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Post by House of D'Ordinii on Jun 10, 2023 17:52:29 GMT -8
Legions
Types and Alternate Formations There are three primary types of legions. The first, and least numerous, are the Crown legions. These are legions at the direct command of the Imperator alone. Being assigned to a Crown Legion is an extremely prestigious accomplishment, and competition for the limited slots is fierce. While they are fully armed and functional as legions, they are most often assigned as honor guards, training cadres, and good will missions.
The second type of legions are Home Guard Legions. These are the legions that are permanently assigned to the defense of Lehon, one of the forty Requiem worlds, or a Socii System world of sufficient population. The exact number of legions assigned to a particular system depends heavily on numerous factors, including the population of the system, its strategic and economic value, and its potential value, along with other regards. The vast majority of legions are part of the Home Guard.
The final type of legion is the Assault Legion. These are the legions that are forward deployed when offensive action is required. Unlike the other legions that can rely on the infrastructure and resources of the Mandalorian Empire, these legions must bring nearly everything they will require with them. As such, the majority of Assault Legions are based from M10/t ships. Though often multiple legions are based from the same ship.
In addition to full legions, Regiments are also regularly used. Officially, a regiment consists of six infantry battalions, a tank battalion, and a scout battalion. But specific regiments may differ from the standard order of battle. Less commonly, formations of battalion size or smaller may be used individually. But such operations are generally rare and only temporarily detach the required unit from a larger permanent formation.
Legion Order of Battle Overall Legion Structure Each legion is made up of forty battalions (thirty infantry, five tank, and five scout). A Colonel (O4) is in overall command of both the ground battalions and the legion navy ships. The Chief Petty Officer (CPO) for a legion is a Master Sergeant (P9), this officer is deployed to the field with the other ground forces and is expected to provide strategic and tactical directions should communication with command be disrupted for any reason. On the battalion level, a Major (O3) is in overall command, with a Chief Sergeant (P8) serving as their CPO. Next down the roster is a Captain (O2) in charge of a company, with a Senior Sergeant (P7) as their CPO. Drop ships are also assigned on the company level and can be given fire support or transport missions by the captain as desired. At the platoon level, command is held by a Lieutenant (O1) with a Sergeant (P6) serving the CPO role. Finally, individual squads are led in the field by a Master Marine (P5).
Infantry Based around the traditional soldier, the medium assault squads fill the vital and numerous roles required of infantry.
Squad is ten infantry soldiers, with twenty M00 drones as additional fire support (20 points total). Platoon is two squads plus a M03 ATST for fire support. For a total of twenty soldiers, forty M00 drones, and one M03 ATST (50 points total). Company is five platoons (ten squads) plus a M04 CR25 for transport. For a total of one hundred soldiers, two hundred M00 drones, five M03 ATSTs, and one M04 CR25 (750 points total). Battalion is ten companies (one hundred squads). For a total of one thousand soldiers, two thousand M00 drones, fifty M03 ATSTs, and ten M04 CR25s (7,500 points total).
Tank Tank squads are generally assigned to artillery, anti-air, anti-vehicle, anti-material, fire support, or line breaking roles.
Squad is based around two M02 ATTE units, with forty M00 drones providing close fire support and anti-infantry duties. (220 points total). Platoon is two squads. For a total of eighty M00 drones, and four M02 ATTEs (440 points total). Company is five platoons (ten squads) with the addition of a M04 CR25 for transport. For a total of four hundred M00 drones, twenty M02 ATTEs, and one M04 CR25s (2,700 points total). Battalion is ten companies (one hundred squads). For a total of four thousand M00 drones, two hundred M02 ATTEs, and ten M04 CR25s (27,000 points total).
Scout Scout squads are used as scouting and harassing forces, as well as rapid response forces to counter enemy action or take advantage of friendly opportunities. These squads are based around the M01 design.
Squad is five M01 ATPTs with twenty M00 drones as fire support (60 points total). Platoon is two squads. For a total of ten M01 ATPTs, and forty M00 drones (120 points total). Company is five platoons (ten squads) plus a M04 CR25 For transport. For a total of fifty M01 ATPTs, two hundred M00 drones, and one M04 CR25 (1,100 points total). Battalion is ten companies (one hundred squads). For a total of five hundred M01 ATPTs, two thousand M00 drones, and ten M04 CR25s (11,000 points total).
Legion Units Total Ground Units 30,000 Soldiers (Standard) 90,000 M00 Drones (Militia) 2,500 M01 ATPTs (Light) 1,000 M02 ATTEs (Medium) 1,500 M03 ATSTs (Light) 400 M04 CR25s (Heavy)
Naval Units 1 M21/t Lucrehulk (0 fleet points) 1 Cruiser (16 fleet points) 2 Frigates (16 fleet points) 10 Corvettes (40 fleet points) 15 Gunboats (30 fleet points) 30 Fighters (30 fleet points) 150 Light Fighters (0 fleet points, compliment fighters)
Legion Officers While individual units may be commanded by officers of higher rank than the minimum, lower ranked officers are rarely given such positions. As such, each legion will generally have a certain minimum number of ranking officers simply due to the units deployed.
Ground Officers Major (O3) - 30 Captain (O2) - 300 Lieutenant (O1) - 1,500 Master Sergeant (P9) - 1 Chief Sergeant (P8) - 30 Senior Sergeant (P7) - 300 Sergeant (P6) - 1,500 Master Marine (P5) - 3,000
Naval Officers Major (O3) - 1 Captain (O2) - 6 Lieutenant (O1) - 54 Master Sergeant (P9) - 287 Chief Sergeant (P8) - 710 Master Marine (P5) - 50
Point cost (417,500 total points Available) Militia - 0.5 Standard Troop - 1 Elite Troop - 10 Commando Troop - 100 Light Vehicle (0-10) - 10 Medium Vehicle (10-15) - 100 Heavy Vehicle (15-150) - 500 Supreme Vehicle (150) - 5,000
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Post by House of D'Ordinii on Jun 10, 2023 19:13:20 GMT -8
Nebulon-B Escort FrigateOfficial Designation: Model 41 Ship Role: Escort, Picket, Starfighter screening, Patrol, Search and rescue, Assault Link: starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate/Legendsfractalsponge.net/wp/wp-content/uploads/2021/05/neb69-3840x2160.jpgCasket Crew: 0-4 Full Casket Control: No Standard Crew: 40-400 Passengers: 700 Length: 300 meters Armament: 15 E4 sockets, 12 E3 sockets Fighter Complement: 45 M20 Drones Shuttle Complement: 0 Ship Class: Frigate Agility (A): 2 Defensive (D): 3 Offensive (O): 3 Speed (S): 3 Special Gear: 2 (Modular, Hanger Space) The M41 is based off the design of the Nebulon-B escort frigate. Given the practical versatility of the M41, it is the single most common frigate design in use by the Mandalorian Empire's Fleet. There are three main advantages of the design. The first is that its weapon load packs a respectable punch, particularly against corvettes, fighters, and bombers. Against larger ship designs, it is not as effective as the M40's superior firepower. However, Unlike the M40, the M41 also boasts a hanger bay. The three squadrons of M20 drones that the M41 can carry helps offset its limited firepower. The hangers are not able to accommodate any other fighter designs though, as the hangers have been carefully optimized for the maximum number of fighter drones that can be carried. Its last advantage is the surprising number of personnel that can be carried on board. A large number of military officers have spent time on the M41 as a passenger while en route to their next duty station. When transporting troops, the M41 can support seven companies of infantry, though their support vehicles need to be transported by another ship.
