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Factbook of the Huntarian Empire

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
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Huntaer
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Posts: 402
Founded: Nov 18, 2004
Father Knows Best State

Factbook of the Huntarian Empire

Postby Huntaer » Tue Aug 26, 2014 11:47 am

OOC Notes: Factbook formation is based off of Ponderosa's Guide and inspiration comes from Wookiepedia, Donjon, Seventh Sanctum, D6 and D20 sources.
Various images created by myself will be indicated and subjected to copyright. Other images are owned by their original creators.

This factbook page is currently under construction. Various information is subject to change depending on the author's OCD/ADHD tendencies to re-write things. Thank you for your patience.
Image Image

Flag Coat of Arms
The Crimson Imperial Conclave of Huntaer

Political information

Type of government •Constitutional Monarchy
•Humanocentric

Founding document •Ruusan Reformation

Constitution •Huntarian Charter

Head of State •Empress/Emperor

Head of Government •Regent

Commander-in-chief•Supreme Commander
•Military Executor

De-facto-leader •Eve Agathon

Executive branch •Imperial Council

Legislative branch•Imperial Senate

Judicial branch•Royal Court
•Regional Courts

Military branch•Huntarian Military

Society Information

Motto•“Sanity is for the weak.”

Population•~ 151,453,647,500 Before Expansion

Population•~ 1,052,103,647,500 After Expansion

Capital•Huntaria

Largest Population•Brentaal IV

Official language•Galactic Basic

Demonym•Huntarian

State religious body•All unofficial
•Order of the Sith Lords
•Dark Side Adepts
•Demonic Occults
•Chaos Occults

Currency•Credit

Galactic Coordinates:•K-18, L-14, L-13, L-9, S-15

Hovers on the•Right

Calling code•001

Internet TLD•.holonet


HUNTARIA

The Crimson Imperial Conclave of Huntaer, commonly known as Huntaria, is a Constitutional Monarchy in the known Galaxy. It is bordered near the Tapani Federation, which was later conquered and absorbed into Huntaria during the Mandalorian Wars. Huntaria covers almost 164 planets habited planets (including moons), 163 Systems, and 4 Sectors.

Huntaria is a highly developed Space Fairing Nation, dating back to the first sleeper ships nearly 25000 years ago. Huntaria boasts as being one of the most developed in the Galaxy, having abandoned the false idea of dedicated planets and instead requires all planets under it’s reign to be self sufficient, minus the creation of a military which rests solely with the interstellar government.

There are multiple differences between the Huntarian Empire and the rest of the galaxy which makes them stand out. First and foremost difference is their use of teleportation devices, outside of Sith Magic or The Force in general. After the Empire visited the Milky Way Galaxy, they acquired a vast array of technologies which were foreign to the Galaxy at large which they used to create the Teleporter. Also acquired in the technology was a new form of FTL, known to the Colonial Republic as “Jump Drives.” Seeing it as a potential military and economic impact, Huntaria abandoned the traditional Hyperdrives which the rest of the Galaxy uses. The final difference is the perfection of holographic technology, utilizing holographic interfaces rather than analogue buttons or valves commonly found inside Corellian and Kuat designs.

History

DESCRIBE HISTORY

Etymology
Almost 25,000 years ago, several thousands sleeper ships left Coruscant to colonize the galaxy. One of the planets was Corellia. After having settled on Corellia for a millennia, a group of Tribal Hunters/Mercenaries known as Huntarians, were exiled from Corellia for their violent and extreme ways. Huntaria was eventually founded outside of what would eventually become Tapani Space. A government of hunters/assassins/mercenaries was eventually formed and became known as Huntaer.

A standard way for calling citizens of Huntaer would be “Huntarians,” dating back to their original tribal name. As a group of exiles and convicts from Corellia, Huntaria is sometimes called “The Sixth Sister” or “The Black Sheep.” They are the relatives that the rest of the family don’t want to recognize despite the obvious.

Government

The Huntarian government is ran by a Constitutional Monarchy, founded by a group of humanocentrics.

Citizenship:

To quality as a citizen, one has to be human or select near human species. Very rarely are any exceptions made.

The Huntarian Empire has always considered aliens second class citizens but with the formation and alliance between the Starways Congress, the Empire has adopted their method of dehumanizing aliens, commonly known as "Raman." As a result, Raman can't be considered citizens as they are not human or even classified as sentient.



Economy


Infrastructure:
Thanks to the political and social reforms by Empresses Hera and Eve Agathon, Huntaria has a  massive infrastructure budget to meet the demands of it's ever growing population.  As a result, The Empire supports a highly sophisticated Infrastructure who's budget rivals it's former military budget back in ancient times.


Transport Infrastructure

•  While roads do exist in Huntarian planets, they are rarely maintained due to their lack of use since Hover vehicles don’t require roads. Hover lanes instead are created to help ease potential dangerous flying by drivers. Cities are covered in sidewalks and holographic neon signs, similar to those found in Coruscant.

•  Mass Transit System:
Railways have long been abandoned by Huntaria, while they do tend to be used throughout the rest of the Galaxy though a few still exist for the sole purpose of entertainment. Busses and public transporter pads are found throughout developed planets. Busses provide a cheap means of transportation and while transporter sites are a common place in Huntaria, they are more expensive to use due to the massive amounts of energy they consume. As a result, transporters tend to be used by military police, emergency crews, government officials, tourists, and other individuals. While Huntaria has yet to build their own Galaxy Gate, they utilized the ones built by the Kwa and owned by their long time allies The Starways Congress.

•  Spaceports:
Most developed and developing planets contain Spaceports. Heavily developed planets however possess massive battle stations that serve as both defenses and check points before ships move on to their destination.  Every planet possesses star ports and sea ports. Some planets, such as Bespin and Endor, possess floating city stations that double as ports.

•  Seaports:
While considered to be an out-of-date form of transportation, some planets such as Maramere contain seaports which help citizens get from continent to continent. In cases like Maramere, it is due to unknown electronic interference, while others still maintain ports for fisheries for local food and sea based Navies to help aid in planetary defense. While most societies would laugh at the idea of sea based defenses in modern times, Huntarian Colonies possess them as a form of mobile platforms.

Energy Infrastructure

•  Geothermal, Hydrogen, Solar Plants & Wind
While most of the galaxy would consider geothermal and hydrogen energy to be primitive, it is in fact more abundant and much safer than the widely used fusion reactors found in city planets such as Coruscant or Alsakan. Huntarians recognized the degradation of Coruscant and outlawed the use of Fusion/Nuclear reactors for planetary sources of power. As a result, Huntarians never have to worry about meltdowns or radiation leaks. Pollutants still exist and are a threat should plants fail, but they aren't as environmentally costly and much easier for atmospheric scrubbers to clean up. Some planets even use solar power or Wind Power. Huntarian engineers have come up with an estimated cost projection for all four projects.
(Source: D6 Strong Holds and Hideouts)

Geothermal: 182,524,377,000,000
Solar Collector: 152,103,647,500,000
Wind Turbine: 76,051,823,750,000
Hydroelectric: 152,103,647,500,000

Communications Infrastructure:
•  Huntaria has a massive communications structure, ranging from Instant Messaging, to FTLM (Faster Than Light Messaging), sophisticated satellite networks, mobile networks and, FTLTV (Faster Than Light TV) and utilize the holonet system. Television is common place in Huntaria, ranging from simple holographic projection screens to sophisticated holo-shows similar to the ancient Holodeck. However, rather than requiring an entire room most holo-shows are projected into the mind, similar to the Caprican Holo-net set up. Some believe that this latest version of holographic communications was directly imported from Caprica by the late Empress, Hera Agathon.

The Huntarian Military and political system utilizes site-to-site holograms, which enables direct communications with people across the galaxy without having the need for the person to actually be there. While a projection can be maintained without a connection set up, it can only be maintained for a short while. Unlike most holographic communication systems in the galaxy which either miniaturizes the image or projects full scale and can only be projected as a blue-tinted hologram, Huntarian holograms represent crisp and clear representations of the user they represent. Some holographic systems are so sophisticated they even register on medical scanners as being alive, ranging from blood cell count to body temperature.

Every planet in Huntaria is self-sufficient, dependency is outlawed in Huntaria unless the planet is classified as being in the early developing stages. Every planet is expected to be self sufficient and  provide their own food, construction, infrastructure etc. Ecumenopolis's are banned in practice by Huntaria, citing mass pollution, health hazards and over population. Megapolises are common practice however, so long as they don't grow too large. After discovering the Milkyway Galaxy, Huntaria used Earth and Caprica as examples of ideal planet size populations. No planet shall exceed the population of 10 billion. Citizens are routinely transported to newer colonies in an attempt to stabilize the rapid growth of the Empire. Citizens of planets who exceed this number are forcibly removed and compensated for the loss of their property.  Citizens who volunteer to be transported are handsomely rewarded and given extra land to start out with.


Culture & Society

Huntarians are a warrior people. They date back to a group of extreme Corellian's who were exiled and sent off to another star system for their violent and brutal ways. Huntarian Culture was for the longest time traditionally rule by strength, thusly the strongest of the group was always the one in charge. However, over the course of several millennia things began to change. It soon became not just physical strength, but intellectual cunning, and use of The Force. Assassination was common place among Huntarians as a means to advance in rank, however it has been changed in recent years to instill fear and loyalty in troops from mutinying. While it is still uncommon for officers to have private henchmen to perform assassinations on superior officers, anyone caught attempting to assassinate a superior officer is publicly executed along with their cohorts and their families. Officers who are disciplining subordinates however, are able to execute them without any penalty.

Huntarians are also a race of drinkers and party animals, the only people to best them in a drinking contest are Zeltrons, Capricans, and Dornalians. Lower class citizens are loud foul  mouthed, arrogant and boastful. Upper class citizens are even more arrogant, snobbish, and falsely humble. Both classes, however, practice the art of trolling. While most are for the same of dark humor even going as far as taunting people into declaring war. Huntarians are also extreme cases of ADD. Anything can potentially distract them from whatever they are doing, especially something shiny or flashy. Extreme disciplines are common place in the military to help prevent such moments. Despite their extreme humanocentricism, Huntarians have a surprising amount of tolerance for droids and droid rights which most likely stems from their love of shiny objects.

Besides their bloodthirsty background, Huntaria is ran by an Aristocratic society. The ancient Huntarian government was a loose Confederacy of Clans. Later, Huntaria was conquered by House Mecetti. As a result, various Clans were merged into minor Tapani Houses while the larger clans were merged into House Mecetti. After Lord Vorman rose to power, House Huntaria split from House Mecetti in a bloody revolution which resulted in the rise of the Huntarian Empire. Since Huntaria's return to the Galactic scene, it has expanded into dozens of houses. Huntaria kept an alliance with the Tapani Nobel Houses. There were originally 19 ruling houses, including those from the Tapani Empire. Houses vie for power in constant bloody conflicts, one reigning for several decades over another. Recently House Agathon has risen to power in an attempt to completely unite Huntaria and end the endless violence. With the return of House Nidantha, Huntaria was split into several factions: a faction ran by the Sith, another by the Jedi and another led by House Agathon. The self proclaimed Empress Eclipse forged an alliance with the Sith factions, resulting in the utter extinction of the Jedi houses while others were merged with House Agathon.

