Interdictor's Equipment and Characters Toolbox

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46

energycap.jpg

ENERGY ABSORPTION CAPSULE

AFFILIATION
Open Market

MANUFACTURER
Various manufacturers

TYPE
Droid modification
POWER SUPPLY
Droid power

SENSORS
N/A

SIZE
Similar size to the thermal detonators worn by Imperial stormtroopers

COMPOSITION
Durasteel, electronic parts

DESCRIPTION
Power absorption capsules were originally designed for droids working in environments with regular energy discharges, such as planets with stormy atmospheres. However, during a Sith attack on an energy processing facility, the invades found that, to their chagrin, the droids seemed to be relatively unaffected by their lightning attacks. It was discovered that the capsules were absorbing the energy from the Sith lightning, preventing it from knocking out the droids. Ironically, the first to utilize such technology was certain Sith cults and sects, who attached them to training droids to prevent unnecessary damage.

Energy absorption capsules start dark, and as they absorb energy, they brighten to a blue, and, as a capsule begins to overload, it changes to a yellow-gold color, and then darkens to a threatening red as it nears the critical overload point. Although the capsule slowly transfers energy to the droid's energy core, it will happen over a matter of hours and will not prevent an overload. When the capsule reaches the critical overload point, it will explode and unleash a power similar to a fragmentation grenade burst. A capsule will overload when faced with sustained energy discharge (more than two rounds of continuous lightning).

Energy absorption capsules cannot absorb or reduce the damage tfrom blasters or similar weapons. Droids equipped with one of these capsules will experience sensor malfunction when hit with lightning or similar discharges, instead of major system failure. Although these capsules are not ruinously expensive, they are expensive enough that only droids who often come into contact with Sith or lightning strikes would have any use for one.

LEGALITY
Semi-restricted. Although it is not by design a weapon, some people may add these to droids with the intent of purposely overloading the capsule and using the droid it is equipped to as a suicide bomb. Thus, such technology requires certain licenses, although that rarely stops those with more sinister motives.

INTENT
To create a modification allowing droids to survive Sith lightning similar to organic beings without getting instantly fried.

RESTRICTIONS
A droid can only be equipped with one of these at a time. In addition, these cannot be used as grenades. Energy absorption capsules cannot be used as starting equipment for droid characters, and their procurement must be roleplayed out in a thread or threads.


 
Last edited:

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46


ASHLA MENDAL

AGE

► 15
SPECIES
► Twi'lek
HEIGHT
► 5' 3''
WEIGHT
► 126.5 lbs
EYE COLOR
► Purple
HAIR COLOR
► N/A
HOMEWORLD
► Thule
GENDER
► Female, She/Her
FACTION
► Sith Order
RANK
► Sith Acolyte
FORCE SENSITIVITY
► Yes
BIOGRAPHY
Ashla Mendal was born into an upper-class family on Thule. Her father was a Sith Champion, so her path was fairly cemented from the beginning. Her mother, however, did not wish for her daughter to become a Sith, and Ashla was kept awake late into the night by her parents' arguing. This only served to confuse Ashla, who couldn't see any issue with being a Sith. Finally, her mother vanished one day without a trace. Ashla was devastated and angry, partially at her father for arguing, partially at her mother for leaving, and partially with herself for failing to predict this disappearance. She vowed to herself that she would train as hard as she could and discover the fate of her mother. She officially joined the Order at the age of nine, and underwent normal Acolyte training.
Personality
Ashla is energetic and enthusiastic, always ready to explore and learn. She enjoys singing, humming, reading, or tinkering with her Sporthooper whn not on a mission or training. However, she often goes woth her gut and emotions first and practicality/efficiency second. Ashla also has a very dark sense of humor.
Skills
Ashla's Force manipulation and lightsaber skills are average for her rank. She is, however, an excellent singer, mechanic, and pilot. Her cooking skills are quite poor and amount to cooking prepackaged ramen.
Equipment
+XI-7 Sporthopper starhopper, modified with an astromech socket, light concussion missile launcher, and two light lasers (total of -10 MGLT, decreasing speed to 105 MGLT)
+BA-10 astromech named Zee
+Red lightsaber
+Jedi utility belt and associated content
+Misc. clothing
+SB-17 combat fusioncutter
+Armor
Header


