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Galactic Traders Coalition
(GTC)
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The Galactic Traders Coalition, known also as the GTC, is a powerful galaxy-spanning commerce guild, trade cartel, and advocacy group. A corporate empire independent from any of the galactic powers, the GTC is forged from five gargantuan deep-space starbases, which effectively act as autonomous states, with the DSC (Deep-Space Center) Daedalus acting as the largest DSC and the capitol. Founded by Amadeus Sylar centuries ago, during the relative peace between the Galactic Alliance and former Galactic Empire, the GTC is almost entirely dominated by Morellians (although they are by no means the most populous species of the GTC), and has especially strong ties with the Morellian Systems, the sister government of the Morellian Commonwealth occupying the opposite end of the galaxy. Because of this, Morellians have notable influence in the most powerful corporations and businesses, and due to the viewpoints of Morellian culture on the "South-Western" end of the galaxy, many Morellians have adopted a form of supremest views not unlike imperialist Humans, seeing themselves as "evolved Humans". Because of this, Morellians tend to look down upon other species, even Humans, as they are, on average, faster, stronger, healthier, more longevous, and (in their opinion) more intelligent than their Human ancestors.

Built on the fundamentals of corporate capitalism, the GTC is backboned by state built on corporate capitalism, the GTC is run by a several mega-corporations which divide the DSCs from each other, controlling and ruling every aspect of society upon their sovereign territory. Each mega-corporation is made up of thousands of smaller companies, ranging from industrial companies to law firms. All land and real estate is owned by a company which leases it to the citizens, and government and policing are also handled by independent companies. Although this gives the corporations dictatorial powers, they are just as bound by GTC customs and laws as the individual, and the fierce, continual competition between the corporations ensures a healthy, consumer-based social environment, which benefits everyone.

The most powerful economic force in the galaxy, the GTC is universally revered for their strong economy, and their independent military might parallel to that of the larger forces, although is far inferior to that of the galactic powers. Coupled with the fact that the GTC is more unscrupulous than the Alliance and less combative than the Imperium, this makes them in many ways the most gray of all the empires. As most GTC trade is conducted by individual companies rather than the mega-corporations itself, this makes it difficult for the other empires to deal with them at a political level. If a company is found guilty of unethical business dealings, it simply disappears into its parent corporation, and before long another one appears to take its place. But if a GTC company is threatened, the whole corporation and often even the mega-corporations themselves back it up with full force.

Although not militaristic, the GTC's society is somewhat steeped in military tradition and are very strict and formal with maintaining their neutrality from the galactic powers, refusing to show favoritism toward either side under any circumstances other than the well being of the galactic economy. As a draw toward tourism attractions and appeal, the GTC heavily pursue and sponsor a range of sporting activities, from swoop racing to non-lethal gladiatorial matches. Many of these are classic traditional competitions revised for the ages, while others are more like variants of pod and swoop races. Whatever the sport, visitors and residents alike love betting on the outcome, making gambling a massive industry in the GTC. The GTC offers its citizens the best and the worst in living conditions. As long as one keep in line, does their job, uphold the laws and so forth, life can be fairly pleasant and productive. But for those who are not cut out for this strict, disciplined regime life quickly becomes intolerable. They lose their respect, family, status, everything, and the only options left to them are degeneration in shunned isolation or voluntary exile. Although not xenophobic as such, the GTC are very protective of their way of investments and properties and tolerate only those foreigners that stick to the rules. This is especially so due to war times.

The GTC, unlike many other neutral territories, are significantly protected from compromise against the two galactic powers, as they virtually monopolized the galactic economy. Crippling the GTC, whose economic and corporate essence is woven into nearly all financial aspects of the galactic powers, would resonate repercussions so devastating that it would rapidly result in an extreme galactic wide recession. In addition, the GTC threaten that should a power express aggressions toward them, they would fully support and reinforce the opposing faction. In addition to other factors, such variables essentially render the GTC too valuable to threaten. More than any other financial empire within the galaxy, the GTC has a fixation on its finances and financial systems. The GTC has a universally accepted currency, with each mega-corporation using its own scrip as a stamp of sorts, that can be used interchangeably with either Imperial or Alliance credits. Each mega-corporation is then built around a massive investment bank, which forms a skeleton for each individual corporate empire. The Galactic Traders Coalition Centerpoint, or simply the Centerpoint, serves as the closest GTC equivalent to a central bank, in addition to performing many of the functions of a normal financial institution. Although many have in times past attempted to rival the Centerpoint, all have been destroyed and absorbed through corporate warfare.

The GTC stands for corporate capitalism in its purest form. There are five significant mega-corporations that together own more than 90% of all property within the GTC. Each of the mega-corporations are made up of thousands of companies of various sizes and various sorts, ranging from simple mining companies to powerful police companies. There is no single, unified government as such, each corporation rules its territories like their own kingdom with little or nor interference from the other corporations, save for the borderline dictatorial Chief Administer position, who wields executive ownership over the entire GTC. Competition, efficiency and market share is more important to the corporations than accumulation of wealth. Business for the good of the individual, while contrary to GTC ethics, are virtually omnipresent in the corporate cutthroat world. In higher matters, such as in foreign policy towards the other empires, the Board of Directors, which consists of the CEOs of the five major corporations and the Chief Administrator, has the highest authority. The Board of Directors also makes sure that the social infrastructure of the GTC remains intact and settles all major quarrels between the corporations.

Deep Space Trade Centers

The Deep Space Trade Centers are the five starbases that serve as the sovereign territories for the GTC, and are governed by the dominant mega-corporations of their respective stations. Echoing the same cylinder design of the precursor to the Ord Mantell StarDrives station, the DSCs are each located on one of the five major galactic trade routes, and are all considered to be neutral ground. With massive repulsor engines and gravitic reinforces, the GTCs are, albeit slowly, mobile, able to move their location through the trade routes. Consequently, especially during times of war, the GTC heavily fortify their security, most notably in the event that Imperial and Alliance forces both are occupants upon the station. In addition, each of the five DSCs possess quantum entanglement holo-communication relays, strict one-way and "wiretap" immune transmission feeds that allow uninterested and untraceable communications. The DSCs and their locations are the following;



  • [*=center]DSC Daedalus; Hydian Way
    [*=center]DSC Prometheus; Prelemian Way
    [*=center]DSC Vulcan; Rimma Trade Route
    [*=center]DSC Hyperion; Corellian Trade Spire
    [*=center]DSC Triton; Corellian Way

(NOTE: Only the DSC Daedalus is open for role-playing purposes)

 
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Welcome to Daedalus

Daedalus
Deep-Space Center


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The Galactic Traders Coalition, known also as the GTC, is a powerful galaxy-spanning commerce guild, trade cartel, and advocacy group. A corporate empire independent from any of the galactic powers, the GTC is forged from five gargantuan deep-space starbases, which effectively act as autonomous states, with the DSC (Deep-Space Center) Daedalus acting as the largest DSC and the capitol. Built on the fundamentals of corporate capitalism, the GTC is backboned by state built on corporate capitalism, the GTC is run by a several mega-corporations which divide the DSCs from each other, controlling and ruling every aspect of society upon their sovereign territory. Each mega-corporation is made up of thousands of smaller companies, ranging from industrial companies to law firms.

The GTC program was an industrial project to bring forth a new era of economic prosperity in the series of five deep space trade centers. DSC Hyperion of the Corellian Trade Spire, DSC Prometheus of the Prelemian Trade Route, DSC Vulcan of the Rimma Trade Route, DSC Triton of the Corellian Way, and capital of them all, as well as the largest, the DSC Daedalus of the Hydian Way. Five independent territories scattered throughout the galaxy, from the farthest rims of the Empire to the core of the Alliance, the dream of the galaxy's entrepreneurs - economic capitals along each of the five trading super-hyperroutes of the galaxy. Costing over ten billion credits and almost sixty years of relentless work saw the creation of the prototype. The first of the deep space centers, DSC Daedalus.

Over seven hundred kilometers long, over fifty kilometers high, it was the crown jewel for the entire face of galactic trade and commerce. Sanctioned by both the Alliance and the Empire, the GTC rapidly became the economic conduit between all governments of the galaxy participating in large scale galactic trade. In as little as a hundred years, the GTC had become so intertwined with the galactic economy that its very stability and survival was enough to ensure against the threat of recessions and economic crashes. The District/Sector/Level System, also called the DSL System, is the technical method used to divide and categorize the thousands and thousands of sections and divisions of the DSC Daedalus. The DSL System first takes into account the locale's district; the districts are numbered one through five. Each "arm" of the DSC Daedalus constitutes the district on interest.

District One is the governmental district and mostly comprised of foreign embassies, extravagant hotels, the station's presidium and security atria. District Two in the industrial district, and is comprised of large shipyards, factories, power plants and processing facilities. District Three is the residential district, and is densely populated and comprised with everything from grand and exorbitant estates to middle class homes and apartments to slums, varying by the levels. District Four is the business and corporate district, the largest of the five, and is dominated by megacorporations, smaller businesses, enterprises, stock markets, trade centers and the like. District Five is the entertainment district, comprised of night clubs, casinos, cantinas, theaters and the like.