Huntarian Houses:

Ruling House:

House Agathon
The current Ruling House, House Agathon is less than a hundred years old and has already gained huge influence in the Huntarian Houses. Formed from House Nidantha, Empress Eclipse formed House Agathon and made close alliances with Nidantha and Mecetti. Houses Pelagia, Cadriaan, Melantha and Barnaba openly rebelled against Empress Eclipse's rise to power and all blood ties were consequently wiped out through brutal conquest by Lord Commander Grand Admiral Khal and Biological Warfare. As a result, House Agathon's rule has been set for several generations to come especially with their alliances with the lesser Nord and Nansen Houses.

High Houses:
House Huntaria
Formed from the ancient exiled convicts from Corellia, Huntaria was absorbed by conquering Tapani Noblemen and was absorbed into House Mecetti. It has since risen in power and prominence in general thanks to people such as Lord Commander Khal who hails from both House Huntaria and Mecetti. Other members of House Huntaria include would include Esmerelda.

House Mecetti
One of the remaining Sevel Tapani Nobel Houses, House Mecetti has close ties with the Mecrosa Order, a Sith Order inspired group of Force Wielders. As such, they have close ties with the Huntarian Government, House Seinar and Nidantha. Mecetti was one of the first houses to join Empress Eclipse's rule,

House Seinar
After a lucrative deal with Empress Eclipse, House Seinar is a young house but with a long and fruitful galactic history. Recently relocated to Fobin, they purchased the former House Fobin from their nobel family and have since been producing ships for the Huntarian Imperium.

House Nidantha
Originally self exiled from the Tapani Nobel Houses, House Nidantha was welcomed back during Lord Vorman's rule as Emperor who was rumored to have hailed from Nidantha. Nidantha maintains a strong Sith tradition.

House Fondor
Formed from a loose coalition of planets from the Tapani Freeworlds, House Fondor represents one of the largest Ship Yards in the galaxy. Grand Admiral Zsinj hails from House Fondor.

House Reena
Originally one of the lesser Tapani noble houses, House Reena had a giant mining operation. Their planets were rich in ores utilized in much of Huntaria's ship building and forged an alliance between House Agathon, Seinar and Fondor.

House Bormea
While not as ancient as the remaining Tapani Nobel Houses, House Bormea was formed after raising prominent military commanders. As a result, Corulag currently rules the representative from the Bormea Sector over the more prominent members such as Brentaal IV and Chandrilla. As such, there has been a power struggle in the Bormea Sector for some time now as the three prominent planets vie for power.

House Calipsa
House Calipsa was one of the most Conservative houses in Tapani Space. During the Unification Wars, Calipsa gained several dozen systems from the houses that were made extinct.

House Gerrenthum
House Gerrenthum is the official representative of the Anoat and Javin Sectors as it has the greatest population and has more to offer than most of the other houses.

House Yarith
Rulers of the Yarith Sector, House Yarith was named for it's founder Yarith Figg. While hailing from Alderaan, Yarith Figg formed an alliance with Huntaria in order to provide more security for her colony.

House Javin
Representative of the Javin Sector in general, House Javin is also mockingly referred to by the other ruling houses as "House Raman," being the only form of representation for the Raman citizens in the Anoat Sector.

Nobel Houses:
Nobel Houses are smaller in nature than the ruling houses. They are granted special recognition by the Imperium and must either own partial land on a planet, have famous members, or have made large contributions to the Huntarian Empire.

House Nord
The Nords have always had a strong presence in Huntarian history and indeed Galactic History at large. However, they were never interested in ruling with complete authority like their Sith allies. One of the original Huntarian Houses formed nearly twenty thousand years ago, House Nord descends from the original exiled convicts from Corellia.

House Nansen
The Nansen family claims roots back to the Corellian exiles, like their Nord counterparts. However, they are more tactful and polite.

House Bespin
Bespin was given it's own house after donating it's mining operations to Hera Agathon.

Extinct Houses:
Due to the intense rivalry between Huntarians and Tapani, the following houses were utterly destroyed and their bloodlines were wiped out during Hera's rise to power:

House Pelagia
House Cadriaan
House Melantha
House Barnaba

Quotes:

"Unbowed, unbent, unbroken."

"The meek are weak and the strong do eat!"

"We must all pay the iron price."

"The night is dark and full of terrors."

"That which is dead may never die."

Demographics

Language
The National Language in Huntaria is Galactic Basic, the galactic form of English. While other languages exist in Huntaria, they aren't recognized or supported save languages spoken by humans.

Religion

Huntaria has had many religions in the past, one of the oldest official religious affiliation was to that of the Chaos Gods, specifically Khorne and Tzeentch. Between these two factions and the several other various factions of unaligned chaos worshippers and anti-chaos, Huntaria was in a constant state of war. In the millennia that followed, the Huntarians abandoned the Chaos Gods and focused on The Force. However, constant warfare continued onwards as a tradition which kept the Huntarian people battle hardened. Huntarians studied at the Jedi Temples on Coruscant and various Sith Academies

During the Mandalorian Wars, Huntaria followed Revan and Malak after the Conclave refused to intervene. After they turned to the Dark Side of the Force, Huntarian Force Sensitives followed and entered the academy on Korriban and became Sith. This started a new tradition of having a Sith Master being the people’s leader and the Huntarians have since fractured from the official Sith Empire and claimed their own Dark Lords.

Roughly forty years ago, Hera Agathon became the new Empress of Huntaria after she dethroned Lord Vorman, the Huntarian Sith Lord at the time. Despite being Force Sensitive, Hera renounced the Sith ways and began a new tradition of the lack of a state religion, freeing citizens to be able to choose whatever religion they wanted. Officially, there is no national religion in Huntaria anymore despite the fact that many in Empress Eve’s cabinet are Force Sensitive or are members of the Sith Order. She also has at least one advisor who claims he’s a demon representative from Hell, one of the newest radical worshiped religions in the Empire.

Population

As of the lest census, there are well over 141,256,202,500 beings living in Huntarian Space. Approximately 21,360,000,000 are Huntarians. The rest are a combination of Humans and Ramen who reside within Huntarian Space.

Race
Huntarians are a race of long-lived Humans, one of the few races in the Galaxy to be able to maintain a long life span. They are humanocentric by nature and hate anyone who doesn’t resemble the human form.

Known Ramen
Despite it’s claim to being Humanocentric, Huntaria possesses a vast population of Ramen which are kept under strict control and possess limited to no freedoms. Having allied with the recently formed Starways Congress, Hunaria has adopted the term “Ramen” for “Aliens” in all official documents including this one.

The following is a complete list of Ramen who reside in the Empire, specifically within the Tapani and Anoat Sectors (Huntaria and Bormea Sectors are declared “Raman Free Zones”):
Sullustan, Wookiee, Aqualish, Ithorians, Selkath, Herglic, Mrlssi, Bothan, Duros, Ithorian, Rodian, Caamasi, Devaronians, Jawa, Twi'lek, Mon Calamari, Nothoiins, Yarkora, Lutrillians, Mugaari, Ugnaughts, Thranta Riders, Snivvians, Imzig, Gutretees, Neimoidians, Talz, Cathar

Key Planets
1) Huntaria Population: 8,000,000,000
2) Fobin Population: 4,000,000,000
3) Fondor Population: 5,000,000,000
4) Corulag Population: 15,000,000,000
5) Kamino Population: 1,000,000,000
6) Brentaal IV Population: 65,000,000,000
7) Mrlsst Population: 10,300,000,000
8) Chandrila Population: 1,200,000,000
9) Gerrenthum Population: 5,000,000,000
10) Dimos Population: 1,000,000,000


Military
Huntarian Military

"All Vipers, engage! Lets kick some Raman ass!”
- Kara Thrace Clone Template

The Huntarian Military was the right hand arm of the Huntarian Empire. The Empire consisted of the Huntarian Army and Navy and was responsible for carrying out military operations throughout the territory, as well as maintaing order on Huntarian member worlds and colonies. Since the Empire's formation, the military has been formed around loyalty and strength rather than strictly through fear. As a result the military commanders are constantly changed according to their loyalty to the Emperor/Empress. As a result, insubordination from commanders is rarely found. The fleet is constantly watched by a secret organization only known as the Hashashins who are affiliated with the Empire's Public Affairs Office, which is directly controlled by the Head of State.

The military consisted a mixture of Huntarians, Clones and HK Battle Droids. Currently, there are twelve clone templates used however there are more well underway. The majority of Raman are forbidden from joining the military, except for the few who have managed to obtain citizenship and even then they are mostly enlisted personnel. Huntarians and Raman that serve in the military are trained throughout the Empire's territory as every planet has a training facility, however the biggest Academies are at Corulag, Kamino, Mrlsst, Fondor and Huntaria. The navy consists of a lot of Corellian and Colonial designs due to their allegiance with the Starways Congress. Fighters however are typically designed by Seinar, famous for it's TIE Fighter series.  The corvette designs within the navy resemble that of the blockade runners from Corellia, while the larger designs resemble mostly the classic triangle design. One of the more unique designs found in the military is that of an old iron clad ship from Ancient Earth.



Astrography

The Huntarian Empire consists of over 150 systems and six sectors stretching from the Deep Core, Core Worlds, Colonies and Wild Space. For thousands of years, Huntaria never cared for controlling territory up until the recent Chaos Invasion. Recognizing the threat Chaos represents to Humanity, Huntaria has begun to expand. After Coruscant's invasion, Huntaria expanded into the Deep Core effectively controlling the entire region save a few systems. The first sectors conquered by Huntaria, however, was Greater Javin which included the Anoat, Javin and Yarith sectors. Due to the massive Raman population in Greater Javin, it was designated as "Raman Zone" where all Raman in the Empire were forced to relocate.