[/justify]
Relationships


Key
Unfriendly/Enemies
Dislike
Neutral
Friendly
Family
Love Interest/Crush

Relationships
Stephen (NPC) (Father)-Family/Neutral
Alima (NPC) (Mother)-Family/Friendly

Threads

    • Title ― Description ― • Thread Status
    • Title ― Description ― • Thread Status
 
Last edited:

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46

simon-coles-incom-t-51-005.jpg

T-51/B STRATEGIC BOMBER

AFFILIATION
Open Market

MANUFACTURER
Incom Corp.

CLASS
Starbomber

ROLE
Strategic bomber/dropship

COMPOSITION
Doonium and Durasteel

DIMENSIONS
Length - 28 meters

CREW
1-6

PASSENGER CAPACITY
2 (20 with remodeled dropship variant bomb bay)

CARGO CAPACITY
400 kg (8 standard tons with cargo variant)

HANGAR CAPACITY
N/A

CONSUMABLES
5 standard weeks

SPEED/MANEUVERABILITY
The T-51/B heavy bomber and its variants have a top speed of 70 MGLTs and sluggish maneuvering characteristics.

ARMAMENT

EQUIPMENT
  • 1x Class 2 hyperdrive
  • 1x medium-range communications suite
  • 1x medium-range sensor suite
  • 1x advanced ordnance targeting suite
  • 1x heavy deflector screen generator
  • 1x navicomputer

DESCRIPTION
Near the end of the Clone Wars, the GAR found that the Y-Wing's payload, although plentiful, was inadequate for the large-scale bombing of cities and large fortifications. Thus, Incom was contacted, and the corporation quickly designed the T-51/B, which was subsequently put into production. Visually, it looked something like an oversized ARC-170, but the T-51 was far more durable. The bomber could take a direct hit from a heavy turbolaser and keep going (albeit with severe damage), survive withering fire that would fry even the best Y-Wings…and still deliver its payload over the target. Crews quickly fell in love with the robust, reliable, lethal, and easily maintainable bomber. The only real complaint was also a big one: crew comfort and ergonomics. Three of the six-man crew were cramped together in the relatively small cockpit: the pilot and co-pilot sat side by side in front of the controls, while directly behind the pilot, the navigator was seated with his back towards the cockpit window, hunched over his own controls. The hatch to exit the cockpit was next to the navigator, and the close confines of the cockpit often resulted in much cursing and grunting whenever one of them had to exit or enter. Another awkward feature was that the navigator was required to plot hyperspace courses and input them into the navicomputer.

Crew safety was a priority, however. Each major compartment of the ship (bomb bay, cockpit, turrets, etc.) had an airlock in the place of a normal door. This was to ensure that, in the event one of the areas was compromised by an explosion or some other damage, the rest of the ship and crew would be safe from the vacuum of space. Said airlocks would also lock up in the event of a hull compromise to avoid crew accidentally trying to enter damaged areas. There was also a small crew rest section behind the bomb bay, which contained two bunks and a small autocooker. Passing through the bomb bay required going over a small bridge with railings. When the bay doors were open, the bomb bay could not be accessed.

The T-51/B also had two variants: the T-51/D (dropship variant) and the T-51/C (cargo variant). The T-51/D was created during the Imperial era, and replaced all of the bombs with seats. With this new setup, twenty fully armed and armored troopers could (in extremely cramped and uncomfortable conditions) be housed in the bomb bay and 'dropped' by jumping out the bay doors. The cargo variant replaced the bombs with eight tons worth of cargo space and welded the bomb bay doors shut. Cargo was instead accessed from the front of the bomb bay, where a new door was installed. All variants appear almost exactly the same externally.

Although the T-51/B was quickly phased out of service by the new Galactic Empire, many found a new life among the Alliance to Restore the Republic, which utilized many of these bombers and created the T-51/D and T-51/C variants. Almost a thousand of these bombers were acquired by the Alliance and were used well into the New Republic Era. They were put into production again with little to no modifications during the First Order-Resistence War and saw widespread use. Although not exactly common in the modern era, they are not rare either, and one can find ships of this type for a modest price and in good condition with a little searching.