Each of the districts are divided into sectors, labeled one through fifty and segmented from the farthest of either points of Daedalus' "arms". Among these sectors, there are further divisions as separate regions. Thus, many sectors are classified "xx.x", with the points being one through nine. The sectors are even further divided by their physical position toward the artificial atmospheric generator's fauxphere; the closer the level is to the "sky", the lower the level number is. The levels of the district "arms" number into the thousands, and vary per "arm". For example, the "arm" of District Three's residential towers as far as four thousand, whereas the "arm" of District One's praesidiums only reaches just beyond two thousand.

Technical Specifications

Production Information
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Manufacturer: Terminian Stellarnautics
Production Line: Starbase
Model: DSC
Technical Weapon Designation: GTC/DSC (Daedalus; only one available)
Affiliation: Galactic Traders Coalition; Independent Sovereignty
Availability: Unique
Modularity: Variable Modularity
Composition: Various (Internal Structure: Grade Type 9093-T7511 and Grade Type 9095-T8511 Durasteel and Titanium) (Construct Frame: CMC, Quadanium and Iron) (Outermost Hull: Impervium; Innermost Layer, Neuranium; Intermediate Layer, Laminanium; Exterior Layer)
Ownership: The "Watchman" (Administrative Position)
Description: The Deep Space Trade Centers are the five starbases that serve as the sovereign territories for the GTC, and are governed by the dominant mega-corporations of their respective stations. Echoing the same cylinder design of the precursor to the Ord Mantell StarDrives station (originally an archaic prototype), the DSCs are each located on one of the five major galactic trade routes, and are all designated neutral grounds. With massive anti-gravitic repulsion engines, the GTCs are, albeit slowly, mobile, able to move their location through the trade routes. However, this takes exceptional energy costs as the DSCs are gargantuanally dense; unless agreed upon by the entire council, all GTCs are virtually immobile.
Starships and Stations

Classification: Non-Military Starbase
Height: One Hundred Kilometers
Width: One Hundred Kilometers
Length: Seven Hundred and Fifty Kilometers
Power Core Generator/Reactor: Solar Cells (5000x), Antimatter Fission Reactor (500x), Hypermatter Collision Generator (300x)
Hyperdrive Rating: Class 5.0
Minimum Crew: 300,000 (maintenance & support), 15,000 (administrative), 450,000 (security), 300,000 (misc. droids)
Optimal Crew: 500,000 (maintenance & support), 35,000 (administrative), 1,000,000 (security), 800,000 (misc. droids)
Armaments: Heavy Turbolaser Batteries (500x), Tractor Beam Pylons (800x), Electromagnetic Railguns (5x) (one mounted upon each "arm"), "Aegis" protocol (In the event of an attack or otherwise imminent danger to the station, the DSCs have a unique program designed to protect both the station's interior and residents from external threats. The "arms" of the DSC collapse together with a series of physical and electromagnetic lock seals, "turtling" the station from any danger, and rendering it virtually invulnerable. This function was designed by Amadeus Sylar when the DSCs were first created, and dubbed the Aegis Protocol, the namesake of the Aegis intelligence organization)
Non-Combative Attachments: Hyperwave Signal Interceptor, Aerial Sensor, Lifeform Sensor, Infrared Motion Sensor Array, Security Scanner, Life Form Indicator, Aural Sensor, Sonar Mapper, Spacial Anomaly Detector, Astronomical Navigation Sensor, Com-Scan, Dedicated Energy Receptors, Weapon Detector, Heat Particle Detector, Sensor Analysis Security/Observation Grid
Passenger Capacity: 100,000,000
Cargo Capacity: Two Billion Metric Tons
Consumables: Indefinite; Twelve Years (Absolute Isolation)
Sublight Speed and Maneuverability: Virtually immobile, minimal mobility
Role: Autonomous Sovereign State
 
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Club Paradise

Club Paradise

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Paradise is a nightclub on the DSC Daedalus' lower and less supervised levels. With both public and exclusive arenas, Paradise is comprised of three floors, with the first floor resembling an ordinary, if raunchy, cantina, with exotic dancers, loud music and bars on all sides. The second floor down features the gambling rings, which require a fee to enter, and include gambling tables and machines from sabacc tables to jubilee wheels to a dug out gladiatorial combat ring. The third floor down is the private lounge, exclusive for VIPs and special guests. Generally only crime lords and kingpins occupy this level, although a slew of others can be found there as well. Paradise is highly distinct from its upper-level counterpart in that it lacks much of its more sophisticated security features and attracts a far more surly and provocative crowd.
 
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Hedion University

Hedion University
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One of the DSC Daedalus' primary attractions to the galaxy and founded as one of the Daedalus' first megacorporations, the Hedion University is a private corporation that funds research into fields of studies that most of the galaxy regards as the Force. Taking a secular and materialistic view of the Force phenomenon, the Hedion University began as a gathering place of some of the galaxy's greatest scientific minds, theorists and experts in biology and quantum physics. The status of the Hedion University remained the same and was considered unremarkable, until an incident known as the Devil's Strip Massacre, which brought to the awareness of the galaxy of an "intellectually driven" Force society, who were promptly invited into the organization. The resulting research brought to birth the secular "Force theory" known as the Quantum Psionic Wave. The PsiWave in effect could be seen as a stark opposite to the philosophy of a sentient Force, and instead likens the Force to a universal law, such as gravity, nuclear forces and electromagnetic fields. According to the Psintegrats, the "master scientists" of measuring and experimenting with psionic energies, the PsiWave is a psychoactive energy field that binds the universe, and is often considered to be the Fifth Fundamental Force of the universe. A field of unmeasurable energy and power, the PsiWave is a force that pervades all space and acts upon it at all times. Unlike other forces, such as gravity, the PsiWave does not decrease in power with distance, and is the only known force that can manipulate or even dominate the others, affecting the course of the sub-atomic and elementary particles in-throughout the known universe.

The PsiWave differs from the other four fundamental forces in other ways as well. For one, the PsiWave is neither concentrated around, nor created by matter, in such the way gravity is created by mass or electromagnetism is created by matter charged with energy. In addition, while the PsiWave is able to and does guide particles of the universe, it is not generated from them, in such the way of the strong and weak nuclear forces. Perhaps the most distinguishing facet of the PsiWave is that, while it is most vibrant around living things, it has no known physical source in the universe. Violating locality and independence, the PsiWave is instantaneous as it is ubiquitous, conveying alterations and happenstances throughout all space of the entire known galaxy. The Psintegrats have often likened these occurrences to the ripples in water or the expansion of sound, and thus dubbed these happenstances as "Resonances". To the Jedi and Sith, these are often recalled as "Disturbances". This occurs because of the fact that the PsiWave permeates all space; thus distance is a negated factor.

Most sapient consciousnesses are unable to detect the PsiWave, although mutations and evolutionary developments allow certain individuals or entire species to become sensitized to its existence, as is the case for races like the Miraluka or Anzat. The connections of the PsiWave interconnect with the quantum structures of the complex neurons of most sapient brains. Thus, certain sapient brains are evolved enough to project the energies of the PsiWave, and manifest supernatural powers through it. Individuals able to connect to the PsiWave are noted as having "metaconscientious minds", which in turn, allows them to perceive metaphysical aspects of the universe. Most sapient minds are neurologically incapable of interacting with the metaphysical PsiWave.

Metaconscientious individuals are able to have their metaconscious and subconscious interact with each other, which often gives them signs of uncanny intuition or clairvoyance of sorts. When trained, such individuals are capable of exhibiting extensive, and sometimes vast in terms of power, psionic abilities. Psionic abilities are the physical manifestation of the metaphysical energies converted directly from the PsiWave, with the sapient mind as the prime catalyst. Sapients with the power to tap into the PsiWave are called Psions, Psychics, or Psionically-Attuned as opposed to Force Sensitives, Force Users, and the like. Like their instructors, expert or fifth degree graduates of the Hedion University are referred to as Psintegrats, an honorary title for their abilities, study and finesse. Education at the Hedion University begins at an early age for students enrolled, as mainstream galactic education is also interwoven in the select courses of the metaphysical etiquette.

Jedi and Sith are occasionally welcomed to the Hedion University, despite the enforced stigma on the term of "the Force" used by them. Due to their scientific outlook on the Force, the "Psintegrats" of the Hedion University develop their Force powers differently than more rooted Force organizations, such as the Jedi or the Sith. This non-philosophical outlook on the Force, or PsiWave, has also allowed the practitioners to engage in using the Force without succumbing to the moral "dangers" of the Dark Side or "delusions" of the Light Side, as the PsiWave has become merely a directed tool they can manipulate with their minds. Although various beings are all sensitive to the PsiWave, each individual has varying affinities, which affect the degree in which they can naturally harness psionic energies. This inborn affinity is called Psionic Aptitude or PsiApt. Students of the Hedion University do not finesse their gifts anywhere near as effectively as the Jedi or Sith Orders, with virtually all only capable of rudimentary executions of what would be dubbed "Core Force abilities", although despite this, most graduates of the Hedion Univsersity choose to enroll themselves in Anti-Force.

