialized terrains, such as: aquatic, desert, jungle, mountain, plain, starship, subterranean, swamp, tundra, urban, or volcanic. Additional certifications can be gained in other fields such as demolition work, recon (general or mounted), or combat engineering. Less commonly, conflicts that reach a certain threshold in terms of scale or importance may also result in the creation of a one time military certification that is issue to all those that participated in the conflict. These campaign bars as they are called, are generally limited to major, historical conflicts or wars. ScienceScience degrees are generally based in the fields such as information, physics, mathematics, chemistry, biology, or social sciences. The single most common bar is the graduation bar granted on completion of training academy curriculum or on completing the equivalency testing. TechnicalTechnical certifications tend to be based on physical operations such as the creation, use, or maintenance of various structures, items, or technologies.
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Post by House of D'Ordinii on Jun 15, 2018 17:28:25 GMT -8
Personnel File Z'har Dizen Or'dinii Born: ABY ( PP) Died: Spouse: Parents: Occupation: Rank: Awards: Military Certifications: Scientific Degrees: Technical Certifications:
Physical Description Species: Gender: Height: meters ( feet inches) Weight: kilograms ( pounds) Eye Color: Hair Color: Skin/Scale Color: Distinguishing Features: Cybernetics: Force Sensitivity: Force Training:
Personal Effects Weapons: Equipment: Vehicles: Starships: Typical Clothing: Other Notable:
Personal History
PP ( ABY): SL
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Post by House of D'Ordinii on Jun 15, 2018 17:45:30 GMT -8
Imperium Strategic Assumptions Security Environment MANDALORIAN ASSEMBLY Primarily focused in the North East of the galaxy, the Mandalorian Assembly (MA) continues to stabilize. While the exact military capabilities and style varies greatly from one clan to the next, in general the Assembly makes use of highly trained and specialized commando groups, often with fighter or vehicle support. In space, most fleets tend toward smaller craft that can be fielded individually or in larger swarms.
FIRST ORDER the First Order (FO) is a growing power along much of the northern front of the Mandalorian Empire's (ME) Core Territories. Their military focuses mainly on larger capital ship designs and massed waves of expendable light fighter craft. On the ground, they tend to use highly armored and trained stormtroopers with heavy support vehicles. While there is currently a treaty in place between the ME and the FO to forestall any conflicts, the Imperator considers eventual conflict all but certain, and must prepare to meet this threat.
New Rebel Alliance The New Rebel Alliance (NRA) is a group of technically independent star nations that have joined military might to resist the rise of the FO. Having failed in that task, they are currently scattered and disjointed. NRA military forces tend toward lighter capital ships and powerful space superiority fighters, however their fractured nature, there are few enough ships that can be considered standard issue. NRA ground forces are similarly fractured, but tend toward light to no armor, lighter weapons, small craft, and very high standards of training. Lack of a formal, unified government make wide-scale conflict unlikely. However, smaller regional conflicts are far more likely due to the same lack of central command.
CORELLIAN REPUBLIC Another group rising from the ruins of the Galactic Alliance Remnant, the Corellians are quickly becoming a regional power. Like other former alliance members they focus on space superiority and light assault troops.
JEDI ORDER While the majority of the Jedi Order continues to take a more passive stance, the Jedi Lords subfaction is much more militarily active. While they do make use of regularly military and naval forces, their main strength lies in the number of and power of of force users they are able to bring into an engagement.
SOUTHERN WARLORDS A cooalition of multiple warlords active in the south has raised concern in various circles. For the moment, the Greater Roon Remnant is the largest and most powerful of these groups, but it has manage to draw in both the Quintad Directive and Gaulus Command Warlord factions. There are unconfirmed rumors of possible force users within their ranks.
HUTT COUNCIL The Hutt Council (HC) has been making a resurgence in power following a number of hardliner nationals seeking a return to the glory days of old. The Hutt Council has been noted to be making use of large armies of slaves or conscripts, along with heavy capital ships as their primary military force. With the ME having liquidated their Northern Territories, a conflict with the Hutt Council is far more unlikely. However, the long standing Southern Territories remain in worrying proximity.
PIRATE FACTIONS A constant thorn in the side of the ME, pirate factions are wide spread and ever renewing. This is especially true in the troubled regions in galactic south. Their forces tend to be converted civilian equipment, usually freighters with mixed fighter support. ground forces are usually lightly armed and often poorly trained. Regardless, sheer numbers account for a steady, if low, loss of resources.
INDEPENDENT STAR NATIONS Making up most of the galaxy after the dissolution of the Palpatine's Galactic Empire, independent star nations (ISN) range in size from single planets to small clusters of up to a dozen star systems. Above those are the few ISN that have managed to bring anywhere up to a few thousand star systems under their control. Very, very few manage to maintain control of an entire sector for long enough to be considered stable though. These ISN pose little long term threat to any established faction.
Fiscal Environment The majority of the Imperium funds comes from completely internal sources. These include the mining, farming, and other resource production sites, with industrial sources and scientific programs also providing a significant if lesser amount. The vast majority of the produced raw and finished good of the Imperium are routed to internal sources or Socii Systems. While this does encourage internal growth and development for the Mandalorian Empire, it results in minimal liquid financial gain.
