Discovery
November 11th, 1000 FD (4,921 A.D.)
Ships from Earth enter the Quadrilanian Galaxy. The nearby solar systems are capable of sustaining human life, and colonization begins. Contact with the Earth is cut as per instruction, and expansion begins into the galaxy’s core.
April 29th, 1387 FD (Federal Date)
The alien race known now as the Kashyyk, raid human colonies. War is declared by both sides and rages for only a few short years before a mutual truce is declared. Technology between the two races is shared, ushering in a golden age of prosperity. Federation capital of Solaris is established.
Interstellar Peace
November 11th, 2000 FD
One thousand years have passed since humans arrived. Society has spread throughout the entire galaxy, from Solaris and Endyamon in the galactic core, to Alastair and Hyacyinith in the outer rim. Naturally, space pirates, smugglers, and bounty hunters have come into existence, along with the Galactic Police Force.
Treason
December 5th, 2101 FD
A defunct Federation senator named Corvus Mergren, along with 1,579 solar systems, forcibly withdraw from the Federation, forming the Confederate Systems of the Outer Rim (Confederacy).
1,281 systems withdraw as well, allying themselves with the Confederacy to form the Mining Coalition, or Combine.
The Blockade War
October 12th, 2130 FD to June 22nd, 2153 FD
With most Federation mining operations on the Outer Rim now gone and resources dwindling, the Federation and Kashyyk Empire blockade food shipments into the growing Confederacy. The Confederates respond with raids on Federation and Kashyyk ships. War is declared.
The Great War
August 8th, 2153 FD
War erupts and spreads throughout the galaxy. The Confederates gain foothold, cutting Federal and Imperial control to half their original amount. Some of the captured Kashyyk worlds defect, joining the Confederacy. The war grinds to a halt after both sides reach equal size. The standstill lasts until a cease-fire is agreed upon by all three governments.
Boiling Point
Present Day – 2162 FD
The threat of war still looms. Federation ships stand ready to fight, as do Confederate ships, along the territorial borders. Smugglers have a field day, smuggling food and supplies across the borders. Pirates have a field day, plundering the smugglers, as well as some Federal and Confederate patrols. Bounty Hunters have a field day, hunting down smugglers and pirates, as well as doing work for the militaries and private companies. The Confederacy is slowly but surely marshalling itself for some kind of offensive. Federation enlistment is increasing by the day, swelling the ranks of the police and military. A new conflict seems inevitable.
The Kashyyk
Bipedal insectoid creatures with four gangly arms and a thin body configuration. (Think Praying Mantis, and you’ve got it.) Usually colored according to the environment they were born in. Brown and green for forests and grasslands. Orange for deserts. Light blue for arctic or cold environments. They speak their own language, Kashyian, which only they are able to speak due to the complexity. Translating devices are required for humans. In Kashyykian society, the female reigns supreme. A queen is elected for life, usually from the same brood as the previous one. Otherwise, a general election is held. Females are almost always larger in size than males.
The Smuggler’s Guild
Made up of a shady group of private companies and investors, the Smuggler’s Guild runs the blockades of the territorial boundaries of the Federation and the Confederacy, shipping anything from food and medicine, to ammunition and weaponry. Sometimes, slave labor is also shipped. A membership in the Smuggler’s Guild is all about denying you’re a smuggler. At least, to the military and police.
The Space Pirate’s Guild
Based in some far flung systems on the outer rim, they are the opposite of the seemingly aristocratic smugglers. They attack brutally and swiftly, plundering their prey (usually smuggling ships or lightly armed military patrols) of anything of value. Women are of particular interest as slaves, getting fairly high prices on the black market.
The Galactic Police Force
Somewhat separate from the Confederacy and Federation, the Galactic Police are charged with maintaining social order. Arguably more powerful than the militaries themselves, they can arrest and search without warrants, interrogate without lawyers, and torture without legal repercussions. The only people who actually get trials are those who make the headlines in the news. Some of the worst rumors are that people who commit the most foul and heinous crimes are subjected to “Social Adjustment Therapy”, turning them into a mindless follower of the law. Dispite all this, there are few, if any, corrupt police officers and the whole organization is relatively free of any kind of backstabbing. They may not follow the moral standards of most people, but they always uphold the law.