The majority of graduates of the Hedion are nonetheless not accepted into Anti-Force, especially in comparison to independent Force users contacted and hired from around the galaxy. First and foremost, this is due to the significant gap in experience and tactical knowledge in using their powers in non-simulated settings. Because Anti-Force neither trains its members in using their abilities nor in developing them, prospects are required to already have the skills necessary, save for the physical training processes and teaching of regulations, laws and standard procedures. In Anti-Force's early establishments, many members hired from the Hedion University met with gruesome ends as they lacked applicable knowledge of using their powers in true settings. This led to revisions in standard process, as members of Anti-Force are now trained to avoid direct contact, and by rule only hire fourth or fifth degree Hedion graduates.

Psionic Graduate Levels
First Degree:
UNDERGRADUATE​
First Degree psions is the base rank for students of the Hedion University who've yet to awaken their metaconsciousness, and thus display no psionic ability aside from minor and sporadic displays, most notably manifest through the appearance of exceptional luck. The vast majority of First Degree students are children, with the minority referring to sentients who've enrolled in the Hedion University in adolescence or adulthood, or sentients who've made little to no progress from their classes and training. In some cases, a First Degree psion can refer to someone with very little psionic potential, and thus is more likened to a "gifted" individual than a true psion. However, in most cases, even these are able to manifest some degree of power with conscious effort, and thus more often than not fall under the class of Second Degree psions.
Second Degree:
UNDERGRADUATE​
Second Degree psions are the second classification in the student echelon, and refer specifically to a sentient individual with a manifest connection to their metaconsciousness, and thus is able to detect and interact with the Quantum Psionic Wave. Initiates in the use of their "sixth sense" as it were, Second Degree psions tend to be children and adolescents, although others can call in this category under specific circumstances, as is the case with First Degree psions. Second Degree psions possess very little practical talent to be useful in everyday application, and the limit often extends to sensing imminent danger, sensing truth or deception, or feeling strong presences or emotional emissions, usually negative in nature.
Third Degree:
GRADUATE​
Third Degree psions are the most common level of psions who complete their initial course at the Hedion University, and is the primary graduate level. Third Degree graduates are psions with an accepted magnitude of control over their abilities that they are considered qualified to openly and casually utilize them outside the university's campus grounds. Most students enrolled in the Hedion University attain their Third Degree qualifications by their young adulthood, although some may take slightly longer than others or may excel earlier, depending on the individual Third Degree graduates are able to utilize basic psionic powers just over the rudimentary level, such as simple aspects of psychokinesis, telepathy, basic precognitive and metacognitive abilities, and the like. Nevertheless, there exists a marketed lack of refinement in said abilities that prevents them from being called to utilize their talents in a practical measure. In a working example, psions may be able to hear the thoughts of others, but do not possess the skill to conceal their thoughts; psions find each other as easy to read as any typical sentient. Thus, most Third Degree graduates continue to lead normal lives in the eyes of many, simply with the additive of having unique abilities.
Fourth Degree:
POSTGRADUATE​
The Fourth Degree psions are the first postgraduate level, or First Degree Alumnus. Only twelve percent of the students enrolled at the Hedion University ever attain a Fourth Degree diploma, and such individuals are often aware of whether they have the capacity to remain at the Hedion University many years in advanced by their affinity and proficiency during their enrollment up till that point. Such individuals often still display the same powers as their preceding graduate degree, but have taken their abilities to the next level, either via their control or raw power. For example, where a Third Degree graduate may be limited to telekinetically lifting cups, holocoms, datapads and like items being their limit, Fourth Degree postgraduates could push their abilities to throwing chairs across rooms, lifting desks, blowing down doors or lifting multiple objects simultaneously without the same strain a Third Degree psion would have. Naturally gifted or exceptionally hard achievers, Fourth Degree psions are the earliest possible rank for a psion to be able to use their psionic abilities as a means of life, as they then qualify for potential recruitment by the Prevention Bureau of Metaphysical Investigations, more commonly known as the CoreGuard subdivision, Anti-Force. Other offers for Fourth Degree psions is by the Hedion University itself, to stay as assistant instructors to the Psintegrats.
Fifth Degree:
POSTGRADUATE​
The most coveted qualification that only 3% of all students enrolled at the Hedion University ever achieve, the Fifth Degree psions, or Second Degree Alumnus, represent the best the Hedion University ever had to offer in terms of realized potential and hard work. Although the only other postgraduate classification along with the Fourth Degree, Fifth Degree psions stand out above their peers to the extent that they are the only graduates who earn the title of Psintegrat, thus being considered experts in the field of psionics to the level of the teachers of the Hedion University. Fifth Degree psions are considered gems on the Daedalus, and are highly sought after by many organizations, from Anti-Force and the Hedion University, to mercenary guilds operating out of Daedalus and even corporate businesses seeking a supernatural edge over their competitors. Fifth Degree postgraduates are the only class of psions whose graduates have been known to sometimes possess power and proficiency on the level of a typical Jedi Knight. Ironically, while most Psintegrats do remain upon Daedalus, it is because of their notable achievements that many Fifth Degree postgraduates seek their ambitions elsewhere in the galaxy.

Psionic Index

The Psionic Index is the collective information accumulated by the Psintegrats of the Hedion University since the institution's foundation. An archive of ever-growing teachings and findings about the quantum psionic wave, the Psionic Index is largely restricted, both by public access and by enrolled students, due to the psychological dangers associated with experimenting with advanced psionic abilities. According to the Psionic Index, all psionic powers are divided into three branches; Intrapsionics, Telepsionics, Metaperception. Intrapsionics were psionic abilities that directly manipulated the psions own natural biology, such as augmenting their physical strength or speed. Telepsionics were psionic abilities that affected the universe outside of the psion's physical space, such as non-physical control over the movement of matter or bending energy. Metaperception were psionic abilities that enabled the psion to interact with the universe, and perhaps even through the psiwave itself, on a level beyond the capacity for natural physical life, such as mentally communicating with other psions, or non-physically perceiving energy as an aura.
PSYCHOKINESIS
TELEKINESIS​
Psychokinesis, also known as Telekinesis, is the psionic ability to move, lift, agitate, vibrate, spin, bend, break, or impact matter through the mental focus derived from willpower. Manipulation of energy, such as generating electricity or manipulating electronic energies, pyrokinetic or cryokinetic abilities, and creation of tactile telekinetic fields evident in Fourth and Fifth Degree postgraduates.
TELEPSIONICS
TELEPATHY
EXTRASENSORY PERCEPTION​
Telepathy, also known as Extrasensory Perception/ESP, is the psionic ability to mentally affect the functions of brain, enabling the psion to hear the thoughts of other sapients, scan memories, send thoughts directly to other sapient minds, or affect a sapient's emotional condition.METAPERCEPTION
TELESTHESIA
SECOND SIGHT​
Telesthesia, also known as Second Sight, is the psionic ability to substitute one's natural sense of sight in replacement of using the psyche to mentally perceive various forms of energy. With this ability, psions can "see" biological energy, electromagnetic energy, and psionic energy as "auras". As it is a non-physical form of visualization, psions are also not limited to liner sight, and possess full three-hundred and sixty degree vision. Immunizes psions against optically impairing conditions.METAPERCEPTION
QUANTUM METACOGNITION
OMNICOGNITION​
Quantum Metacognition, also known as Omnicognition, is the psionic ability to directly tap into the PsiWave sense the future, past, or present, although it manifests differently for the desired purpose, and in some cases, are triggered without will or intent. By elevating their metaconsciousness to the plane of the PsiWave, a psion's metaconsciousness is able to "see" a countless series of outcomes of a single event or action. The most resonating, or probable, outcome is what is channeled to the psion's subconscious, then ultimately to their consciousness.

This cycle often manifests in the form of a "flash vision" or rapid happenstance, although is lasting enough to allow a psion to react to what they "see". This psionic ability often makes it appear that psions have supranatural reflexes. Anything significantly affecting the physical or mental state of the psion, such as bodily harm, natural trigger such episodes, causing many Psintegrats to believe this aspect of omnicognition is at least partially an evolutionary survival instinct.

The second manifestation comes in the reverse functionality, in that the psion's metaconsciousness filters a single occurring event or happenstance in a given area or connected to an object, refining and shearing away ambient conscious energies having interacted in the area or with the object. Through this, a psion is able to "see" the past in connection to an object or area in a spectator-esque experience. This was considered one of the most vital skills to master among Anti-Force.