For more solid financial gains, a fair amount is sold on the open market. Additionally, the Imperium has a number of programs and services that produce a fairly steady stream of external revenue. Due to the currently unstable political nature of the galaxy, a fairly large percent of the Imperium's income is allocated toward military spending. At the same time, the Imperium has a vested interest in keeping the cost of development and construction down.
Military Posture While the majority of the Naval fleet is spread throughout the Imperium, they tend to remain in centralized nodes near locations that allow them to rapidly deploy to a range of different locations, instead of being stationed in individual systems. The reason being is it allows a fewer number of total hulls to protect a larger volume of space. Of course, forces are often also stationed at important Mandalorian Empire worlds, as well as maintaining regular patrols of all Imperium worlds, and of nearby ISNs that happen to be near the Imperium's border. Home guard legions are directly assigned to individual worlds for defense both Imperium and Socii. Assault legions are exclusively reserved for deployment in foreign space. Unlike the other two formations however, crown legions are deployed as need by the directives of the Imperator, in either offensive or defensive roles.
The majority of military forces are stationed in the Unknown Regions, Western Deep Core, and in scattered pockets of influence across the Southern Rim of the galaxy. This territory, though far from contiguous represents the core territories of the Mandalorian Empire, as well as its primary sphere of influence. Commercial operations, both private and government, tend to see much more deployment to the larger star nations in the northern half of the galaxy. This is due in large part to such regions being less friendly to pirate or warlords. Despite the dangers however, the southern reaches are still a major potential source of income, and draw those more willing to take risks for larger potential rewards.
Force Size Manning Strategy Crew number vary by the type of ship in question, however they are universally much lower than traditional ships of that size. This is due to extensive use of drone technology to automate as much as it possible of the craft. Additionally, while the ME does require a certain number of military levies from Socii Systems it much prefers such troops to be volunteer. Additionally, no such draft is placed on citizens, ensuring that all such officers are volunteer. With the growing population of the Mandalorian Empire, and high rate of military service, this has lead to a steadily growing military that is rapidly outpacing its historical shortage of manpower. Given the high levels of automation already in effect, this allows the ME to continue punching well above its weight.
Organic Support Functions The vast majority of military craft have self contained recreation facilities on board. This is primarily made possible because of the much reduced crew requirements for the ships in question. Additionally, each craft has sufficient solar collector arrays to keep itself fully charged and operational indefinitely. However, this requires ships to spend time in a low solar orbit periodically to recharge their power coils. Even with this capability, ships still require a steady supply of replacement parts and consumables to continuing operating at peak efficiency. With proper Utility Pod support, however, such supplies can mostly be provided by harvesting local asteroids or surface resources. Some resources, like blaster gas, can be restocked from ambient sources while on deployment. In general this means that while naval units do still need periodic supply deliveries, they are far more capable of independent operations than most military fleets.
Force Management Personnel Policies The majority of military personnel are home deployed. Meaning that they live at the location they are stationed, for the duration of their stationing. Generally, this is a period of at least 5 years. However it can be extended depending on the length of time the individual wishes to be in service and their personal preference for deployment area. The other units are listed as active deployments, meaning that they are called away from their normal living areas to serve. For naval ships minimum deployment time is six months. It is possible, however, to sign up for multiple deployments if desired. In general however, after each deployment, personnel are granted three months of leave time. This means that on average, roughly one third of naval officers are on shore leave at any given time. For ground troops, deployment times are more standardized. Each legion general, grants shore leave to the entire unit at once. While home guard legions have a more flexibility given their stationing, assault and crown legions are more stringent. Usually, a legion is on active service for a year, regardless of if that time is spent deployed to a war zone or stationed at a base waiting for deployment. This is followed by a six month period of stand down before the legion can be called to active service again.
Logistics Concept While the ship classes are able to provide for the majority of their own needs, they still require raw materials, refined blaster gas, and other consumables. Generally, supply ships make constant trips to node deployment stations. In order to restock, naval vessels on patrol will make regular stops at such nodes. This allows the Imperium to focus its capabilities without sacrificing range. Additionally, in case of supply disruption, a fair stock of raw materials is kept at each station to ensure continued operational security.
Level of Afloat Readiness Naval vessels stationed at nodal locations can be deployed into action at any of the star systems under their jurisdiction within a maximum of thirty minutes. This speed is accomplished by maintaining ships so that at least one can be deployed immediately in any direction. To the point that the hyperspace calculations are already laid into the computer and solely waiting activation. Larger force requirements however, would take longer as the necessary ships would have to reorient before making the hyperspace jump.
Level of Shore Readiness For those units on shore leave, extensive tests had been completed in regards to the issue of emergency deployment. In most cases, the ships can go inactive to combat ready in under two days for Naval vessels. In many cases, such deployments would be done with 'on hand' personnel, instead of those officers generally assigned to the vessel. In the case of legions, such formations are not advised and can take several weeks to properly form up for deployment, depending on a number of factors.
Acquisition Strategy The Imperium is capable of building all vessels that it operates. While the smaller warships have been produced within the launch hangers of the M10 Lucrehulk for some time. Newer advances in fabrication systems in the form of M10/d, have allowed for the construction of the capital sized vessels as well. Additionally, a major drawback of this construction method is the time involved in production. While the personnel requirements are much lower than a traditional shipyard, it often takes twice as long to field a new vessel. The exact time can depend on the availability of resources and any setback the craft make face in the construction. Finally, hyperspace travel while constructing one of the capital sized vessels is extremely hazardous, meaning that craft devoted to this task are unable to remain mobile while doing so. Research is currently being conducted on the possibility of creating other M10 vessels with the M10/d. However, for the moment that is not possible.