Total Sectors: 6
Bormea Sector, Greater Javin (3), Huntarian Sector, Tapani Sector
Total Systems:178

Bormea Sector
Systems: 6
Bormea system, Brentaal system, Chandrila system, Corulus system, Ganthel system, Nopces system

Greater Javin
Anoat Sector
Systems: 29
Allyuen system, Anoat system, Bavva system, Bendeluum system, Bespin system, Burnin Konn system, Council system, Darlyn Boda system, Delphon system, Ertegas system, Gerrenthum system, Hoth system, Ione system, Isis system, Ison system, Kirtarkin system, Mataou system, Mev system, Mexeluine system, Mijos system, Nothoiin system, Ozu system, Polmanar system, Saila Na system, Tinoon system, Tokmia system Varonat system, Zephry system, Zhanox system

Javin Sector
Systems: 5
Aztubek System, Mugaari System, High Chunah System, Javin System, Kumru System

Yarith Sector
Systems: 10
Anantapar System, Bettel System, Indellian System, Isde Naha, Lutrillia System, Orn Kios System, Shuldene System, Shuxi System, Togominda System, Yarith System[/spoiler]

Huntarian Sector
Systems: 38
Huntarian System, Fobin System, Sindo System, Urithil System, Dimos System, Adrestian System, Tretan System, Tahel System, Shrina System, Aguan System, Virti System, Protok System, Valkir System, Kadros System, Caius System, Harvest System, Rela System, Vera System, Drisi System, Dene System, Silverhold System, Regina System, Ita System, Dyton System, Pelorum System, Deadwood System, Boros System, Ezra System, Mari System, Baxu System, Enen System, Diadem System, Arrakis System, Erell System, Dona System, Hera System, Sidio System, Kidra System

Tapani Sector
Systems: 89
Procopia system, Barnaba system, Cor I system, Cor II system, Cor III system, Crella system, Garobi system, Hellios system, Vycinyth system, Achillea system, Cesya system, Listoria system, Pavia system, Shopani system, Gilliana system, Nista system, Calipsa system, New Javis system, Lorenz system, Dampher system, Grella system, Kamper system, Shifa system, Riesa system, Jinda system, Coorimbus system, Betolio system, Setolio system, Netolio system, Obulette system, Javis system, Blyte system, Lastelle system, Estaph system, Tumus system, Tanda system, Pozzi system, Tanzis system, Tanya system, Bianas system, Pella system, Hejaran Castle, Nella system, Nyssa system, Dorellia system, Soterios system, Shindra system, Rianon system, Rellio system, Bilios system, Gania system, Cauper system, Ricaldi system, Lupani system, Tocco system, Shella system, Obelia system, Bethal system, Pelagon system, Canti system, Caloria system, Tanger system, Tillo system, Tavitz system, Reena system, Aleron system, Alisandor system, Allandor system, Don I system, Don II system, Dorella system, Doris system, Fondor system, Jappe system, Lamuir system, Letev system, Lusk system, Lynx system, Mennaalii system, Neona system, New Shella system, Pernella system, Reyna system, Sefon system, Sheva system, Sorella system, Tamber system, Tavya system, Danju system

Other Systems:
Kamino System
Last edited by Huntaer on Tue Jan 26, 2016 6:34 pm, edited 53 times in total.
"But now the rains weep o'er his hall, with no one there to hear."

SWG OOC Factbook. Under Construction!

User avatar
Huntaer
Chargé d'Affaires
 
Posts: 402
Founded: Nov 18, 2004
Father Knows Best State

Postby Huntaer » Tue Aug 26, 2014 11:48 am

Last edited by Huntaer on Sun Sep 07, 2014 11:17 am, edited 1 time in total.
"But now the rains weep o'er his hall, with no one there to hear."

SWG OOC Factbook. Under Construction!

User avatar
Huntaer
Chargé d'Affaires
 
Posts: 402
Founded: Nov 18, 2004
Father Knows Best State

Postby Huntaer » Tue Aug 26, 2014 11:48 am

Starships of the Empire

Transports

Tie Shuttle
Sentinel Landing Craft
Lone Scout A
Lambda Shuttle


Fighters
Tie Fighter
Tie Ground Targeting
Tie Fire Control
Tie Vanguard
Tie Bomber
Dagger Starfighter
Skypray Blastboat
Image
Tie Unmanned Aerospace Vehicle

PRODUCT INFORMATION

Manufacturer: Sienar Fleet Systems

Designer: Sienar Fleet Systems & Czerka Industries (droid brain)

Product Line: Tie Unmanned Aerospace Vehicle

Class: Starfighter

Cost: 60,000 Credits

TECHNICAL SPECIFICATIONS

Construction Time:
Average Construction Yard: 1 Year, 1 Month 2 Weeks
Advanced Construction Yard: 7 Months, 1 Week
Huntarian Construction Yard: 2 Months, 1 Week, 4 days, 16 hours

Dimensions:
Length: 2.5m
Width: 1m
Height: 1m

Mass: 1.5 mt

MGLT: 100

Atmospheric Speed: 1200 Kph

Engine Units: Sienar Ion Engines

Hull: 2D

Sensor Systems: Draidus Long Range Sensor Array
Passive: 20 / 0D
Scan: 40 / 1D
Search: 80 / 2D
Focus: 3 / 3D

Targeting Systems: Seinar Targeting System

Armament: 2x Fire-linked Laser Cannons

Crew: 1, Droid Brain

USAGE

Roles: Automated Space Superiority Fighter

Era's:
Rise of Chaos

Affiliation: Huntarian Empire
Starways Congress
Galactic Imperium


Tie-UAV
The Tie U, also known as the Tie UAV or Tie Droid was a TIE Series fighter used by the Galactic Imperium during the Rise of Chaos.

Characteristics

The Tie UAV was created for the Galactic Imperium's World Devestators and the Empire's Carriers. The Tie UAV was developed by Sienar Fleet Systems and as such bore many similarities as the other TIE Fighters. They are small and easily produced on the spot by any ship properly equipped with production facilities and costed only 60,000 credits. It was much smaller than the majority of Tie Fighters, making it even easier to store in mass quantities, dwarfing the fighter spamming capabilities of the Tie LN.

It was equipped with the same armor rating as a basic Tie, twin ion engines and SFS laser cannons. Where the cockpit of a TIE would be is a singular massive eye that emits a red beam when scanning for enemies, much like a Cylon Raider. The Empire knew that fighting Chaos would be costly to their clone warriors, so they invented a fighter that could be readily disposed of without the fear of wasting money on a soldier.

The droid starfighters of the Trade Federation and the Cylon Raider provided enough inspiration for the Huntarian Scientists with the basis for a new automated fighter Every TIE/U had an integrated Czerka Droid Brain which could be updated with new tactics and was heavily updated to meet the combat capabilities of the Cylon Raider, which were known to be difficult fighters to shoot down even for ace combat pilots. Early attempts at creating the TIE/U were tried during Hera's rise to power in the search for a cheap and disposable fighter, resulting in the automation of the Tie Vipers. Now with several years of experience in creating such droid brains the Tie UAV was finally created during Eve's reign as Empress.


Cockpit
While most Droid fighter pilots were easy to outwit, this droid fighter was a massive improvement over those used by the Trade Federation. Their flying skills were equal to that of a Clone Pilot and could make multiple maneuvering attempts making her a very deadly fighter to engage in.

Droid Brain:
Dexterity: 1D
Knowledge: 1D
Mechanical: 4D
Perception: 1D
Strength: 1D
Technical: 1D
Specialized Sub-Processor: Starship Piloting


Armament
The Tie UAV was only armed with Fire-linked Laser Cannons.

2x Fire-Linked Laser Cannons
Fire Arc: Front
Skill: Starship Gunnery
Scale: Starfighter
Fire Control: 2D
Space Range: 1 - 3 / 12 / 25
Atmosphere Range: 2 - 6 / 24 / 50 km
Damage: 5D
Image
TIE/V Viper

Product Information

Manufacturer: Seinar Fleet Systems

Developer: Seinar Industries

Mode: Tri Ion Engine Viper

Scale: Starfighter

Type: Space Superiority Fighter

Cost: 140,000

Cost With Droid Brain: 150,000

Technical specifications

Construction time:
Average Construction Yard: 1 Year, 1 Month
Advanced Construction Yard: 7 Months
Huntarian Construction Yard: 3 Months, 2 Weeks

Dimensions:
Length: 9m
Width: 5m
Height: 4m

Maximum Acceleration: 70m/s2

Speed: 120 MGLT

Atmospheric Speed: 1,300 kph

Engine Units: 3x SFS P-sz10.9 Turbo Tri Ion Engines

Hull: 4D

Shields: 1D

Sensor Ratings:
Passive: 50 / 2D
Scan: 100 / 3D
Search: 200 / 4D
Focus: 10 / 6D

F-s9x Flight Avionics System

Maneuverability: 4D

Targeting Systems: Seinar Holographic Targeting System

Armament:
2x Thraxon MAC-A6 30mm Mass Accelerator Cannons (MACS)
1x M-s4 Concussion Missile Launcher (10 missiles total)

Crew: 1 Pilot or 1 Droid Brain

Passengers: None

Cargo Capacity: N/A

Consumables: 1 Day

Other Systems:
Mass Transceiver
Reinforced Keel

Usage

Role(s):
Space Superiority Fighter
Interceptor
Light Bomber

Affiliation:
Huntarian Empire
Starways Congess
Colonial Republic of Earth
Galactic Imperium


TIE Viper

The TIE/V Viper Mk I, commonly known as the TIE Viper was a high-performance TIE series starfighter developed for the Huntarian Navy by Seinar Fleet Systems during, during the reign of Hera Agathon. The Tie Viper represented a change of design in Huntarian starfighters, due to the fact that the Empire had nearly tripled the average speeds found in the galaxy, a huge performance increase in maneuverability and the ability to change out their weapon mounts, giving the Empire a huge advantage over other Interceptor fighters at it's time. The Viper's sister fighter, the Wraith Viper, was introduced shortly after as a long range supplement. Due to a shortage of personnel during the Civil War, Hera ordered the Viper to be outfitted so that it could be turned into a UAV making the cockpit modular and easy to switch out in emergencies.

Due to the relative cost effectiveness of the Tie Viper and easy change to UAV mode, the Tie Viper saw heavy combat in the Civil War and was often paired off with her sister ship. Following Hera’s victory, the TIE Viper continued to see wide-spread use throughout the Empire and became the new symbol of Huntarian dominance in starfighter manufacturing and performance.

Characteristics
Due to the majority of manufacturing planets seceding from Eclipse’s Empire, the Empress and Grand Admiral Khal quickly drew up a fighter to help combat the loss of Capital Ship development. They recognized the need of a fighter of capable of engaging capital ships and fighters, while at the same time maintaining a fast production rate to help combat the massive use of the rebel’s capital ships. With the loyalty of Seinar Fleet Systems secured, Eclipse and Alistair Seario developed a fighter utilizing the design of the Colonial Viper Mk II through her connections with the Colonial Government, and one of Seinar’s developing designs, the Tie Interceptor. The combination allowed Eclipse’s fleet to be more flexible while still maintaining relatively inexpensive space craft. The TIE Viper itself was considered to be the next “logical advance” of the TIE series, a starfighter that was faster and more maneuverable than anything the galaxy has ever seen.

Pilot Module

The pilot module was a complete change from the rest of the TIE series fighters. This design was in fact based off of the Tie Viper Mk II found during the Cylon Wars. Due to Eclipse’s Colonial citizenship, she utilized her influence in the Colonies to get the designs of the Mk II and ordered it’s use as a change in starfighter design. Like the Viper and TIE models, the TIE Viper lacked life support systems and pilots were required to wear a modified version of Colonial Flight Suits and a TIE Clone pilot flight suit, which had enough oxygen to last up to 48 hours.