The final aspect is manifest similar to an out-of-body experience, not unlike astral projection or remote viewing. Either with conscious effort or by an event that directly affects the Quantum Psionic Wave. Due to the nature of the PsiWave, distance is an irrelevant issue, thus any psion could sense a major occurrence no matter where in the galaxy it happened to take place.
METAPERCEPTION
PSYCHOMETABOLIC ACCELERATION
BIOAUGMENTATION​
Psychometabolic Acceleration, also know as Bioagumentation, is the psionic ability to enhance the physical traits of the psion's own body. With this power, a psion could greatly increase their strength to being able to punch through durasteel, increase their speed to briefly run vertically, increase their hardiness to endure pressure or force that would kill a normal sentient, and increase their physical performance to enable them to execute supernatural feats, such as jumping several stories in a single bound.INTRAPSIONICS
PHOTOKINESIS
PSIONIC CONCEALMENT​
Photokinesis, also known as Psionic Concealment, is the psionic ability to bend waves of light and particles of photons to render a psion invisible to the naked eye. The capacity to conceal one's self in other frequencies of light exist to trained users of the psionic ability, such as concealing one's self through the infrared or ultraviolet.TELEPSIONICS
SYNETHESIA
PSYCHOSENSORY AMPLIFICATION​
Synethesia, also known as Psychosensory Amplification, is the psionic ability to drastically increase any of a sapient's five natural senses to aggrandized proportions. With this power, a psion could accurately see dozen of kilometers in distance, filter a particular sound from one side of a city to another, or feel vibrations in the air or ground that would pass unnoticed by most sentients. Most psioncs are capable of amplifying only one of their senses at a time.INTRAPSIONICS
 
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Residential Levels

Residential Levels

The residential levels, also called residential cities due to their stark differences, are the distinguished areas of the highly diverse District Three. From lavish estates to miserable slums, the residential levels of District Three possess all manner of living conditions, for better or worse. To the local populace, these levels are typically divided into four segments, beginning with the uppermost cities, dubbed Caelum, to the undercities, called the Crypts. Although used far less often, these terms are occasionally used in reference to segment levels in all areas of Daedalus.

Caelum

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Strikingly beautiful and adorned with aurodim and sapphire, Caelum is where the wealthiest residents of Daedalus reside. Illustrious and captivating, Caelum is nonetheless built on the backs of the lower levels. Caelum is virtually devoid of crime due to CoreGuard's exceptional authorities and significant presence. A vast metropolis restricted almost exclusively to the privileged of Morellian society, Caelum is the only area of residence that citizens of lower levels are barred from entry into. Caelum is also the only level of the residential cities that has firsthand exposure to the fauxsphere. Thus far, only Morellians, Humans, and Near-Humans indistinguishable enough to be mistaken for Humans or Morellians, are permitted to reside in Caelum.

With glittering towers, purified air, controlled temperate weather and full saturation by the fauxsphere, Caelum borders on paradisaical splendor. Although the general cost of living on Daedalus is much higher than most of the galaxy, Caelum is almost bedridden of any not of the exceptionally wealthy class.
Elitism dominated the air of Caelum, and even in the case of non-Morellian residents, aliens are generally barred from acquiring residence, even should they possess the financial status. The only known exceptions of allowance of aliens is in the case of those who are of the "indentured servant" profession.

Void of pollution or environmental waste, Caelum stands tall as the iconic, if intentionally inaccurate and misleading, living conditions available upon Daedalus. The level of Caelum occupy the first one thousand levels of District Three.

RESIDENTIAL AREAS​
"NEIGHBORHOODS"

Empyreus

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The diamond stone of Caelum, Empyreus is the core of highest levels of District Three and the location of the most important families upon the DSC Daedalus. The politically powerful, exceptionally wealthy and highly famed society of Daedalus, virtually all Morellians all make their home within Empyreus, with a comparative exceptional few that dwell in the levels below, namely, Centerpoint City. Life in the area of Empyreus not only delivers the height of shameless luxury, but even living there is considered a status symbol within itself. Indeed many who reside within Empyreus are not even what one would call a "Daedalite" or native of the Daedalus station. Because of the Daedalus' neutral sovereignty, central location in the galaxy and hub into galactic affairs, many galactic celebrities make their homes within Empyreus, including but not limited to athletes, holofilm stars, musicians, artisans, even writers, scientists and chefs. Even in the case of those not living in Empyreus, the area possesses a massive touring course for many to look upon the grandeur estates and mansions. Due to the cultural elements of Transhumanism prevalent upon Daedalus, the only non-Morellian species able to make their homes within Empyreus are Humans or Near-Humans able to pass as Humans, such as Hapan, Echani, Epicanthix, Kiffar, Zeltrons or Lorrdians.

-

 
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Empirical Synthetics

Empirical Synthetics

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Empirical Synthetics is a major corporation of Daedalus, specializing in advancement in bionic replacements and enhancements and multi-degree AI developments, extending from cerebral implants to cybernetic appendages, and especially concerning HRDs. True to their name, Empirical Synthetics deal primarily with experiential developments, such as the breakthrough G2-S product and medically based biomolecular nanotechnology. Empirical Synthetics carry a somewhat controversial reputation for amorality concerning their cybernetic endeavors, although this has largely been overshadowed by their more welcomed reputation as being among the foremost pioneers in heralding the new technologist age.

 

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No Man's Land

No Man's Land

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No Man's Land, also called the Devil's Strip, is the largest and most famous swoop racing track course on Daedalus. Attracting racers from all sectors of the galaxy, No Man's Land is one of Daedalus' largest attractions. This is especially so when its main event, the seasonal cup begins, known as the Devil's Strip (hence its alternate name). Like all swoop courses, No Man's Land is a dangerous thrill, as dozens of racers in modified swoops maneuver the course at almost blinding speeds. Because of this, most species with Human-esque reflexes, unless augmented cybernetically for faster response and reaction times, meet a swift and often fiery end. Nevertheless, No Man's Land is open to all sentients, and much of the gambling in District Five can be attributed to the swoop races. While professionals and thrill seekers often use their own swoops, standard tri-swoops known as the LX-9, are available out of a garage to be rented. Even though the Devil's Strip cup happens one every standard galactic year, No Man's Land continues to be a major, if potentially lethal, attraction.

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Karrde's Tavern

Karrde's Tavern

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Arguably the most popular cantina in District Five and one the prime centers of entertainment on Daedalus, Karrde's Tavern is a public bar with a diverse series of attractions. Spacers, smugglers, tired workers and businessmen, Karrde's Tavern draws all sentients from every walk of life. Karrde's Tavern is divided into only two levels; the smaller top level oversees the lower, and is restricted for VIP patrons. The lower level has almost anything one looking for entertainment could ask for, from dozens of gambling rooms to dance floors to game rooms and even just holoscreens of sporting events for the unwinding patrons. Unlike its undercity counterpart, any form of weapons are banned and Karrde's Tavern possesses vault-esque security. Guards and bouncers are found in-throughout, auto-turrets are dormant and cemented on the ceilings, and security cameras cover all the grounds.
 

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The Emporium

The Emporium

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The Emporium is the unofficial name to describe District Four of the DSC Daedalus. True to its namesake, the Emporium is a major attraction of the DSC Daedalus, featuring commercialism of omnifarious venues. Virtually all companies of commerce that come to set up businesses upon Daedalus are centered in District Four, thus making them a part of the overall spectrum of the Emporium. A fascinating spectacle of corporate dreams and realizations, everything from restaurants to mercenary guilds and from major to minor businesses can be found in the Emporium. All businesses are owned by a major 'mother' company, which is supported by the smaller 'daughter' corporations. In turn, the 'daughter' companies are financially backed by the 'mother' corporations up to a certain degree, thus making a symbiotic relationship. The cycle continues in both directions as virtually all companies fall under umbrella of the DSC Daedalus' megacorporation, as is the case with all the DSCs.

All businesses are branched from other companies and land is leased from one larger company to another. Nevertheless, competition is fierce, relentless and unforgiving; the scene of the Emporium is constantly changing and shifting due to companies being absorbed, dissolved, dividing, branching, and starting up. Corporate 'wars' are very common, and encouraged, among the companies of Daedalus as it spurs industry, commerce and productivity, thus bringing prosperity to all companies, and ultimately to the Galactic Traders Coalition. Even educational endeavors, such as academies, colleges, and the famed Hedion University, are featured attractions of the Emporium. While lacking the presence of District One, the vitality of District Two, the stability of District Three or the entertaining appeal of District Five, District Four's the Emporium serves as the vital nexus of the Galactic Traders Coalition ideals, cutthroat business interactions and liberal commerce laws. Sentients from all sides of the galaxy are constantly drawn to the seemingly infinite offers the Emporium's grand cityscape.

Upon Daedalus, merchants, traders and vendors operating outlets and stores within the Emporium are known as "purveyors".

PURVEYORS

MandalMotors
MandalMotors


Mandos.png




Taking advantage of the new market that opened up when the neutral, commercial, space station Daedalus was constructed, MandalMotors had been quick to move in and set up shop. The Mandalorian company offered many of their products to the civilian market, available to anyone whom had the credits to buy it, or even willing to barter with more exotic technology or rare and precious resources.

Obviously, there were limits to what the Mandalorian company would, and could, sell. Some things were simply too large, too expensive, or too hazardous to produce for the civilian market. Some products were scaled down, or had some of their features removed.

MandalMotors would focus on selling their supreme products to those whom were in need of considerable firepower and personal protection. The best stop for Mercenaries, Bounty Hunters, or others of a less-than-savoury profession.


Personal Arms

bv9cu.jpg

Name: Shuk'trayc "Ripper Gun" Mk.2.

Classification: Energy-propelled slugthrower pistol.

Manufacturer: Mandal Hypernautics, Small Arms Division (formerly MandalTech)

Designer: Carien Bralor.

Magazine/Power Cell Capacity: Solid Slugs x12. Tibanna gas: 60.

Rate of Fire: Semi-Automatic.

Damage: High.

Bolt Colour: Green.