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Post by House of D'Ordinii on Jun 13, 2023 20:02:40 GMT -8
Naval Structure Fighter Deployments In most galactic starfighter corps, four fighters are used as the basis of deployments. With a pilot in each craft, this allows units to be divided into a pair of supporting craft. In the Mandalorian Empire however, most starfighter deployments make used of remotely controlled and group slaved unmanned craft, most often the M20 Scyk. Given the limitations of this system, the standard unit of deployment is actually five craft. A single lead craft that is directly, remotely controlled by a pilot, with four support fighters escorting and assisting it. If the lead fighter craft is destroyed however, remote control automatically switched to the next supporting fighter in the queue.
As stated, a Flight is five starfighters under the control of a single operator. In turn, a Squadron is three Flights for a total of fifteen craft and three operators. Finally, a Wing is ten Squadrons for a total of one hundred and fifty starfighters and thirty operators. This allows far fewer pilots to have a much larger effective footprint in combat engagements. As well as reducing total risk for the pilots.
With the M21 Hunter and the M22 Skipray are more powerful craft, they generally follow the same drone operations as the M20 Scyk. However, unlike the M20 Scyk, both of those models can be flown via internal controls. In practice, this ability is rarely if ever used in combat due to the risk to the pilot. However, unlike the M20 Scyk, the M21 Hunters and M22 Skiprays often have individual pilots assigned to each craft, given them a greater flexibility and tactical ability. The traditional 5-15-150 format is still retained however, even when all craft are being individually controlled. Additionally, while the M20 Scyk is the standard starfighter of the Mandalorian Empire, assignment to the M21 Hunters and M22 Skiprays is limited to those pilots that both have more experience and have displayed greater than average skill at starfighter operations.
Naval Deployments Fleet deployments are generally flexible and are made up of formations called Lines, after the traditional Imperial format. Each fleet is generally formed of at least two lines under the command of a general officer: Tribune (O5), Quaestor (O6), or Praetor (O7). Fleets of exceptional size may be formed under extreme circumstances, but such formations are both rare, and generally brief in operation. In addition to being the building blocks of Fleets, Lines are also deployed individually. Generally these deployments are either for specific short term missions, or for long term station assignments. Generally speaking each Line is commanded by a Colonel (O4), however, some formations may have a lower ranked officer in command.
Generally speaking, lines are deployed together on specific missions, and all naval ships are assigned to one line or another. However, in functional practice, many active Lines are used more as bookkeeping and administrative elements than practical units. While a line may be assigned to a particular station or duty, the individual ships of that line will often operate as individuals or small units in order to adequately cover their various duties. Ships are also transferred from one line to another on a fairly regular basis as required by deployments, maintenance, or personnel requirements. Though special effort is made to maintain the cohesion of units that actually do train and operate together.
Assault Legion Line The standard escort for an Assault Legion deployment is built around a single cruiser as the core element. In support of this are two frigates, ten corvettes, a Squadron of gunboats, two squadrons of heavy fighters, and a wing of light fighters. Since most assault legions are stationed on an M21/t Lucrehulk, that craft is also usually nearby, though it is fairly common for the legion to be unloaded and remain on station while the base travels to the next deployment zone to deliver a different legion. As with all naval deployments, the exact mix of ship classes assigned can depend from one fleet to the next, however the relatively small number of official ship classes in each category does limit the options. Regardless of classes, the primary function of the fleet is to maintain space superiority and to provide close space fire support for the deployed legion. While the Cruiser and pair of Frigates are mostly tasked with maintaining control of the battle space, it is the corvettes and gunboats that do most of the active work by striking targets in ground engagements. While fighters could be modified to be useful in a ground support role, they are more often deployed as screening elements for the cruiser. (134 points)
Attack Line Attack lines are built around Cruiser class ships. The standard formation is four Cruisers, two Frigates, twelve Corvettes, with a screen of one wing of M20 Scyks (128 points). However, the Heavy Attack Line is a common variant making use of two Star Frigates, one Cruiser, and six Frigates, with a screen of one wing of M20 Scyks (128 points). In either case, the primary duty of the Attack Line is to directly engage with other front line combat ships of equivalent or lesser size.
Destroyer Line The Destroyer Line is built around the most powerful naval units the Mandalorian Empire. In general practice, this means one of the M70 Keldabe, M71 Nebula, or M80 Kandosii ships, along with a screen of four squadrons of M20 Scyk fighters (64 or 128 points). While often deployed alone, Star Destroyer Lines can also serve as the heavy striking force of a fleet, often with several supporting lines being used to augment or aid with its primary mission.
Fighter Support While not truly a line in its own right, many fleets make use of addition fighter support for their missions. While the M20 Scyk is most common as fighter support, either in the Wing (75 points) or Half Wing (38 points) formations, it isn't uncommon for M21 Hunters to be assigned as well, Though in that case it is usually by the Squadron (15 points) or Half Wing (75 points) formation.
Pursuit Line Pursuit Lines are built around a core of Frigates. Designed to harass and chase down retreating or smaller units, they depend heavily on pack hunter tactics. The standard formation is sixteen Frigates, with a wing of M20 Scyks as a screening element (128 points). This formation is not generally well suited for anti-fighter duties, but it can be used as a large screening unit for other craft fairly effectively.
Skirmish Line Skirmish Lines are designed as screening units and anti-fighter deployments, though they also see some action against lighter pirate craft or converted civilian designs. Given their role they generally only make use of corvettes or gunboats. Traditionally, a skirmish line has sixteen corvettes or thirty two gunboats in the formation, with an optional screen of half a wing of M20 Scyks (64 points).
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Post by House of D'Ordinii on Jun 15, 2023 7:55:56 GMT -8
All Terrain Scout TransportOfficial Designation: Model 03 Role: Infantry Support Link: starwars.fandom.com/wiki/All_Terrain_Scout_Transport/LegendsCasket Crew: 1 Full Casket Control: No Standard Crew: 2 Passengers: 1 Length: 6.4 meters Armament: 1 E3 socket, 2 E2 sockets Class: Light Based on the Imperial ATST walker, the M03 is still commonly referred to as the chicken, despite the fact that the standard propulsion system is a repulsorlift. Typically used to support a single platoon of infantry, the M03 has several modifications from the original design to help it with that task. In addition to the crew, which often includes the petty office in charge of the platoon, the M03 has extensive weapon lockers and an improved power system. This allows the platoon it is deployed with to reload and recharge their systems as needed from the vehicle. This also allows the platoon to change their weapon load as required without unnecessarily burdening the troopers themselves. For easier battlefield access, the top hatch has been replaced with a rear access hatch. As with other ground based vehicles, the standard repulsors can be swapped out for other propulsion systems as needed by the deployment. One note is that with how much of the platoon's general equipment is stored in the M03, losing that vehicle while in combat can severely impact the total effectiveness of the platoon. In private usage the design is most often used as a mid range heavy equipment platform. Another common use is the addition of a standard cargo hitch to the rear of the vehicle. This allows the M03 to pull a surprisingly heavy load. While this is most often a cargo box loaded onto a repulsorlift trailer, it can also be used to pull more traditional trailers, or even as the engine of a train.