LEGALITY
Heavily restricted. The T-51/B and its variants are clearly and undeniably heavy combat starships capable of singlehandedly flattening even sizeable groups of ground forces and large structures. Their very presence will result in intense scrutiny by authorities.

INTENT
To create a different flavor of heavy starbomber and add another dropship to the fanon.

RESTRICTIONS
The T-51/B and its variants are heavy combat starships, and PCs cannot own them individually. They can be acquired by a group of two or more PCs who roleplay together often or as a faction asset.

simon-coles-incom-t-51-004.jpg
simon-coles-incom-t-51-008.jpg
simon-coles-incom-t-51-012.jpg
 
Last edited:

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46


KIMI BASTIAN

AGE

► 26
SPECIES
► Togruta
HEIGHT
► 5' 6''
WEIGHT
► 163 lbs
EYE COLOR
► Light blue
HAIR COLOR
► N/A
HOMEWORLD
► Raxus
GENDER
► Female, She/Her
FACTION
► Jedi Order
RANK
► Jedi Knight
FORCE SENSITIVITY
► Yes, trained
BIOGRAPHY
Kimi Bastian. Soldier, commando, Jedi. Much has changed for her in her twenty-six years of existence. Born on Raxus, she grew up surrounded by the Empire. Her father always tried to ensure that Kimi gained knowledge of history and the non-Imperial galaxy, but despite this she enlisted in the Imperial armed forces at the age of seventeen. After being deployed to several fronts over the course of two years and proving her worth several times over, she was selected for commando training. After another two years of some of the most extensive and grueling training ever, she 'graduated' and was attached to a squad. However, on a mission a year later, Kimi was left for dead after she was caught in an explosion. Her leftarm was injured beyond repair and had to be replaced with a bionic arm. Finally, she was able to return to the Empire but was immediately discharged with a meager pension because her bionic arm was 'not to Imperial specification.' Shocked and angry that the Empire would toss her out so casually when she was still combat-capable, Kimi wandered until she was met by a Jedi, who identified her Force sensitivity and took her in as a Padawan. Due to Kimi's previous and extensive training allowed her to become a Knight in an unbelievably short time. She has an old tattoo on her right shoulder from her commando days: the Imperial roundel with her identity code above it: IC-0236. She always tries to conceal her tattoo when possible and always wears a glove over her bionic arm. The fact her left arm is mechanical is not a commonly known fact.
Personality
Kimi generally tries to maintain a mysterious but practical outer personality, but this facade sometimes cracks to reveal a much more artistic, quiet, and kind person, a side of her buried deep by her superiors and her unforgiving training. However, she has a temper comparable to a switch. She is an expert at maintaining her composure, but push hard enough and she will eventually snap. And for her, snapping means lashing out hard and at the nearest available output of her anger. Kimi has no in-between, She is either calm or full wraith mode.
Skills
Being trained as a commando, Kimi is proficient in using almost all types of weapons and is also an excellent hand-to-hand combatant. However, her mechanic skills are limited to small, temporary field repairs. She can survive in almost any environment with adequate equipment and can go for weeks on meager food and water supplies. Her cooking skills amount to preparing combat rations. Her lightsaber combat skills are above average, but her Force skills leave something to desire, and her ability to manipulate it with her bionic arm is even worse.
Equipment
+Purple lightsaber
+Jedi robes and misc. clothing
+T-65B X-Wing
+Vibroknife (2x)
+Thermal detonators (4x, on utility belt)
+Jedi utility belt and associated content
+R-3 astromech named R3-N1 or 'Nen'
+Light armor
+E-11D blaster rifle
Header

xN9sgWq.png


    • Title ― Description ― • Thread Status
    • Title ― Description ― • Thread Status
 
Last edited:

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46

img-6431.jpg

KIMI BASTIAN'S ARMOR

TYPE
Medium Armor

COVERAGE
• Torso: Armorweave underlay
• Back: Armorweave underlay
• Lower Arms: Beskar gauntlets and knuckle plates
• Upper Legs: Armorweave skirt
• Lower Legs: Beskar shin guards and foot plates

FUNCTIONS
Function 1: Armorweave Underlay
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high-velocity impacts, with only a small amount of bleed-through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (for example, Cape + underweave) provides no additional effect.
Function 2: Grapple Line
  • Grapple lines are capable of supporting the weight of 1-2 people and can launch up to ranges typically up to 15 meters away. Once no longer in use, they are detached from the launcher and left behind. While hand-held grapple guns are capable of auto-winching, armor or wrist-mounted devices lack this ability. Grapple lines must be manually activated and controlled by a button or switch.
Function 3: Function: Utility HUD
  • Reads atmosphere composition, detects toxins, and has a 4x magnifier, rangefinder, and compass.

DESCRIPTION
Kimi's 'armor' can be more accurately described as robes. The armor is designed to allow mobility and protection while still being inconspicuous. The main part of her body is protected by armorweave, while her lower legs and forearms are protected with beskar armor stolen from a Mandalorian Kimi killed during her time as a commando. The right gauntlet has been modified to incorporate a grapple line on the right wrist, which is controlled by two buttons on the gauntlet: one to launch/detach and one to retract. The left gauntlet, however, is different: it incorporates a small, flip-up HUD function. The wrist HUD has all of the functions of a standard HUD but is mounted similarly to a watch. When flipped up, all functions are available and can be switched through via two buttons on the gauntlet. When flipped down, only the compass, atmospheric composition, and toxin detection options are available. The clothing is moisture-wicking, and the cloak is waterproof. The shoes are extremely light and comparable to extra-durable water shoes.

LEGALITY
Legal. This armor does not include a full-face helmet, restricted devices, or weapons and can pass for a standard piece of clothing in almost all situations.


 
Last edited:

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46
wcw-400x400.png



Function: Thermal Regulator Suit
  • Thermal regulator suits are shirt-like vests that contain water tubes. These tubes allow either cold or hot water to flow across the body, regulating tempature. The water temperature is regulated by a small (brick-sized) box that uses sensors to detect both tye wearer's temperature and the temperature outside. Cooling suits provide no actual armor protection, although the tubes are quite durable. The suit has a battery life of 72 hours and can be recharged by solar power via a small panel on the regulator box.

Force User Compatible?: Yes

 

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46

d8il8v3-c0e06126-3823-4d48-a9b1-a1fdc431c6b8.png

ASHLA MENDAL'S MEDIUM ARMOR

TYPE
Medium Armor

COVERAGE
• Torso: Duraplast breast/upper abdomen plate
• Back: Duraplast backplate
• Upper Arms: Duraplast upper arm plates
• Lower Arms: Duraplast gauntlets
• Upper Legs: Duraplast thigh plates and codpiece

FUNCTIONS
Function 1: Armorweave Accessory (Cloak)
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
Function 2: Grapple Line
  • Grapple lines are capable of supporting the weight of 1-2 people and can launch up to ranges typically up to 15 meters away. Once no longer in use, they are detached from the launcher and left behind. While hand-held grapple guns are capable of auto-winching, armor or wrist-mounted devices lack this ability. Grapple lines must be manually activated and controlled by a button or switch.
Function 3: Computer Spike
  • Computer spikes are used to forcibly decrypt or unlock computer terminals. Most civilian systems can be cracked in one posting round, while most military or hardened systems take two or more.
Function 4: Environment Suit
  • While it is not rated for extended exposure to extreme hazards, this body suit (when combined with an enclosed helmet) can protect the wearer's body from the effects of environmental and weaponized toxins and similar hazards for up to 5 posting rounds.

DESCRIPTION
Ashla's armor is designed to be relatively light while maintaining good protective value, and was gifted to her by her father when she became an Acolyte. It contains a computer spike in the left gauntlet, a grappling cable launcher in the right, and an armorweave cloak to protect against shrapnel and knives. The armor also has a environmental undersuit that is compatible with most helmets (although the armor does not come with one). The left gauntlet also has a small computer, allowing Ashla to access her private files, the holonet, and information on the area.