Cost: TBA

Notes: The weapon's discharge, due to it's unique nature, is just as unique, with a loud crackling boom.

Description: A nod to the glory days of the Mandalorian Wars, this strange weapon is the modern version of the ancient 'Mandalorian Ripper', a unique pistol once reserved for Mandalorian officers. Much like the bowcasters of the Wookies, these weapons fire solid projectiles propelled and coated in fields of energy. As a slugthrower, this weapon utterly ignores personal shielding, and provides far more kinetic damage than more conventional blaster weapons. The Ripper, like it's earlier incarnation, gets it's name from the unique effect of the energy-propelled slugs: It superheats an area thanks to the energy coating, before literally tearing it apart with the heavy caliber ballistic slug.

(click here for image)

Name: M-1 Vibroblade

Classification: Light Vibroblade

Manufacturer: Mandal Hypernautics, Small Arms Division (formerly MandalTech)

Designer: Coro Kevara

Length: 17.78 cm (7 in)

Composition: Durasteel.

Power Source: MandalTech P40 Micro Power Cell

Cost: TBA

Description:

The M-1 is lethal, effective, and inexpensive to produce. Like most vibroblades, it uses supersonic vibrations to further enhance its slicing and cutting power, rendering armorweaves and other light body armors more vulnerable to such attacks.

The M-1 is also designed to work as a bayonette for any of the MandalHypernautics Arms.

(click here for image)

Name: Jair'besbe "Shriek Gun" Sonic Blaster

Classification: Man-portable Sonic Blaster Cannon

Manufacturer: Gordarl Weaponsmiths

Designer: Mazzag the Builder

Magazine/Power Cell Capacity: Full power: 8 charges. Stun: 16 charges.

Rate of Fire: Semi-Automatic.

Range: 15 Meters (Optimum), 40 meters (Maximum)

Integrated Systems: Holographic sight, adjustable telescopic stock, under-barrel floodlight, adjustable power level, HUD integration software.

Cost: TBA

Description:

With war between the Mandalorian clans and the Galactic Alliance seeming ever more likely, the Mandalorians reached out to their Geonosian allies for weapons that could counter the Galactic Alliance's Jedi champions. Already masters of the arcane art of sonic weaponry, the choice was easy.

Having experienced combat against the Jedi in the Clone Wars, the designers and engineers sought to refine their old sonic blasters, and make them more suited for non-Geonosian users. The end product was a powerful, semi-automatic, eight round sonic blaster.

With an ergonomic design, telescopic butt-stock, under-barrel floodlight, a stun and tactical setting, the weapon was designed to be as intuitive and user friendly as possible. However, being a sonic weapon, it is clearly a weapon for close quarter battles, but with a wide area of effect.

While a potent weapon, it's effects on an organic sentient can be quite horrific, causing massive internal hemorrhaging, burst eardrums, and even causing massive ocular damage, and have occasionally been known to cause eyeballs to 'pop' in a rather gruesome fashion. While perhaps an undesirable trait for some, it turns an already potent weapon into a highly effective terror tool.

(click here for image)

Name: Hettyc'bev "Burning Spike" Launcher

Designation: HB-6

Classification: Anti-Armor Weapon, Explosively Formed Projectile Launcher

Manufacturer: Mandal Hypernautics, Small Arms Division (formerly MandalTech)

Designer: Coro Kevara

Magazine Capacity: 3

Rate of Fire: Semi-Automatic

Cost: TBA

Description:

The HB-6 was designed as an inexpensive, lightweight, and portable alternative to bulkier anti-armor missile launchers, though it has significantly less range and no tracking capability. The six compact, explosively formed projectile warheads within each round have multiple mini-detonators that can be fired in varying arrangements causing different types of waveform in the explosive. This results in either a long-rod penetrator, an aerodynamic slug projectile, or multiple high-velocity fragments being formed after leaving the barrel. An alternate selector switch is used to prime the individual detonators, allowing the operator to choose which type of projectile is best suited for the current target and environment. Despite its highly heat resistant construction, the launcher is prone to overheating during continuous fire and without a significant cool down period, warping of the barrel and internal mechanisms is possible. A repulsor unit compensates for the intense recoil.

(click here for image)

Name: Traycn'buurenaar "Firestorm" Repeater

Classification: Light Repeating Blaster Rifle

Manufacturer: Mandal Hypernautics, Small Arms Division (formerly MandalTech)

Designer: Shilan Vencu

Magazine/Power Cell Capacity: Tibanna Cartridge (250 rounds)

Rate of Fire: Automatic

Cost: TBA

Description:

A design not unlike the famous WESTAR-M5 of the Clone Wars, the Firestorm is both reliable and powerful. As a light repeater, it was primarily intended to fill the role of a squad support weapon, but not surprisingly, has found much wider use within the Mandalorian ranks as a standard assault rifle. It is lightweight, easy to maintain and operate, and has an extremely high rate of fire. It is also easily modified, allowing operators to both upgrade and add on to the design at their discretion.


Vehicles

mandalorian_speeder2.jpg


Name: Pado-Lisar Combine "PLC" Interceptor

Classification: Combat Speederbike

Manufacturer: Pado-Lisar Combine

Energy Source: RPC-7 Rechargeable Power Cell

Repulsor Type: Continuous Hover (with limited low altitude flight capability)

Hull: Durasteel

Armament: Twin Repeating Blasters (sides), Chaff Launcher (1; rear)

Cost: TBA


Starships


rwing.jpg


Name: Prudii-class "Shadow" Interceptor

Classification: Interceptor Starfighter

Role: Reconnaissance, Escort, Interceptor

Length: 12.4 m

Manufacturer: Mandal Hypernautics

Designer: Coro Kevara

Energy Source: MandalMotors Olar-1B Power Generator

Shield Generator: Yes (military grade module comparable to Alliance, Chiss, and Imperium designs)

Crew: 2

- Pilot: 1
- Astromech: 1

Armament: MandalMotors XA-5 Linked Laser Cannons (2 port wing, 2 starboard wing), Missile Launchers (2 tubes, 6 missiles each; fore ventral), Sensor Decoy/Chaff Launcher (1 aft ventral)

Consumables: 1 week to 1 month (depending on configuration)

Sublight Speed: 120 MGLT

Cost: TBA

Description:

Visually, the Prudii appears to be a cross between two famous Incom starfighters, the X-wing and the A-wing. However, as an interceptor, its specifications are closer to that of the A-wing. Regardless, it is still its own unique design and like most Mandalorian creations, sports a deadly array of weaponry, a powerful weapons capacitor and shield generator, and an equally powerful sublight engine that allows the vessel to keep pace and match even some of the fastest Alliance, Chiss, and Imperial interceptors in both speed and firepower.

Name: Kyramud-class "Assassin" Gunship
Classification: Gunship
Role: Patrol & Fast Attack Craft, Strike Bomber

Manufacturer: Mandal Hypernautics

Designer: Coro Kevara

Energy Source: MandalMotors Olar-2A Linked Power Generators (2)

Shield Generator: Yes (military grade module comparable to Alliance, Chiss, and Imperium designs)

Consumables: 2 months

Cost: TBA

Description:

A fast, highly maneuverable craft, the Kyramud was designed to carry and fire an impressively lethal anti-shield and anti-armor payload at enemy capital ships to cripple or destroy them quickly. It is heavily armed, armored, and shielded and easily configured to fit other roles. Originally a prototype piloted by Al'akaan Corden Vencu, it was eventually mass produced for wide scale use within the fleet.

The two wing-like projections on either side of the central structure fold to the rear upon landing. Besides electronically and mechanical hardware, these wing-like projections also house multiple cargo compartments and ammunition storage areas.

Praxus Pondervan Enterprises
PRAXUS PONDERVAN ENTERPRISES

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To the general consumer, Praxus Pondervan Enterprises is a corporate partnership between Praxus Motors, based in the Lybeya system, and Pondervan Interplanetary Enterprises, a general goods company that vends everything from household goods to militant weaponry.

Beneath the surface, however, Praxus Pondervan is the combination of two subsidiary companies of the Ona’bak Retrade, a criminal corporation that uses stolen or repurposed goods to fund its operations around the galaxy. The two companies were brought together to establish an all-purpose vending installation on the DSC Daedalus. This conglomerated front allows the Retrade to draw business from both legitimate businesses and its illegal enterprises simultaneously, combined within neutral space and available to customers from all walks of life.

Below is a disambiguation of the wares offered at the Praxus Pondervan Daedalus Emporium.


