Nor'baals Character Workshop

Nor'baal

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The Jutland Jewel

AFFILIATION
Teeka B'ey and friends.

MANUFACTURER
Corellian Mining Corporation

CLASS
Transport

ROLE
Mining Transport

COMPOSITION
Durasteel, transparisteel

DIMENSIONS
36.8 m long
20 m tall

CREW
4-7 (Bridge)
3-9 (Engineering)
3-9 (Processing)

PASSENGER CAPACITY
30
(300 Jawas)

CARGO CAPACITY
50 tons

HANGAR CAPACITY
1 shuttle/fighter

CONSUMABLES
2 months.

SPEED/MANEUVERABILITY
30 kmp/h

ARMAMENT
  • N/A

EQUIPMENT
  • 1x Magnetic Suction Tube
  • 1x Magnetic Crane Arm
  • 1x Smelting Furnace
  • 1x computerized navigation system.
  • 1x Spotlight

DESCRIPTION

The most iconic, and perhaps infamous creation of the long-defunct Corellian Mining Corporation, the Jutland Jewel is a modified and 'upgraded' CMC Digger Crawler. Complete with all the accoutrements of a Sandcrawler, this durable vehicle has extremely strong armour making it highly resistant to extreme elements, physical shocks, and even small arms fire, although they are still no match for heavy anti-vehicle weaponry. It also comes fully equipped with an internal smelting furnace, forges, and workstations that can easily break down metal ore and salvaged metal. Raw materials can be brought in through the massive front ramp via a magnetic crane arm inside the main storage area or through a magnetic suction tube lowered down either side of the crawler.

On top of the Jutland Jewel, at the rear of the upper deck, a landing pad can be set up to enable a small shuttle or fighter to land with ease, even when the vehicle is moving. At the front of the upper deck, tarps have been placed to enable the Jawa occupants to step outside and perhaps even to repel boarding Mandalorians with their weapons and thrown scrap items.

Like most Sandcrawlers, it requires a crew of 25 to drive, maintain, and work processing equipment on the ship, although a skeleton crew of ten can get the job done. The accommodations on the vehicle are bare, but it can comfortably fit an entire crew contingent and 30 other passengers, usually miners or industrial workers. Jawa Sandcrawlers, however, thanks to ingenious and frankly unsafe living arrangements, can cram twice the crew and ten times the passengers, squeezing a whole clan of 350 Jawas into a Sandcrawler. Of course, already weighing several tons and able to hold several more tons of cargo, most Sandcrawlers rarely see their middling 30 kph top speed. However, their tracks allow them to turn in place, making them easy to manoeuvre.

This one is also cutting edge, with its own navicomputer, and even a spotlight!

LEGALITY

Restricted. These are not designed for use in populated, urbanized areas and can quickly devastate any natural environment they roll through. As such, most civilized planets restrict where they can be used.

Uncivilized planets, not so much.

INTENT
To create a modified CMC Digger Crawler "Sandcrawler".
 
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Teekas Ion Blaster


AFFILIATION
Jawa Tribes.

MANUFACTURER
Individual Jawas.

SIZE
Length - 0.55 meters.

WEIGHT
3 kg.

COMPOSITION
Durasteel & Synthwood.
WEAPON TYPE
Ion blaster.

DAMAGE TYPE
Medium ion.

AMMUNITION CAPACITY
100 shots per power pack.

FIRE SELECTOR
Semi Automatic.

MAX RANGE
30 meters.


DESCRIPTION

The PK-32 ion blaster is an ion weapon manufactured by BlasTech Industries and sold on the open market. This short, stubby weapon fires blasts of ionic radiation, a proven technology which is capable of temporarily shutting down most droids, as well as weapons, personal devices and any powered functions a being my have built into their armor. As an example of this class of weapon, the PK-32 is more or less typical, capable of firing 100 shots from a standard power pack out to a range of 30 meters.

The PK-32 is favored by scavengers and salvage crews who routinely have to deal with hostile or otherwise malfunctioning droids in the course of their work, as well as by law enforcement, bounty hunters and even some criminals who expect to face droids or other high-tech opponents.

However, this specific weapon is modified by an industrious Jawa named Teeka.

It comes with an Underbarrel Grenade Launcher Attachment, which is capable of holding a single grenade, which can be propelled 25 meters, and must be reloaded manually with each shot.

Alongside this, the weapon is also fitted with an Ascension Gun Attachment, which fired a 40-meter long synth rope from the compartment, with a built-in winch mechanism enabling the wielder to be 'carried' upwards.

LEGALITY
Illegal. Whilst the ion blaster is legal, the modifications are not.

INTENT
To create a modified PK-32 Ion Blaster for my character.

RESTRICTIONS
Ion blasters may not be used against droid player characters during PvP engagements without verified prior consent.

 
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Electro-shock prod


AFFILIATION
Open Market.

MANUFACTURER
Various

SIZE
Length - 0.20 meters.

WEIGHT
1.5 kg.

COMPOSITION
Phrik, durasteel, duraplast
WEAPON TYPE
Melee/Special.

DAMAGE TYPE
Melee, Stun.

AMMUNITION CAPACITY
10 charges per battery pack.

FIRE SELECTOR
On/Off Switch

MAX RANGE
Contact.


DESCRIPTION

Standard across the galaxy, the electro-shock prod was frequently used as a self-defence tool or to administer shocks to beasts of burden. Powered by a battery pack, it consisted of two prongs through which an electric charge could pass. These prongs acted as a standard stun weapon, generating an electrical field that released on contact, creating a medium stun effect.

Contact with an unprotected organic could stun it immediately, causing numbness across the impacted limb.

The stun effect bled through armour, taking longer to do so, depending on the armour class. The prongs could be collapsed into the 'handle' of the device itself for easy transportation.

LEGALITY
Legal. This is a common law enforcement and self-defense weapon that should not draw too much attention in most systems.

INTENT
To bring a canon item to the forum.

RESTRICTIONS
N/A

 

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The Glorious Jewel

AFFILIATION
Nor'baal Desilijic Fa'athra

MANUFACTURER
Ubrikkian Industries

CLASS
War Barge

ROLE
Warship/Luxury Transport

COMPOSITION
Durasteel and transparisteel

DIMENSIONS
Length - 1,800 meters.

CREW
800 - 1,200.

PASSENGER CAPACITY
12,000.

CARGO CAPACITY
25 kilotons.

HANGAR CAPACITY
Starfighters (48)
Gunships/Shuttles (12)
500-meter dorsal hanger

CONSUMABLES
1 standard year.

SPEED/MANEUVERABILITY
This vessel has a top speed of 65 MGLT and has sluggish manoeuvring characteristics.