Places
Feel free to make your own homeworlds/outposts/space stations. There are limits though, so don’t go too crazy making places up. The only major places of interest are:
Solaris – Federation Homeworld
Solaris is a large, moderate climate world. The entire surface has been terraformed and is covered with cityscape, except for the polar regions, which serve as a water source. With a total censured population of nearly 30 billion, it has the most being per square mile of any planet in recorded history. Dispite being orderly and clean on the upper city levels, the lowest levels are dark, dirty, and crawling with pirates, smugglers, and all kinds of scum.
Farafallas – Kashyyk Empire Homeworld
A humid jungle world, the Kashyyk call this place home. Massive cities spring right out of the jungle, as the Kashyyk revere the jungles themselves as sacred and only cut down trees and landscape to allow cities to grow, usually replanting on land they don’t end up using. Numerous rivers make the planet a beautiful sight and a popular destination for human tourists.
Enjuntnir – Combine Homeworld
Frigid and dark, the mining world of Enjuntnir is simply a ball of solid rock and metal. However, more natural resources are contained in a few hundred acres of land here than on most planet’s entire surfaces. The weather is usually cold, hovering near freezing at all times. The polar regions are even colder, dipping down as far as -80 degrees Celsius in the winter.
Grigoran – Confederation Homeworld
A semi-arid, watery planet. Approximately 80% of the surface is water. The other 20% is dry grasslands north and south and desert around the equator. Many cities are built out on the water near the coastline, or on the coastlines themselves. The capital city of Acturus lies at the edge of a vast desert. Dispite being so hot, nearly 60 Celsius degrees at all times around the entire planet, water has never been an issue due to water purifying technology.
Technology
Some technologies were previously outlawed during the interstellar peace. Not even the Confederates or Space Pirates are bold enough as of yet to violate these treaties, since being caught with one of these weapons on a ship or one’s person is punishable by death on the spot.
Infantry Weapons (Technological Origin in parenthesis)
AR-22 “Raptor” Blaster Rifle (All)
A stout, easy to carry blaster rifle. Standard issue for most soldiers. Fires bolts of compressed light energy.
PXG-57 “Judicator” Blaster Pistol (All)
Standard sidearm of officers everywhere. Fires bursts of antimatter. Excellent stopping power at short range.
VR-27 “Quicksilver” Concussion Rifle (ILLEGAL)
A dangerous weapon that operates by firing a plasma energy cell under super-high compression. The result is a miniature sonic boom that can be aimed and localized on a target. The weapon can crack concrete, warp steel, and rip people in half.
ARAMAS 47 “Dreadnought” Portable Rocket Launcher (Humans)
Able to fire up to five or six rockets. Can be armed with bunker-buster or heat seeking rockets.
RT-28 “Razor” Flachette Gun (Kashyyk)
Large, bulky and devastating against infantry. Fires large, circlular shards of razor-sharp metal in a burst. Similar in effect to a shotgun, only with more stopping power.
VM-99x “Illuminator” Irradiation Gun (ILLEGAL)
A large weapon, taking up not only the soldier’s right arm, but their backs as well. Soldiers must wear protective suits when equipped, as these weapons are capable of firing lasers saturated with lethal amounts of radioactive energy.
RT-77 “Rhino” Gatling Gun (All)
Large enough to eat a small shuttle, light enough for an average grunt to tote around. Your average 30mm ammo eater. Armor piercing rounds or normal bullets.
DU-127r “Onikage” Disintegrator (ILLEGAL)
Appearing to be no more than a mere blaster rifle, this insidious weapon is designed specifically to destroy on the molecular level, ripping through flesh and body armor.
GXR-99f “Minuteman” Plasma Grenade Launcher (Kashyyk)
Not your granddad’s old RPG. Fires a fragmentation grenade that detonates using a plasma cell. The plasma ignites a few moments after the explosion, heightening the kill radius.
DU-11X “Viceroy” Pulse Blade (Human)
A metal, bladed weapon that vibrates at such a high frequency, it creates a stable energy field capable of tearing through armor and even military grade blast doors. They come in many forms such as axes, pikes, curved edge swords and straight edge swords.