The TIE Viper had two Quadranium Steel solar array wings mounted around the aft section of the fighter. One of the disadvantages of the design however is a blind spot in the aft section which could potentially be exploited by enemy fighters maneuverable enough to get behind the Viper. This however was not much of a problem for most expert pilots. Through advanced sensors and multi-targeting systems, the Viper pilot could target an enemy that sneaks up behind them and fire a missile with the rear target locked on. Alternatively, due to the high maneuverability rating of the fighter, another method was to simply turn around and open fire on the pursuing enemies. Another feature for the pilot module was the fact that it could easily be switched between having a human pilot and becoming an Unmanned Aviation Vehicle. When this happens, the Viper utilized Cylon Processors, developed by Eclipse herself.

Cylon Processor Stats:
Dexterity: 1D

Knowledge: 4D

Mechanical: 4D
Communications: 5D
Sensors: 5D
Starfighter Piloting: 5D
Starship Gunnery: 6D
Starship Shields: 5D

Perception: 4D

Strength: 2D

Technical: 4D

Equipment:
Personality matrices: Elementary
Internal Defenses
Remote Receiver Signal Booster
Specialized Sub-Processor: Starship Piloting


Propulsion
The TIE Viper was one of the fastest starfighters, from the early stages of the Civil War up through the Chaos Crisis. Although it was based on an older design utilized by Colonial Forces, it was, however, a huge improvement over the majority of other fighters used throughout the galaxy. The fighter utilized the standard ion engines found on most TIE models, however due to the Viper superstructure configuration, new engines were invented. Turbo Tri Ion Engines were a heavily upgraded model and utilized entirely new, powerful P-sz10.0 Tri Ion Engines. It had an huge acceleration increase, enabling it to accelerate up to 7g’s, or up to 70 m/s2 which was the fast the galaxy has ever seen. In atmosphere, it was capable of reaching speeds of 1300 kph. The new F-s9x Flight Avionics System, enabled instantaneous responses from the pilot’s instruction. The new avionics systems allowed the TIE Viper to flip 180 degrees in .35 seconds, making it an extraordinarily maneuverable fighter. When combined, these systems made the ship not only faster and among most maneuverable fighters for her size.

Armament
The TIE Vipers were equipped with heavily modified Fire-linked Mass Acceleration Cannons (MACs) and a Missile Launcher.

Fire-linked Mass Acceleration Cannons (MAC)
Fire Arc: Front
Skill: Starship Gunnery
Scale: Starfighter
Fire Control: 2D
Space Range: 1 - 4 / 16 / 24
Atmosphere Range:
Ammo: 1200 rounds
Damage: 5D

Concussion Missile Launcher (x10)
Fire Arc: Front
Skill: Starship Gunnery
Scale: Starfighter
Fire Control: 2D
Range: 1-2 / 8 / 15
10x Concussion Missiles
Damage: 9D+2

Cost
The TIE Viper was immensely superior to any other starfighter developed in it’s time, capable of outperforming the X-wing and A-wing designs with it’s combination of firepower, speed and maneuverability. It was capable of being a multi-purpose fighter, enabling it to be both a space superiority fighter while also operating as a light bomber. However, this drastically increased the price of the craft. The inclusion of the advanced maneuvering systems, UAV capabilities and increased speeds drove up the cost. While the standard TIE Fighter costed roughly 60,000 credits new, the fighter costed nearly 140,000 credits. The Cylon variant costed 150,000 Credits.

Role

“Roger that HQ, best news I’ve heard all day. All Vipers, engage! Lets kick some Raman ass!”
- A Kara Thrace Clone Template.

The TIE Viper was designed as a multi-purpose starfighter, capable of performing a variety of missions. Standard Huntarian doctrine recommended that TIE Fighters operate in flight groups of two, however Huntarian Commanders took advantage of the starfighter’s capabilities and customized them on a case-by-case basis. Viper pilots often found themselves flying different types of missions, ranging from interceptor profiles and bombing runs.

The TIE Viper’s weaponry and speed made it an ideal superiority fighter, capable of engaging multiple fighters thanks to the multi-tracking system and the fighter’s maneuverability. It was also a superior interceptor, capable of reaching enemy fighters at vast distances within mere seconds. The Viper exceeded that of the majority of fighters utilized by Raman forces, earning the nickname “Raman Killer” among pilots and crew.

While functioning as a UAV, the TIE Viper could also perform it’s basic functions without the need for a pilot, limiting the loss of Huntarian life. The Cylon computer system onboard the UAV was also capable of performing at even greater speeds than their Huntarian counterparts, due to the lack of limitations a physical body has to endure.
Image
Wraith Viper

Product Information

Manufacturer: Seinar Fleet Systems[/tab]

Developer:Tyrol Industries[/tab]

Model: Wraith Viper

Scale: Starfighter

Type: Long Ranged Bomber

Cost: 950,000 Credits

Cost With Droid Brain: 960,000 Credits

Technical specifications

Construction time:
Average Ship Yard: 1 Year, 7 Months, 1 Week
Advanced Ship Yard: 10 Months, 3 Days, 12 Hours
Huntarian Ship Yard: 3 Months, 1 Week, 3 Days, 12 hours

Dimensions:
Length: 17.75 m
Width: 12 m
Height: 4.5 m

Mass: 110 mt

MGLT: 90

Atmosphere Speed: 1,150 kph

Engine Units: SFS Ion Engines

FTL: Jump Drives

Hyperdrive Backup: x1

Power plant: Zero Point Energy Core Mk I

Hull: 5D

Shields: 3D

Sensor Ratings:
Passive: 50 / 2D
Scan: 100 / 3D
Search: 200 / 4D
Focus: 10 / 6D

Navigation System• SFS N-s8 Navcon

Avionics• SFS F-s9x Flight Avionics System

Maneuverability: 2D

Targeting Systems: Seinar Holographic Targeting System

Armament:
4x Concussion Missile Launchers (7x missiles each)
4x Fire-linked Mass Acceleration Cannons (MACs)
2x Tractor Beams
Wraith Beaming Device

Defenses:
Novaldex deflector shield generator
Chaff Counter Measures
ECM/ECCM Packaging
Flares

Escape Craft: Ejector seat

Crew: Pilot (1/0), Capable of UAV remote flight

Passengers: N/A

Cargo Capacity: 3 metric tons

Consumables: 3 Day

Other Features:
Reinforced Keel

Usage

Role(s):
Space Superiority Fighter
Transport
Heavy Bomber
Reconnaissance

Affiliation:
Huntarian Empire
Starways Congess
Colonial Republic of Earth
Galactic Imperium


Wraith Viper

The Wraith SR-99 Viper, simply known as the Wraith Viper, was a long-ranged assault bomber developed for the Huntarian Navy during the reign of Hera Agathon. The Wraith was a special fighter and featured many original characteristics that wasn't found on most other fighters. She was to be a supplement to the short-ranged Tie Viper, filling in a support roll for bombing missions and long-ranged scout missions. She wasn't anywhere near as fast as her sister ship, or as maneuverable, but could deliver a lot more fire power and can function autonomously from a Capital Ship. She was also much more expensive than her sister ship. The Jump Drives gave her a tactical advantage, often distracting enemy ships in combat while the bulk of the main fleet moved in and took advantage of the situation. She also provided excellent reconnaissance rolls, providing intel on enemy activities before the Empire engages in combat.

Characteristics
She was a unique design for her type of fighter. She was much larger than an X-wing, and possessed a similar wedged shape to the Star Destroyer designs. It was capable of being piloted by either a single pilot or a droid brain powered by Cylon Processors for maximum performance. It was capable of jamming even Capital Ship communications, preventing any contact from outside of the Wraith Viper's range. She also possessed numerous counter-measures, inspired from the ancient Colonial Raptor design. Like her Viper cousin, her hull has Reinforced Keel, making her capable of doing an extreme amount of damage when she rams into enemy ships.

The Wraith was agile enough to deliver precise missile strikes against it's targets, capable of taking out even a Capital Ship while in mass. However, it was still less maneuverable and much slower than the Tie Viper. It did, however, possess stronger shields and a bigger payload. It's impressive payload enables it to engage in multiple fighters at once, despite it's lack of maneuverability.

Pilot Module
The pilot module was similar to the rest of her Viper cousins. Like the Viper and TIE models, the Wraith Viper lacked life support systems and pilots were required to wear a modified version of Colonial Flight Suits and a TIE Clone pilot flight suit, which had enough oxygen to last up to 48 hours. Like the Tie Viper, the Pilot Module could easily be switched between having a human pilot and becoming an Unmanned Aviation Vehicle. When this happens, the Viper utilized Cylon Processors, developed by Eclipse herself.

On top of these features, the Wraith possesses an advanced Heads Up Display that helps aid the pilot. It enables the pilot to keep track of ammunition, freely send data to other pilots, enables the pilot to make scans freely without penalty, grants the user the ability to tap into the ship's maneuvering systems and has a display to help keep track of it's ammunition.

The Wraith is equipped with numerous countermeasures. It has a small underbelly launching bay, capable of launching decoy drones. Small Chaff launchers are scattered throughout the ship, capable of confusing enemy sensors and missiles. It is capable of jamming sensors and communications to ships of any scale.

Besides her countermeasures, the Wraith has basic communication devices such as Radio Laser, Mass and Ansible Transceivers. For her own security, the Wraith is equipped with various communication scramblers and a PTP Link, making tapping/hacking into her communications system impossible.