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Post by House of D'Ordinii on Jun 15, 2023 7:56:18 GMT -8
CR25 Troop CarrierOfficial Designation: Model 04 Role: Troop Transport, Supply Transport, Gunship Link: starwars.wikia.com/wiki/CR25_troop_carrier/LegendsCasket Crew: 0 Full Casket Control: No Standard Crew: 1-4 Passengers: 1 Legion company Length: 60 meters Armament: 4 E4 Sockets Vehicle Class: Heavy The M04 is based on the CR25 dropship used by the Grand Army of the Republic. Unlike the original design however, which was configured to carry two fully loaded LAAT gunships, the M04 has been modified so that its main docking section has been replaced by a cavernous cargo hold. While they are used extensively for legion operations, they are also used to a lesser degree as a long range shuttle. For Legion operations, each M04 is capable of carrying an entire Company, regardless of whether that company is Infantry, Scout, or Tank. In addition, the M04 has room for additional supplies that might be needed by a company for a brief deployment. The M04 is also used extensively as the light freighter model of choice within the Empire, both for government and private use. While the design does not have nearly the flexibility of the M11 GR75, it doesn't require addition equipment to operate. This means that while the M11 GR75 is more useful for larger operations, the M04 CR25 is much more practical for individuals or small operations.
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Post by House of D'Ordinii on Jun 15, 2023 8:06:02 GMT -8
Hussar VehiclesThe following designs are used heavily by the Hussars. Unlike units in scout battalions, the Hussars specialized in rapid shock attacks. While the exact model of vehicle they are equipped with can vary based on the individual unit, it is an extremely common feature to equip powerful sonic speakers. These speakers are powerful enough to cause physical damage at close enough range even without making use of any mounted weaponry. All Terrain Recon TransportOfficial Designation: Model 05 Role: Light Scout, Individual Transport Link: starwars.fandom.com/wiki/All_Terrain_Recon_TransportCasket Crew: 0 Full Casket Control: No Standard Crew: 1 Passengers: 0 Length: 2 meters Armament: 1 E2 socket, 1 E1 socket Vehicle Class: Light Like most of the Mandalorian Empire's ground vehicles, the Model 05 is based on a design nearly a hundred and fifty years old. As with the other ME designs, the primary drive for the standard design has been replaced with a repulsor unit. The design is most often seen in private use, where it serves as a light, single occupancy personal vehicle, much like speeder bikes or swoops. Basilisk War DroneOfficial Designation: Model 06 Role: Heavy Shock Assault Link: starwars.fandom.com/wiki/Basilisk_war_droid/LegendsCasket Crew: 0 Full Casket Control: No Standard Crew: 1 Passengers: 0 Length: 5 meters Armament: 4 E2 sockets, 8 E1 sockets Vehicle Class: Light The Model 06 is based on a nearly lost design of droid vehicle known as a Basilisk. A design originally based on a race used as heavy shock cavalry by the original crusaders. While this design is available for private purchase, relatively few of them are sold. The primary use of the M06 Basilisk is as heavy shock cavalry by the Hussar special forces of the Mandalorian Empire. ReekReekIn situations when mechanical transportation is unreliable or otherwise not recommended, the Mandalorian Empire makes used of trained beasts as mounts. The most common of these is the Reek. While there are several other beasts for use, the Reek is most common due to its ability to manage heavy loads, as well as being most easy to train for a rider than some of the more exotic mounts available from the Imperium's cloners.
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Post by House of D'Ordinii on Jun 25, 2023 14:28:27 GMT -8
Utility Pod The Utility Pod is one of the most common pieces of large equipment in the Mandalorian Empire. Each one is designed to serve a particular function. However, they are also designed to be as self contained as possible, including their own internal power supply, artificial gravity, and environmental recycling. This means it can function as designed, regardless of whether it is deployed to the surface of a planet, on an airless asteroid, or even in open space. In addition, they are also designed to be easily transported by the M11 Gr75 ship. They are also capable, to a limited degree, of interlocking with other Utility Pods to form temporary bases or space stations. Each pod is eighty meters long, twenty meters tall, and thirty meters wide. Most pods are divided into five equal decks, though some designs differ from that standard. Like most larger Imperium designs, utility pods usually have a hull plating made of ultrachrome.
Apartments The Apartment Pod is designed to host a fairly large number of personnel in temporary living quarters. Each of the apartments is just under a hundred square meters, this allows twenty four apartments per deck, with a total of one hundred and twenty total apartments. While the standard accommodations are not excessively spacious, they are functional.
Barracks Much like the apartment pod, the barracks pod is designed to hold a large number of people in a very small area. Unlike the apartments which are designed to function as somewhat individual living spaces, the barracks pod is designed to hold an entire infantry battalion by itself. The top three levels of the pod are devoted to sleeping compartments not much larger than is required to put a pair of bunks. The bottom two levels are taken up by lavatory facilities, an mess hall, a small recreational area, and storage area for personal equipment.
C3 (Command, Control, Communications) The C3 pod was designed to function as a mobile command and control station for military forces, or as a communications hub for a wide range of possible needs. While there is a small area dedicated to quarters on the top deck, the majority of the space is taken up by communications equipment of all sorts, meeting and conference rooms, and command decks. While the C3 pod can be used while being carried, the majority of its staff is expected to berth in other accommodations.
Cargo, General The most common pod is the general cargo pod. Each deck has a bank of cargo bays to either side of a central access corridor. Each deck has its own dedicated loading hatch at the forward end of the central access corridor, however a cargo lift at the rear of the pod allows cargo to be moved from one deck to another. This allows the entire pod to be loaded or unloaded from a single hatch, such as by a ground crew or via an airlock. Most commonly used for a wide range of smaller cargoes. The central access-way takes up very little of the space of the pod's design, with sixteen cargo bays per deck. This gives a total of eighty cargo bays of roughly a thousand cubic meters each.
Cargo, Large In many ways similar to the general cargo pod, the large cargo pod is yet another extremely common pod design in the Mandalorian Empire. In this case, the interior of the pod is devoted to a single large cargo hold. This type of pod is most often used for both transporting large items or bulk loose cargo like either raw ore, processed ingots, or other commodities. It is sometimes used to transport particularly large vehicles.
Cargo, Tanker Much like the other cargo pods, the tanker pod is designed for transporting large quantities of liquid or gels.
CAT (Construction, Advanced Tractor) The CAT pod is one of the few pod designs not capable of functioning while in transit. This is because the pod folds down to fit within the carrying bay of the M11 GR75, but unfolds into a fully operational construction platform when deployed. Making use of a wide range of tech, this pod is designed both for salvage reclamation, as well as new construction, transit line work, Search and rescue operations, large scale or deep space mining, and many other heavy equipment tasks. Making use of the same molecular furnaces commonly used in the older EVS style construction droids, it has a surprisingly wide range of applications. Most usefully is the ability to use the naturally occurring resources for the vast majority of its construction needs. Though lacking the more advanced upgrades that allowed the World Devastators to transmute one material to another, the CAT pods still maintain an extensive library of compounds, alloys, and materials that can be made from the more common elements already found on most planets to meet the needs of most construction.
Diplomatic One of the less common pod designs, the Diplomatic pod is used to ferry the diplomatic and ambassadorial crews around the galaxy. The pod design has a number of features designed both for the long term comfort of those on board and for hosting various smaller functions. While this is their main official function, they also see heavy private sale as private yachts and personal homes.