LEGALITY
Legal. Although there is nothing inherently illegal about this armor, it is worn by a Sith, so…yeah.


 
Last edited:

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46


MORI ATELL

AGE

► 17
SPECIES
► Twi'lek
HEIGHT
► 5' 4''
WEIGHT
► 142 lbs
EYE COLOR
► Dark purple
HAIR COLOR
► N/A
HOMEWORLD
► Ryloth
GENDER
► Female, She/Her
FACTION
► Jedi Order
RANK
► Jedi Padawan
FORCE SENSITIVITY
► Yes (trained)
BIOGRAPHY
Like many Twi'leks born on Ryloth, Mori started life as a slave. At the age of thirteen, she was reassigned by her owner from dishwashing to being a waitress in a cantina, where many of the patrons verbally abused her. Her owner, however, had enough sensibility to prevent the guests from getting handsy with her (although many tried). Two years later, at the age of fifteen, she was sold to a low-ranking Hutt as payment for a debt. However, soon afterward, the Hutt's compound was raided by an enemy faction and subsequently struck by an orbital bombardment. Mori barely escaped with her life but was severely injured. She would most likely have died, but a Jedi Knight named Fex found her about a half mile away from the now-obliterated palace. He took her to his ship and healed her, and while calming her sensed her Force sensitivity. After taking a blood test to confirm, he took her in as his Padawan.
Personality
Mori is normally jumpy, nervous, and over-apologizing for even the slightest mistake, all side effects of being a slave. She also has confidence issues and considers herself a failure. She has a lot of 'street smarts' that come from watching those of all walks of life pass through the cantina and Hutt compound and is an expert at discerning lies from truth. She is of relatively high intelligence, but, like most of her skills and personality, it is hindered by her nervousness.
Skills
Mori's Force manipulation skills and lightsaber skills are on par with a low-level Padawan. She has basic cooking skills and enjoys reading, writing, and bagpiping in her spare time, things she was never permitted to do as a slave. Her hand-to-hand abilities are limited and her experience with blaster weapons is nearly non-existent. She is, however, and excellent bagpiper..
Equipment
+74-Z speeder bike
+Reprogrammed buzz droid named Fox
+Blue-silver lightsaber with a lethal mode and a training mode
+Jedi robes and misc. clothing
+Jedi utility belt and associated content
+Bagpipes (Great Highland type)
Header

xN9sgWq.png


    • Title ― Description ― • Thread Status
    • Title ― Description ― • Thread Status
 
Last edited:

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46


Seyna Esmar

AGE

► 22
SPECIES
► Mirialan
HEIGHT
► 5' 6''
WEIGHT
► 166 lbs
EYE COLOR
► Blue
HAIR COLOR
► Black
HOMEWORLD
► Unnamed space station
GENDER
► Female, She/Her
FACTION
► Sector Rangers
RANK
► Ranger
FORCE SENSITIVITY
► No
BIOGRAPHY
Seyna Esmar was born on an unnamed space station in ISC space. When she was a child, the station was attacked by a group of raiders. The attack critically damaged the life support system, disabling it and resulting in the death of most of the station's personnel, including Seyna's parents. Enraged, she joined the Sector Rangers as soon as she could, vowing to avenge her parents and everyone else killed by raiders. Her first big mission was, in fact, to take out a different group of raiders, which she and a few other Rangers finally managed to accomplish after a year-long investigation. Part of the equipment recovered was a TIE Elder, which, when put on auction, Seyna put forward all of her savings and managed to get it before the news spread.
Personality
Seyna is feisty and a no-nonsense kind of person. She considers all criminals to be a blemish on society, and her biggest goal in life is to become the best Ranger possible. She has few hobbies, but during her (rare) free time, she enjoys target practice with her blaster or, if that isn't an option, humming. She talks to herself a lot as well. Her biggest flaw is her quick temper.
Skills
Seyna is a good pilot and skilled with a blaster. She can make simple repairs, but she lacks the advanced techniques required for major mechanical undertakings. Her cooking skills are passable. She is inept at slicing and demolition but can handle physical combat decently.
Equipment
+TIE/EL 'TIE Elder'
+Dark blue QC-series astromech named Waddles (modified slightly to be quieter, more reliable/durable parts, spark projector)
+BM-548 blaster carbine
+DC-17 blaster pistol
+Knee and lower leg plates from stormtrooper armor, plus utility belt with basic gear (comlink, grappling cable, bandages/bacta patches, energy capsules)
+Ranger ID and uniform, as well as misc. clothing
+Baradium-core thermal detonator (if mentioned)
+EZPhone
Header