ARMAMENT
  • x8 Point Defense Dual Laser Cannons
  • x12 dual turbo lasers, x6 port x6 starboard
  • 4x tractor beam projector
  • 2x concussion missile turret, 60x projectile in magazine, 240x combined total.

EQUIPMENT

DESCRIPTION

Created to order by Ubrikkia Industries, at the demanding request of Nor'baal Desilijic Fa'athra, the 'Supreme Mogul' of the Hutt Cartel, the 'Glorious Jewel' is a large yacht designed to cater to every whim of the 'Supreme Mogul', whilst enabling him to remain on the move. Consisting of a large barge, atop which can be found two palace-like structures, the ship is hyperdrive capable and reminiscent of the war barges of old.

Vast in scale, the ship boasts massive engines at its rear and is shielded with heavy deflectors. It can sustain large quantities of guests, with enormous cabin rooms and space within the ship's barge superstructure to support the entertainment and feeding of thousands of guests and crew.

Atop the barge structure can be found two additional forms, to the rear and fore of the ship. A palace structure dominates the aft of the vessel, and it is quite literally a Hutt Palace built onto the back of the barge super-structure. At the ship's fore can be found a smaller, squat structure, which is used as a guests quarters and a casino.

Each of the two structures is surrounded by four towers, atop each of which can be found a Point Defense Dual Laser Cannon, mainly used to fend off pirates, asteroids and the like. Along each side of the ship, six dual turbo lasers, and the underside carries four tractor bean projectors and two concussion missile turrets.

Notably, the bridge of this commanding vessel was found at the fore of the ship, in the barge understructure, at its nose.

Like most ships of its size, it could carry fighters, with large hangers located on each side, built into the barge section of the yacht. This section also hosted cargo storage, as the Hutt deeply desired that the 'underclass' commonly associated with cargo haulage were kept away from the Palace.

Better class guests, however, were welcome to use the landing hanger found in the flat space between the fore and aft structures, where a dorsal hanger could be found - allowing guests to visit and land.

This ship was commanding, large in size and powerful to boot. It was almost always on the move, bringing a wide range of scum, villainy, and crime.

LEGALITY
Restricted. This ship is a unique one, and is classified as illegal due to the possession of heavy weapons. As the personal home of the Supreme Mogul of the Hutt Cartel, it is massively illegal in most systems.

INTENT
To provide a roaming HQ for the Supreme Mogul. This will, once approved, come with a lore article going into detail about the rooms and the palace on board.

RESTRICTIONS
This is a unique vessel in the possession of the Supreme Mogul of the Hutts. It cannot be owned by others unless seized from its current owner.
 
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The Glorious Jewel

The Glorious Jewel was a custom made megayacht designed by Nor'baal Desilijic Fa'athra of the Hutt Cartel. Erected initially to reinforce his power, it became a mobile base of operations for the Hutt crime lord and was a recognisable hub of scum and villainy in the galaxy.

Whilst its technological specifications, crew size and armament can be found in its tech write-up, this article covers some of the ship's lore and what else can be found in its mysterious depths.



The Palace

Designed in the classical style of the Hutts, the Palace is found at the rear of the ship and features a large squat rotunda with a reinforced and shielded durasteel cupola. Dimly lit, the palace was fronted by a large door controlled by a watcher droid, which led out onto the ship's dorsal hanger. Once through the gate, however, visits came into a vast corridor and the central chamber of the palace, a cast and cavernous place, typically filled with assorted scum going about their daily business. The room was encircled on its exterior by a ceremonial concourse that ran underneath the cupola; weapons stations were scattered along the walkway, which otherwise gave an unobstructed view of the starry mass outside.

The upper portion of the dome comprised several smaller rooms used strictly for maintenance, defence, and the everyday technical needs of the complex. Chief among the spaces found in this section was a vast hydroponics chamber in which huge tanks grew living foodstuffs for Nor'baal's enjoyment.

The main section was surrounded by four towers, the tops of which hosted defensive emplacements. Meanwhile, the towers themselves served as clan holds for the Gamorrean tribe sworn to protect Nor'baal and his 'heirs and successors, ensuring a stampede of Gamorrean boars was never far away.

However, the main throne room was the most popular 'attraction' of the palace and was located just below the central dome of the palace itself. Found in the subterranean area, and therefore within the main barge superstructure itself, it was accessed by a winding staircase. Blast doors, ray shielding and more could be found inside the stairway passage in case of attack, with the throne room heavily fortified.

Music, tobacco smoke and the sounds of revelry could normally be heard, with the throne room consisting of a square room, at the rear of which could be found the throne itself. Nor'baal was usually seated upon the throne, and behind him was a private turbo-lift down to the Hutt's personal residence. Alcoves dotted the walls of the throne room, and assassins, smugglers, bounty hunters and other scum could always be found there.

At the centre of the room, a grille enabled the Hutt to see a feeding den beneath the room which could open to enable him to throw in prisoners. Dancers, a band and more were all where common.



Below

Inside the 'barge level', upon which the palace rested, could be found dozens, if not hundreds of rooms. A dungeon, beast holding pens, even a fighting pit, all could be located down here. It was rumoured that a tribe of Jawa had even moved into the vessel's waste compactor and attached dump.

However, two rooms are of note. One, a damp room which used to be a cargo storage facility, now is the den of glitter spiders, imported from Kessel, and used to produce the infamous glitterstim spice. The second, a death stick manufacturing plant, using the waste chemicals of the engine to make narcotics.



The Casino

Located at the vessels prow, the second of the two structures on the ship is a casino. With everything from Pazaak to Zinbiddle, and even a Gamorrean wrestling pit, the casino is a highly secure venue, outfitted with the best in casino security imported right from Canto Bight itself.

Bars, hotel rooms and even a vault - this beauty has it all.

Some even suggest that Nor'baal himself has been known to come along, and splash his credits around. Naturally, the Casino plays host to some of the best musical acts in the galaxy lurred in by promises of wealth and fortune, and a decent audience.
 

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SUBJUGATOR CLASS ATMOSPHERIC CARRIER

AFFILIATION
Hutt Cartel

MANUFACTURER
Ubrikkian Industries

CLASS
Hovercraft

ROLE
Combat Barge

COMPOSITION
Duranium

DIMENSIONS
45 meters long

CREW
8 (min)
32 (max)

PASSENGER CAPACITY
750

CARGO CAPACITY
1800 tonnes

HANGAR CAPACITY
12 fighters/atmospheric craft

CONSUMABLES
1 month

SPEED/MANEUVERABILITY
This vehicle has a top speed of 120 km/h, and truly horrendous manoeuvrability.

ARMAMENT
  • 6x dual heavy laser turret.
  • 12x quad light laser turret.