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Post by House of D'Ordinii on Jun 20, 2018 8:00:46 GMT -8
Prowler 1000 DroneOfficial Designation: Model 00 Role: Class 5, Class 2, Class 3, Class 1, Class 4 (depending on equipment and loaded program) Link: starwars.fandom.com/wiki/Prowler_1000_exploration_droidFull Drone Control: Yes Length: 0.5 meters Armament: 1 E1 socket The drone known as the M00 is the latest in a long family of drones serving the Mandalorian Empire. Previous models of its lineage have been known as the MER1, the MCLAW, and the MID. Each revision has been a milestone in a long journey of technical progress and refinement. Based in large part on the Prowler 1000 droids used by the Grand Army of the Republic, it has benefited greatly from advances in technology. However, due to the strongly pro-droid laws regarding droid rights, sentience, and citizenship, the design is also not as individually intelligent or capable as historical models. With a hard cap against how intelligent a drone can be before it gains self determination and self ownership, the M00 relies on the commands of on-site soldiers, relayed commands, or on outright remote control. These limits require that the drone is not capable of learning or otherwise reasoning. Despite this, the complexity of the programming for many tasks has become much more complex over the years, providing a great improvement over the much more simplistic MID models. Like the previous MID models however, the M00 uses hard coded crystal memory wafers for specific tasks or work environments. The standard M00 is equipped with a repulsor drive system capable of moving the drone at incredible speeds. When in this configuration, the drone is roughly disc shaped like the original Prowler design, with the E1 socket mounted in an under slung position. When repulsors are decided to be less effective than other drive systems, they can be removed and replaced with other drive systems. This is done by removing the two wings of the disc, leaving a core body of a more cylindrical shape. A wide range of other drive systems can then be installed in the drone to meet any requirement. Legs, treads, and propeller systems are the most common of these designs. In addition to propulsion systems, the M00 can also be fitted to a mounting plate that allows the drone to function as an automated turret. Depending on the system in question, the primary body might be inverted so that the socket is at the top of the drone. Given the huge range of roles the M00 is expected to fill, there is a equally wide range of equipment available. The exact role of a given M00 depended entirely both on the memory chip loaded into it, and the equipment mounted. The most common role for the M00 is as a Class 5 drone. While individually small, the M00 networks well and can cooperate to an impressive degree. This allows it to fill the role of much larger models of droids with little difficulty. The lower cost of the design also means that it can be used in hazardous conditions with little risk. The next most common role for the M00 is as a Class 2, with extensive use as industrial labor and other specialized engineering tasks. To a lesser degree, a large number of M00s get equipped to function as astromechs or for exploration. Class 3 applications are also extremely popular, though the personnel nature of such applications means that fewer total drones get used in this regard. While most often purchased for child care or general servant duties, a surprising number are also equipped as protocol droids. Due to the intelligence and learning restrictions placed on drones within the Imperium, relatively few M00s are equipped to fill Class 1 duties. However, most medical facilities depend on a sizable number of these drones. In a Class 4 military role, the diversity of weapons is nearly as broad as its peaceful applications. In the wider galaxy, droids come in a multitude of shapes and types. However, within the Mandalorian Empire, the M00 fills all those roles. While older models of its lineage are still in service, they grow more rare as they wear out and are replaced with new M00 drones.
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Post by House of D'Ordinii on Jun 25, 2018 7:19:11 GMT -8
Chain of Command and Balance of Powers
The Mandalorian Empire (commonly also called the Imperium), had been much reduced in size from its historical holdings. While it no longer claims dominion over all mandalorian clans, it is still a force to be reckoned with. It is also functionally part of the larger Mandalorian Assembly.
With the revealing of Requiem and the following Socii Unification Reforms, the balance of power has shifted strongly in favor of the Imperator. This is due to the large number of citizens in Requiem, their strong feudal hierarchy, the reduction of independence in Socii policies, and a strong push for standardization.
Imperator The role of Imperator is the central figure of the Imperium. The Imperator serves as both the public face of the Mandalorian Empire and as the official representative to other major galactic powers. They can also have extreme effect on the daily lives of individual citizens, though it is rare such power is used due to the popularity repercussions.
Their realm of power (disregarding the roles listed above) is that the Imperator has more or less direct control over the Military, Economy, and Infrastructure of the Imperium. This is due to ownership of those being part of the Royal Dizen Or'dinii family holdings. With the Imperator serving as steward of those resources. This includes the naval fleet, army equipment and vehicles, space stations, a vast merchant fleet, natural resource rights, vast land holdings and even entire planets, and most other things considered 'government' holdings. While the daily operation of these resources is delegated to the Consuls and Dictators, overall strategic directives are the domain of the Imperator.
The Imperator is responsible for coordinating with the various leadership of the Socii Systems to ensure the smooth operations of the Imperium. In general practice, little oversight on the purely internal affairs of the Socii Systems is exercised. Instead the individual Lords are granted the freedom to operate more or less independently. An Imperator can be dismissed from their post either by direct vote from the Panel of Consuls, or unanimous vote of the Legal Branches. However, in either case, the new Imperator is appointed not by public demand, but at the internal decision of the Royal family.