xN9sgWq.png


    • Title ― Description ― • Thread Status
    • Title ― Description ― • Thread Status
 
Last edited:

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46


INA'AL'ENA

AGE

► 25
SPECIES
► Chiss
HEIGHT
► 5' 5''
WEIGHT
► 166.2 lbs
EYE COLOR
► Red
HAIR COLOR
► Charcoal grey
HOMEWORLD
► Raxus Prime
GENDER
► Female
FACTION
► Imperial Navy
RANK
► Lieutenant
FORCE SENSITIVITY
► No
BIOGRAPHY
Ina'al'eth (Core name Naale, pronounced 'Nah-lee') was born on Raxus Prime to a low-ranking family. Infatuated with Imperial doctrine from a young age, she enlisted in the Navy. She was assigned as an ensign to the Spitfire-class corvette Shadowshrike, she worked in gunnery during the ship's tour through the outer fringes of the Empire. While working as an ensign, Naale earned a good reputation with the Shadowshrike's comanding officer, who unofficially instated her as his second-in-command. Her superior was not exactly by the book, and that rubbed off on Naale. So, when the Shadowshrike's lieutenant was killed by an explosion while pirate hunting, she was promoted to Lieutenant and placed in command of the corvette. Although she has yet to partake in any major conflict, she is ready to serve the Empire.
Personality
Naale is a no-nonsense kind of commander, and although she understands that people make mistakes, she always tries to minimize the chances of such an occurrence. She has a distaste for politicians in particular, believing them cowards who refuse to realy fight for what they believe in (not that she would ever say that out loud). She is extremely direct and efficient both on and off the battlefield, preferring to skip pleasantries and wasteful shows of force. Oddly, she also has a Twi'lek (French) accent.
Skills
Naale, being a lieutenant, is proficient in tactical matters (but not strategical). She has hand-to-hand and blaster handling skiils of a level expected from an Imperial officer. Although not politically illiterate, she prefers batle and tactics to politics. Naale is a decent pilot, capable of basic dogfighting and not much else. She is incapable of even the most simple slicing, and only basic mechanical work.
Equipment
+Black lieutenant uniform and rank insignia
+RK-3 blaster pistol
+Rattataki Saber Wolf named Kor
+Spitfire-class corvette named the Hyperion (1x TIE/BR in hangar, 2x TIE/HU on docking rings and another TIE/HU in the hangar)
Header

xN9sgWq.png


    • Title ― Description ― • Thread Status
    • Title ― Description ― • Thread Status
 
Last edited:

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46

tiewhirlwind.jpg

TIE/WR 'TIE WHIRLWIND'

AFFILIATION
Open Market/Empire

MANUFACTURER
Sienar-Jaemus Fleet Systems

CLASS
Heavy fighter

ROLE
Assault

COMPOSITION
Durasteel, Doonium and Transparisteel

DIMENSIONS
Length-7.9 meters

CREW
1

PASSENGER CAPACITY
N/A

CARGO CAPACITY
200 kilograms

HANGAR CAPACITY
N/A

CONSUMABLES
4 standard weeks

SPEED/MANEUVERABILITY
The TIE/WR has a top speed of 75 MGLT and has decent maneuvering characteristics.