Gravity Well Projector This style of pod is used to create interdiction fields. As this is seen as a rather specialized piece of equipment, it is not deemed practical by the Mandalorian Empire to install such devices on dedicated warships or platforms. Instead, by creating a standardized pod with it, any fleet element can be equipped with the capability with far less effort and cost than a specialized warship. Additionally, the fact that the pods are capable of functioning as stand alone satellites means they can be deployed as needed to systems or bases that might require them.
Hanger The hanger pod is designed for the storage and operation of various surface based vehicles or smaller spacecraft such as fighters or shuttles. Instead of the usual five deck design, the bottom four decks have been combined into two double height decks. For ground vehicles, each deck can hold a single heavy vehicle, eight medium vehicles, or twenty four light vehicles. For spacecraft, each deck can hold two shuttles or five fighters. Regardless of the standard, particularly small craft might be able to get additional vehicles secured on each deck, though some designs are simply too tall to fit within the enclosed spaces. The top deck is mostly used for storage of parts, fuel, and ammunition for the vehicles. The top deck also has a small workshop to handle various maintenance issues. For vehicles not able to float or fly high enough to access the upper deck on their own, the pod has a tractor system that allows it to lift vehicles into place. This same system also aids in landing and launching for spacecraft or other large vehicles. While in travel, each deck has a large number of anchor points which can be used to secure any transported vehicles.
Hanger, Cargo Much like the standard hanger pod, the cargo hanger pod has been designed to host vehicles. Unlike the standard hanger pod, the cargo hanger pod is designed to only carry a single type of craft in extremely tight racks. Technically, each type of cargo hanger pod is a different design, each one focusing on a particular model of vehicle. Additionally, these pods lack the storage and workshop area that the standard hanger designs boast, instead focusing on maximizing carrying capacity. Some standard designs are for the M00 drone (45,000 capacity), the M01 ATPT (500 capacity), the M02 ATTE (200 capacity), the M03 ATST (300 capacity), and the M20 scyk (150 capacity).
House The house pod is a mix of several capabilities found in multiple other designs. While it is not particularly well designed for any one task, it is extremely well rounded. In function, it is designed to function as a stand alone base of operations for a large extended family or small clan. The bottom two decks have been combined into a single hanger area, including a small workshop at the rear of the pod. The third level has the layout of a general cargo pod, with sixteen cargo bays of a thousand cubic meters. The fourth level is the primary living area of the pod. With modular bulkheads, the precise layout of this floor will differ dramatically from one example to the next, depending on the exact needs and desires of the occupants. The top deck is a single open space. When deployed, large skylights and windows wrap around the entire deck, giving a panoramic view. When loaded into a spacecraft or when the exterior environment might pose a threat to even transparasteel, armored panels can be extended to cover the windows.
Mechanical Dedicated to repairing and maintaining equipment, the mechanical pod is a large collection of workshops and other related gear. While most such pods are designed to handle a wide variety of gear and equipment, some have been modified to specialized in some way or another. One of the most common modifications is to shift the focus from repair and maintenance to production or fabrication. While not as efficient as a dedicated factory, it does have the advantage of being mobile and modular.
Medical The medical pod is designed to function as a mobile hospital. The bottom deck is designated for triage and stabilization efforts. For medical pods not being used for military operations, it can be converted for use as a waiting room and clinic area. The second floor is set up for more dedicated treatment rooms, while the third floor is set up for more extensive or invasive surgeries and for bacta tanks. The fourth and fifth floors are set up as recovery wards. In military usage, these floors may be a single large area with vast numbers of cots, while pods in more stable areas might have them converted to individual recovery rooms.
Missile This type of pod is used as a mobile missile platform with extreme capacity. Designed for E4 size ordinance, the entire front face of the pod is a grid work of launch tubes. Given the size of the standard pods, this is a thirty by fifty block of launchers for a total of one thousand five hundred tubes. Each tube can in turn be loaded with fifty shells, for a grand total of seventy five thousand shells. Due to the stripped down launch tubes however, they do not launch at nearly as high a speed as the standard E4 ordinance launchers. This reduces both the total range, and the shell's ability to dodge point defense fire. In most situations though, the sheer mass of fire it can project can outweigh those factors. In use, the pod is rather flexible in how it fires. Tubes can be fired individually, or simultaneously with any number of other tubes. The tubes are also designed to be able to flush either an entire tube of ordinance, or even the entire contents of all tubes if overwhelming firepower is required in a single attack. In such a case, fire control is limited to what is onboard the individual shells, as the pod does not have the ability to direct that many shells at the same time. However, control of excess shells can be handed off to other warships is they are prepared.
Overwatch This pod has a collection of sensor systems, as well as a fair collection of weapon systems designed to counter both infantry and vehicles. The majority of the pod's usefulness comes from the set of weapons mounted along the front and underside of the pod. Unlike most equipment which is modular in natural, these are dedicated ordinance launchers and composite beam lasers. While equivalent to E2 sockets, and using the same components, this weapon load is integral to the pod and can't be easily adjusted. The ten ordinance launchers are mounted on the front of the pod, while the five of the fifteen composite beam lasers are mounted on the underside in slightly recessed sponsons. This weapon layout gives the pod an impressive effect on ground based combat systems, though it is far less effective in cluttered environments of urban combat situations. However, a secondary feature that proves incredibly valuable is the advanced sensor arrays. These provide a real time streaming map of battlefield, including the locations of all the beings in the area (neutral, friendly, enemy, or otherwise). This information makes the battle go much smoother and easier than it would be blind.
Passenger This is yet another common pod design, the passenger pod is used to shuttle large numbers of people over fairly short distance. Most commonly within the same system, but runs within the same sector are also fairly common. Very few efforts have been made for the sake of comfort. The bottom three decks are devoted to rows of seats with enough open deck space between them to ensure ease of loading and unloading. In total, up to six thousand passengers can be loaded on the three decks. The upper two decks however, do host some recreational areas as well as cargo space for personal baggage. It is not a particularly comfortable way to pass a long trip, but it is still better than being confined to a single seat. A common variant in use for military or shorter trips is to have the upper two decks also converted to passenger seating, allowing a total of ten thousand passengers.
Power While all pods are designed to operate on their own internal power, the power pod is dedicated to providing power for external use. The standard design makes use of several of the largest power coil designs in common production. While these power coils do need to be charged up at a dedicated reactor site or other power station, a single one can maintain a fleet for several weeks. Or power a small city, base, or installation for months of active use.
Reactor Less common than power pods, reactor pods are fitted with powerful reactors of their own. While such designs are limited by the supply of fuel, they do not need to be cycled out to recharge. In most cases, several reactor pods are used in a central location as a recharging station for an entire network of power pods. Though they may also be deployed directly to sites, if the issue of fuel transportation is deemed worth the effort and risk.
Sensor An extremely common design, especially in the frontier regions. Packing a huge variety of sensors and navigational equipment, the sensor pod is often sent out on long range scouting mission. One particular feature that makes it useful is the inclusion of a Crystal Grav Trap for precise gravimetric readings. Of course, that same feature makes it extremely useful for tracking down cloaked ships.
Shield One of the more extreme pods, the shield pod is actually a theater grade shield modified to to fit in the standard M23 hull. This includes the required secondary systems. However, the design lacks the power output to run the shield on its own systems. When connected to a M11 gr75, the main reactors of the ship help to provide the needed power supply. When otherwise deployed, the shield pod requires some other external source of power for the shield to function at full strength. While not a very common pod, it finds fairly frequent use in the outer elements of larger fleets.