Consuls The Panel of Consuls command the bulk of the Imperium's force (both economic and military). Each of the six members is given a particular area or field of command in which they are responsible for. Under them are a collection of Dictators. Generally, there are several Dictators per position, allowing for both a quicker response level as well as a greater spread of responsibilities. Since the rank of Consul is a temporary rank of only 5 years, a large pool of Dictators allows for a steady stream of new talent to be tested, without risk of undue long-term stress on any single individual. Former Consuls are allowed to wear the O9 rank for formal functions, but otherwise return to their O8 rank once their term is completed. Very few Consuls serve multiple terms.
With the exception of the SS panel, the ranks below Dictator tend to be extremely fluid. They tend to operate in a more organic, distributed manner than in a hierarchy. In general as tasks come up that need to be completed, they are offered to cell groups or lone agents that chose whether or not they work on it. However, pay in these ranks depends entirely on jobs completed, not on hours or effort applied. Ranks also tend to function more as pay grades at this level, and it is far from uncommon for lower ranked member to be in charge of higher ranked people.
Lords Each Lord is appointed by the various Socii Systems. In practice the rules determining the appointment, terms, and limitations of the Lord is determined by the Socii System in question. Given the vast number of possible options for leadership, it is hard to generalize about Lords. They are, however, required to maintain general order within their sphere of responsibility. In addition to whatever internal roles they perform, the Lords are required to enforce the economic and military requirements of being part of the Imperium. In general this means making sure appropriate taxes are paid and that military manpower requirements are filled. While a fully volunteer force is preferred, some Socii Systems make use of drafts, lotteries, or universal military service to fulfill their requirements.
Legal Branches The legal branches of the government have the right to propose new laws, changes to laws, or movements to remove old laws. Within certain limits. In the case of new laws or changes to existing laws, a two thirds majority is required for the law to be passed from the individual branch on for general consideration. For removing a law, only simple majority is required. A law, alteration, or removal must be voted on as distinct and individual issues. A law, alteration, or removal can be started in any branch, but must be voted on by all three branches and must pass in at least two of the three branches to take effect. A law, alteration, or removal can be vetoed by the Imperator, but the veto can be overturned by a second vote if passed by all three legal branches.
The Legislation Panel (of the Legal Office, Vode Department), works closely with these branches. In general, the Panel works as a general staff for all three branches and makes sure the specific wording, legal precedents, and interlocking laws are all handled correctly. When a new law would conflict with a pre-existing law, it is the duty of the Legislation Panel to bring that fact to attention.
The members of a branch can vote to remove or bar a particular individual from their ranks, but it must be passed with a two thirds majority (though it does not require voting on by the other branches) and is subject to the same veto power of the Imperator. In such cases, overturning the veto requires a three fourths majority. Anyone eligible to serve in one branch (regardless of if they chose to do so) is automatically barred from serving in another.
Senate The Senate is staffed by those elected to their ranks by popular support. While the Senators do not have term limits as such, their ranking or even admittance to the Senate is settled on a monthly basis. The general structure of the system is that an individual citizen will name a person as holder of their vote, this is generally known as a proxy. The lowest official level of the senate is the Representative. These are individuals that control the proxy of at least 50,000 people. In general these people serve as the staff of higher ranked officials, though it isn't uncommon for individual Representatives to shift from one staff to another depending on the dynamics of the senate itself and via the influence of their proxies. Representatives can, in turn, register their own proxy. Either directly to a Senator, or to another Representative. In either case, their proxy total is added to the count of the person they support.
Once a Representative holds a total number of proxy votes equal to one tenth of a percent of the total number of citizens, they are raised to the rank of Senator and allowed a direct vote on the issues raised for the Senate. These votes however, are not strictly a one vote per Senator. Instead each Senator votes with the full force of their proxies. This means that a relatively small number of Senators could hold extra ordinary sway, simply based on how many proxies they hold. On the other hand, Senators have no control over the way their proxies are handled, and any Representative with enough votes can become a Senator (though they are not required to). While the requirements limit the total number of Senators to a thousand, the actual count at any given time is usually well short of that number.
House of Lords The House of Lords is made up of those that hold titles of nobility within the Empire. While it is common for such individuals to be directly active, it is not unusual for individuals to appoint stewards to handle the requirements of their position. In general, members of this branch are refereed to as Lords, regardless of their actual noble rank. Additionally, voting in handled without regard for the rank of the individuals in question.
Court of Coins The Court of Coins is composed of the three hundred richest citizens in the Empire. These individuals are known as Plutocrats. As with the House of Lords, an individual Plutocrat can appoint a regents to handle the day to day requirements of their role. Also like the Lords, their individual wealth is not a factor beyond simple admission, and votes are tallied by direct count.
Political Blocks Numerous political blocks are represented in the three legal branches of the Empire. Given the diverse nature by which the various branches select their membership, and the sheer number of members, nearly every possible political opinion is represented in some way. However, most such groups are too small for any sort of wider effect by themselves. The major political blocks are listed below, sorted by size.
Loyalists Despite the somewhat misleading name, this political block is not loyal to any one individual, but rather supports the strong central figure of power that is the Imperator. In general, this group tends to support a strong military and conservative economic policies, as well as a well defined foreign policy (regardless of what the policy actually is). While often in agreement with the Imperialists, disagreements have been known. This group is strongest in the Lords and Senate, with relatively little power among the Coins. The current leader of the Loyalist block is Count Angel Weber.