  • COURTESANS
    Available upon request are a line of escorts that vary in cost. A multitude of males and females are available for the paying customer, protected by Praxus Pondervan security forces stationed within the facility. Each courtesan is a professional with a guaranteed service, and as such, the credits are accepted up front. Removing Praxus Pondervan courtesans from the DSC Daedalus is strictly forbidden, and all courtesans are also outfitted with neural implants that, among other features, serve as tracking for Praxus Pondervan to ensure that none leave the station.
  • SLAVES
    These slaves come from a combination of slavers who were careless along their trade routes and bulk purchases to be resold at a later date. They are available in all ages and sizes for any purpose, from general labor to indentured combat to carnal lusts. Selection includes branded and rebranded slaves, as well as unbranded slaves for a higher cost. Prices are negotiable and are decided on an individual basis. All slaves are sold courtesy of Pondervan Enterprises.
  • NARCOTICS
    A myriad of narcotics are available for purchase at the front desk of the Praxus Pondervan emporium. Although these are not normally available in claimed space, they are legally vendible in neutral territory and are available to varying degrees depending on stock and cycle times.
    • Saj
      A hallucinogen of unknown origin, this narcotic is dispensed in a small vial and is ingested by inhaling the fumes produced by the finely-ground powder inside. The powder can be ingested as well for a more extreme intoxication but has a significantly higher risk of causing cardiac arrest.
    • Carsunum
      An intoxicant commonly used as an aphrodisiac throughout the galaxy, popular among clubbers and partygoers everywhere. An orally-ingested liquid often mixed with drinks, carsunum is inexpensive and common throughout the galaxy.
    An array of non-narcotic spices are available upon request as well.
  • VEHICLES
    KLOWN Mk. II
    corporateassaultmechbyf.jpg

    MANUFACTURER: Sathariel Robotics/CEC Shipyards
    MODEL: KLOWN Mk. II
    TYPE: War Droid
    DESCRIPTION: This powerful combat droid is outfitted with medium to heavy artillery and is best suited for the rear divisions of a ground force. It excels at anti-infantry and anti-armor capacities, and can serve a multitude of roles due to its arsenal and armor at the cost of mobility.

    Acquired through a corporate partnership between Sathariel Robotics and Pondervan Interplanetary, these droids are available upon request for prices to be decided by the manufacturer.

    Copperhead-class Assault Shuttle
    SMALLdropship_by_evilchaotic-d3gh9hq.png

    MANUFACTURER: Praxus Motors
    MODEL: PM C-44
    TYPE: Shuttle; Transport/Assault
    DESCRIPTION: This unique craft can serve one of two roles: troop transport, or air assault. It excels at dropping soldiers on the front lines, where its mobility and firepower can be appreciated. The Copperhead-class shuttle makes an excellent all-purpose dropship for mercenary forces and galactic militias alike.

 
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Kiro

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MandalMotors - Emporium

MandalMotors


Mandos.png




Taking advantage of the new market that opened up when the neutral, commercial, space station Daedalus was constructed, MandalMotors had been quick to move in and set up shop. The Mandalorian company offered many of their products to the civilian market, available to anyone whom had the credits to buy it, or even willing to barter with more exotic technology or rare and precious resources.

Obviously, there were limits to what the Mandalorian company would, and could, sell. Some things were simply too large, too expensive, or too hazardous to produce for the civilian market. Some products were scaled down, or had some of their features removed.

MandalMotors would focus on selling their supreme products to those whom were in need of considerable firepower and personal protection. The best stop for Mercenaries, Bounty Hunters, or others of a less-than-savoury profession.


Personal Arms


Manufacturer: Mandal Hypernautics, Small Arms Division.
Production Line: MV Series.
Model: Light vibroblade.
Technical Weapon Designation: M-2 Ehn'kad Vibroblade.
Affiliation: Mandalorians.
Availability: Mass Produced
Modularity:
Composition: Varies. Mass produced models are usually made of durasteel or alum, but custom versions for elite Mandalorian troops may be made of beskar.
Ownership: Mandalorian warriors.
Description:

The M-2 was created as an alternative to the more standard M-1 Vibroblade already in use by the Mandalorians and various mercenaries and bounty hunters. With three cutting edges twisting together into a tapering point, the M-2 is the perfect tool to bleed out one's opponent. To keep the weight down, and to help in the bleeding purposes, each of the three "blades" has several holes located in grooves that lead down to the handle. To increase the weapon's lethality, the Mandalorians included a vibration pack located within the hilt of the weapon, the end of which can be screwed off to make repairs. To ensure a good grip, even when soaked in blood, the metal handle has a waffle pattern.

Classification: Light vibroblade.
Cost: TBA
Size: Small.
Length: 17.78 cm
Weight: Varies: Durasteel and alum versions weigh 1.18 kg.
Ammunition Capacity: Vibro-engine power cell capable of sustained power for 48 hours.
Range: N/A. Melee weapon.

bv9cu.jpg

Name: Shuk'trayc "Ripper Gun" Mk.2.

Classification: Energy-propelled slugthrower pistol.

Manufacturer: Mandal Hypernautics, Small Arms Division (formerly MandalTech)

Designer: Carien Bralor.

Magazine/Power Cell Capacity: Solid Slugs x12. Tibanna gas: 60.

Rate of Fire: Semi-Automatic.

Damage: High.

Bolt Colour: Green.

Cost: TBA

Notes: The weapon's discharge, due to it's unique nature, is just as unique, with a loud crackling boom.

Description: A nod to the glory days of the Mandalorian Wars, this strange weapon is the modern version of the ancient 'Mandalorian Ripper', a unique pistol once reserved for Mandalorian officers. Much like the bowcasters of the Wookies, these weapons fire solid projectiles propelled and coated in fields of energy. As a slugthrower, this weapon utterly ignores personal shielding, and provides far more kinetic damage than more conventional blaster weapons. The Ripper, like it's earlier incarnation, gets it's name from the unique effect of the energy-propelled slugs: It superheats an area thanks to the energy coating, before literally tearing it apart with the heavy caliber ballistic slug.

(click here for image)

Name: M-1 Vibroblade

Classification: Light Vibroblade

Manufacturer: Mandal Hypernautics, Small Arms Division (formerly MandalTech)

Designer: Coro Kevara

Length: 17.78 cm (7 in)

Composition: Durasteel.

Power Source: MandalTech P40 Micro Power Cell

Cost: TBA

Description:

The M-1 is lethal, effective, and inexpensive to produce. Like most vibroblades, it uses supersonic vibrations to further enhance its slicing and cutting power, rendering armorweaves and other light body armors more vulnerable to such attacks.

The M-1 is also designed to work as a bayonette for any of the MandalHypernautics Arms.

(click here for image)

Name: Jair'besbe "Shriek Gun" Sonic Blaster

Classification: Man-portable Sonic Blaster Cannon

Manufacturer: Gordarl Weaponsmiths

Designer: Mazzag the Builder

Magazine/Power Cell Capacity: Full power: 8 charges. Stun: 16 charges.

Rate of Fire: Semi-Automatic.

Range: 15 Meters (Optimum), 40 meters (Maximum)

Integrated Systems: Holographic sight, adjustable telescopic stock, under-barrel floodlight, adjustable power level, HUD integration software.

Cost: TBA

Description:

With war between the Mandalorian clans and the Galactic Alliance seeming ever more likely, the Mandalorians reached out to their Geonosian allies for weapons that could counter the Galactic Alliance's Jedi champions. Already masters of the arcane art of sonic weaponry, the choice was easy.

Having experienced combat against the Jedi in the Clone Wars, the designers and engineers sought to refine their old sonic blasters, and make them more suited for non-Geonosian users. The end product was a powerful, semi-automatic, eight round sonic blaster.

With an ergonomic design, telescopic butt-stock, under-barrel floodlight, a stun and tactical setting, the weapon was designed to be as intuitive and user friendly as possible. However, being a sonic weapon, it is clearly a weapon for close quarter battles, but with a wide area of effect.

While a potent weapon, it's effects on an organic sentient can be quite horrific, causing massive internal hemorrhaging, burst eardrums, and even causing massive ocular damage, and have occasionally been known to cause eyeballs to 'pop' in a rather gruesome fashion. While perhaps an undesirable trait for some, it turns an already potent weapon into a highly effective terror tool.

(click here for image)

Name: Hettyc'bev "Burning Spike" Launcher

Designation: HB-6

Classification: Anti-Armor Weapon, Explosively Formed Projectile Launcher

Manufacturer: Mandal Hypernautics, Small Arms Division (formerly MandalTech)

Designer: Coro Kevara

Magazine Capacity: 3

Rate of Fire: Semi-Automatic

Cost: TBA

Description:

The HB-6 was designed as an inexpensive, lightweight, and portable alternative to bulkier anti-armor missile launchers, though it has significantly less range and no tracking capability. The six compact, explosively formed projectile warheads within each round have multiple mini-detonators that can be fired in varying arrangements causing different types of waveform in the explosive. This results in either a long-rod penetrator, an aerodynamic slug projectile, or multiple high-velocity fragments being formed after leaving the barrel. An alternate selector switch is used to prime the individual detonators, allowing the operator to choose which type of projectile is best suited for the current target and environment. Despite its highly heat resistant construction, the launcher is prone to overheating during continuous fire and without a significant cool down period, warping of the barrel and internal mechanisms is possible. A repulsor unit compensates for the intense recoil.

(click here for image)

Name: Traycn'buurenaar "Firestorm" Repeater

Classification: Light Repeating Blaster Rifle

Manufacturer: Mandal Hypernautics, Small Arms Division (formerly MandalTech)

Designer: Shilan Vencu

Magazine/Power Cell Capacity: Tibanna Cartridge (250 rounds)

Rate of Fire: Automatic

Cost: TBA

Description:

A design not unlike the famous WESTAR-M5 of the Clone Wars, the Firestorm is both reliable and powerful. As a light repeater, it was primarily intended to fill the role of a squad support weapon, but not surprisingly, has found much wider use within the Mandalorian ranks as a standard assault rifle. It is lightweight, easy to maintain and operate, and has an extremely high rate of fire. It is also easily modified, allowing operators to both upgrade and add on to the design at their discretion.