EQUIPMENT

DESCRIPTION
The Subjugator is a hoverbarge designed by Ubrikkian Industries primarily for use in the Outer Rim, which is used to 'keep the peace' in hostile areas. A popular product in the Hutt Cartel, the vessel has, over time, become an exclusively sold product to the Clans. Armoured to resist anything up to medium cannon fire, the Subjugator often acts as the command centre for an assault, able to repel massed infantry and light vehicle attacks, both on the ground and in the air, using its array of independently targeting turrets.

A large vessel, it is 45 meters long, with a hearty crew and considerable passenger capacity, able to deploy fighters from dorsal hangers in the staging of an assault. It is equipped with an array of heavy weapons for assaults and lighter weapons to keep the vessel safe from the attack. With a command tower from which the barge may be directed, it is a fearsome addition to anyone's arsenal.

LEGALITY
Restricted. The Subjugator class are purpose-built combat craft and are thus generally restricted from civilian ownership on most civilized worlds.

INTENT
To bring a vehicle seen in SWTOR to canon.

RESTRICTIONS
These are military vehicles, and in PVP situations their weapons can only be used against other vehicles and starships. They cannot be owned by individual characters but can be acquired as a faction asset.
 
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Shug, Roona and Veexa where three Anzellan triplets from the Dabor family. Born on Corellia during the 'Force Eternal' period, the Anzellans were practically inseparable. With a natural affinity for the mechanical, the trio was educated by the Corellian Engineering Corporation (CEC), and took up work in one of their supplier's factories as soon as they left the academy.

Working as engineers, Shug, Roona and Veexa specialised in individual fields, working together to build ships, droids and weapons as and when required by their employers. As they grew older they realised that their skills could be better put to use outside the constraints of the CEC, and they moved to become freelancers, seeking to make their own fortunes out amongst the stars.



Shug Dabor (pictured left) was an engineer and droidsmith who took the lead on projects focusing on his sibling's inorganic subjects. Skilled with a welder and the finer tactile trade of droid programming, he was (perhaps unsurprisingly) deft with a slicers deck. Able to speak basic, as well as Huttese, he could understand numerous languages commonplace in the Outer Rim, and could speak various forms of droidspeak. Like his siblings, Shug was not force-sensitive. Standing at about 22 cm in height, he was of modest build, with whispy white hair that formed a moustache on his upper lip.

Roona Dabor (pictured middle) was an engineer and weaponsmith, who had a deep fascination with 'things that go boom'. From a young age, he was tinkering with explosives, blasters and blades, honing them into a fine art by adulthood. As such, he was quite deft at sabotage, able to rig explosives out of various random items on which he could lay his tiny hands. He was not force-sensitive and was 23 cm in height. A little bulkier than his brothers, he had white hair tapered into a thin beard and could speak basic Huttese and an assortment of common Outer Rim dialects.

Veexa Dabor (pictured left) was, like his brothers, an engineer, with a speciality as a starshipwright. Most at home pouring over the plans for a fresh off the production line starship, he was adept at commanding construction units and leading on manufacturing and upgrading space-born vessels. He was a gifted pilot and could calculate hyperspace coordinates given the appropriate time. He was not force-sensitive and stood at 22 cm in height. Slightly built, he had his white hair in a moustache like his brother Roona and could speak basic Huttese and various Outer Rim dialects.



Equipment & Assets

Being species of a diminutive nature, the amount of gear they can carry is likewise diminished. That said, they normally appear with a selection of engineering and construction tools about their persons, such as fusion cutters, spanners, wire-ropes and small hand-held datapads. Should they appear in a thread with additional gear, the OP shall note this.

They are always equipped with custom-made flight suits, upgraded with mag boots and a whipcord thrower. It is not uncommon for them to appear with droids, but in the cases that this happens, those droids shall be identified in the thread in question.
 
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Flashpoint: Tatooine

For centuries Tatooine has been little more than a backwater planet few have heard of, and next to nobody has been to. In many ways, this has not changed, contributing to its unique position in the galaxy. Lacking natural resources, with a low population and an obscure positon, there are few who desire control of the planet. Yet, for generations, it has swapped hands between galactic governments, criminal cartels and despots alike.

However, in the midst of all this turmoil, the voices of the people who call it home have gone ignored.

Until now.

Turmoil rocks the galaxy; the Hutts have taken their eye off the ball, withdrawing resources back to the 'Hutt Core', whilst the ISC (who used to control the planet) have allowed it to lapse into the hands of criminals, who now enjoy de facto control of the desert world. Mandalorian coverts have set up shop in some settlements, pirate based have sprung up, some minor settlements have tried to declare 'Free Towns', and even the Tuskens have begun to become more active in their attacks.

Tatooine grows restless, and the firepot is ready to blow.

What will light the spark that causes a civil war on this distant world? And should that happen, what will the outcome of this struggle be?

Information and Guidance:

Tatooine is a distant and unremarkable planet, but it is home to a great many criminals, pirates, and native groups. All of them dislike and distrust one another, and all of them think they know what the future holds for their planet. Whether it was the Hutts pulling resources from the planet, the ISC withdrawing their troops entirely, or the Sector Ranger's final station being mothballed, law and order has basically vanished - towns, farms, and villages left to make do.

For some, this is a return to what Tatooine was all about. The rugged frontier, for others, such as Mandaliorians coverts and pirates, it provides a good mask of chaos to hide their activities. Some even seek to use the situation to take the planet for themselves.

Participation in this flashpoint is strongly encouraged for all players, be their faction representatives and leaders, independent players looking to make a mark, or Tatooine natives just trying to get by. The main guidance here is to remember this is a remote world, with harsh conditions and few resources - so landing a planet-stomping god-killing army is probably a waste of time and resources.

Ultimately, the future of Tatooine is in the hands of you, the player.

I will try and keep a track, as I am sure will others, on what goes on, who the main factions and players are and what they achieve and fail to do.

Please use this thread to link story opportunities for others, and I'll add them to the OP as and when they come up.

Current Story Opportunities

+ Pocket Sand Brigade - Natives of Tatooine, a collection of Moisture Farmers, their Labourers and families, come together to resist the status quo, and protect their own.

In an effort to flesh out the stories of the ongoing galactic war, we will be introducing a new system to allow members to RP in the setting of the war that extends beyond Invasion and PvP threads. Because military campaigns would consist of weeks to months of combat that is not always represented by individual battles, planets that have been recently battled over or planets along the edges of the warfront will periodically be declared "flashpoints."