Imps Like the Loyalists, Imperialist block favor strong military and conservative economic practices. Unlike the Loyalists however, Imperialists favor foreign policy that strongly favors the Empire, even at the express expense of other foreign powers. Imperialists are most heavily represented in the Senate and Lords, though a surprising number of the Coins are also part of the block. Senator David Hammerwell is the recognized leader of the Imperialist.
Centrals The Central block favors slow, moderate reforms and strongly opposes excessive government spending. While the majority also favor a strong military, this can occasionally come into conflict with their views of spending. The majority of the Coins are Centrals, though they have a fair amount of support in the Senate and Lords as well. Plutarch Nuccio de Albe is the leader of the Central Block.
Nobs In many ways the opposite of the Loyalist block, The Noblesse Block favors an increase in the power of the Legal Branches at the expensive of the Imperator's power base. Despite extremely little support in the Senate, it has a surprising amount of popularity in the Lords and Coins. While it doesn't have many clearly defined policies it supports, it has so far favored a more isolationist policy. Baron Nerte currently commands the Noblesse Block, however, her leadership has been challenged several times in the past several years.
Independents As a group, the Independent blocks are surprisingly powerful. However, it is extremely rare that any issue will manage to gain the support of a wide swath of the blocks, given their extreme and often opposed views on pretty much every issue. Individually, most of the Independent blocks have relatively small numbers and little power. Collectively, however, they are often courted by the larger blocks to lend support for various issues.
Preps The Preparation block mostly favors programs and projects intended to provide individual aid or support to citizens. Much less conservative that the more powerful blocks, it favors a much higher spending rate. Though it would prefer that such spending be spent on social projects. The block is far less interested in a state military, preferring instead to delegate such a roles to individuals or private groups. Like the Noblesse, they favor a more isolationist foreign policy. While fairly strong in the Senate, they have much less support in the Lords and nearly no representation in the Coins. The Preparation Block is headed by Senator Rabak Iba.
Pubbies The Republican Block is usual in favoring and pushing for more republican elements in the Empire. They most strongly resist the Imperator as the head of the Panel of Consuls, as well as the fact that membership of that Panel is by appointment. Most of their support is in the Senate, but their numbers in the Coins has also been growing over the past few years. Senator Khrokki Hissk is the most prominent member of the Republican Block.
Orthodox The smallest of the major blocks, the Orthodox are hyper traditionalists Mandalorians. They strongly oppose any issue that is seen as a alteration or perversion of traditional mandalorian practices, including the many elements of government taken from the factions descended from Palpatine's Empire. While they do favor a strong military, there is heavy debate among the block as to how that force should be organized and operated. While they have a few members in the Coins and Lords, their strongest base of support is in the Senate. Senator Marev Lok is the undisputed leader of the Orthodox Block.
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Post by House of D'Ordinii on Jun 25, 2018 7:58:59 GMT -8
Core Laws
LAWS
1. Law of Armor All citizens are required to own and maintain a suit of beskar'gam at all times. This suit need not be true beskar due to the rarity and expense of the material.
2. Law of Self-Defense All citizens are required to be able to defend themselves at all times. Either by martial action or by evasion of the threat.
3. Law of Unity All citizens are required to lend support, aid, and material to the Royal Family in the course of emergency response. This aid is to be compensated at a fair rate*. All citizens are required to respect the rights of all other citizens.
* Compensation is to be judged by the economic conditions at the time of the aid. For example, a speeder commandeered by an agent of the Royal family in the pursuit of a criminal. The basic compensation would be the rental cost of a speeder for the period of time that it was absent from its owner. Additionally, any damages would be similarly compensated. This extends to the extreme case of complete loss, in which case a new vehicle of similar style to the original shall be procured (with input of the person to be compensated if multiple styles are possible).
4. Law of Language All citizens are required to maintain a functional use of Mando'a.
5. Law of Mandalore All citizens are required to lend aid and support as possible to the Mand'alor and to other Mando'ade.
Rights
1. Right Of Knowledge All citizens have the right to acquire, maintain,, and share knowledge.
2. Right of Unity All citizens have the right to support, aid, and defense from the Royal Family. All citizens have the right of life, marriage, procreation, and enjoyment so long as it does not conflict with the rights of others.
3. Right of Migration All citizens have the right to abide, travel, and seek employment as they see fit.
4. Right of Judgement All citizens have the right to fair legal actions and arbitration. All citizens have the right to choose between exile to a penal world or execution as punishment when found guilty of a capital crime.