This is only a small sampling of the weapons that exist across the galaxy. Any specialized weaponry will need to be approved by me.
Armor
Any good Pirate, Soldier, or Smuggler knows that a good defense is sometimes the best offense. As such, various defensive technologies have been developed.
Flak Jacket
Made of tightly woven adamantine fibers, this vest can stop a blaster pistol at point blank.
Riot Armor
Common among Pirates and Smugglers, this lightweight armor is perfect for absorbing a few rifle hits or avoiding injury from shrapnel. Easily worn under heavier clothes like cloaks and mantles.
Police/Military Grade Body Armor
The Galactic Police Force and the militaries of the Federation and Confederacy insist on top of the line. This full body armor protects completely from pistols and small rifles. Most flight suits are also made of the same materials.
Tactical Armor
A complete suit of armor that fully encases the user. This kind of armor requires anti-grav units to allow stability while walking. Very bulky, only the weapons that fit onto shoulder racks and claws on the hands can be used. The durability of this armor is unbelievable, as it can take a full barrage from a rocket launcher and keep moving.
(PM Required for player use.)
Personal Shielding
The most effective (and ridiculously expensive) means of protection is a small device that projects a powerful shielding membrane over the user’s body. Depending on the quality, these shields can take hits from a Concussion Rifle and keep on ticking.
(PM required for player use.)
Starship Classes
To anyone living on the galactic frontier, their starship is everything. Whether it be a bounty hunter’s customized gunship, a military’s flagship, or a merchant’s cargo vessel, starships are THE means of travel. All starships are equipped with shields that repel both energy weapons and absorb concussive impacts and explosions. Shield strength is usually relative to both a ship’s size as well as available power supply. Having lots of onboard weapons means a drain on the shields. Keep that in mind.
Directions onboard a Starship
Exactly the same as naval terms. Most comparable to operating a submarine.
Port – The right side of a ship while facing forward.
Starboard – The left side of a ship while facing forward.
Aft – Front of the ship while facing forward.
Stern – Rear of the ship while facing forward.
Here is a list of Starship classes and the lengths that determine them. Examples are also given to further explain the sizes.
Starfighter – A ship no more than 20 meters in length. One or two man crews.
Federation “Vultures” are 10 meters long and are a mainstay aboard their carriers.
Cruiser – Ships no less than 21 meters but no more than 70. 3 to 5 man crews.
The Cruiser “Daedelus” is owned by the CEO of the company that manufactures “Raptor” blaster rifles. It is supposedly the fastest ship in the galaxy.
Medium Cargo – Ships longer than 71 meters but no more than 100 meters. 4 to 8 man crews.
Favored by pirates and smugglers due to the fact that large quantities of goods as well as impromptu weapon mounts can be carried on this class of ship.
Any ship larger than 100 meters cannot land on a planet unless it docks at a starport.
Carrier – Ships larger than 101 meters but less than 400. 100 to 200 man crews.
Confederate Carriers are notoriously large and can carry almost 100 starfighters at a time.
Frigate – Ships larger than 401 meters but less than 500. 300 to 500 man crews.
The largest civilian class of ship. No civilian can legally own any ship larger than a frigate. Legally, that is. The largest civilian frigate, “Moonlight Maiden”, is a pleasure cruise vessel.
Ships longer than 500 meters cannot operate inside a planet’s atmosphere and are limited to docking at either orbital stations or military outposts.
Battleship – Ships longer than 500 meters but less than 700. 800 to 1,000 man crews.
Armed with the biggest guns of any class, the battleship is a feared class indeed. The Kashyyk Empire hold the record for the largest battleships at nearly 700 meters, the limit of the class. One Kashyyk battleship has nearly 1,000 weapons equipped.
Capital – Ships 700 meters and longer. Crews upward of 1,000.
Any ship exceeding 700 meters is a Capital ship. Armed with turbolasers, only a small fleet could render the average inhabited world a wasteland in only a few days. Able to fire their turbolasers from orbit, the Capital class has no equal. The largest capital class ship in existence is the Federation Flagship “Graf”, which is exactly one and a half kilometers, or 1,500 meters, long.