When a planet is a flashpoint, it will mean that that location is open for members of any faction to RP on and engage in battles ranging from small skirmishes to larger confrontations in space and on the ground. The goal of this system is to allow people to write out larger scale battles and unique scenarios strictly for storytelling purposes without the stakes of winning or losing. No territory will switch hands as a result of flashpoints except as agreed beforehand by faction leadership. This allows people to incorporate into their RP larger military forces and ships, long and gritty military campaigns, or subversive sabotage and diplomacy without having to worry as much about smaller logistics. Please note that rules regarding rank will still apply. Privates/ Acolytes/Padawans/etc. should not be commanding massive forces even if those forces are present on the battlefield.

In addition to the open battlefields, many of these flashpoints will be associated with writing prompts to assist members in thinking of things to RP. These prompts may be used or not depending on the preference of the writers.
  • Who controls a planet during a flashpoint?
    • The faction in control of it as seen on the map. Flashpoints do not mean that the faction in control of the planet does not actually control the planet. The notion that the faction who "owns" the planet has no control over the planet is categorically incorrect.
  • Can planets that are currently flashpoints be invaded?
    • Yes, they can be invaded. Like any other planet, an official "Invasion" can be launched when the planet is under a flashpoint. The flashpoint threads, specifically, cannot be used for the invasion or preparation for the invasion.
  • What is the purpose of flashpoints?
    • The purpose of flashpoints is to facilitate stories that could not be told otherwise. Whether that be open battles, interaction with characters from other factions, or any number of other smaller conflicts. The purpose of the threads is for storytelling in a low/no stakes environment.
 
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Kalan Kryze was a Mandalorian mercenary.


 
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Grand Army of the Hutts

"The Hutts…apparently…are rather strong-willed."
~ Sly Moore​

Throughout the centuries, the Hutts have maintained a core of planets safe and secure from attack and invasion. They have done so through a web of lies, deciet, bribery and criminality, backed up by legions of slaves, militia-like teams of gangsters, palace guards and mercenaries. Whether it be gangsters on swoop bikes, beaten chattels forces into the lines of enemy fire, aged droids sent to fight on their masters behalf, and elite palace guards protecting their masters assets - the Hutt Clans have always known how to protect what is theirs.

Such forces however, depend on the whims of those Hutt Lords who command them. Prone to fickleness and changing alligences, the ramshackle forces of the combained families cannot always be trusted.

It is why the 'Hutt Council' pulled together the logistics to establish the 'Grand Army of the Hutts', which has throughout the centuries been guaranteed by the Hutt Council itself, and dedicated to one purpose - the survival and supremacy of the Hutt race. Rarely seen outside of the Hutt Core, this force consists of elite 'shock troops', drawn from specific 'warrior species' blood-bound to the Clan itself. Standing at just shy of one-million organics at any given time, the Grand Army of the Hutts is made up of ten standing 'troops', each drawn from a specific species, and armed, equipped and outfitted with a collection of weapons and equipment merging traditional Hutt technology with that of their homeworlds.

Whilst troops are equipped as shock troops, they are expected to be able to mount offensive and defensive operations, and are afforded the assets the need to do so - be they transports, vehicles or fighting ships. They are each based on a collection of space stations located deep within the Hutt Core.

Troops
  • Gamorrean Honour Troop
  • Klatooine Skull Crushers
  • Dowutin Decimators
  • Houk High Tops
  • Trandoshan Glory Hounds
  • Kashyyyk Spectres
  • Butchers of Barab
  • Rodia Razers
  • Nikto Death Walkers
  • Karkarodon Krushers
 
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SHIP TITLE/DESIGNATION GOES HERE

AFFILIATION
Republic/Hutts/Open Market, etc

MANUFACTURER
Who builds it?

CLASS
Anaxes War College System
(KEEP THE LINK IF APPLICABLE)

ROLE
What was this ship designed to do?

COMPOSITION
Material and Material

DIMENSIONS
How long/wide/tall is it?

CREW
How many does it take to efficiently fly this?

PASSENGER CAPACITY
How many extra people can be aboard?

CARGO CAPACITY
How much can it carry? The heavier the load, the slower and less maneuverable it will be at full capacity

HANGAR CAPACITY
How many small craft can it carry?

CONSUMABLES
How long can the crew last without replenishment?

SPEED/MANEUVERABILITY
Speed and how it handles goes here!

ARMAMENT
  • Boomboom
  • More boomboom

EQUIPMENT
  • Equipment
  • Equipment
  • Equipment

DESCRIPTION
Describe your ship in detail. A ship is a ship, but what stands out about this one? What is it like, what should be known about it? Is it reputable and reliable work horse or is it a cheap piece of junk? Is it a successful product or commercial failure? What do people use it for? Why was it designed and built? Is it old and not manufactured anymore? Is it new on the market? Describe how the interior is set up, where the crew sits, how the accommodations are, etc. Tell us as much as you can.

LEGALITY
Describe the legality of ownership for this thing. Is it restricted to people with certain licenses? Is it illegal to own? A light freighter would be legal basically everywhere unless it's illegally modified or armed, but a gunboat loaded for Zillo beasts is probably going to be illegal or heavily restricted in many systems unless you're specially licensed or a member of groups allowed to be so armed.

INTENT
This is one of the most important sections. Why are you making this ship? What stands out about it and what role does it fill on the site? Who do you intend to use this ship? This should be a well-developed idea beyond "could be useful and there isn't one so I'm making it". If this is generitech, you can omit this section, but please be sure to ling to whatever design it is based on.

RESTRICTIONS
If any, explain what the relevant restrictions are. This could be anything from being restricted to faction use (like capital ships), NPC/PvE use only for certain overpowered weapons, limited to use during approved plots, only available via event rewards, or whatever else seems appropriate. If none, omit this section.


 

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SHIP TITLE/DESIGNATION GOES HERE

AFFILIATION
Republic/Hutts/Open Market, etc

MANUFACTURER
Who builds it?

CLASS
Anaxes War College System
(KEEP THE LINK IF APPLICABLE)

ROLE
What was this ship designed to do?

COMPOSITION
Material and Material

DIMENSIONS
How long/wide/tall is it?

CREW
How many does it take to efficiently fly this?

PASSENGER CAPACITY
How many extra people can be aboard?

CARGO CAPACITY
How much can it carry? The heavier the load, the slower and less maneuverable it will be at full capacity

HANGAR CAPACITY
How many small craft can it carry?

CONSUMABLES
How long can the crew last without replenishment?

SPEED/MANEUVERABILITY
Speed and how it handles goes here!

ARMAMENT
  • Boomboom
  • More boomboom

EQUIPMENT
  • Equipment
  • Equipment
  • Equipment

DESCRIPTION
Describe your ship in detail. A ship is a ship, but what stands out about this one? What is it like, what should be known about it? Is it reputable and reliable work horse or is it a cheap piece of junk? Is it a successful product or commercial failure? What do people use it for? Why was it designed and built? Is it old and not manufactured anymore? Is it new on the market? Describe how the interior is set up, where the crew sits, how the accommodations are, etc. Tell us as much as you can.