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Post by House of D'Ordinii on Jun 25, 2018 7:59:31 GMT -8
Equipment SocketsWhile standard tools are produced and used by the Mandalorian Empire, the proliferation of the M00 (along with older compatible models of drones and equipment) means that many devices are available in socket format. This allows the same basic designs to be used for widely differing tasks. These sockets generally come in four standard sizes, though some rare exceptions exist. The E1 size is considered personal gear and is roughly equivalent to a rifle or carbine in size when installed. The most common example of the E1 socket in use would be the M00. After that is the E2 socket. Equipment of this size is generally either set up on a bipod or tripod mount or installed onto a light vehicle, though it can still be carried while in use. The E3 socket however, is generally considered too large to be effectively carried while in use, even with the use of power armor. Most often, E3 level gear is the primary equipment of larger vehicles or even smaller spaceships. The largest standard level is the E4, which is primarily used on board starships ranging in size from frigates to the mightiest of battleships. Equipment ModulesCap: While not exactly a piece of equipment, a socket cap is used to secure the socket when other equipment is not in use. Beyond simply preventing damage or grime building up in the socket, it can also be locked to prevent unauthorized individuals from accessing the socket. Size: All. Tool: Comes in a vast array of different types based on the required task. Nearly any common or standard piece of equipment can be acquired in a module based form. Size: All. Tractor Beam: Allows the remote manipulation of objects via a focused gravity beam. Size: All. Weapon ModulesBlaster: Pumps energy into a packet of blaster gas and then fires that at the target. These modules also come in a wide array of particular functions. Common examples include standard rifle, disruptor, repeating, sniper, and heavy blaster versions. Size: E1, E2, E3. Ammunition: Blaster gas. Composite Beam Laser: Projects an ongoing beam of energy that causes explosive reactions. This continuous rate of fire makes it a highly effective anti-infantry or light anti-air weapon. Size: All. Concussion: Create a shockwave to stagger or knock over targets. While this effect is generally non-lethal and not strong enough to damage structures, it is possible to inflict serious injury through repeated uses or due to indirect effects. Size: E1, E2. Flamethrower: Ignites and projects a stream of flaming fluids at a target. Size: E1, E2, E3. Ammunition: combustible gel. Ion: Fires a pulse of Ion energy, making it well suited for countering droids and other machinery. It performs poorly against organic targets but does cause pain. Size: All. Laser: Fires a pulse of laser energy. It is highly effective against unarmored or lightly armored targets, though it is less powerful overall than a blaster. Unlike a blaster, laser weaponry has the advantage of not requiring additional ammunition. Size: All. Ordinance Launcher: Fires ordinance at a target. Depending on the ordinance being used, it can also function to lay mine fields or explosive charges. Size: All. Ammunition: Ordinance. Pulse Wave: Fires a concentrated burst of disruptive energy. It has extremely limited range, but is highly effective at close quarters combat. Size: E1, E2. Solid: Based on Verpine technology and can fire a range of ammunition sizes. Like Blasters, it comes in a wide variety of different types. Size: All. Ammunition: Slugs. Sonic: Creates a high-intensity sonic blast. While still highly effective, it is not plasma based. This allows it to be safely used in explosive environments, as well as being unable to be reflected by lightsabers or shields. Size: E1, E2, E3. Ammunition: . Stun: Stuns the target. An experimental version has been created that causes auto-immolation in the target's nervous system. Size: E1, E2, E3. Thermal: Uses similar technology as blasters. Unlike blasters, The magnetic bottle containing the plasma charge is much weaker. The weakness of the magnetic bottle means that the bolt radiates heat extremely quickly as it travels. This in turn means the weapon is rarely used directly against targets. However, it does function excellently as an indirect weapon, as a few shots into an enclosed area can raise the temperature to lethal levels. Modules of this type are often referred to as toasters. Size: E1, E2, E3. Ammunition: Blaster gas. Turbolaser: Functionally the same as a blaster, though on a much larger scale and without the flexibility of multiple variants. Size: E4. Ammunition: Blaster gas.
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Post by House of D'Ordinii on Jun 26, 2018 11:07:34 GMT -8
OrdinanceDesigned to be fired from the various sizes of ordinance launchers, each shell is designated by the equipment size it is intended to be used with. Each type of ordinance has one or more trigger types, which can be selected based on the desired use. Proximity triggers can be set for a range of up to five meters. Remote triggers activate on receiving a signal. Timed triggers activate after a predetermined countdown of up to three hours. The most interesting however is the motion trigger. While it also functions as a contact trigger, it will actually active on any sudden change of state, whether that is due to interaction with a solid object, a tractor beam, or even being gripped by the Force. This trigger design was implemented during the Third Mandalorian Crusade during which time Imperial forces regularly encountered Force user opposition. It was determined that even a wasted shot from a premature detonation was preferable to having the ordinance redirected to friendly forces. Specific examples of ordinance are designated by both their type and size. Therefore, a flare shell designed