Cylon Processor Stats:
Dexterity: 1D

Knowledge: 4D

Mechanical: 4D
Communications: 5D
Sensors: 5D
Starfighter Piloting: 5D
Starship Gunnery: 6D
Starship Shields: 5D

Perception: 4D

Strength: 2D

Technical: 4D

Equipment:
Personality matrices: Elementary
Internal Defenses
Remote Receiver Signal Booster
Specialized Sub-Processor: Starship Piloting


Armament

4x Concussion Missile Launcher (x7)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Range: 1-2 / 8 / 15
28x Concussion Missiles
Damage: 9D+2

4x Fire-linked Mass Acceleration Cannons (MAC)
Fire Arc: Front
Skill: Starship Gunnery
Scale: Starfighter
Fire Control: 2D
Space Range: 1 - 4 / 16 / 24
Atmosphere Range:
Ammo: 1200 rounds
Damage: 7D+2

2x Tractor Beams
Fire Arc: Turreted
Skill: Starship Gunnery
Scale: Starfighter
Fire Control: 2D
Range: 1 - 3 / 12 / 20
Atmospheric Range: 2 - 6 / 24 / 40 km
Damage: 8D+2

50x Transporters:
Fire Arc: N/A
Skill: Transporter Systems
Scale: Character
Space Range: 200 / 400 / 800
Atmosphere Range: 400 / 800 / 1,600 km

While not a weapon per se, the Wraith is equipped with an impressive transporter system, capable of storing up to 50 people in it's transport pattern buffer. It can also swap people out at whim, locking onto enemy missiles and using them against their original owners. The Wraith inspired fear in the Empire's citizens, as it could fly through planetary shields and transport people right off from the ground. The Transporters have a range of 1600 kilometers.
Image
Littoral Class Patrol Boat

PRODUCT INFORMATION

Manufacturer: Corellian Engineering Corporation & Sienar Fleet Systems

Designer: Tyrol Industries

Product Line: Littoral Class Patrol Boat

Class: Patrol Boat

Cost: 321,000 Credits

TECHNICAL SPECIFICATIONS

Construction Time:
Average Construction Yard: 1 Year, 1 Month 2 Weeks
Advanced Construction Yard: 7 Months, 1 Week
Huntarian Construction Yard: 2 Months, 1 Week, 4 days, 16 hours

Length: 35m

Width: 28m

Height: 12m

Mass: 1500 mt

MGLT: 80

Atmospheric Speed: 1050 Kph

Engine Units:
Sienar Ion Engines
Sublight Accelerator Motor (SLAM)

Power Plant: Seinar Zero Point Energy Core

Shielding: 2D

Hull: Titanium Alloy (3D)

Armor: Titanium/Neutronium Alloy (2D)

Sensor Systems:
Draidus Long Range Sensor Array
Passive: 50 / 2D
Scan: 100 / 3D
Search: 200 / 4D
Focus: 10 / 6D

Targeting Systems:
Seinar Targeting System
Czerka Holographic Targeting Computer

Avionics 5x Voram VM2-D15's
5x Voram VM3 D22 Turbo-thrust engines
2x reverse thrust motors

Countermeasures:
Communication Jammers
Mimic Decoys
Jamming Array
Sensor Jamming Program

Armament:
2x Laser Cannons
Sienar VLS (10x missiles each)
Tractor Beam

Escape Craft: Cockpit

Crew: 10
Pilot: 1
Co-Pilot: 1
Engineering: 2
Doctor: 0 (EMH)
Gunners: 2 / 4
Sensor Operators: 2

Crew Skill: Varies

Passengers: None

Cargo Capacity: N/A (Equipment is maxed out)

Consumables: 2 Weeks

USAGE

Roles: Assault Boat
Scout
Short Range Reconnaissance
Transport
Patrol Craft
Bomber

Era's: Galactic Conclave Era
Rise of Chaos

Affiliation: Huntarian Empire
Starways Congress
Colonial republic of Earth
Galactic Imperium


Littoral class Patrol Boat

The Littoral Class Patrol Boat is an heavily modified YT-1300 light freighter which dates back before the Rise of Chaos. The Littoral was commissioned between Corellian Engineering Corporation and Sienar Fleet Systems for Empress Eclipse's fleet, due to her lack of massive production capabilities. The Littoral quickly became a popular ship in her fleet, as it was small, modular, easily manned and cost effective. The Littoral offers a wide range of features, including Electronic Counter Measures, advanced shielding and of heavy missiles to take on Capital Ships. After the successful implementation of the Littoral Class, a Littoral Assault Boat was designed to compliment a Capital Ship's defenses.

Characteristics

With the Empire's alliance with The Colonial Republic of Earth, The Twelve Colonies of Kobol and the Starways Congress, the Littoral had more advanced technology at her disposal than the majority of the galaxy did and had several major changes made to her original YT 1300 design. The Littoral was commissioned to Nick Tyrol, who designed the ship to be very modular just like her original YT-1300 design. As a result, thousands of Littorals were mass produced. Additionally, her design specs would make it possible for the Empire to purchase the original YT-1300 model and make several last minute modifications in a crisis. Not only was this design as modular as her original counterpart, it was far cheaper to produce on a large scale saving the Huntarian Empire trillions of credits.

Just like her YT Counterparts, the Littoral featured a saucer-shaped hull with an external cockpit located at the center. The Empire purchased the exclusive rights to this particular model. A brand new power source was used in her construction, the new Zero Point Energy Cell/Module which boasted immense power output compared to her liquid metal fuel cousins. On top of this, the ZPM continuously generates it's own energy, eliminating the need to purchase new fuel.

As Chaos activity rises throughout the Galaxy, the Empire maintains massive fleets composed almost entirely of Littorals.

Configuration

While all Littorals looked the same on the outside, the interior of the ship could be configured in numerous ways thanks to it's modular design. It was not uncommon to find ship's crew making their own modifications to the interior, thanks to the limited amount of entertainment options on the ship (unlike her larger capital ship cousins).

The Interior of the Littoral was similar to the YT-1300f, though with slightly better living arrangements for the crew. The Littoral maximized it's cargo capacity at 500 metric tons, giving her a wide range of equipment features on board the ship. Of significant note, equipment included a brand new power core, the Ansible, Teleporters, a Jump Drive, a Baffle Drive, Central Command and Control Assistant, even an Emergency Medical Hologram.

Cockpit
The cockpit featured ten seats, one for each member of the crew and is relatively roomy. From there the crew could literally control the entire ship's functions as the Cockpit also acts as an escape pod should the ship get badly damaged or destroyed. The cockpit has many advanced features, including the Command and Control Assistant which helps aids the crew in various tasks. On top of this, the cockpit also features various alert systems such as incoming missiles & weapons fire, several targeting systems, collision detection, advanced maneuvering computers and of course holographic interfaces. The chairs are also feature very comfortable leather seating, fashioned from Wookie and Ewok hides.

Propulsion
The Littoral has several different propulsion systems as well as advanced thrusters purchased through the Twelve Colonies of Kobol. It's primary engine rating was 80 MGLT, as fast as an X-wing and matched atmospheric cruising speeds of 1200 kph.

The Littoral also features the Corellian IP - 10 Sublight Accelerator Motor (SLAM). During it's operation, the Motor can give the ship a +30 MGLT rating for roughly 2 minutes of combat. In order for the engine to properly work, the ship must have had more than one system remaining inactive for at least 10 minutes (IE: Shields, weapons, sensors, engines, maneuvering thrusters, etc) and increasing it's atmospheric rating to roughly 1600 Kph. The drive automatically shuts down after it's two minutes are up and the ship returns to it's normal combat speeds making this a very effective opportunity to escape or for the ship to quickly engage the enemy.

Armament

The Littoral has a capital ship scaled missile launcher mounted on her hull, enabling her to take on most capital ships in combat. She also possesses two turreted Laser Cannons which can punch through the majority of Starfighters defenses and a Tractor Beam for search and rescue missions.

2x Laser Cannons
Fire Arc: Turreted
Crew: 1 x 2 = 2
Skill: Starship Gunnery
Scale: Starfighter
Fire Control: 2D
Space Range: 1 - 3 / 12 / 25
Atmosphere Range: 200 - 600 / 24 / 50 km
Damage: 7D+2

Seinar VLS (x10 missiles)
Fire Arc: Front
Crew: 1
Skill: Capital Ship Gunnery
Scale: Capital Ship
Fire Control: 2D
Range: 2-5 / 30 / 60
Atmosphere Range: 4-10 / 60 / 120 km
10x Missiles:
Damage: 9D

Tractor Beam
Fire Arc: Turreted
Crew: 1
Skill: Starship Gunnery
Scale: Starfighter
Fire Control: 2D
Range: 1 - 3 / 12 / 20
Atmosphere Range: 200 - 600 / 24 / 40
Damage: 7D+2

Stealth & Counter Measures

Seinar saw fit to install a special Jamming Program package, which virtually renders the ship invisible to enemy sensors save visual scans. While visual scans will work on the Sensor package, this provides a distinct advantage when the pilot decides to hide in something like a Nebula. The Jamming Program has been attached to the ship's Jamming Array, which is designed to block the sensors of both Capital Ships and Star Fighters. Additionally, the Littoral's Sensor Jammers flood the enemy sensor's with static, eliminating any chance of detection, however the enemy will know that they are being jammed.

Even if the Littoral is somehow detected on Sensors, she is also equipped with Mimic Decoys. The Decoys can match most common starfighter speeds and can emit a perfect holographic image of the ship it's pretending to be, making visual scans to detect the difference nearly impossible. The Littoral also possesses chaff launchers, making it difficult for missiles and targeting computers to lock onto the Littoral.

Defenses

There are over a dozen special defenses equipped on the Littoral. While the ship doesn't possess escape pods in general, it's cockpit however is designed to serve as an emergency escape pod. Additionally, the ship has been equipped with a special Reinforced Keel, enabling additional protection for the crew in various spots throughout the ship. It also comes with Durasteel armor plating, providing additional protection against enemy fire on top of the base hull. Additionally, Sienar managed to install a backup shield generator which can help restore shields over a period of time even during combat. Besides the various armor and shielding defenses installed on the Littoral, it is also equipped with Amphibious Seals enabling her to be able to withstand the pressures of the deep sea. As a final, last resort defense measure, she is also equipped with an intense self destruct mechanism.

Crew Facilities
The Littoral has been specially fitted to include a few rooms for the crew. First and foremost is it possesses 10 single rooms, just barely big enough for one person. Despite their small size in nature, this appeals to a lot of personnel in the Huntarian Navy. Additionally, unlike the YT-1300 series, the Littoral is equipped with a Mess Hall and a Gaming Room, fully equipped with Food Replicators and three different gaming systems. She is also equipped with enough Transporters to be able to teleport the entire crew at once. Her hallways are relatively spacious for her size, much like her YT-1300 cousins. She is also equipped with a specialized, if not small, medical bay fully equipped with a sarcastic Emergency Holographic Program as the ship's acting doctor. The Littoral also possesses a Workshop, capable of providing basic modifications, tool creation and ship repair.
Image
Littoral Class Blastboat

PRODUCT INFORMATION

Manufacturer: Corellian Engineering Corporation & Seinar Fleet Systems

Designer: Tyrol Industries

Product Line: Littoral Class Blastboat

Class: Blastboat

Cost: 400,000

TECHNICAL SPECIFICATIONS

Construction Time:
Average Construction Yard: 1 Year, 4 Months
Advanced Construction Yard: 8 Months, 3 Days, 12 Hours
Huntarian Construction Yard: 2 Months, 3 Weeks, 2 days, 8 hours

Length: 35m

Width: 28m

Height: 12m

MGLT: 100

Atmospheric Speed: 1200 Kph

Engine Units:
Seinar Ion Engines
Sublight Accelerator Motor (SLAM)

Power Plant: Seinar ZPM

Shielding: 2D

Hull: 3D

Armor: 2D

Sensor Systems: Draidus Long Range Sensor Array
Passive: 50 / 2D
Scan: 100 / 3D
Search: 200 / 4D
Focus: 10 / 6D

Targeting Systems: Seinar Targeting System

Avionics 5x Voram VM2-D15's

Countermeasures:
Communication Jammers
Mimic Decoys
Jamming Array
Sensor Jamming Program

Weapons:
2x Turbolasers
Seinar VLS (x10 missiles)
4x Seinar CWIS
Tractor Bream

Escape Craft: Cockpit

Crew: 10
Pilot: 1
Co-Pilot: 1
Engineering: 2
Doctor: 0 (EMH)
Gunners: 2 / 4
Sensor Operators: 2

Crew Skill: 4D - 5D

Passengers: None

Cargo Capacity: N/A (Equipment is maxed out)

Consumables: 1 week

USAGE

Roles: Assault Boat
Scout
Short Range Reconnaissance
Transport
Patrol Craft
Bomber

Era's: Galactic Conclave Era
Rise of Chaos

Affiliation: Huntarian Empire
Starways Congress
Colonial republic of Earth
Galactic Imperium


Littoral class Blastboat

The Littoral Class Blastboat is an heavily modified YT-1300 light freighter which was inspired by the Patrol Boat variant. The Littoral was commissioned between Corellian Engineering Corporation and Seinar Fleet Systems for Empress Eclipse's fleet . The Littoral quickly became a popular ship in her fleet, as it was small, modular, easily manned and cost effective. The Blastboat variant offers more combat options when facing off against Capital Ships, including turreted Turbolasers. She lacks the counter measures of the Patrol Boat as she is a dedicated assault fighter rather than a patrol ship.