Solar Array Technically more of a satellite than a pod, this large pod is designed to fold out in order to collect large amounts solar energy. Though not always active, these arrays also have hydrogen scoops. This allows the arrays to also collect large quantities of solar wind. Due to the large folding wings that extend outward from the from of the pod, this design is considered extremely bulky. While this pod can be landed on the surface of a planet, it can not be unfolded or otherwise active in such conditions.
Tug This pod is equipped with a collection of tractor beam arrays that are designed to move heavy objects in space. It is most often used in the collection large asteroids and comets. These are gathered from across a solar systems, before being harvested by other larger ships. Usually for processing into either finished goods or ingots for transport to other sites. The design also sees extensive use in shipyards, construction areas, and other similar sites. While it is possible to use this pod inside the gravity well of a planet, it is not well suited for that task.
Weapon Each of these pods is built around a planetary grade weapons. The basic design has a large capacity power coil at the rear of the pod. Mounted in the front of the pod is the emitter system and other components of the weapon itself. While the particular weapon varies from pod to pod, some of the most common designs are Ion cannons, Mass drivers, Turbolasers, and even the chiss megamasers. Much like the shield pods, these require an external power source to operate properly. Due to the cost and general low frequency of use this is one of the rarest pod designs. They are still produced fairly regularly for deployment in planetary defense rolls and for the occasional naval use of countering planetary shield systems.
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Post by House of D'Ordinii on Jun 25, 2023 14:31:54 GMT -8
Common EquipmentSidearmsConsidered too small to make effective use of the modular system favored by the Mandalorian Empire, sidearms are instead designed as a number of standard models. These in turn use the same set of standardized components as all other Imperium gear, which helps reduce the cost, maintenance difficulty, and increases the reliability. While a fairly wide range of types and models are available, a select few dominate the market. The most common is the Imperium's recreation of the DC15s blaster pistol. The next most common is a model of sonic pistol. While the most common slug thrower design is known as the 1911 slugthrower pistol for some historically unknown reason. E1 CarbineE1 carbine with blaster moduleE1 rifle, note the extended gripBased in part on the ideal of the DC17m, the basic form of the E1 carbine is based on a model of slugthrower known as a P90. While the standard design makes use of a compact design, a version known as the E1 Rifle has an extended grip for greater precision at the cost of increasing the weight and length of the weapon. Additionally, while the basic model of the E1 carbine and the E1 rifle are designed with human and near human users in mind, other models exist for species with physical differences that would make the basic model unsuited. The real draw of the weapon is that is can support a vast array of different attachments that can be equipped. Unlike the DC17m, however, the E1 uses standardized ammunition whenever possible. Previous generations of the weapon were even more modular, allowing a wide range of stock, body, and trigger mechanisms. However, it was discovered that such a design greatly weakened the weapons durability, and most users relied on a few popular options. With that information, the body of the weapon was standardized and streamlined, both increasing the total durability, and decreasing the size and weight of the weapon. E2 Crew Service WeaponWhile the E2 CSW is designed to be mounted on a tripod or bipod and connected to a battery pack, it is possible for an individual trooper to carry the weapon. In such a situation, the battery pack is carried as a backpack by the individual in question. Such a situation is not ideal, as the individual would be greatly slowed by carrying such a large weapon, as well as the reduced accuracy resulting in firing the weapon from a hip position. E3 TurretThe E3 turret is effectively a vehicle stripped down to the bare minimum required to operate the weapon system. In effect, it is little more than a tracking system, the reactor, and a small shield generator for defense. In fitting with the Mandalorian Empire's standard equipment ideology, the turret is equally functional in space as it is in planetary environments. E4 TurretAble to fit capital ship grade weapon modules, the E4 turret is one of the largest units in regular production. Like the E3 turret, it has been stripped of nearly anything that doesn't directly aid in combat. However, in the case of the E4 turret, this still requires something the size of a fair sized building. Utility Pod TurretOne of the more rare styles of turret, this building sized turret is designed to be loaded with two of the standard utility pods. While technically any pods can be loaded into it given the standardized mounting system used by the utility pods, it was designed with a particular set in mind. The first is a reactor pod that is loaded into the base of the turret. The second is a weapon pod loaded into the top of the turret. The reactor pod provides power to both the weapon pod, and the secondary systems of the turret itself. Like the pods themselves, the E3 Turrets, and the E4 Turrets, the UP Turret is designed to function both on the surface of a planet or in space. The turret possess shields, as well as a dozen E3 sockets for defensive. The primary weapon mount can aim in a full 360 degree circle, and an overhead arc of 180 degrees. For when it is deployed in space, the turret also had adjustment thrusters which allow it to reposition as needed. However, these thrusters are not designed for sustained movement or independent flight. Bellerophon Saber RifleThe Bellerophon Saber Rifle (nicknamed the Buttplug by Imperial military troops), is the single most powerful man portable weapon in the galaxy. Despite this, it is rarely seen on the battlefield due to a number of issues. The primary issue is the cost. The rifle itself cost nearly as much as a military grade speeder, and its ammunition is also significantly more expensive than that of a common blaster cannon. This is due to the complexity of the rifle, as well as the fact each shell is hand crafted. Each shell is slightly smaller than an E2 shell (35mmx45mm), and is housed in a duraplast cast. The majority of the internal space is taken up by a moderately size power coil, with the remainder being used to house a focusing lens, a ultrachrome bead, and the basic electronic components required. The second limiting factor is the danger to the operator. To minimize this risk, the rifle makes use of an much more complex firing chamber than is standard. The firing chamber can be swiveled easily to allow ejection to either the right or left using a simple locking pin. This ejection is vital, as the shells (which much be loaded individually) rapidly combust and melt on firing. This can potentially damage the rifle or the operator, and can even pose a risk to bystanders. The firing chamber has several layers of defense. The first is a layer ultrachrome plating the inside of the chamber, which is connected to a heat sink. This limits the heat transfer to the rest of the weapon, while providing a small increase in the weapon's charge. The second layer is a repulsor system which quickly forces the molten materials out of the firing chamber. As the majority of these materials are molten or superheated gas, this can pose a significant risk to those not prepared for it. The last safety measure is a cryogenic system to rapidly return the firing chamber to operating temperature. The third issue is the rate of fire. Even with all the previously mentioned systems, it can take up to a full minute for the rifle to be ready to fire the next shot. And even in ideal conditions can take nearly thirty seconds. When ready to fire, the rifle indicates this with a discrete light. While the rifle can be loaded or even fired during this time, doing so is extremely unsafe. Even loading a shell before the firing chamber is properly cooled bears the risk of a catastrophic breach of the power coil in the shell. Such a breach would definitely destroy the rifle in question, as well as dealing lethal injury to anyone standing within several yards of the weapon. A second shot of the weapon before it is ready is as likely to explode as it is to fire properly. Testing has not been able to successfully fire three times in succession without triggering a catastrophic failure. Despite all these limitations, the Bellerophon does still see some limited use, mostly with special operations units. This is due to the fact that the bolt produced by the rifle is able to destroy a medium vehicle. It can even effect larger vehicles like the AT-AT, though attempting to fully destroy such a vehicle would take several well placed shots. While is it possible for the bolt to be deflected by a lightsaber or other similar system, such an action would be with extreme risk to anyone foolish enough to try. Power CoilsThese glossy black crystals are the central pillar of Imperium power technology. Based on ancient Rakata designs, they are capable of storing incredible amounts of energy in extremely small packages. When being tapped for power, they