Super Battleship – Ships in excess of two kilometers. Crews upward of 2,000.
No ship of this class currently exists, although both the Federation and the Confederacy have plans to build them en masse in the coming years.
Grand Capital – Ships in excess of five kilometers. Crews upward of 4,000.
Still on the drawing board, these absolutely massive vessels consist of some staggering statistics. Nearly 3,000 turbolasers, 2,000 smart missile tubes, and anywhere from 700 to 1,000 fighters carried onboard. That amount of firepower could leave a planet completely devastated. The amount of money and time required to build just one would also be staggering.
Star Killer – Ships larger than a Class IX Moon (50 Square Kilometers)
Estimated crew of nearly 10,000.
With enough firepower to smash a medium sized planet into pieces, these titanic ships are on the minds of only a few military and political leaders. Such a vessel would be nearly impossible to build without a massive amount of money and resources all working together, not to mention a miracle in manpower.
(I don’t expect anyone to be using anything larger than a Medium Cargo, but you can if you want to. Anything larger than a frigate though, is off limits for players right now.)
Starship Weaponry
CAUs can equip almost all starship-grade weapons.
Laser Cannon – A staple weapon of any armed vessel. Can be turret mounted or forward firing. Even some cargo ships carry them to ward of pirate attacks.
Missile Tubes – Able to carry concussive, homing, or energy warheads, the missile tube is excellent against well-shielded ships. Some missiles can be loaded with plasma warheads or photon emitting tips.
Plasma Cannon – The laser cannon’s older, beefier brother. Turret capable.
Pro: Increased firepower and accuracy at long range.
Con: High energy drain and overheating rate.
Vulcan/Gauss Cannons – For extreme dogfighting and close range ship-to-ship combat, lasers can be dangerous to the ones using them. Thus, high velocity shells made of heavy metals either containing explosives or a simple bullet is better suited. They’re incredibly accurate, even enough to shoot down incoming missiles. They can be mounted on turrets, but are useless at long range.
Fusion Cannon – Using heavy nuclear fusion from the ship’s own reactor, this weapon fires devastating bursts of energy capable of punching holes in Capital-class armor. Currently ILLEGAL.
Proximity Mines – Magnetic mines that latch on to enemy ships and detonate. Great for getting annoyances off your back. Can be remote detonated as well.
Graviton Cannon – A powerful laser weapon that siphons the energy from a planet or other heavenly body’s gravity well and transfers it to the weapon itself. The bigger the field, the bigger the blast. Using one while within the gravity well of a star is suicide, as the weapon overloads and explodes. Illegal on civilian and police vessels. Military Hardware.
Smart Weapons – Smart Mines and Missiles are more advanced variants of their counterparts. They have greater accuracy, a better kill zone, and more fuel. They’re also ridiculously expensive, even on the black market, so finding ammo is a hard thing to do.
Nuclear Warheads – With the ability to be mounted on smart weapons, the nuclear war head spells certain doom for any target it happens to strike. Even if the shot goes wide, the blast itself is made up of three key destructive elements. First, the blast of heat, usually hot enough to turn any armor into boiling slag. Second, the shockwave, powerful enough to knock a capital class ship’s sensors and primary shields offline. Finally, the electromagnetic pulse generated from such a blast is enough to render any and all electronics within the pulse’s radius fried and useless. Currently ILLEGAL.
Turbolaser – Requiring a large amount of interior space, as well as a separate power reactor, the turbolaser is a lethal ship to ship or ship to planet weapon. Able to bombard planets from orbit, these powerful beams of energy are capable of things their weaker cousins are not. Few craft smaller than a frigate can withstand more than a handful of blows from a turbolaser. When fully charged, they have nearly triple the power of a thermonuclear bomb. Such charging requires days, but the results are impressive.
Combat Armor Unit (CAU)
The pinnacle of advanced robotics, cybernetic design, and nanotechnology, these humanoid robotic combat vehicles are ever present on the battlefields. Slowly but surely phasing out fighter starships, they range in size from that of a very small fighter starship (as small as 5 meters), to cruiser-sized behemoths (nearly 20 meters).
Unlike starships, all CAUs are divided into classes based on size and thus, maneuverability.