to be used with the E1 Launcher would be referred to as E1 Flare. The E1 and E2 shells are purely ballistic ordinance. This means that they can be thrown or fired but lack an sort of internal propulsion system. The E3 and E4 shells however, include internal drive systems. While such shells gain much of their initial speed from the launcher system, this does mean they can be fired independently. Unfortunately, launching the shells in this way heavily degrades their general capabilities. The top speed, range, interception percentage, and maneuverability of the shells are all much lower when not used with a proper launching system. Shell SizesE1: 25mmx30mm shell E2: 40mmx50mm shell E3: 10cmx30cm shell E4: 50cmx100cm shell PayloadsAdhesive: Releases adhesive gel. Sizes: E1, E2. Trigger: Motion/Proximity/Remote/Timed. Beacon: Latches onto a target and emits a strong signal. Signal type can be visual, auditory, or sensor based. Sizes: All. Trigger: Motion/Proximity/Remote/Timed. Bunker buster: Penetrates deeply before causing a large blast for damaging or destroying fortified buildings. Sizes: E1, E2, E3. Trigger: Motion/Proximity/Timed. Chemical/gas: Releases one of a large number of Chemical or Gas agents. Sizes: All. Trigger: Motion/Proximity/Remote/Timed. Cluster: Releases 5, 80, or 12,000 E1 Ordinance. Sizes: E2, E3, E4. Trigger: Motion/Proximity/Remote/Timed. Concussion: Releases a concussive blast. Sizes: All. Trigger: Motion/Proximity/Remote/Timed. Cyrogenic: Releases hyper cold gas, freezing nearby targets and surfaces. Sizes: E1, E2, E3. Trigger: Motion/Proximity/Remote/Timed. Dye: Releases one of several colors of dye. Sizes: E1, E2, E3. Trigger: Motion/Proximity/Remote/Timed. Flare: Produces a powerful light. Comes in three standard types. Hanging type remains airborne for extended periods, Burst type provides a short strobe of light, Adhesive type sticks to a target while producing light. Sizes: E1, E2, E3. Trigger: Motion/Proximity/Remote/Timed. Fragmentation: Releases a cloud of shrapnel. Sizes: E1, E2, E3. Trigger: Motion/Proximity/Remote/Timed. High Explosive: Powerful explosive blast for disabling armored vehicles. Sizes: E1, E2, E3. Trigger: Motion/Proximity/Remote/Timed. Incendiary: Releases and lights a mass of incendiary gel. Sizes: All. Trigger: Motion/Proximity/Remote/Timed. Ion: Disables equipment and droids. Sizes: All. Trigger: Motion/Proximity/Remote/Timed.
Nuclear: Creates a fission based explosion Sizes: E3, E4. Trigger: Motion/Proximity/Remote/Timed.
Payload: Has a small space for unusual munitions or payloads to be carried. Sizes: All. Trigger: Motion/Proximity/Timed.
Plasma: Releases a burst of plasma. Sizes: E1, E2, E3. Trigger: Motion/Proximity/Remote/Timed.
Precision, Orbital: Uses onboard uplink to the host ship to accurately target three inert rods for a high energy orbital kinetic strikes. Sizes: E4. Trigger: Impact.
Proton torpedo: A Proton torpedo. Sizes: E3, E4. Trigger: Motion/Proximity/Timed.
Radiation: Releases a burst of lethal radiation. Sizes: All. Trigger: Motion/Proximity/Remote/Timed.
Seismic charge: Releases a seismic blast. Sizes: E4. Trigger: Motion/Proximity/Remote/Timed.
Shock: Releases an electrical blast. Sizes: E1, E2, E3. Trigger: Motion/Proximity/Remote/Timed.
Smoke: Releases one of several colors of smoke. Sizes: E1, E2, E3. Trigger: Motion/Proximity/Remote/Timed.
Stinger: Releases a cloud of rubber projectiles. Sizes: E1, E2. Trigger: Motion/Proximity/Remote/Timed.
Stun: Releases a stun blast. Sizes: E1, E2. Trigger: Motion/Proximity/Remote/Timed.
Thermal detonator: Disintegrates massive chunks of everything. Sizes: E1, E2, E3. Trigger: Motion/Proximity/Remote/Timed.
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Post by House of D'Ordinii on Jun 27, 2018 6:48:37 GMT -8
Lehon System Defenses
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Post by House of D'Ordinii on Jun 27, 2018 6:48:51 GMT -8
All Terrain Personal TransportOfficial Designation: Model 01 Vehicle Role: Patrol, Recon, Heavy Calvary Link: starwars.wikia.com/wiki/All_Terrain_Personal_Transport/LegendsCasket Crew: 0 Full Drone Control: Yes Standard Crew: 0-1 Passengers: 2 Length: 4 meters Armament: 1 E2 socket, 2 E1 sockets Vehicle Class: Light Based in large part on the older AT-PT design, the M01 can fill a wide range of light vehicle requirements. As with most Imperium models, several modifications were made to the design before it entered general production. The most notable is that the traditional legs have been replaced with a repulsorlift system. While the repulsor version is standard, the drive system is robust and designed to be easily swapped between multiple variants. This includes aquatic drives (M01/a), airspeeder coils (M01/s), treads (M01/t), and legs (M01/w). While the original design was limited to the weapons already installed, the M01 makes use of the standard Imperium equipment socket designs to allow the vehicle a wide range of functions both on and off the battlefield. The single E2 socket is mounted in a forward position, while the two E1 sockets are mounted on either side on swiveling mounts. The M01.U is the most common personal vehicle in the Mandalorian Empire, as well as being widely used for industrial, agricultural, construction, and other tasks. The speed and flexibility of the repulsor design also makes it very well suited as a scouting or rapid response platform for military use. While the armor allows it to absorb enough damage to still be an effective shock unit. The M01 also has a full set of drone uplinks. In personal vehicles, this allows a traffic grid to remotely control the vehicle for increased safety and efficiency. For industrial designs, this allows the design to be used in hazardous situations or in remote worksites without the need for a long commute. For military purpose, this allows the vehicle to be used in much higher risk operations without endangering valuable military personnel.