Characteristics

With the Empire's alliance with The Colonial Republic of Earth, The Twelve Colonies of Kobol and the Starways Congress, the Littoral had more advanced technology at her disposal than the majority of the galaxy did and had several major changes made to her original YT 1300 design. The Littoral was commissioned to Nick Tyrol, who designed the ship to be very modular just like her original YT-1300 design. As a result, thousands of Littorals were mass produced. Additionally, her design specs would make it possible for the Empire to purchase the original YT-1300 model and make several last minute modifications in a crisis. Not only was this design as modular as her original counterpart, it was far cheaper to produce on a large scale saving the Huntarian Empire trillions of credits.

Just like her YT Counterparts, the Littoral featured a saucer-shaped hull with an external cockpit located at the center. The Empire purchased the exclusive rights to this particular model. A brand new power source was used in her construction, the new Zero Point Energy Cell/Module which boasted immense power output compared to her liquid metal fuel cousins. On top of this, the ZPM continuously generates it's own energy, eliminating the need to purchase new fuel.

Even as Chaos activity rises throughout the Galaxy, the Empire still maintains massive fleets composed almost entirely of Littorals. The patrol boats offer enough basic protection to a system, augmented by by the Blastboat.

Configuration

While all Littorals looked the same on the outside, the interior of the ship could be configured in numerous ways thanks to it's modular design. It was not uncommon to find ship's crew making their own modifications to the interior, thanks to the limited amount of entertainment options on the ship (unlike her larger capital ship cousins).

External Modifications:
The Littoral had several external modifications done to their original counterparts. For starters, the Seinar eliminated much of the external wiring, piping and various other nuts and bolts. After the elimination process, the massive antenna dish was removed as the Seinar Board considered it to be an eyesore.They installed the all new Ansible which was capable of transmitting and receiving clear holographic communications across the galaxy and beyond. On the top and bottom of the ship, Seinar matched Empress Eclipse's request for a Capital Ship arsenal and mounted 2 Turbolaser Cannons as well as 10 Nuclear Missiles. On top of those modifications, Seinar also installed 4 CWIS cannons on the and bow mandibles of the ship as well as an aft blaster cannon, making her a very well defended ship.

Cockpit

The cockpit featured ten seats, one for each member of the crew and is relatively roomy. From there the crew could literally control the entire ship's functions as the Cockpit also acts as an escape pod should the ship get badly damaged or destroyed. The cockpit has many advanced features, including the Command and Control Assistant which helps aids the crew in various tasks. On top of this, the cockpit also features various alert systems such as incoming missiles & weapons fire, several targeting systems, collision detection, advanced maneuvering computers and of course holographic interfaces. The chairs are also feature very comfortable leather seating, fashioned from Wookie and Ewok hides.

Propulsion

The Littoral has several different propulsion systems as well as advanced thrusters purchased through the Twelve Colonies of Kobol. It's primary engine rating was 100 MGLT, faster than an X-wing and matched atmospheric cruising speeds of 1200 kph.

The Littoral also features the Corellian IP - 10 Sublight Accelerator Motor (SLAM). During it's operation, the Motor can give the ship a +30 MGLT rating for roughly 2 minutes of combat. In order for the engine to properly work, the ship must have had more than one system remaining inactive for at least 10 minutes (IE: Shields, weapons, sensors, engines, maneuvering thrusters, etc) and increasing it's atmospheric rating to roughly 1600 Kph. The drive automatically shuts down after it's two minutes are up and the ship returns to it's normal combat speeds making this a very effective opportunity to escape or for the ship to quickly engage the enemy.


Armament

The Littoral has several capital ship scaled weapons mounted on her hull, making her a very deadly ship to encounter.

2x Turbolasers
Fire Arc: Turreted
Crew: 1 x 2 = 2
Skill: Capital Ship Gunnery
Scale: Capital Ship
Fire Control: 2D
Space Range: 3 - 15 / 35 / 75
Atmosphere Range: 6 - 30 / 70 / 150 km
Damage: 7D+2

Seinar VLS (x10 missiles)
Fire Arc: Front
Crew: 3
Skill: Capital Ship Gunnery
Scale: Capital Ship
Fire Control: 3D
Range: 2-5 / 30 / 60
Atmosphere Range: 4-10 / 60 / 120 km
10x Advanced Nuclear Missiles
Damage: 12D / 6D / 3D
Blast Radius: 2 / 3 / 4
Notes:
The extreme radiation emitted from the nukes scrambles all communications, neutralizes all battery powered sources, deadens all control systems and jams all sensors of all targets within 3 space units of detonation. The effect lasts for up to 12 hours.

4x Seinar CWIS
Fire Arc: 4 Front
Crew: 1 x 4 = 4
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1 - 3 / 12 / 25
Atmosphere Range: 200 - 600 / 24 / 50 km
Damage: 7D+2

Tractor Bream
Fire Arc: Turreted
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1 - 3 / 12 / 20
Atmosphere Range: 200 - 600 / 24 / 40
Damage: 7D+2

Defenses
There are several special defenses equipped on the Littoral. While the ship doesn't possess escape pods in general, it's cockpit however is designed to serve as an emergency escape pod. Additionally, the ship has been equipped with a special Reinforced Keel, enabling additional protection for the crew in various spots throughout the ship. It also comes with Durasteel armor plating, providing additional protection against enemy fire on top of the base hull. Additionally, Sienar managed to install a backup shield generator which can help restore shields over a period of time even during combat. Besides the various armor and shielding defenses installed on the Littoral, it is also equipped with Amphibious Seals enabling her to be able to withstand the pressures of the deep sea. As a final, last resort defense measure, she is also equipped with an intense self destruct mechanism.

Crew Facilities

The Littoral has been specially fitted to include a few rooms for the crew. First and foremost is it possesses 10 single rooms, just barely big enough for one person. Despite their small size in nature, this appeals to a lot of personnel in the Huntarian Navy. Additionally, unlike the YT-1300 series, the Littoral is equipped with a Mess Hall and a Gaming Room, fully equipped with Food Replicators and three different gaming systems. She is also equipped with enough Transporters to be able to teleport the entire crew at once. Her hallways are relatively spacious for her size, much like her YT-1300 cousins. She is also equipped with a specialized, if not small, medical bay fully equipped with a sarcastic Emergency Holographic Program as the ship's acting doctor. The Littoral also possesses a Workshop, capable of providing basic modifications, tool creation and ship repair.




Capital Ships
Bayonet Class Cruiser
Image
Calamity Class Destroyer Carrier

Product Information

Manufacturer: Seinar Fleet Systems

Developer: Tyrol Industries

Model: Calamity

Type: Destroyer Carrier

Scale: Capital

Hull Designation: DDC

Cost: 174,000,000 Credits (Not available for sale to public)

Technical specifications

Construction time
Average Construction Yard: 9 Years, 3 Weeks
Advanced Construction Yard: 4 Years, 6 Months, 3 Weeks, 3 Days, 12 Hours
Huntarian Construction Yard: 4 Months, 3 Weeks, 4 Days, 9 Hours

Tonnage: 200,000,000 metric tons

Dimensions:
Length: 1900m
Width: 450m
Length: 450m

Decks: 90

MGLT: 60 MGLT

Engine Unit(s)
Intergalactic Jump Engine

Backup Hyperdrive Rating: Class 1

Power Plant: Zero Point Energy Core Mark II

Maneuverability: 1D

Hull: 5D

Armor: 4D

Shielding: 3D

Backup Shielding: 36D
Notes: see defense description

Sensor Systems:
Type X Draidus Sensor Array
Sensor Rating:
Passive: 50 / 6D
Scan: 100 / 6D
Search: 200 / 6D
Focus: 10 / 6D

Targeting Systems: Advanced Holographic Targeting Computers

Armament:
8x Heavy Quad Rail Cannons
60x Rail Cannons
50x Seinar VLS (x10 missiles)
500x SIM 95
250x Advanced Nuclear Missiles
250x SEM - 30
52x Heavy Ion Cannons
20x Heavy Tractor Beams
Point Defenses:
600x Seinar CWIS

Fighter Compliment: 576
288x Tie Vipers
132x Wraith Fighters
72x Littoral Assault Boats
36x BR- 32 Extraction Shuttles
18x Sentinel Shuttles
18x Lambda Shuttles
12x Systems Fortress Bombers


Droid Crew:
4,000x Czerka Utility Droids
Crew: 5,000
Command: 500
Flight Deck: 1,728
Engineering: 1500
Medical: 972
Science: 300

Other:
Passengers: 896
Gunners: 1,514
Pilots: 590
Security: 1,000
Prisoners: 1,000

Consumables: 8 Years

Cargo Storage: 30,000 metric tons

Communication Systems:
Holo-Net Transmitter and Receiver
Subspace Transmitter and Receiver
Laser Site to Site Transmitter and Receiver
Radio Transmitter and Receiver (Not FTL)

Affiliation:
Huntarian Empire
Starways Congess
Colonial Republic of Earth
Galactic Imperium


Calamity Class Destroyer Carrier

The Calamity Class Destroyer Carrier, also known as the Calamity Class Destroyer, was a unique style of warship designed by Tyrol Industries for Hera Agathon's war machine and built by Sienar. The Calamity class represented a special type of ship which could both function as a missile destroyer and a carrier. It represented the might of the Huntarian Empire and later the Galactic Imperium.

Characteristics

Cost
The Calamity class belonged to the Destroyer family while functioning as a carrier. Her unique design makes it a tough ship to directly assault, even for her Imperial Star Destroyer cousins despite using the slightly more primitive Rail Cannons instead of Turbolasers. It costed more than an Imperial class Star Destroyer, though it more than made up for it in it's overwhelming firepower and defense capabilities.