Light – Shorter than 10 meters. Highly agile and blindingly fast.
Medium – 10 to 20 meters. Fast and responsive, but not nearly as good as a Light.
Heavy – 20 to 30 meters. Slow, but still maneuverable.
Massive – 30 to 40 meters. Sluggish in atmospheric conditions, maneuverability based on any kind of maneuvering thrusters.
CAUs can use scaled infantry and starship weapons.
Character Sheet
November 11th, 1000 FD (4,921 A.D.)
Ships from Earth enter the Quadrilanian Galaxy. The nearby solar systems are capable of sustaining human life, and colonization begins. Contact with the Earth is cut as per instruction, and expansion begins into the galaxy’s core.
April 29th, 1387 FD (Federal Date)
The alien race known now as the Kashyyk, raid human colonies. War is declared by both sides and rages for only a few short years before a mutual truce is declared. Technology between the two races is shared, ushering in a golden age of prosperity. Federation capital of Solaris is established.
Interstellar Peace
November 11th, 2000 FD
One thousand years have passed since humans arrived. Society has spread throughout the entire galaxy, from Solaris and Endyamon in the galactic core, to Alastair and Hyacyinith in the outer rim. Naturally, space pirates, smugglers, and bounty hunters have come into existence, along with the Galactic Police Force.
Treason
December 5th, 2101 FD
A defunct Federation senator named Corvus Mergren, along with 1,579 solar systems, forcibly withdraw from the Federation, forming the Confederate Systems of the Outer Rim (Confederacy).
1,281 systems withdraw as well, allying themselves with the Confederacy to form the Mining Coalition, or Combine.
The Blockade War
October 12th, 2130 FD to June 22nd, 2153 FD
With most Federation mining operations on the Outer Rim now gone and resources dwindling, the Federation and Kashyyk Empire blockade food shipments into the growing Confederacy. The Confederates respond with raids on Federation and Kashyyk ships. War is declared.
The Great War
August 8th, 2153 FD
War erupts and spreads throughout the galaxy. The Confederates gain foothold, cutting Federal and Imperial control to half their original amount. Some of the captured Kashyyk worlds defect, joining the Confederacy. The war grinds to a halt after both sides reach equal size. The standstill lasts until a cease-fire is agreed upon by all three governments.
Boiling Point
Present Day – 2162 FD
The threat of war still looms. Federation ships stand ready to fight, as do Confederate ships, along the territorial borders. Smugglers have a field day, smuggling food and supplies across the borders. Pirates have a field day, plundering the smugglers, as well as some Federal and Confederate patrols. Bounty Hunters have a field day, hunting down smugglers and pirates, as well as doing work for the militaries and private companies. The Confederacy is slowly but surely marshalling itself for some kind of offensive. Federation enlistment is increasing by the day, swelling the ranks of the police and military. A new conflict seems inevitable.
The Kashyyk
Bipedal insectoid creatures with four gangly arms and a thin body configuration. (Think Praying Mantis, and you’ve got it.) Usually colored according to the environment they were born in. Brown and green for forests and grasslands. Orange for deserts. Light blue for arctic or cold environments. They speak their own language, Kashyian, which only they are able to speak due to the complexity. Translating devices are required for humans. In Kashyykian society, the female reigns supreme. A queen is elected for life, usually from the same brood as the previous one. Otherwise, a general election is held. Females are almost always larger in size than males.
The Smuggler’s Guild
Made up of a shady group of private companies and investors, the Smuggler’s Guild runs the blockades of the territorial boundaries of the Federation and the Confederacy, shipping anything from food and medicine, to ammunition and weaponry. Sometimes, slave labor is also shipped. A membership in the Smuggler’s Guild is all about denying you’re a smuggler. At least, to the military and police.
The Space Pirate’s Guild
Based in some far flung systems on the outer rim, they are the opposite of the seemingly aristocratic smugglers. They attack brutally and swiftly, plundering their prey (usually smuggling ships or lightly armed military patrols) of anything of value. Women are of particular interest as slaves, getting fairly high prices on the black market.