ARMAMENT
  • 4x light turbolaser cannon
  • 6x light laser cannon
  • 4x medium laser cannon
  • 1x projectile launcher, 4x projectiles in magazine

EQUIPMENT
  • 1x ejection seat
  • 1x Class 6 hyperdrive
  • 1x medium-range sensor suite
  • 1x medium-range communication suite
  • 1x medium deflector screen generator
  • 1x astromech socket

DESCRIPTION
The Whirlwind is not a normal TIE. Incorporating light turbolasers like the Bizarro, quad medium lasers like the X-Wing, and a (some say ridiculously) high amount of light lasers, the Whirlwind is more of an attempt to mash past designs into one single ship. The result is an effective design that has passed its trial by fire: a fighter with good armor, good shielding, and good weapons. This combination allows it to fulfill its original purpose of assaulting starships and fixed fortifications, although it is not completely useless in dogfighting scenarios. The Whirlwind has proven time and again that, despite its age, it is an effective craft. The pilot is housed in a thick doonium cockpit, protecting him from shrapnel and even direct hits from lighter weapons. An awkward tale that is often told is of a Whirlwind flying straight through the debris of an exploding corvette and coming out as only the cockpit section. All jokes aside, however, the Whirlwind is an extremely durable starfighter, capable of surviving hits that would destroy other fighters. There is also an astromech slot inside the hull, behind the pilot, but it is not visible from the outside to avoid providing an easy target. The droid is in charge of emergency repairs and calculating hyperdrive jumps.

The TIE/WR was originally intended for the First Galactic Empire, but the the Battle of Endor cut short their career. They were still used by the Imperial remnant to great effect, and pirate groups considered the Whirlwind perfect for hit-and-run attacks. When the First Order was created, many of these ships were incorporated into their fleet. The same happened later with the creation of the Sith Empire, where the TIE/WR was used more as a stopgap measure until newer, better ships could be created. However, despite attempts to phase the Whirlwind out, the fighter still sees service with certain ships of the Imperial Navy.

LEGALITY
Restricted. TIE/WRs are heavy assault craft capable of causing massive amounts of damage, and require extensive listening for private ownership.

INTENT
To create a heavy attack fighter for the fanon similar to the A-10 Warthog, and to give smaller corvettes and similar ships with low hangar capacity a way to do more damage with less fighters.



 
Last edited:

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46

ansel-hsiao-velox69.jpg

THRAWN-CLASS HEAVY CORVETTE

AFFILIATION
Empire

MANUFACTURER
Kuat Drive Yards

CLASS
Heavy corvette

ROLE
Space superiority corvette

COMPOSITION
Doonium and Transparisteel

DIMENSIONS
Length-195 meters

CREW
2 (minimum)-50 (optimal)

PASSENGER CAPACITY
60

CARGO CAPACITY
620 standard tons

HANGAR CAPACITY
  • 4x starfighters/starbombers OR 1x shuttle/light freighter and 2x starfightersfighters/starbombers

CONSUMABLES
4 standard months

SPEED/MANEUVERABILITY
The Thrawn-class heavy frigate has a top speed of 75 MGLT and has decent maneuvering characteristics.

ARMAMENT
  • 6x dual heavy turbolaser turrets, 4x dorsal and 2x ventral
  • 2x heavy ion cannon turrets, mounted on 'wings'
  • 17x dual medium laser turrets, 8x dorsal, 9x ventral
  • 1x forward-facing proton torpedo launcher, 20x rounds in magazine

EQUIPMENT
  • 1x class 2 hyperdrive, 1x class 12 backup.
  • 1x long-range communication system.
  • 1x long-range sensor system.
  • 1x navicomputer.
  • 1x heavy deflector screen generator.
  • 11x 10-person escape pods.
  • 2x docking rings with integrated docking tubes and integrated hull-cutting tools.
  • 2x tractor beam generators.