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Post by House of D'Ordinii on Jun 27, 2018 6:49:02 GMT -8
All Terrain Tactical EnforcerOfficial Designation: Model 02 Role: Armor Link: starwars.wikia.com/wiki/All_Terrain_Tactical_Enforcer/LegendsCasket Crew: 1 Full Casket Control: Yes Standard Crew: 4 Passengers: 20 Length: 13.2 meters Armament: 1 E3 socket, 6 E2 sockets, 12 E1 sockets Vehicle Class: Medium Based on yet another design to come from the chaos of the Clone Wars, the M02 is a call back to the medium tank of the Grand Army of the Republic, the ATTE. As a basic frame, the design is robust. This allows it to function well in many roles, from front line combat to rear artillery positions. However, this size is also a drawback as the M02 is heavily limited in mobility compared to its smaller brothers. For propulsion, the standard M02 uses a repulsorlift cradle. Visually this cradle looks much like the pontoons of the TX-130. Much like the other 0# models, the drive system can be easily pulled and replaced by an alternate system with surprisingly little effort. For general use however, the repulsors grant the design a speed and versatility in combat that it couldn't match with the original legged design. The true power of the design, however, is the extensive weaponry it brings to the field. Equipped with one E3 socket, six E2 sockets and a dozen E1 sockets, the M02 is a terrifying beast no matter which weapons are equipped. Some of the more common applications are mounting several repeating weapons and a single laser cannon, in order for the M02 to function in an anti-air role. Another is to equip an ordinance launcher for long range bombardment of a target shielded from orbital strikes. Much like the M01 is widely used as a personal vehicle, unarmored versions of the M02 are used extensively by the private sector as well. The most common use is as a passenger vehicle for mass transit, and as package delivery vehicle. They are also commonly converted into recreational vehicles, campers, or small mobile houses. In more industrial settings, they are used as heavy operating equipment. Though the exact role such vehicles play varies greatly based on what equipment is installed.
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Post by House of D'Ordinii on Jun 27, 2018 6:49:41 GMT -8
GR-75 medium transportOfficial Designation: Model 11 Ship Role: Various Support Link: starwars.wikia.com/wiki/GR-75_medium_transport/LegendsCasket Crew: 1 Full Casket Control: Yes Standard Crew: 0-3 Passengers: 3-6 in crew areas, Varies in cargo pod Length: 90m Ship Class: Support Agility (A): 2 Offensive (O): 0 Defensive (D): 4 Speed (S): 2 Special Gear: 1 (Modular) The M11 is designed off the older GR-75 ships. One of the benefits of the original design was the massive open cargo area, capable of holding a vast number of cargo pods of all sizes and types. Of course, this loose collection had the drawback of being extremely fragile, despite the durability of the outer hull. Another useful feature was the sensor blocking nature of the hull design itself. The Imperium addressed these flaws with their usual pragmatism. After the usual process of redesign to automate the ship as much as possible, the cargo section was reworked to instead host a set tracks to hold a single standard Imperium Utility Pod. While this prevents the design from holding loose cargo, it allows for much greater durability, a larger functional flexibility, and quicker loading times. A wide number of pods have been designed in order to allow the hulls to function in a huge number of roles. While the M11 can only carry a single pod while in an atmosphere, it can attach to up three additional pods while traveling in space. The M11 is one of the few ship designs that can be run by a single person via a Casket, without the need for a traditional crew.
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Post by House of D'Ordinii on Jun 27, 2018 6:56:21 GMT -8
Crusader-Class CorvetteOfficial Designation: Model 30 Ship Role: Patrol, Anti-starfighter, Anti-bomber, Escort craft, Reconnaissance Link: starwars.fandom.com/wiki/Crusader-class_corvetteCasket Crew: 0-1 Full Casket Control: No Standard Crew: 4-40 Passengers: 0 Length: 150 meters Armament: 19 E3 Sockets Fighter Complement: 0 Shuttle Complement: 0 Ship Class: Corvette Agility (A): 3 Defensive (D): 3 Offensive (O): 4 Speed (S): 4 Special Gear: 1 (Modular) Much like its ancient ancestor, the M30 is designed to counter enemy fighter and bomber formations. It's impressive speed allows it to keep pace with many of the of fighter craft it hunts, while its impressive nineteen (19) E3 Equipment sockets makes it a harrowing threat to all but the most protected of fighter formations. Unfortunately, this power comes at the cost of being much more fragile compared to other ships of its class. Against ships larger than corvettes, it requires either an overwhelming first strike or additional reinforcements to remain a viable threat on the field of battle. The fact that the M30 requires only a very small crew, tips the favor of the Imperium to this design. It is small enough that any M10/c or M10/i is able to produce a steady stream of them, given an equally steady steam of raw materials. This means that they can be fielded in overwhelming numbers with frightening regularity. It is extremely uncommon to see any fleet deployment of Imperium system without a sizable attachment of M30 corvettes. In addition, M30 craft are often used for far-reaching, extended duration or routine patrols. An older version of the design was fully automated, however, the lack of intelligent oversight lead to a steadily mounting toll on Naval approval. Those corvettes sent out of contact on long patrols had a depressingly high rate of disappearance or destruction. Additionally, it was discovered that the automated control systems could often be overwhelmed by even small scale combat actions. While in some cases, this would simply cause the M30 to cease firing until directly retasked, several disturbing cases resulted in the corvettes opening fire on friendly forces. Eventually, it was decided to modify the entire existing pool, as well as the designs for future models to include an onboard crew.
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