Vehicles

mandalorian_speeder2.jpg


Name: Pado-Lisar Combine "PLC" Interceptor

Classification: Combat Speederbike

Manufacturer: Pado-Lisar Combine

Energy Source: RPC-7 Rechargeable Power Cell

Repulsor Type: Continuous Hover (with limited low altitude flight capability)

Hull: Durasteel

Armament: Twin Repeating Blasters (sides), Chaff Launcher (1; rear)

Cost: TBA


Starships


rwing.jpg


Name: Prudii-class "Shadow" Interceptor

Classification: Interceptor Starfighter

Role: Reconnaissance, Escort, Interceptor

Length: 12.4 m

Manufacturer: Mandal Hypernautics

Designer: Coro Kevara

Energy Source: MandalMotors Olar-1B Power Generator

Shield Generator: Yes (military grade module comparable to Alliance, Chiss, and Imperium designs)

Crew: 2

- Pilot: 1
- Astromech: 1

Armament: MandalMotors XA-5 Linked Laser Cannons (2 port wing, 2 starboard wing), Missile Launchers (2 tubes, 6 missiles each; fore ventral), Sensor Decoy/Chaff Launcher (1 aft ventral)

Consumables: 1 week to 1 month (depending on configuration)

Sublight Speed: 120 MGLT

Cost: TBA

Description:

Visually, the Prudii appears to be a cross between two famous Incom starfighters, the X-wing and the A-wing. However, as an interceptor, its specifications are closer to that of the A-wing. Regardless, it is still its own unique design and like most Mandalorian creations, sports a deadly array of weaponry, a powerful weapons capacitor and shield generator, and an equally powerful sublight engine that allows the vessel to keep pace and match even some of the fastest Alliance, Chiss, and Imperial interceptors in both speed and firepower.

Name: Kyramud-class "Assassin" Gunship
Classification: Gunship
Role: Patrol & Fast Attack Craft, Strike Bomber

Manufacturer: Mandal Hypernautics

Designer: Coro Kevara

Energy Source: MandalMotors Olar-2A Linked Power Generators (2)

Shield Generator: Yes (military grade module comparable to Alliance, Chiss, and Imperium designs)

Consumables: 2 months

Cost: TBA

Description:

A fast, highly maneuverable craft, the Kyramud was designed to carry and fire an impressively lethal anti-shield and anti-armor payload at enemy capital ships to cripple or destroy them quickly. It is heavily armed, armored, and shielded and easily configured to fit other roles. Originally a prototype piloted by Al'akaan Corden Vencu, it was eventually mass produced for wide scale use within the fleet.

The two wing-like projections on either side of the central structure fold to the rear upon landing. Besides electronically and mechanical hardware, these wing-like projections also house multiple cargo compartments and ammunition storage areas.
 
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Tribunal Power

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[Emporium] Praxus Pondervan Enterprises

PRAXUS PONDERVAN ENTERPRISES

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To the general consumer, Praxus Pondervan Enterprises is a corporate partnership between Praxus Motors, based in the Lybeya system, and Pondervan Interplanetary Enterprises, a general goods company that vends everything from household goods to militant weaponry. The two companies were brought together to establish an all-purpose vending installation on the DSC Daedalus. This conglomerated front allows the company to draw business from both legitimate businesses and its illegal enterprises simultaneously, combined within neutral space and available to customers from all walks of life.

Owned by CEO Lorelei Melrava, PPE was once a subsidiary of the Ona'bak Retrade. Once the Retrade faded from the galaxy to give rise to the Hutt Cartel, PPE became the personal project of its creator, and Ms. Melrava ensured that the company survived to continue to draw revenue. It became a more private entity, disconnected from the Retrade and the Cartel, free to do legal business across the galaxy.

Below is a disambiguation of the wares offered at the Praxus Pondervan Daedalus Emporium.


  • COURTESANS
    Available upon request are a line of escorts that vary in cost. A multitude of males and females are available for the paying customer, protected by Praxus Pondervan security forces stationed within the facility. Each courtesan is a professional with a guaranteed service, and as such, the credits are accepted up front. Removing Praxus Pondervan courtesans from the DSC Daedalus is strictly forbidden, and all courtesans are also outfitted with neural implants that, among other features, serve as tracking for Praxus Pondervan to ensure that none leave the station.
  • SLAVES
    These slaves come from a combination of slavers who were careless along their trade routes and bulk purchases to be resold at a later date. They are available in all ages and sizes for any purpose, from general labor to indentured combat to carnal lusts. Selection includes branded and rebranded slaves, as well as unbranded slaves for a higher cost. Prices are negotiable and are decided on an individual basis. All slaves are sold courtesy of Pondervan Enterprises.
  • NARCOTICS
    A myriad of narcotics are available for purchase at the front desk of the Praxus Pondervan emporium. Although these are not normally available in claimed space, they are legally vendible in neutral territory and are available to varying degrees depending on stock and cycle times.
    • Saj
      A hallucinogen of unknown origin, this narcotic is dispensed in a small vial and is ingested by inhaling the fumes produced by the finely-ground powder inside. The powder can be ingested as well for a more extreme intoxication but has a significantly higher risk of causing cardiac arrest.
    • Carsunum
      An intoxicant commonly used as an aphrodisiac throughout the galaxy, popular among clubbers and partygoers everywhere. An orally-ingested liquid often mixed with drinks, carsunum is inexpensive and common throughout the galaxy.
    An array of non-narcotic spices are available upon request as well.
  • VEHICLES

  • WEAPONS






  • ARMOR


  • DEFENSE SYSTEMS

 
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Paragon

PARAGON

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Paragon Security (stylized as "PARAGON") is a privately funded mercenary corporation based out of DSC Daedalus that provides security detail to various buyers across the galaxy. As with most "security" organizations, Paragon is restricted from operating upon or within the sovereign territory of Daedalus or any territories of the Galactic Traders Coalition, and are only able to negotiate business dealings upon the station. Founded almost a century ago by retired mercenaries from the marginally publicized Void War within the largely uncharted territories of the Unknown Regions, thousands of soldiers called to largely uncharted space were quickly found without work in a galaxy at relative peace. Repurposing themselves to the changing times, nearly twenty thousand mercenaries united under a single banner to consolidate their efforts of using their particular skills to continue their way of life and make a living. Since then, Paragon has become one of the largest mercenary corporations in the galaxy, being found as hired "private security" by criminal and legitimate organizations alike.

The mercenaries of Paragon come from all sides of the galaxy and so long as they abide by the corporation's standards, virtually anyone is permitted access after routine background checks and evaluations. This has allowed Paragon to expand in numbers exponentially over the century, attracting both war veterans and rookies alike. As true soldiers-for-hire, Paragon mercs go to wherever they can find credits without discrimination; while rare for obvious reasons, it is nonetheless not wholly uncommon for Paragon mercs to find themselves pitted against others of their very guild by rivaling contractors. Paragon mercs are typically hired by squads or battalions, which are prearranged by the upper echelon of the organization to either balance teams or specialize them; it's not uncommon for mercs of Paragon to be assigned to more than one team depending on the conditional needs of a contractor.
 

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Maur Howins Stadium

Maur Howins Stadium

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The Maur Howins Stadium (named after Maur "Hyperspace" Howins, widely considered to be the greatest smashball player in modern galactic history), also known as the Hyperspace Arena, is one of the most famed smashball holostadiums in the galaxy, and is the home of the smashball team known as the Terminian Starblades. Programmed with over sixteen different environmental scenarios, from the simulation of sprays of magma to the bitter frost of a blizzard, with maximized reality projection due to a series of hard-light holographic projectors and a small scale climate control system, the Maur Howins Stadium is one of the favored attractions of the DSC Daedalus. A harsh and violent spectator sport, all smashball players wear specially designed exosuits to protect them from the impact of player vs player collisions, hence the namesake of players smashing into one another.

With their physiology augmented by fitted exoskeletons, and the fields often holographically modified to differing terrains, smashball is regarded as one of the most intense non-banned sports in the galaxy, especially within the Outer Rim Regions. Since its foundation, the Hyperspace Arena has been the site of some of the closest smashball games in modern history. In addition, the Hyperspace Arena is also unique in that it is the only location where teams from across the galaxy may compete. Although the vast majority of smashball teams are from the territories of the Galactic Alliance, some teams exist within the Sith Imperium; thus many championship games are held exclusively upon the Daedalus. Many teams, such as the Corellian Dreadnaughts, the Tatooinian Dragons and the Skull Crackers regularly play at the Maur Howins Stadium.

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Rip "Iron One" Calkin (V) of the Terminian Starblades
 

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Centerpoint City

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The most populated area of District Three in its entirety, Centerpoint City (or simply Centerpoint) refers to the series of megalopolises that make up the residential levels where most citizens of Daedalus reside. Although lacking the lavish appeal of Caelum, Centerpoint is considered to be an optimal place of living, as CoreGuard exercise significant authority there. Beneath the shining upper cities above in Caelum, Centerpoint is the only other level to receive light from the fauxsphere, although it is secondhand and at its brightest, equates more to a measure of "daylight" similar to noon or midmorning, before artificial nightfall.