LEGALITY
Describe the legality of ownership for this thing. Is it restricted to people with certain licenses? Is it illegal to own? A light freighter would be legal basically everywhere unless it's illegally modified or armed, but a gunboat loaded for Zillo beasts is probably going to be illegal or heavily restricted in many systems unless you're specially licensed or a member of groups allowed to be so armed.

INTENT
This is one of the most important sections. Why are you making this ship? What stands out about it and what role does it fill on the site? Who do you intend to use this ship? This should be a well-developed idea beyond "could be useful and there isn't one so I'm making it". If this is generitech, you can omit this section, but please be sure to ling to whatever design it is based on.

RESTRICTIONS
If any, explain what the relevant restrictions are. This could be anything from being restricted to faction use (like capital ships), NPC/PvE use only for certain overpowered weapons, limited to use during approved plots, only available via event rewards, or whatever else seems appropriate. If none, omit this section.


 

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RDT_20230610_1921595929864073271504454.jpg

SHIP TITLE/DESIGNATION GOES HERE

AFFILIATION
Republic/Hutts/Open Market, etc

MANUFACTURER
Who builds it?

CLASS
Anaxes War College System
(KEEP THE LINK IF APPLICABLE)

ROLE
What was this ship designed to do?

COMPOSITION
Material and Material

DIMENSIONS
How long/wide/tall is it?

CREW
How many does it take to efficiently fly this?

PASSENGER CAPACITY
How many extra people can be aboard?

CARGO CAPACITY
How much can it carry? The heavier the load, the slower and less maneuverable it will be at full capacity

HANGAR CAPACITY
How many small craft can it carry?

CONSUMABLES
How long can the crew last without replenishment?

SPEED/MANEUVERABILITY
Speed and how it handles goes here!

ARMAMENT
  • Boomboom
  • More boomboom

EQUIPMENT
  • Equipment
  • Equipment
  • Equipment

DESCRIPTION
Describe your ship in detail. A ship is a ship, but what stands out about this one? What is it like, what should be known about it? Is it reputable and reliable work horse or is it a cheap piece of junk? Is it a successful product or commercial failure? What do people use it for? Why was it designed and built? Is it old and not manufactured anymore? Is it new on the market? Describe how the interior is set up, where the crew sits, how the accommodations are, etc. Tell us as much as you can.

LEGALITY
Describe the legality of ownership for this thing. Is it restricted to people with certain licenses? Is it illegal to own? A light freighter would be legal basically everywhere unless it's illegally modified or armed, but a gunboat loaded for Zillo beasts is probably going to be illegal or heavily restricted in many systems unless you're specially licensed or a member of groups allowed to be so armed.

INTENT
This is one of the most important sections. Why are you making this ship? What stands out about it and what role does it fill on the site? Who do you intend to use this ship? This should be a well-developed idea beyond "could be useful and there isn't one so I'm making it". If this is generitech, you can omit this section, but please be sure to ling to whatever design it is based on.

RESTRICTIONS
If any, explain what the relevant restrictions are. This could be anything from being restricted to faction use (like capital ships), NPC/PvE use only for certain overpowered weapons, limited to use during approved plots, only available via event rewards, or whatever else seems appropriate. If none, omit this section.


 

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eawxcon-3-screengrabs-hutt-empire-space-units-v0-13a9b368twea1-1.png

SHIP TITLE/DESIGNATION GOES HERE

AFFILIATION
Republic/Hutts/Open Market, etc

MANUFACTURER
Who builds it?

CLASS
Anaxes War College System
(KEEP THE LINK IF APPLICABLE)

ROLE
What was this ship designed to do?

COMPOSITION
Material and Material

DIMENSIONS
How long/wide/tall is it?

CREW
How many does it take to efficiently fly this?

PASSENGER CAPACITY
How many extra people can be aboard?

CARGO CAPACITY
How much can it carry? The heavier the load, the slower and less maneuverable it will be at full capacity

HANGAR CAPACITY
How many small craft can it carry?

CONSUMABLES
How long can the crew last without replenishment?

SPEED/MANEUVERABILITY
Speed and how it handles goes here!

ARMAMENT
  • Boomboom
  • More boomboom

EQUIPMENT
  • Equipment
  • Equipment
  • Equipment

DESCRIPTION
Describe your ship in detail. A ship is a ship, but what stands out about this one? What is it like, what should be known about it? Is it reputable and reliable work horse or is it a cheap piece of junk? Is it a successful product or commercial failure? What do people use it for? Why was it designed and built? Is it old and not manufactured anymore? Is it new on the market? Describe how the interior is set up, where the crew sits, how the accommodations are, etc. Tell us as much as you can.

LEGALITY
Describe the legality of ownership for this thing. Is it restricted to people with certain licenses? Is it illegal to own? A light freighter would be legal basically everywhere unless it's illegally modified or armed, but a gunboat loaded for Zillo beasts is probably going to be illegal or heavily restricted in many systems unless you're specially licensed or a member of groups allowed to be so armed.

INTENT
This is one of the most important sections. Why are you making this ship? What stands out about it and what role does it fill on the site? Who do you intend to use this ship? This should be a well-developed idea beyond "could be useful and there isn't one so I'm making it". If this is generitech, you can omit this section, but please be sure to ling to whatever design it is based on.

RESTRICTIONS
If any, explain what the relevant restrictions are. This could be anything from being restricted to faction use (like capital ships), NPC/PvE use only for certain overpowered weapons, limited to use during approved plots, only available via event rewards, or whatever else seems appropriate. If none, omit this section.


 

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RDT_20230610_1921548593193144980620724.jpg

SHIP TITLE/DESIGNATION GOES HERE

AFFILIATION
Republic/Hutts/Open Market, etc

MANUFACTURER
Who builds it?

CLASS
Anaxes War College System
(KEEP THE LINK IF APPLICABLE)

ROLE
What was this ship designed to do?

COMPOSITION
Material and Material

DIMENSIONS
How long/wide/tall is it?

CREW
How many does it take to efficiently fly this?

PASSENGER CAPACITY
How many extra people can be aboard?

CARGO CAPACITY
How much can it carry? The heavier the load, the slower and less maneuverable it will be at full capacity

HANGAR CAPACITY
How many small craft can it carry?

CONSUMABLES
How long can the crew last without replenishment?

SPEED/MANEUVERABILITY
Speed and how it handles goes here!

ARMAMENT
  • Boomboom
  • More boomboom

EQUIPMENT
  • Equipment
  • Equipment
  • Equipment

DESCRIPTION
Describe your ship in detail. A ship is a ship, but what stands out about this one? What is it like, what should be known about it? Is it reputable and reliable work horse or is it a cheap piece of junk? Is it a successful product or commercial failure? What do people use it for? Why was it designed and built? Is it old and not manufactured anymore? Is it new on the market? Describe how the interior is set up, where the crew sits, how the accommodations are, etc. Tell us as much as you can.