emit a soft purple glow and an audible hum. One of the primary features of the technology is that they can absorb nearly any kind of energy to recharge. This includes simply placing them in sunlight or in a heated location. Individual coils can be small enough to fit in a palm sized commlink without difficulty, or be the size of large vehicles. Effectively an advanced battery system, use of power coils instead of reactors for most systems is yet another way the Mandalorian Empire is set apart from most galactic civilizations. The Imperium views the start up and stop times of reactors, as well as the need to carry and supply a steady stream of fuel to varying locations as a major drawback. One that can be avoided with the use of power coils. Instead, reactors and other power collection systems are used in fixed locations to charge power coils, which are then shipped to where they are needed. Given the incredibly stable nature of the devices and their high power to mass ratio, it is possible to run even capital grade warships in such a manner. Power coils are designed to be removed and replaced as easily as the more common energy cells used by the rest of the galaxy. In smaller equipment this is a common and routine task taking only a few seconds to minutes, depending on the device in question. However, for larger power coils mounted in vehicles, buildings, or starships it is more common for the power coil to be recharged via a power cable instead of removing and replacing the power coil itself. In cases where damage is possible or time is a pressing factor, even such large power coils can be removed and replaced quickly. Common CyberneticsThe Mandalorian Empire makes use of a wide range of cybernetic and prosthetic technologies. Unlike the common prejudice against mechanical adaptions and life forms, the Empire embraces such things. This is in large part connected with the extensive number of free droid citizens of the Empire, but also has other historical roots within the clan. While many such cybernetics are not visually apparent, it is becoming more common to openly display evidence of such modifications. The single most common modification is a full neural interface. While not mandated, it is common enough among citizens that only those with medical reasons generally lack such modification. This allows the user to remotely connect to most Imperium hardware, as well as providing an internal HUD that does not require a visor or other headgear. It is also required for full utilization of a soul crystal. Given the vast potential utility of the modification and the fact that many other more advanced modifications require it to function properly, it is also becoming more common among Socii populations. Other extremely common modifications are functional devices. Things such as commlinks, drone callers, processors, or Scomp links are extremely common as a category. Also common are cybernetics that enhance the physical or mental abilities of the user. Of these, the Universal D-Package is most common, but other less effective, less expensive, and less taxing units are available to those that are unable or unwilling to acquire it. Given the general attitude of the Empire as a whole, it should not be surprising that several cybernetic systems are generally required for military service. The Universal D-Package has already been mentioned, but the Hifold Sensory Package is also required for service. This second system is required as preliminary screening for those rare individuals able to bond with ship systems. Due to the high failure rate however, the initial application is a temporary external system. While many people can adjust to its effects, nearly as many are unable to properly utilize it. For those that do succeed, they are given the option of having the temporary system replaced with the implanted version. Soul CrystalsSoul Crystal is the common term for the standard issue datacron given to all citizens. For those without a full neural interface, it functions as a personal computer. However, given that full neural interfaces are effectively universal with citizens, the datacron lives up to its nickname for the vast majority of beings. At first the device functions as an external memory source, able to store and retrieve a functionally limitless amount of data directly to the user's HUD. Over time, however, the device is more and more integrated and synced with the user. Eventually, it reaches a point where if the organic portions of the user are destroyed, the person will be able to continue functioning from the soul crystal itself. This transition, however is often traumatic and does require some time to adjust by the user. Historically, such citizens living from within soul crystals are referred to as ancestors. Typically, ancestors fall into a few major categories depending on how they adjust to their new circumstance. A rare few go completely silent, Either unable or unwilling to communicate with the outside world or other ancestors. A few have artificial bodies created for their use. While purely mechanical frames are most common, some have specially cloned organic bodies created. The vast majority however, embrace their new state of being and inhabit fully virtual environments. Some of these VR environments are fully personalized and private, while others are collectives that host huge populations of individuals. In either case, such individuals are able to be communicated with as easily as placing any other holonet call. Some are even able to host visitors by using recreational gaming systems.
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Post by House of D'Ordinii on Jul 4, 2023 21:52:45 GMT -8
Personnel FileAya Dizen Or'diniiBorn: 58 ABY (47 PP) Died: N/A Spouse: N/A (unofficially Tahu Potiki) Parents: Z'har Dizen Or'dinii Faction Affiliations: House of Dizen, Clan Or'dinii, Mandalorian Empire, Mandalorian Assembly Occupation: Imperator Rank: Imperator Awards: Service Bar (with gold stud) Military Certifications: General Combat Scientific Degrees: Graduation, Computer programing (with ruby stud), Economics (with gold stud), Mathematics (with gold stud) Technical Certifications: Clockwork, Cybernetics (with silver stud), Robotics (with ruby stud), Small Arms Physical DescriptionSpecies: Android (Zabrak appearance) Height: 1.6 meters (5 feet 3 inches) Weight: 78 kilograms (171 pounds) Eye Color: Molten Gold Hair Color: Black, occasionally dyed pink Skin/Scale Color: Pale white Distinguishing Features: Scar on left shoulder from failed assassination attempt Cybernetics: Full Body, Soul Crystal Force Sensitivity: None Force Training: None Personal EffectsWeapons: Typically None Equipment: Internal Commlink, Internal HUD Vehicles: None Starships: None Typical Clothing: Tends to dress in formal cloths or armors. Favors clothing of red, green, black, and blue colors. Other Notable: Maintains a personal suite in the Royal Palace of the Citadel. PersonalityPreviously much more childish in her behavior, the death of her father and her rise to command the Mandalorian Empire means she must often present a more serious demeanor. Due to the responsibilities and worries inherent with the job, this is surprisingly easy to manage in most situations. In more private situations, such as with close friends or family members, she still displays the spark of her childish humor and whims. She is fond a gently teasing those she is comfortable with, as well as mocking both herself and anyone else that seems too serious. Her curiosity is still strong, however, and occasionally lead her into trouble. As always though, she has unyielding loyalty to her family (and by extension the entire Mandalorian Empire), a ruthless intelligence, and iron firm determination. Personal History ABY: SL 96 ABY: Bloodline SLAya meets her brother Kaddak for the first time. Requiem: boards.jedivsith.com/post/120554/thread 117 ABY: First ME Ball SLAya attends the first Mandalorian Empire Ball. Lehon: boards.jedivsith.com/post/106171/thread 118 ABY: Bloodline SLAya formally introduces her oldest children to the Empire. Lehon: boards.jedivsith.com/post/124201/thread 118 ABY: Mando Government Functions SLAya makes a successful attempt to become the next Mand'alor. Mandalore: boards.jedivsith.com/post/114721/thread 118 ABY: Private Visit SLAya visits the Chiss to renew diplomatic connections on the topic of the First Order. Csilla 1: boards.jedivsith.com/post/116113/threadCsilla 2: boards.jedivsith.com/post/116140/thread 118 ABY: Peace Offerings SLAya returns a number of captured jedi artifacts to the jedi of Felucia. Felucia 1: boards.jedivsith.com/post/131166/threadFelucia 2: boards.jedivsith.com/post/131213/thread 118-119 ABY: Mand'alor's Paperwork Woes SLAya deals with several outstanding issues left over from the disappearance of the previous Mand'alor. As well as a few projects that are well past due. Mandalore 1: boards.jedivsith.com/post/116353/threadMandalore 2: boards.jedivsith.com/post/125156/thread 119 ABY: Great Hunt SLAya attends a formal function hosted by the hutts. Nal Hutta: boards.jedivsith.com/post/124925/thread 119 ABY: Mando Government Functions SLAya sets up the MDC and steps down peacefully for the next Mand'alor. Mandalore: boards.jedivsith.com/post/132542/thread
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Post by House of D'Ordinii on Jul 7, 2023 21:24:00 GMT -8
Sleepers The term sleeper is used, in certain very restricted circles, to refer to one of the Mandalorian Empire's most powerful espionage tools. Sleepers are, in short, secret agents created by the Office of Rang'vode.