Very little land is available to be purchased privately in Centerpoint, and thus there are virtually no family estates, lands, or even personal houses throughout the levels. Instead, the entire living standards are made up of apartments complexes, although some large and relatively lavish condominiums are available to those of the upper middle class. These are few and scattered due to the fact that most residents of the "proper species" - mainly Humans or Morellian social deviant - opt to move their residence to Caelum at their earliest opportunity.

Access through Centerpoint City is long, difficult, and taxes the patience of most sentients due to the sheer congestion. Traffic is dense, both in the skyway lanes and on tactile streets. Many species could be found in Centerpoint, although Morellians and Humans still occupied the majority. While they did indeed operate in Caelum more than any other level, CoreGuard plazas were most numerous on the Centerpoint levels, and thus Centerpoint often had adequate protection, supervision and law enforcement. Centerpoint occupies the following two thousand levels of District Three.

RESIDENTIAL AREAS​
"NEIGHBORHOODS"
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The Bowels

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Slums and ghettos, refugee centers and homeless shelters, all these permeate the Bowels. Far from the glamor of Caelum and contentment of Centerpoint, the Bowels is the centerpiece of desperate living conditions and struggling families, and a significant change of scenery from the upper levels. CoreGuard's minimal presence is no secret, and has thus allowed gang activity to thrive, despite the location. Most criminals native to Daedalus began life in the Bowels. The Bowels is less densely populated than Centerpoint, but has significantly more diversity.

Aliens dominate the Bowels, with Humans taking the relative minority, and Morellians there being virtually non-existent. This is the most brazen, if properly concealed, evident demonstration of Morellian Transhumanism as it was often the case that the Bowels came to be inhabited by induced population regulations for aliens. Unlike the upper levels of Caelum and Centerpoint, the Bowels are almost entirely enveloped in perpetual night, resulting in a higher recurrence of psychological and emotional instability. For centuries, the Bowels was the only residential level that had suicide rates among civilians.

Only select areas of the Bowels received the artificial sunlight from the fauxsphere of the upper levels. Such locations were often considered to be the best the Bowels had to offer, and such locations were quickly dominated by organized criminal empires, most recently being Ksz'kask, the Rattataki Mob. Outlawed or unlicensed, and thus technically criminal, elements permeate the Bowels, such as unregistered prostitution, illegal drug trafficking, smuggling operations, gang wars and violence, and even the more gruesome "sentient harvesting".

Filthy, ill-maintained and degenerated infrastructure, the Daedalus Administration often choose to turn a blind eye to the happenings, as generations of neglect and willful ignorance have resulted in many officials looking upon the Bowels as a lost cause. And as off-worlder settlers (especially of alien species) are typically forbidden unto Caelum and usually cannot initially afford the costs of living associated with Centerpoint, the plight of the Bowels is unlikely to change any time soon. The Bowels occupy the following two thousand levels of District Three.

RESIDENTIAL AREAS​
"NEIGHBORHOODS"

Wülfhaven

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The purest expression of desperation, poverty and disillusionment, Wülfhaven can be seen as the worst living conditions the Bowels of Daedalus has to offer. As the epicenter of homelessness and starvation, survival by any means necessary is the norm of the mentality, and it was in these conditions that allowed the already hardened Iegoians to cultivate their instincts and evolve, or perhaps devolve, into the menace they have become. Run down, broken and mired in filth and pollution from the higher levels, Wülfhaven represents a series of dreading levels, which come with an even more terrible price of living. With streets filled with fear, the Ghost Reavers dominate Wülfhaven with an almost otherworldly terror, which is both supplemented by urban legend and reality. Home invasions, sexually-based crimes, grand theft and kidnapping are among the many realities and conditions residents of Wülfhaven are forced to bear. Myths of Ghost Reavers haunting a person's dreams before said person or person's family would become their target has also invoked mass hysteria and horror among those living there, as the hard way of life causes many to bear nightmarish dreams concerning them, and thus spreading the fear invoked of them. Even before the Ghost Reavers had occupied the levels, Wülfhaven had been considered a lost cause in terms of aid or rehabilitation. Since the current take over however, Wülfhaven has been considered to be a lost territory to gang violence and dissension.

The Deadlands

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The Deadlands, also nicknamed the Vault, the Cage, and the Prison, is the only known area of Daedalus that is truly considered to be cut-off from the "outside world". Originally a crime infested series of levels, the Deadlands became the staging ground for the immigration of the Legionnaires. Initially, the Legionnaires were seen as heroes, as early attempts by the local gangs to shake them down resulted in their near total-annihilation. In light of their actions, many petitions from the residents of the Deadlands were sent to the Legionnaires in hopes of Imperial action. The result came as was intended, and in only a few months, gang activity within the Deadlands had gone from ubiquitous to a drastically reduced 90%. Over time, however, the Legionnaires began enforcing more and more executives as a means of managing and preventing crime, eventually bordering total martial law such as curfews, conscription, area restrictions, home searches, and even interrogations. As their territories grew larger, their possession of the Deadlands, then their new-found purpose in duty, became more and more centered to them. Still possessing their advanced Imperial technologies and in an attempt to isolate their "secure peoples", the Legionnaires set up a series of sensor networks and jamming stations, which broadcast a frequency of electromagnetically charged fields. This resulted in a near total shut-down of all non-Imperial technologies more advanced than speeder navcomps and basic utilities. Communication became completely blocked, as did transmissions and even spacial sensors. Electronically speaking, the levels were "blacked out" - electronically dead lands. Since their take over, no sapients had been allowed out of the Deadlands, and any who happen to enter their territories by mistake never return.

New Cauldron

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A "red light district" capitalizing on the lust, impatience glamor and allure of the Rattataki Mob's lifestyle and achievements, New Cauldron, named after the legendary Rattatak gladiatorial arena, is the re-named series of levels that once served as the nameless origin of Uriah's original Ksz'kask. Gluttonous and appealing to every desire any sentient could fester, New Cauldron is utterly congested with the Rattataki Mob, whose lavish lifestyles come at the severe and weighty cost of the sentients living there. Nicknamed the "Ground of Kings", the Rattataki Mob were once considered virtually untouchable within New Cauldron, even by CoreGuard, although the latter had never been truly tested. As the ground zero for the Rattataki "immigrants" that arrived with Uriah and the Ksz'kask, New Cauldron has the single greatest concentration of Rattataki in the entire premises of Sector 339, aka the Rattataki Sector. New Cauldron stood out amongst almost the entirety of the Bowels for many reasons and factors, most notably being the grandeur - if costly and exclusive - living conditions.

 

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The Crypts

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Technically not even living quarters to begin with, the overpopulated lower areas of the Bowels and the escalating gang wars crumbling those caught in the crossfire has forced some sentients into such desperation, they situate themselves so far beneath the highest towers that they live in the areas known as the Crypts. Largely consisting of maintenance corridors, engineering rooms, and other mechanical system interfaces that have restricted tram systems to the other "Bowels" of the districts, the Crypts represent the worst, if not intolerable, living conditions the Daedalus has to offer, far hidden from the eyes of the rest of the galaxy.

Unlike the levels above, homes located in the Crypts are not occupied by residents, but by the worker staff whose homes are situated nearby their work stations in apartments, which are shielded and filtered. Also unlike the above level of the Bowels, crime is significantly lower, and often restricted to black markets, illicit trading and the like. Violence is rare and sporadic, and access via normal means is restricted. However, the prevalence of illegal residents in the Crypts easily proves that there are alternate ways into these depths.

Unprotected and exposed to the vile pollutions, coarse waste products and defiled air supply, non-worker survival of the Crypts is considered to be an astonishing feat in and of itself. Most forced into the Crypts perish within weeks to months, and those that do survive are often sickly and weakened both mentally and physically by the unnatural elements there. The Crypts make up the last one thousand levels of District Three.

RESIDENTIAL AREAS​
"NEIGHBORHOODS"
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Sharp Heavy Industries, Ltd.

Sharp Heavy Industries, Ltd.

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Company NameSharp Heavy Industries, Ltd.
Company HeadquartersDSC Daedalus.
Key Executives
Branch Locations
  • Corellia
  • DSC Daedalus
  • Nar Shaddaa
  • Hoth
  • Naboo
Company Description'Sharp Heavy Industries', or just Sharp Industries was founded by Yuri Sharp in 1013 ABY. As part of the 'Galactic Traders Coalition' it is an independent company with its headquarters on board the DSC Daedalus itself.
It deals in the production of land and air speeders, speeder bikes or swoops, and to a lesser extent datapads and combat gear. It also has a small but well funded R&D department.
Number of Employees45000
  • Corellia - 7500
  • DSC Daedalus - 3500
  • Nar Shaddaa - 15000
  • Hoth - 7000
  • Naboo - 10000
Community InvolvementSharp Industries sponsors Professional swoop rider Re'gi Alvanti.
Company AwardsN/A.
Organizational AffiliationGTC
ProductsVehicles
Misc
 
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