LEGALITY
Describe the legality of ownership for this thing. Is it restricted to people with certain licenses? Is it illegal to own? A light freighter would be legal basically everywhere unless it's illegally modified or armed, but a gunboat loaded for Zillo beasts is probably going to be illegal or heavily restricted in many systems unless you're specially licensed or a member of groups allowed to be so armed.

INTENT
This is one of the most important sections. Why are you making this ship? What stands out about it and what role does it fill on the site? Who do you intend to use this ship? This should be a well-developed idea beyond "could be useful and there isn't one so I'm making it". If this is generitech, you can omit this section, but please be sure to ling to whatever design it is based on.

RESTRICTIONS
If any, explain what the relevant restrictions are. This could be anything from being restricted to faction use (like capital ships), NPC/PvE use only for certain overpowered weapons, limited to use during approved plots, only available via event rewards, or whatever else seems appropriate. If none, omit this section.


 

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Voracious.jpg

VORACIOUS CLASS BATTLE CARRIER

AFFILIATION
Five Syndicates

MANUFACTURER
Ubrikkian Industries

CLASS
Cruiser

ROLE
Spacecraft Carrier

COMPOSITION
Durasteel and Transparisteel

DIMENSIONS
Length - 500 meters.

CREW
30 - 300.

PASSENGER CAPACITY
600.

CARGO CAPACITY
2 kilotons

HANGAR CAPACITY
72x starfighter
24x shuttle

CONSUMABLES
4 standard months

SPEED/MANEUVERABILITY
The Voracious Class has a top speed of 40 MGLT and sluggish manoeuvring characteristics.

ARMAMENT
  • 10x quad medium laser turret, 5x port, 5x starboard.
  • 4x tractor beam emitter.

EQUIPMENT
  • 1x class 2 hyperdrive.
  • 1x navicomputer.
  • 1x heavy deflector screen generator.
  • 1x long-range sensor suite.
  • 1x long-range communication suite.
  • 1x full medical suite.
  • 2x machine shop.
  • 12x docking ring with integrated docking tube.
  • Many x escape pod.

DESCRIPTION
Manufactured by the Ubrikkians, the Voracious-Class Battle Carrier is a Hutt 'war carrier' designed to move and deploy large numbers of fighters to hostile places of engagement. A slow moving vessel, it was not intended for ship to ship combat, with only a small number of weapons to its name.

What it did have however was a wealth of fighters and shuttles on board, restricting weapon space in favour of being able to spew out fighters onto its hapless quarry. However it does have a reasonably commanding cargo hold, otherwise how else are you meant to convey slaves around? A 'cheap and cheerful' ship to make, it had a low class hyperdrive, a medical suite, and a heavy deflector suite, with a full complement of escape pods.

One of the proudest additions to the ship, which perhaps gives away that it was designed by a Hutt, is the large 'obsrvation dome'. A highly impractical addition, armoured and shielded, it enables the rich and powerful to watch ongoing battles in the lap of luxury. Why? Because why not?

LEGALITY
Restricted. Carriers are classified as capital ships under Galactic law, and possess heavy weapons. As such, civilian owners will require extra licensing to operate one legally, and will receive increased scrutiny by authorities.

INTENT
To bring a cool bit of artwork, shown in the comics and in canon, into forum lore, and to provide a carrier for the Hutt faction.

RESTRICTIONS
Yes. Carriers are large capital ships, therefore these that cannot be owned or operated by individual characters. A faction would be required to obtain and crew a ship of this size. Produced by and for the ISC alone, this would be faction-specific tech.

 

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BobaFettGamorrean1-SWApp.png
Jubnokk was a male Gamorrean, who served as a member of the personal guard of the Desilijic Family within the Hutt Cartel. A simple man, he served for many years alongside his brother, Lomrokk, before his sibling was killed in service to the Hutts. Not one to mope, he accepted his brothers fate as 'part of the job he signed up for' and got back to work. Jubnokk was not a bright man, focusing his meagre intellect on the day to day actions he was required to carry out as part of his job - namely hitting stuff his master told him to hit. He was a well built Gamorrea, and was not force sensitive.

Personality, Skills & Traits

A man of few words (because he didn't know many) Jubnokk saw service to the Hutts as his purpose and lot in life. He was not ambitious, he was not greedy - a good meal and the chance to beat something up was all he needed to call a days work a good one. He was skilled with melee and ranged weapons, and loyal to a fault. He could not fly a ship, he could not do much elese beyond follow orders and fight.

Equipment

+ Gamorrean Shortsword
 

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Moff Victor Narek is an Imperial Moff during the Force Eternal era. His life is a meticulously scripted tale of ambition and unwavering loyalty to the Empire. Raised amidst the clangor of Raxus, the Narek family's military legacy became the crucible for Victor's destiny. From his early years, his allegiance to the Imperial cause was steadfast, propelling him into the esteemed halls of the Imperial Academy.

Victor's exceptional tactical acumen did not go unnoticed. The Imperial Security Bureau (ISB) recognized his potential and drafted him into its covert ranks. Thriving in the shadows, Victor executed missions that demanded not only military prowess but a willingness to navigate the murky waters of espionage with a cold, calculating precision.

As the Empire underwent transformation, severing ties with the Sith Order, Narek saw an opportunity beyond the clandestine world. Transitioning into the political arena, he joined the Imperial Diplomatic Corps as an Envoy. This wasn't merely a career shift; it was a strategic maneuver to amplify his influence and impact on the galaxy.

Victor's ascent through the diplomatic ranks was a calculated progression, each step meticulously orchestrated to position him as a key player in the grand game of Imperial politics. His proficiency in covert operations seamlessly blended with the art of political machination, culminating in the coveted title of Moff. Victor Narek emerged as a symbol of the Empire's ruthless pragmatism, a strategic mastermind orchestrating moves on the galactic stage.

Personality:

Moff Narek's demeanor is a complex tapestry of discipline, pragmatism, and a nuanced understanding of political manipulation. Outwardly composed and diplomatic, he conceals a mind that operates in shades of gray. His loyalty to the Empire isn't just a matter of duty; it's driven by a desire for personal advancement and an acute awareness of the power dynamics at play.

Behind the stoic facade lies a strategist. Unlike a straightforward approach, Victor understands that power is not just about military might; it's about influence, control, and the careful orchestration of events. He is unafraid to employ deception, subterfuge, and the occasional political sacrifice to ensure the Empire's ascendancy.