Selection The initial selection process casts a fairly wide net in the choice of target. While technically anyone can be a potential target, the limitations of certain parts of the process means that most selected targets are between the ages of two and five years old. The process also only currently works for Humans, Zabrak, Chiss, and Draethos. Usual targets are from middle income families with no notable history or criminal records. If possible, from families with multiple generations of clean records. Due to the sheer number of potential targets, it is generally not difficult to obtain a genetic sample.
Candidate Training Once the target's sample has been acquired, the next step of the process begins. To ensure the best chance of success, the target is cloned one hundred times. The resulting clones are then force aged to match the age of the target. At that point, the clones undergo a strenuous training program that lasts decades. This includes physical and mental condition, as well as training to enforce absolute obedience. During this training, they are also trained to resist and perform torture, as well as being desensitized to violence up to and including death. Due to the extreme methods, few of the clone candidates survive the training.
While the survivors of the training are often left with a serious and somewhat standoffish personality, the training staff is aware this is a possible warning sign. As such, the clone with the closest matching personality to the original target is selected for the next stage. Those clones that passed the training, but were not selected instead receive additional training in security methods and are assigned to the Praetorian Panel as VIP guards.
Insertion With the clone fully trained, including extensive study of the original target's life, habits, and relationships, The next step is insertion. This step is the stealthy and quick replacement of the original target with the Sleeper. As the insertion team favors caution over brute force, this stage can take several months for the perfect opportunity to occur. When the strike happens, the actual switch off can take less than a minute, sometimes only seconds. The disposal of the remains of the original target is down carefully to avoid any chance of future discovery.
Following the swap, the Sleeper has the task of blending in seamlessly with the original target's life. In many cases, small hiccups or changes can be dismissed as being unwell or poor sleeping. This stage can often take several years before the operation is ready to progress to the next stage. If the sleeper fails to blend in properly, they are tasked with committing suicide to prevent discovery of the operation.
Tasks Once properly established, the sleeper will begin moving into the preselected position. Depending on the Sleeper, this could be a military, government, or medical profession most commonly, but other roles in various organizations are possible. Most sleepers are tasked with reporting information back to a handler, though the standard tactic is a dead drop to limit exposure and avoid the Sleeper possessing potentially dangerous information. Sleepers are generally assigned to low risk positions, such as aides or staff. Though more dangerous positions are possible with a suitable Sleeper. In some cases, the sleeper is tasked with working their way into the sphere of influence of a specific person or branch. This is often to be used, potentially, as an assassin or saboteur.
While the majority of the information collected in this way is passed on to the Office of Intelligence, the original source of it is not disclosed for security reasons. Given the useful nature of such operatives, Rang'vode makes extensive efforts to place numerous sleepers in every major government and corporation. As well as in many smaller regional governments.
Limitations There are three main limitations to the Sleepers. The first is possible exposure. To avoid one identified sleeper being able to lead to other sleepers, they are trained in complete isolation from other sets of clones. The second limitation is mental. Due to the training, equipment, and techniques used, sleepers consistently register above average in terms of sociopathy. In most cases, this is not an issue due to such readings not being uncommon in the professions usually assigned sleepers.
The final limitation is the physical effects caused by the forced growth. While functionally flawless, the process does leave detectable signs. The majority of those signs fade within a few years, however a lingering trace remains in the skeletal system of the sleeper. While this trace could only be discovered with an extensive autopsy that would be lethal to anyone subjected to it, it is still a potential threat. This trace, however does fade eventually. For every year of forced growth the sleeper requires, the skeletal system takes approximately seven years to remove the lingering effects. This limitation is a large part of why the selection process favors extremely young children. With the forced growth limited to 2 years, all traces of the process will have been removed by the time insertion occurs. Those sleepers requiring additional forced growth will still have signs much later into their lives. This is also why adults are generally not considered viable targets for replacement. However, under extreme circumstances, such replacements have been performed.
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Post by House of D'Ordinii on Jan 10, 2024 22:58:54 GMT -8
Ndathoggu TempestThe Ndathoggu Tempest is a heavily modified HT-2200 Medium Freighter that serves as the home and mobile base of Mary Cerulea. Deck PlanOverviewThe exterior of the HT-2200 Medium Freighter is painted a deep blue, though closer inspection reveals small whirls and dashes of a deep blood red as well. The most prominent feature is the name of the yacht, Ndathoggu Tempest, written on the exterior blast door that leads into the Hanger Wing. Since the freighter was rebuilt from nearly scrap, only the basic layout of the freighter remains true to the original design and specifications of the ship. It also makes use of the most cutting edge technology and equipment the Jedi Order had available. However the poor oversight and rapid speed with which it was refurbished means that most of the systems on the freighter are one hard knock from being off-line. Mary is currently engaged in attempting to fix the issue, mainly by carefully repairing each system when it fails so that it is properly installed and maintained. In addition to the standard airlocks and doors, Mary has heavy duty security blast doors installed at each of the doors in the ship. The set-up includes various sensor systems and a small blaster turret that retracts into a wall mounted socket. This allows any room or number of rooms to the locked down to prevent movement within the freighter. Additionally, several new doors (including blast doors) have been installed to limit decompression in the case of a hull breach. There are three main areas of the Freighter. The first is the Crew Deck at the rear of the ship, which contains the majority of the common systems crew members would need to access on a day-to-day basis. The second area is the Hanger Wing, located on the right side of the ship. The last area is the Cargo Wing on the left side of the ship, which is mostly cargo areas of various type, though there are a few ship systems that are controlled from elsewhere in the ship. Crew DeckThe Crew Deck is where the crew spends the vast majority of time while on the ship. Most of the bulkheads are painted in various shades of dark greens and purples. Designed for comfort and ease of use, it is a fairly welcoming environment. At the front center of the Crew Deck is the Cockpit (Area 1). The cockpit is a rectangular area dominated by the three main chairs and a grid of window that reaches from deck at the front of the area to the ceiling nearly halfway to the door in a sweeping arc above the seats. Nearest to the window is a pair of pilot seats, side by side with individual wrapping control panels with a gap between them. In the center of the room and sitting on a raised platform is the ship's command chair. A number of holodisplays centered on the command chair keeps the occupant up to date on all the vital ship systems as well as being able to bring up any other data of interest. Toward the rear of the Cockpit are the computer interfaces for the freighter (Area 2, Area 3). To either side of the cockpit is a weapon system mount. On the right is a Tractor Beam Generator (Area 25), while the left is a Disruptor Torpedo Launcher (Area 24). The majority of the Crew Deck is made up of a single large living area (Area 15). A carpet matching the wall colors covers the floor while several couches are scattered around the room. A large holoprojector is installed in the ceiling in the middle of the area. This area is also the crossroads of the ship with doors leading off to most other areas of the ship. The largest modification from the factory model is the detachable central pod. This pod makes up most of the Crew Deck, with the exception of the main cockpit area and most of the