Dimensions
Image
The Calamity class was produced in large numbers and was the first premier warship of the Huntarian Empire. According to official blueprints, the Calamity 1900m long and 450m in width and height giving it a unique slanted, box-like feature. The Calamity was typically grey-tones rather than white, some which were assigned to black ops were painted in pure black.





Offensive and Defensive Systems
Image
The Calamity Class possessed a main battery consisting of eight Heavy Quad Rail Cannons and took full advantage of the slanted-wedged like design of the Calamity's hull. Two were located on the top and bottom, slanted forward and were fully turreted while the other four were in the rear with similar positions.

For general combat, she possessed 60 Rail Cannons, 52 Heavy Ion Cannons 50 Vertical Launch Systems, and 20 Heavy Tractor Beams, both the VLS and Tractor Beams were turreted due to their design. They were scattered throughout the ship and evenly distributed, as was the standard requirement by Huntaria's Military Doctrine. As a result, it was difficult to directly assault a Calamity Class from any one side practically forcing the assaulting enemy to focus on one side over another.

One of the more advanced features on the Calamity, besides her Heavy Quad Rail Cannons, was the Vertical Launch System (VLS) designed by Sienar, based off of Earth's missile system. It is similar in design to it's Dornalian counterpart, in that it contains two rows of five cells, each possessing a singular missile loaded from the interior of the ship. Unlike it's more primitive Torpedo and Concussion missile launcher cousins, it is capable of launching multiple types of warheads which are stored in the Calamity's Ammunition Bays.

8x Heavy Quad Rail Cannon
Fire Arc: 4 Front, 4 Back
Crew: 46, total 368
Skill: Capital Ship Gunnery
Scale: Capital Ship
Fire Control: 2D
Space Range: 3 - 15 / 35 / 75
Atmosphere Range: 6 - 30 / 70 / 150 km
Ammo: 2000 Rounds per gun
Damage: 16D+2

60x Rail Cannons
Fire Arc: 15 Front, 15 Left, 15 Right, 15 Back
Crew: 3, total 180
Skill: Capital Ship Gunnery
Scale: Capital Ship
Fire Control: 2D
Space Range: 3 - 15 / 35 / 75
Atmosphere Range: 6 - 30 / 70 / 150 km
Ammo: 2000 Rounds per gun
Damage: 10D+2

50x Seinar VLS (x10 missiles)
Fire Arc: Turreted
Crew: 3 x 50 = 150
Skill: Capital Ship Gunnery
Fire Control: 3D
Range: 2-5 / 30 / 60
Atmosphere Range: 4-10 / 60 / 120 km

500x SIM 95
Type: Medium Concussion Missile
Damage: 9D

250x Advanced Nuclear Missiles
Type: Nuclear Missile
Damage: 12D / 6D / 3D
Blast Radius: 2 / 3 / 4

Notes:
The extreme radiation emitted from the nukes scrambles all communications, neutralizes all battery powered sources, deadens all control systems and jams all sensors of all targets within 3 space units of detonation. The effect can last for up to 12 hours.

250x SEM - 30
Type: Shield Buster Missile
Damage: 10D to shields
Damage: 5D to unshielded targets

52x Miniaturized Heavy Ion Cannon
Fire Arc: 13 Front, 13 Left, 13 Right, 13 Back
Crew: 3, total 156
Skill: Capital Ship Gunnery
Scale: Capital Ship
Fire Control: 2D
Space Range: 1 - 10 / 25 / 50
Atmosphere Range: 2 - 20 / 50 / 100 km
Damage: 8D+2

20x Heavy Tractor Beams
Fire Arc: Turreted
Crew: 3, total 60
Skill: Capital Ship Gunnery
Scale: Capital Ship
Fire Control: 2D
Space Range: 1 - 5 / 15 / 30
Atmosphere Range: 2 - 10 / 30 / 60 km
Damage: 9D+2

Point Defenses:
600x Seinar CWIS
Fire Arc: 150 Front, 150 Left, 150 Right, 150 Back
Crew: 1 x 600 = 600
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1 - 3 / 12 / 25
Atmosphere Range: 200 - 600 / 24 / 50 km
Damage: 7D+2


Compliment
Because of the fact that the Calamity was a dedicated Carrier, she carried more fighters than a standard Star Destroyer. As a result, she carried a total of 48 Squadrons. Four full wings of Tie Vipers, eleven squadrons of Wraith Class Blackbirds, a squadron off Systems Fortress Bombers and a full wing of shuttles and support ships typically mixed with Lambdas, Extraction Shuttles, Sentinels, Vanguards and Raptors. When the Littorals were introduced, the Empire phased out the Raptors in favor of the new patrol boats. Because of the fact that the Calamity possessed Holodecks, she didn't carry training fighters.

The Calamity launch bays was similar to the Colonial Battlestars, in the sense that she had two massive external hangars. They were located at the top and bottom of the ship, rather than on the sides. Once the Fighters were internally placed on the Catapult Launching Platform, it was raised from the interior of the ship and lifted towards the exterior. The design features of the Calamity allowed the Fighters to be stored and fueled on the exterior surface of the Hangar Bays as well as the interior during battle, enabling quicker refueling and reloading times.

The Calamity was capable of using it's guns and Fighter Squadrons to support any surface action. If a planet required a lasting presence, the Calamity was capable of serving as a command out post. Unlike her Star Destroyer cousins though, because of her sheer size she was incapable of entering atmospheres and can only provide support from orbit.

Engine Systems
Image
Despite the massive power provided by hypermatter reactors, it still barely provided the power requirements of the Calamity's systems. Like the Star Destroyer, the Calamity was a massive floating city in space. However, unlike her star destroyer cousins, it was also a massive manufacturing and production complex. A single Calamity provided enough resources to start up a small colony. Another further development was the fact that the Calamity had advanced Holographic Computers and Teleportation systems, which weren't found anywhere else in the Galaxy. So to combat the massive power requirements for her defenses and general day to day operations, the Mrlsst Academy did a joint research with the Starways Congress to develop Zero Point Energy. As a result, the Zero Point Energy Core was produced and was capable of producing up to six times the normal output of a common fusion reactor found on most planets and Star Destroyers. A single ZPEC costed as much as several wings of Fighters, and was as small as a Desktop Computer.

The ZPEC was connected to several other cores, to make one massive power reactor which was used to maintain the ship's energy needs. It was connected to a long tube, which had two exit points just in case of a very unlikely catastrophic breakdown of the core.

Command Center
The Command Center of the Calamity, known as the Combat Information Center or CIC, is located in the center of the ship next to engineering. The Calamity class possess advanced holographic computers and interactive features which help ease day to day jobs for the command crew. It can also link up to the ship's local Directional Transponders, Spot on Locators and Automaps to help locate crewmembers and unwanted visitors. Because of the Calamity's immense size, it also possesses several remote data links to help communicate between different departments.

Communications:
The Calamity is the front of the line ship for the Empire's pacification of the Colonies and the Deep Core. As a result, she has a sophisticated array of communication devices. She is capable of monitoring communications from up to 90 light years away and can tap into even sophisticated frequencies if the operator knows what they're looking for. She also possesses several communications scramblers to ensure absolute secure communications between military personnel within the Empire making decryption of communications extraordinarily difficult. For simpler audio communications, she is equipped with PTP Links, making deciphering impossible. She is also capable of transmitting communications all across the galaxy without any time lag, thanks to her powerful Ansible transmitter arrays. For more primitive functions when the ship has limited power supplies, she is also equipped with a radio transceiver, laser transceiver and a mass transceiver.

Defenses:
Like her Mon Calamari counterparts, the Calamity is equipped with an amazingly complex backup shielding system. It is capable of completely recovering her shields if they are depleted in normal combat, excluding ionization. It is capable of recovering 3D of her shields at a time and can eventually fully recover any lost shield power. Her hull is reinforced to help prevent the death of crew members in situations that would otherwise out right kill or mortally wound them. She possesses environmental filters. While a normal feature on most ships these capable of venting the ship's atmosphere in a given section to help prevent invading forces from taking over the ship. She has several counter measure features to help confuse enemy sensors, making targeting and detecting her a difficult task. Finally, as a last resort measure, she is equipped with a very powerful self destruct mechanism capable of vaporizing her, as well as any other ships within her immediate vicinity. Any attempts to recover wreckage from her explosion would be impossible.

Crew Facilities:
Recreation and Living Quarters:
The Calamity has such a sizable population that it can rival some outer cities in Huntaria. As a result, it possesses massive crew facilities. It has several Holodecks, a Bowling Alley, a massive Gymnasium, a Salon/Barbershop, Meditation Chambers, Gun Ranges, several Recreation Rooms, an Observation Lounge, restrooms, mess halls, meeting rooms and other impressive features. Despite her close living quarters for her lower ranked personnel, she offers superior comfort for her recreational facilities as well as her working stations to help boost crew moral and productivity. Because of the sacrifice the Empire made for her facilities, Enlisted and low ranking Officers are forced to hot rack with each other. Higher ranking officers and privileged passengers have their own rooms.

Work Stations:
The Calamity is not only meant to help provide protection for the Empire's developing Colonies, but to also help maintain and production. She is a miniature construction facility, capable of replenishing fighters and shuttles at whim of varying sizes. She also has an impressive Replicator Shop, capable of producing individual parts of complex machinery and then having her Engineering Teams assemble them. She is equipped with several hospital grade Infirmaries, as well as a cloning lab. Both Facilities are equipped with an Emergency Medical Hologram who acts as the chief physician in case of medical emergency. For science stations, she is equipped with a Stellar Cartography, Geological Lab, Holographic Research Lab, Chemical Lab and a R&D research Laboratory. She has several large armories, fully equipped for her local Security Divisions and can handle biohazards materials and waste.

Other Features:
The Calamity's Transporter System is internally housed, thanks to her advanced internal sensors and is capable of transporting people from duty station to duty stations, eliminating the need for a dedicated transporter pad. She can transport up to ten thousand people at any given time.