Narek's relationships are transactional, each alliance a stepping stone in his ascent. While he may maintain a veneer of camaraderie, those close to him understand the underlying currents of ambition that shape his interactions. He thrives in the shadows, where secrets are currency, and every piece of information is a weapon to be wielded.

In the corridors of power, Moff Narek is a master manipulator, playing a dangerous game where every move is calculated, and every alliance is a potential pawn on the board of galactic influence. His traits manifest in his ability to navigate the intricate web of politics with finesse, making him a formidable force in the grand tapestry of Imperial power.

Skills and Abilities:

Victor Narek's skill set is a symphony of strategic prowess and diplomatic finesse. His military background has honed his tactical thinking, allowing him to analyze situations and devise plans that serve the Empire's interests. Having served in the secret service, Narek is adept at gathering and manipulating information, employing espionage and covert operations in diplomatic negotiations.

As a representative of the Empire, Moff Narek has developed diplomatic skills, navigating political landscapes with grace, forging alliances, and leveraging the Empire's influence. His true strength lies in political machination, employing a Machiavellian approach to manipulate situations and individuals to serve his goals. Trained in the armed forces, Narek possesses proficiency in marksmanship, maintaining sharp military skills even in his diplomatic role. Fluent in several galactic languages, he communicates effectively with a diverse range of species, enhancing his diplomatic interactions.
 
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The cool, crisp air of Rhen Var greeted Narpoo Chirpa as he materialized on the unfamiliar terrain. The holographic transmission had brought him to this world of crystal mines and the looming presence of the Hutt Cartel. The transition from the dense forests of Endor to the open landscapes of Rhen Var was stark, and Narpoo felt a mixture of curiosity and wariness as he stood beneath the unfamiliar sky.

The holographic coordinates led him to the outskirts of a sprawling crystal mine, where the glint of precious gems within the caverns beckoned. Narpoo, with his small stature and brown-and-black fur, blended seamlessly with the shadows. He surveyed the surroundings, his keen eyes narrowing at the entrance of the mine.

"Sharp Stone Tribe stays on Endor, but Narpoo seeks the crystals," he muttered once more, his voice barely audible over the distant hum of machinery and the occasional echo of footsteps from within the mine. The Ewok hunter felt a surge of anticipation, the thrill of the unknown coursing through him.

As Narpoo ventured deeper into the crystal mine, the labyrinthine tunnels unfolded before him like a subterranean maze. The air was tinged with the metallic scent of minerals, and the glow of the crystals cast an otherworldly luminescence on the walls. The Ewok, guided by instincts honed through years of hunting, navigated the treacherous passages with surprising agility.

His mission: to infiltrate the crystal mines, sabotage rival factions, and engage in covert operations aligned with the Hutt Cartel's ambitions. The Hutt dominance over Rhen Var's crystal mines demanded more than just brute force; it required a hunter's cunning and an understanding of the terrain.

Narpoo's black eyes gleamed with a mix of determination and curiosity as he encountered the first signs of opposition. A rival faction, unaware of the furry intruder in their midst, plotted their own machinations to claim the crystals. The Ewok, hidden in the shadows, observed their movements with a calculating gaze.

A sudden noise echoed through the cavern, catching Narpoo's attention. It was the unmistakable sound of footsteps approaching. The Ewok's hand tightened around his spear as he melted further into the darkness, ready to face whatever challenges Rhen Var had in store for him. The crystals, the rival factions, and the covert operations awaited, and Narpoo Chirpa, the Ewok hunter, was determined to carve his path through the intricate depths of this alien world.


 
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HbvWHt3.png


A Calculated Massacre: Korda Six in Ruins after Imperial 'Bombardment'

By Galactic Correspondent, Lex Vox

A blistering and deadly 'massacre', carried out by the Empire with 'full oversight' by the Grand Marshal, has seen a bombardment on Korda Six and has left the planet 'in ruins'.

Described as a 'calculated massacre', the brutal attack has been labelled as an outright 'war crime' by some.

The Grand Marshal's oversite of the 'glassing' of Korda Six has left the galaxy in stunned disbelief.

Hitting back, the Empire has claimed the move was retaliation for 'multiple unprovoked attacks on the Empire' a narrative that is being pushed by Imperial authorities.

Speaking out, the Senator of Galenta condemned the attack as a 'senseless act of violence', saying that the Imperials could have 'struck the criminals rather than the whole planet'.

The Hyperlane Herald's recent opinion piece by new editor Voren Dhur has ignited a firestorm, exposing the Grand Marshal as the alleged mastermind behind this atrocity.

Eyewitness accounts from Korda Six paint a nightmarish picture of a planet devastated by the Empire's ruthless aggression.

The vast majority of the Kordan population, innocent bystanders with no connection to the alleged attack on Mimban, now lay among the ruins of their once-thriving home.

However, the Empire has stated it 'regrets the massive casualty' levels, and 'remains aligned to the principles that the attack was necessary to prevent further unprovoked assaults'.

Imperial sources have suggested the Kordans are a 'population of warriors and combative beings that are collectively military ready'.

Senators and other galactic governments have declined to comment to this publication, despite allegations that the Empire is complicit in a war crime.

Many watch in horror as these alleged crimes go unanswered.

The Hyperlane Herald's call for accountability echoes the sentiments of countless beings who demand justice for the victims of this massacre.

Questions about the Empire's method of conducting war are reverberating through the corridors of power; what remains to be seen is whether those with the power to act, will.

As the aftermath of Korda Six continues to unfold, the galaxy stands at a crossroads.

The revelation of the Grand Marshal's complicity in this tragedy could ignite a galactic outcry for justice and an end to the unchecked power of the Empire.

Whether this shocking revelation will lead to accountability or further galactic turmoil remains uncertain, but one thing is clear – the galaxy can no longer turn a blind eye to the calculated horrors perpetrated by one of its self-proclaimed protectors.



Blackwell CEO Newton Arden's Personal Gamble: Acquires Switter with Private Funds

By Business Correspondent, Nova Quill

In a surprising twist in the ever-evolving saga of corporate power plays, Newton Arden, CEO of the formidable Blackwell Megacorporation, has made a personal investment that has set the galaxy abuzz.

Arden, utilizing his own funds, has successfully acquired the widely-used social media platform, Switter, in a move that has sent shockwaves through both corporate and digital spheres.

Breaking away from the traditional narrative of megacorporation acquisitions, Arden's involvement in the purchase of Switter introduces an intriguing dynamic to the transaction.

While Blackwell maintains its formidable presence across various sectors, this acquisition has ignited fears that Newton will hold to much influence over channels of communication.

Switter, known for its innovative features and active user community, has now become the personal venture of one of the galaxy's most influential figures.