engine area. Using the space saved from using smaller modern systems instead of the more bulky originals, a very cramped but otherwise functional cockpit was built under the deck plating of the common room (Area 5). The hyperdrive and engine systems, however, are limited. The pod has a functional clamp system that allows it to detach and reattach as needed. This allows the pod to function independently as a long range recon or shuttle. This, combined with the pod's equal size to many smaller light freighters grants it impressive functionality. In an emergency, the pod could serve permanently as a light freighter, though a poorly designed and short ranged one. The pod cockpit barely qualifies as a crawl space. The cockpit is extremely cramped, requiring the pilot to slide in face first to fly the pod. Most of the controls line the sides of what also serves as the pilot's chair, in recessed wells to prevent elbows or knees from accidentally pushing buttons. The view however is spectacular, as a combination of view ports and screens linked to dedicated cameras provide a double-360 view of the surrounding area. A feature that is unfortunately required to pilot the Pod due to the unwieldy placement of the cockpit. The first door in right from the front leads to Mary's quarters (Area 16, right front). The walls in this room have been repainted a deep red, with a carpet installed to match. The furniture set of a dresser, cabinet, bed, side table and wardrobe are paneled in a matching cherry wood. The next door leads to Kr'naan's quarters. This room is done up in sandy browns and golds (Area 16, right second). The furniture here is limited to a bed, cabinet and a large dog bed. The third from the front is set up as a meditation room (Area 16, right third). The farthest side door back on the right leads to the armory (Area 16, right rear). Stocked with individual weapon racks and secure storage lockers, the armory has room to safely store a huge number of weapons. All four of the side doors on the left lead to currently unused rooms (Area 16, Left). There are three doors at the back of the common room. The furthest to the left leads to the medical bay, which contains a wide range of medical equipment, including a coffin sized bacta tank and a permanently installed med unit (Area 14). In the middle left is a large bathroom capable of handling multiple people in privacy simultaneously (Area 19). To the middle right is a door granting access to the engine room (Area 18, 21, 22). The furthest door on the right leads to the galley, and a food storage area capable of holding provisions for years worth of food (Area 20). The rear arc of the ship and single largest area by volume is the engine room. The center of this area is the main reactors, while the engines themselves are on either side. Separating each of the engines and the reactor is heavy duty blast shielding designed to vent any major explosions away from the rest of the ship and out into space. Hanger WingOriginally this area was a pair of extremely large cargo holds. However, during the refit of the freighter, both cargo bays were converted for other uses. The leading cargo bay was converted into a small hanger designed to handle a single starfighter sized craft (Area 8). Along with all the repair, refit and refueling equipment one might need for such a craft. The entire side bulkhead of this area slides upward to allow fighters to enter or exit the hanger. The other cargo hold was split in half. The half along the outer hull of the freighter was converted into an expansive vehicle garage (Area 12, outer). The main way to enter or exit the garage is through a sliding blast door identical to the hanger. For craft incapable of reaching the main door, a tractor system can raise or lower any craft into the garage. The garage is large enough for two landspeeder sized vehicles to be stored near the ceiling of this taller than normal area. Additional vehicles can be secured to the deck if needed. Finally, racks mounted on the walls allow up to four swoops or speeder bikes to be stored out of the way. The inner half of the second cargo hold has been converted into an expansive workshop (Area 12, inner). With a wide range of tools and equipment, this area can serve as anything from a mechanic's shop to a droid construction area. It can even be used to melt down scrap into ingots or reforge them into useful parts. Cargo WingThe left wing of the freighter has undergone nearly as much modification as the right wing, even though only one of the original cargo holds has been converted to other uses. The forward hold is the only cargo hold that still retains its original function (Area 6). This has lowered the freighter's cargo capabilities to only 200 metric tons of cargo, a fourth of it's original amount. Like the hanger & garage on the other side of the ship, the main access to the cargo hold is through a massive blast door in the side of the freighter. The rear cargo hold (Area 10) was split into nine roughly equal areas. The third along the outer hull are systems mainly dealing with the exterior of the ship. This includes a sensor bay. In addition to the normal ship sensors, this large area hosts a number of more specialized sensor equipment and a wide range of communication systems, including a hypertranceiver & a full holonet array (Area 10, outer front). Powerful additional shield generators are also located here (Area 10, outer middle), along with more exotic defenses. A specialized system designed to deploy chaff to disrupt tractor beam locks and enemy missiles can fire a number of materials from confetti like clouds to fair sized solid plates (Area 10, outer rear). The middle third of this area is devoted to more technical subjects. An auxiliary power room powerful enough to run two of the ship's primary systems, such as the weapons, shields or engines is here (Area 10, middle front). It also has a minor subsystem that can run the life support systems even after all other power has failed or been deactivated. The science lab contains a wide variety of testing and diagnostic gear (Area 10, middle). Its massive computer systems also maintains a wide range of databases covering a huge number of fields. It even has an extensive collection for entertainment and recreation. Should all of that prove insufficient, the holonet connection in the sensor bay allows research using any number of off-ship resources. The freighter's computer core is located just behind that (Area 10, middle rear). This vast bank of computers is kept away from unauthorized access by an armored blast shell with secure access panels. The innermost third of the area is mostly taken up by a pair of smaller isolated cargo bays (Area 10, inner front and inner middle), as well as a droid locker (Area 10, inner rear). The droid locker is mainly devoted to the recharging and maintenance of the significant number of droids on the yacht. While it does have some minor tools for droid repair, most of them are in the workshop. Instead this is mainly an area for the main droids on board recharge or be stored when not in use. Droid ComplementMary has collected a wide number of droid bodies to help run and maintain the Tempest. Without exception, all the models have been hardline slaved to the ship's central computer. While this increases the efficiency and allows greater overall control via her command link, it seems to be having unknown side effects. Given that the ship doesn't receive memory wipes, it seems probable that it is slowly starting to develop a personality, much like a droid would. The bridge crew of the Tempest is mostly made up of droid brains installed directly into the systems they oversee and control. This includes all the weapons installed on the ship, as well as the shields, sensors, engineering section, and life support systems. However, some systems couldn't be controlled as directly. While the captain's chair remains open to organic use, the pilot and copilot stations had been replaced with a GD16 pilot droid and an OOM pilot droid. In both cases, the droids are missing extensive parts of their bodies, and have been integrated directly into the control panels. Additionally, a stripped down H-1ME serves as the ship's astromech. The still mobile elements of the droid crew include an AD Weapon Maintenance Droid, a LE repair droid, a T1 utility droid, and a BAF-320 repair droid serving as the janitorial staff. All of which have been rebuilt or modified to some degree or another. These tend to general cleaning and maintenance duties throughout the ship. There are also three mostly standard HV-7 loading droids for any cargo handling duties, though Mary has a noted habit of using them for short range personal transport as well. A Duelist Elite droid serves as the guard of the ship when the organic crew is away or otherwise busy. Mary continues to tinker with both its programming and the mechanical aspects of it. Finally, an A4 laboratory assistant droid and a Med Unit surgical bed make up the ship's medical crew. While the Med Unit has been permanently installed in the medical bay, the A4 is still capable of moving around as needed.
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