Space Stations
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Astrography


Huntarian Space



Protectorate



Conquered
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Members of the Empire

Image Image

As a ghost His Corporeal Form

Lord Vorman, The Sith Lord of Death

Biographical Information

Homeworld •Unknown

Born ~4038 BPD

Physical Description

Species •Human/Huntarian/Tapani

Gender •Male

Height•5’10”

Weight •150 lbs

Hair Color •unkown, later yellow as a force ghost

Eye Color•Blue

Skin Color•Fair

Occupational Information

Affiliation•Huntarian Empire
•Galactic Conclave (formerly)
•Starways Congress
•Galactic Imperium
•Imperial Special Action Forces
•Special Sciences Division
•Myrmidons/tab]

Rank[tab=61]•Dark Lord of the Sith


Command •HMS Vengeance

Masters•TBA

Apprentices •Hera Agathon
•Esmerelda
•Jerec
•Nial Delcann
•Crockett
•Debyran
•Revan
•Malak
•Kreia
•Nihilus
•Sion

Titles •Dark Lord of the Sith
•The Sith Lord of Death
•Grim Reaper
•Huntarian High Lord
•Emperor (Former)
•Master of Shadows
•Master of Puppets
•The Phantom Lord
•Lord of the Undead
•Soul Eater
•Mayor (of a little village up the Rishi Maze)


Biography

Early Life:

Tapani Noble Man

Exile from Tapani Space

Service in Czerka & Corellian Engineering

Training as a Sith Master

Enlisting in the Conclave Army

Serving and Teaching Revan

Return to Tapani Space

Revenge & Restoration of the Huntarian Empire

Emperor of Huntaria

Rise to Dark Lord of the Sith

Search for Immortality

Encounter with Hera Agathon

Disappearance

Personality and Traits

Image

Richard Nord

Biographical Information

Homeworld •Huntaria

Born •300 BPD

Physical Description

Species •Human/Huntarian

Gender •Male

Height•6’1”

Weight •180 lbs

Hair Color •Red, later bald and white

Eye Color•Blue

Skin Color•Fair

Occupational Information

Affiliation•Huntarian Empire
•Galactic Conclave (formerly)
•Starways Congress
•Galactic Imperium
•Imperial Special Action Forces
•Special Sciences Division
•Myrmidons

Rank•Sector Admiral (O-11)

Titles•Sector Admiral
•Lord Admiral
•High Lord of Huntaria
•Lord of Special Action Forces


Command: •Zero Point Super Command Ship


Family

Children: •Cassandra Nord
•Quentin Nord
•Hera Agathon (Daughter in Law)

Grand Children• Eve Agathon (Empress Eclipse II)
•Ada Agathon


Biography

Early Life:
Not much is known about Richard’s early childhood other than he was raised in an orphanage on Huntaria and he quickly ran away as soon as he could. He raised himself as orphan on the streets of Huntaria and eventually . Richard traveled from planet to planet between the Colonies and The Outer Rim Territories, living off odd jobs and ran with various gangs. At one point he was picked up by a Huntarian Army Recruiter.

Service in the Imperial Special Action Forces (ISAF)
Due to his street smarts and special skills at avoiding large groups of people, Richard was recruited from the Army and into the Imperial Special Action Forces. He was trained in close combat and various martial arts practices. Preferring close combat, Richard became proficient with a Shot Gun and Carbines as well as Dual Pistols. His brutal combat styles earned him a place with “Suicide Missions.”

Service to Lord Vorman
Due to Richard’s highly successful mission ratings he entered service into the Special Ops squad known as “Shadow Ops,” which was Lord Vorman’s personal Special Operations Unit. Richard’s vulgarity during the squad’s down time made him stand out. Yet at the same time, while on a mission he suddenly becomes very quiet using only hand signals and body motions to get his messages across. In his service he visited many brothels, one of which eventually gave him his daughter, Cassandra Nord. Juggling between the demanding jobs of being both a father and leading his secret career proved difficult until one faithful day when on a father/daughter trip to the local galactic amusement park, Richard and his six year old daughter Cassie had an intense argument over which park to go to.

Cassie wanted to go to Disney World, a place no one in the galaxy had even heard of while Richard wanted to go visit Hologram Fun World, a place he knew existed. Ironically, Cassie’s choice of theme park wouldn’t be invented for another one hundred years and in a completely different galaxy. It turns out Cassie was having a Force Vision of her eventual kidnapping of and marriage to Hera Agathon. Giving up with the insane ideas and demands his daughter made, Richard abandoned her on one of the Tapani Free Worlds. Richard eventually rose to Major and served as the team’s leader as Vorman paved way for an upcoming war no one saw coming. He assassinated would be allies to Hera Agathon, making Vorman’s future Apprentice’s rise to Empress difficult as her Master wanted her to develop unorthodox ways of fighting a war which seemed impossible to win.

Service to Hera Agathon
Ironically, Richard eventually served directly under Empress Eclipse the First aka: Hera Agathon without his daughter’s knowledge. The two mutually agreed that Cassie’s knowledge of her father’s whereabouts would be unhealthy for the war effort and Hera kept Richard’s existence a secret from Cassie. Despite having destroyed political and military figures who would ally with Hera, under Lord Vorman’s orders, she began assigning him to take out her own enemies which helped her keep the Empire under her rule. After the Huntarian Civil War had ended, Hera eventually became pregnant with Richard’s grandchildren. He took this as a sign to retire and hid himself so that neither Cassie or Hera would ever find him.

Service to Eve Agathon
Richard enjoyed a quiet retirement for nearly twenty years while Ada and Eve grew up in the Huntarian Capital, not wanting to a thing to do with his family’s reign of Huntaria. He rented out a crummy apartment in the brothel side of a city deep within Tapani Space. Until one day, Hera Agathon was killed in a car accident and Cassie disappeared from Huntarian Space in search of her dead wife. Richard was rudely awakened by one of his former teammates after a night of binge drinking and was subsequently drugged by a poisoned Kamino Saber Dart (shot by Esmerelda). He was taken before the new Empress, his granddaughter Eve Agathon. An Ironic turn for Richard, Eve placed him back in active duty and took him out of his regular Special Action Forces assignments.

Richard helped Eve and Grand Admiral Khal take control of Greater Javin to help further expand the Empire’s territory and sphere of influence where he would eventually rise to the rank of Admiral.

Rise to Sector Admiral
After a few engagement with enemy forces throughout the Greater Javin area, Richard rose throughout the Admiralty and eventually became a Sector Admiral. By which point he was assigned various courier duties for his granddaughter and special projects such as the construction of New Coruscant which was built over Endor. Richard also oversaw several DNA Templates and profiles of future Clone Troopers, who would eventually serve in the upcoming Chaos Wars.

Personality and Traits

Richard Nord is brutish and vulgar, giving little respect for Women and Aliens alike. He is an extreme Conservative, a drastic contrast to his granddaughter’s political views as a Liberal. Richard often tends to have extreme mood swings and tendencies to be anti-social. He views himself to be a sex maniac, having visited many brothels. He views relationships to be a waste of time and will go through extreme lengths to avoid them. He despises the fact he has a daughter and that his own granddaughter, often putting both of them down. As a result, he often finds himself in ironic punishments such as the time he found himself locked up in an Alderaan Garbage Disposal Unit after calling his granddaughter a “filthy whore” for sleeping with the Alderaanian Prince. Another such incident was when he called Eve’s attempt to revolutionize Huntaria’s power sources from Nuclear and Fusion to Geothermic and other more environmentally friendly sources “a pathetic waste of time on the common person,” He suddenly found his apartment's private reactor malfunctioning and received a heavy dose of radiation making him permanently infertile and a note saying “wouldn’t it be nice to not have radiation leaking all over our planet?”

Family

Image

Cassandra Nord

Biographical Information

Homeworld •Huntaria

Born •150 BPD

Physical Description

Species •Human/Huntarian

Gender •Female

Height•5’5”

Weight •130 lbs

Hair Color •Red, later bald and white

Eye Color•Blue

Skin Color•Fair

Occupational Information

Affiliation•Huntarian Empire
•Starways Congress
•Galactic Imperium
•Imperial Special Action Forces
•Myrmidons
•Hashashins
•Bounty Hunters Guild

Rank•Major (former)

Current Occupation•Bounty Hunter/Assassin

Titles•Major (former)
•Bounty Hunter
•The Loud Assassin
•Father

Command: •The HMS Sparrow

Family

Father: •Richard Nord

Spouse: •Hera Agathon

Children: •Eve Agathon
•Ada Agathon


Biography

Early Life:

Childhood:

Adventures as an orphan

Service in the Imperial Special Action Forces (ISAF)

Service to Lord Vorman

Service to Hera Agathon

Service to Eve Agathon

Disappearance

Personality and Traits

Family

Image

Grand Admiral Khal

Biographical Information

Homeworld •Obulette

Born •300 BPD

Physical Description

Species •Tapani/Huntarian

Gender •Male

Height•5’10”

Weight •150 lbs

Hair Color •Blond, later white

Eye Color•Blue

Skin Color•Fair

Occupational Information

Affiliation•Huntarian Empire
•House Mecetti
•Starways Congress
•Galactic Imperium
•Imperial Special Action Forces
•Huntarian Armed Forces

Rank•Grand Admiral/Lord Commander

Titles•Grand Admiral
•Lord Commander
•The Wrathful Admiral
•Guardian of the Deep Core
•Warden of Huntaria

Command: • HMS Crimson Sword



Biography

Early Life
Khal was born as a Tapani Noble under the House Mecetti, on the planet Obulette. As a result, he was born into the most hated of all houses for their use of the Dark Side and allegiance to the Sith Empire(s) throughout history and most recently to the Huntarian Empire after they returned from their ashes in the wake of the Jedi Civil War some thousand years ago. House Huntaria had merged in with Mecetti, becoming a sleeper house until it was time for their return to power. As a result, Khal was born of both Huntaria and Tapani. Growing up, Khal dealt with a lot of rage directed at him, due mostly in part of his household namesake. No one wanted to associate themselves with the like of this child because of the fact he didn't identify with either one specific house.

Khal held a lot of resentment towards the other Tapani Houses and found many ways of expressing his rage. Growing up, he was taught Fencing with a Light Foil and eventually became an expert swordsman and was an expert with a rifle. He eventually made his first kill when he was twelve, making his mark into adult hood. Despite his rage, Khal was hesitant to kill unarmed people and devised tactics to help prevent unecessary deaths throughout his early training as a military tactician.

Service to the Tapani Defense Forces
As soon as he became of age, Khal joined the Tapani Defense Forces as an Ensign. Utilizing his skills he learned as a marksman, Khal saw himself transfered to the gunnery crews of various Capital Ships. His precision aiming and ability to pinpoint potential structural weaknesses in enemy ships, particularly unsavory pirate ships who attempted to occasionally raid Tapani Space, gained him a Lieutenants commission. Young Khal had his eyes set on his own command and had no intentions of staying in the limited fleet capabilities of the Tapani Defense Forces. Khal additionally had no

Transfer to the Crimson Imperial Navy & the Greater Javin Campaigns
Despite already having a Lieutenants commission with the Huntarian Empire, Khal decided to go to school at Cardia, where he would be one of the first couple graduating classes. During his tenure at the Academy of Cardia, Khal developed a romantic relationship with his Fight Instructor. He was

Service in the Imperial Special Action Forces (ISAF)

Service to Lord Vorman

Service to Hera Agathon

Rains of Pelagia

The Grand Admiral

Service to Eve Agathon

Lord Commander of the Huntarian Armed Forces


Personality and Traits

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Weapons R & D

Technology R & D
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Huntaer
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Posts: 402
Founded: Nov 18, 2004
Father Knows Best State

Postby Huntaer » Tue Aug 26, 2014 11:57 am

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"But now the rains weep o'er his hall, with no one there to hear."

SWG OOC Factbook. Under Construction!


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