Arden expressed his vision for Switter's future, stating, "Switter is a dynamic platform that aligns with our vision for the future of communication. We believe this acquisition will enhance user experience and open new possibilities for digital interaction across the galaxy."

The move has sparked curiosity and speculation among users, with many wondering about the implications of having an individual at the helm rather than a corporate entity.

Arden's commitment to maintaining Switter's independence and innovation is being closely watched, as users hope to see positive developments in the platform's features and functionalities.

As the acquisition undergoes scrutiny and regulatory checks, the galaxy is witnessing a distinctive chapter in the intersection of corporate and personal interests.

Newton Arden's decision to invest personal funds in Switter brings a new narrative to the ongoing evolution of digital spaces, highlighting the potential impact of individual influence in the galaxy's interconnected world.



Galactic Bacta Crisis: Prices Soar Amidst Unprecedented Demand

By Galactic Health Analyst, Dr. Astra Medix

In a startling development, the galaxy is grappling with a bacta crisis as prices for the life-saving substance skyrocket to unprecedented levels.

Bacta, a critical healing agent used across the galaxy, has seen a recent spike in prices, leaving medical professionals, governments, and citizens concerned about the accessibility of this vital resource.

The surge in demand for bacta is being attributed to various factors, including heightened tensions in conflict zones, increased accidents, and ongoing uncertainties in the galactic landscape.

Medical facilities, from the bustling metropolises of the Core to the farthest reaches of the Outer Rim, are reporting shortages as they struggle to keep up with the surge in patients.

The price surge is impacting not only medical facilities but also individuals who rely on bacta for personal use. Citizens are facing tough choices as the cost of bacta treatments becomes prohibitively expensive, with some resorting to alternative and often less effective healing methods.

Government officials across the galaxy are closely monitoring the situation, and there are calls for regulatory intervention to ensure fair pricing and distribution of bacta.

Some medical experts are urging cooperation among pharmaceutical companies and governments to address the crisis collectively and prevent the exploitation of a resource crucial for the well-being of the galactic population.

The Bacta Cartel, a major player in the production and distribution of bacta, has released a statement acknowledging the challenges but assuring the public that efforts are underway to stabilize prices and meet the surging demand.

However, sceptics argue that the Cartel's near-monopoly on bacta production might be contributing to the problem.

As the galaxy navigates this bacta crisis, questions about the ethical responsibility of pharmaceutical companies, the role of governments, and the need for galactic cooperation to ensure the well-being of all citizens have come to the forefront.

The rising prices of bacta are not just a financial concern; they pose a significant threat to the health and stability of the entire galactic community.



Benduday Herald
Opinion Articles

Grand Marshal Exposed: Architect of Massacre Unveiled!
Voren Dhur, Editor

Hold onto your holocrons, folks, because the scandal of the century is unfolding right before our eyes! Fresh back from 'retirement', the Grand Marshal of the Empire, the so-called 'protector' of peace, has been unmasked as the architect of the Korda Six massacre.

That's right, the Empire's supposed saviour is nothing more than a ruthless war criminal!

The Empire's poster boy, the Grand Marshal himself, led the charge in 'glassing' Korda Six, leaving an entire species in ruins. What was the pretext, you ask?

A supposed retaliation for an alleged series of attacks on the Empire, including one on Mimban by Kordan mercenaries.

But let's cut through the bureaucratic bantha dung and call it what it is – a calculated massacre!

The Grand Marshal, hailed as a beacon of order, has revealed his true colours. His quest for revenge has plunged Korda Six into unimaginable horror, with countless innocents paying the price for the Empire's insatiable appetite for power.

This isn't a military strategy; it's a blatant abuse of authority and a betrayal of the trust the galaxy foolishly placed in the Empire.

The term 'massacre' isn't just a buzzword here; it's a chilling reality. The Grand Marshal's hands are stained with the blood of an entire species.

Forget the propaganda holograms; this is the face of the true Empire, an oppressive regime willing to annihilate entire planets in the pursuit of its twisted vision of order.

As citizens of the galaxy, it's time we open our eyes to the atrocities committed under the Grand Marshal's command. The Empire's ruthless leader is no hero – he's a monster in a uniform, orchestrating massacres while the galaxy watches in horror.

The Grand Marshal must be held accountable for his crimes, or the very fabric of justice in the galaxy will unravel faster than a poorly woven Jedi robe.

Let the revelation of the Grand Marshal's heinous actions be a wake-up call. The galaxy deserves better than a leader who sees entire species as collateral damage in his quest for dominance.

The time has come to expose the true face of the Empire's tyranny and demand justice for Korda Six.


Galactic Leaders Silent Amidst Korda Six Catastrophe: A Deafening Absence of Accountability
Vox Ignis

In the aftermath of the Galactic Empire's shocking bombardment of Korda Six, one would expect the hallowed halls of the Senate to echo with voices of condemnation, the Independent Systems Consortium to rally against tyranny, and the Hutt Cartel to decry such blatant aggression.

Instead, what we have is a deafening silence, a collective failure of galactic leadership that cannot be ignored.

The Senate, the supposed beacon of justice and representation, stands eerily silent as if the cries of the innocent on Korda Six have fallen on deaf ears.

What happened to the lofty ideals of peace and diplomacy that the Senate purportedly upholds? The Empire's actions demand condemnation, and yet, the Senate remains a mute spectator, complicit in its silence.

The Independent Systems Consortium, a coalition forged on the principles of freedom and autonomy, should be the first to denounce the Empire's egregious assault.

Yet, their silence is not only disappointing but raises questions about the consortium's commitment to the very values it claims to champion. Is self-interest now outweighing the call for justice?

And let us not forget the Hutt Cartel, often quick to react when their interests are at stake. The Empire's expansion, which now includes carte blanche to do as it pleases to independent planets, should be a cause for concern.

Yet, the Hutts, known for their cunning negotiations and manipulations, remain conspicuously silent. Is this a tacit endorsement of Imperial aggression, or are the Hutts simply biding their time for more advantageous dealings?

The galaxy deserves answers, not silence, from those who claim to lead and protect. The absence of condemnation from these influential bodies sends a dangerous message – that acts of tyranny can be committed with impunity.

As we mourn the tragedy of Korda Six, we must also confront the glaring void of accountability left by our galactic leaders.

It is time for the Senate, the Independent Systems Consortium, and the Hutt Cartel to break their silence, to speak out against the Empire's atrocities, and to reaffirm their commitment to the principles that supposedly guide their actions.

The galaxy is watching, and the silence of our leaders speaks louder than words ever could.




Notes from the Editor: The Benduday Herald is a weekend news service offering comment and longer-read reporting on major galactic affairs. If you would like to tip us off on a major breaking story, just drop our team a holomail. For complaints and corrections, please do the same. Credit this week to....
 
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