DESCRIPTION
In recent times, especially with the Battle of Kessel and the Battle of Raxus, smaller Imperial ships have had trouble engaging larger ships due to the Imperial ship's reduced firepower, which has cost the Empire dearly in both ships and men. Kuat Drive Yards was immediately contracted to design and build a new type of corvette capable of going toe-to-toe with frigates and even light cruisers. The resulting Thrawn-class heavy corvette is a combination of design genius and advanced technology. Fielding six quad heavy turbolaser turrets, seventeen medium laser turrets, and twenty proton torpedoes, the Thrawn-class is capable of any task, from attacking frigates to orbital bombardments. It also can carry up to eight TIEs (six in the hangar and two on the docking rings), allowing it to put up a fight and better screen itself from enemy fighters. The bridge presents a small target area while still allowing an excellent view of the situation outside. However, the rushed nature of this design did result in a few problems. For one, the long-range communications dish is ridiculously large, making it an easy target once the shields are down. Destroying this array results in the Thrawn-class being restricted to short-range comms. The ship is also slower than most corvettes and has much less passenger and cargo space. The greatest problem is not immediately apparent but still is quite limiting: cost. The Thrawn-class costs more than twice the number of credits as a normal corvette, meaning it is produced in limited numbers. Due to this shortage, Thrawn-class corvettes are only provided to commanders who prove themselves in battle.

LEGALITY
Highly restricted. This is an advanced and powerful capital ship, and thus, it is generally illegal in all situations except military ownership.

INTENT
To create an advanced corvette design capable of effectively tangling with larger craft and enemy fighters that reflects the advancement in 'modern' Star Wars technology, and to create a heavier and nastier corvette at the cost of speed.

RESTRICTIONS
This ship cannot be used by characters unless they are members of the Imperial faction, and because of the rarity and strength of this ship, it must be earned and cannot be used as starting equipment assets for a character. To earn command of one of these ships, a character of Lieutenant rank or higher must destroy at least two ships of corvette size or higher and play a major role (critically damaging enemy ships, destroying enemy ships, commanding a strike force) in a battle that is (officially) a victory for the Empire.



ansel-hsiao-velox68.jpg
ansel-hsiao-dart33.jpg
 
Last edited:

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46

Arika 'Ari' Thorne

AGE

► 19
SPECIES
► Twi'lek
HEIGHT
► 5' 4''
WEIGHT
► 156 lbs
EYE COLOR
► Dark green
HAIR COLOR
► Color
HOMEWORLD
► Felucia
GENDER
► Female
FACTION
► Empire
ROLE
► Ensign on board the corvette Hyperion
FORCE SENSITIVITY
► No
BIOGRAPHY
Arika Thorne was a blue-skinned Twi'lek born in 143 ABY on Felucia. Her parents did not want her to become a 'faceless soldier of the Empire,' but the naive Arika enlisted in the Imperial Navy. After her training, she was assigned to the corvette Hyperion to serve under
Lieutenant Naale. She quickly developed a friendship with the lieutenant, her optimistic view of the galaxy in stark contrast with the Chiss' depressed and more experienced outlook.

Arika is always enthusiastic and encouraging, albeit slightly naive. She enjoys helping others where she can and has a very black-and-white 'good guys versus bad guys' view of the galaxy.


Timeline
► 143 ABY: Arika is born on Felucia
► 157 ABY: Arika enlists in the Imperial Navy
► 160 ABY: Arika is deployed to serve on the Hyperion.
Skills and Abilities
Hand-to-hand comba [***]
Blaster combat [***]
Memorization [*****]
Piloting[**]
 
Last edited:

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46

Interdictor

Lekku-loving crazy person
SWRP Writer
Joined
Feb 7, 2024
Messages
117
Reaction score
46
Orbital Bombardment Codes

Base Delta Zero-A Base Delta Zero attack, also known informally as a BDZ, is an orbital bombardment that renders the surface of a planet unlivable. It is rarely used and highly controversial.

Base Gamma One-A Base Gamma One attack is similar to a Base Delta Zero, but on a smaller scale. It involves rendering everything withing a ten-kilometer radius of a certain point unlivable. It is often used to eradicate enemy installations.

Base Alpha Two-A Base Alpha Two attack is perhaps the most tame type orbital bombardment. It involves bombarding everything within a given radius (usually 20 square kilometers unless stated otherwise). However, it is more designed to dislodge enemy units from temporary fortifications and eliminate them with minimal collateral damage. Thus, this variant does not use heavy ordnance (i.e. proton torpedoes) but instead relies on turbolasers to get the job done.
 
Top