The Galactic Police Force
Somewhat separate from the Confederacy and Federation, the Galactic Police are charged with maintaining social order. Arguably more powerful than the militaries themselves, they can arrest and search without warrants, interrogate without lawyers, and torture without legal repercussions. The only people who actually get trials are those who make the headlines in the news. Some of the worst rumors are that people who commit the most foul and heinous crimes are subjected to “Social Adjustment Therapy”, turning them into a mindless follower of the law. Dispite all this, there are few, if any, corrupt police officers and the whole organization is relatively free of any kind of backstabbing. They may not follow the moral standards of most people, but they always uphold the law.
Places
Feel free to make your own homeworlds/outposts/space stations. There are limits though, so don’t go too crazy making places up. The only major places of interest are:
Solaris – Federation Homeworld
Solaris is a large, moderate climate world. The entire surface has been terraformed and is covered with cityscape, except for the polar regions, which serve as a water source. With a total censured population of nearly 30 billion, it has the most being per square mile of any planet in recorded history. Dispite being orderly and clean on the upper city levels, the lowest levels are dark, dirty, and crawling with pirates, smugglers, and all kinds of scum.
Farafallas – Kashyyk Empire Homeworld
A humid jungle world, the Kashyyk call this place home. Massive cities spring right out of the jungle, as the Kashyyk revere the jungles themselves as sacred and only cut down trees and landscape to allow cities to grow, usually replanting on land they don’t end up using. Numerous rivers make the planet a beautiful sight and a popular destination for human tourists.
Enjuntnir – Combine Homeworld
Frigid and dark, the mining world of Enjuntnir is simply a ball of solid rock and metal. However, more natural resources are contained in a few hundred acres of land here than on most planet’s entire surfaces. The weather is usually cold, hovering near freezing at all times. The polar regions are even colder, dipping down as far as -80 degrees Celsius in the winter.
Grigoran – Confederation Homeworld
A semi-arid, watery planet. Approximately 80% of the surface is water. The other 20% is dry grasslands north and south and desert around the equator. Many cities are built out on the water near the coastline, or on the coastlines themselves. The capital city of Acturus lies at the edge of a vast desert. Dispite being so hot, nearly 60 Celsius degrees at all times around the entire planet, water has never been an issue due to water purifying technology.
Technology
Some technologies were previously outlawed during the interstellar peace. Not even the Confederates or Space Pirates are bold enough as of yet to violate these treaties, since being caught with one of these weapons on a ship or one’s person is punishable by death on the spot.
Infantry Weapons (Technological Origin in parenthesis)
AR-22 “Raptor” Blaster Rifle (All)
A stout, easy to carry blaster rifle. Standard issue for most soldiers. Fires bolts of compressed light energy.
PXG-57 “Judicator” Blaster Pistol (All)
Standard sidearm of officers everywhere. Fires bursts of antimatter. Excellent stopping power at short range.
VR-27 “Quicksilver” Concussion Rifle (ILLEGAL)
A dangerous weapon that operates by firing a plasma energy cell under super-high compression. The result is a miniature sonic boom that can be aimed and localized on a target. The weapon can crack concrete, warp steel, and rip people in half.
ARAMAS 47 “Dreadnought” Portable Rocket Launcher (Humans)
Able to fire up to five or six rockets. Can be armed with bunker-buster or heat seeking rockets.
RT-28 “Razor” Flachette Gun (Kashyyk)
Large, bulky and devastating against infantry. Fires large, circlular shards of razor-sharp metal in a burst. Similar in effect to a shotgun, only with more stopping power.
VM-99x “Illuminator” Irradiation Gun (ILLEGAL)
A large weapon, taking up not only the soldier’s right arm, but their backs as well. Soldiers must wear protective suits when equipped, as these weapons are capable of firing lasers saturated with lethal amounts of radioactive energy.
RT-77 “Rhino” Gatling Gun (All)
Large enough to eat a small shuttle, light enough for an average grunt to tote around. Your average 30mm ammo eater. Armor piercing rounds or normal bullets.
DU-127r “Onikage” Disintegrator (ILLEGAL)
Appearing to be no more than a mere blaster rifle, this insidious weapon is designed specifically to destroy on the molecular level, ripping through flesh and body armor.
GXR-99f “Minuteman” Plasma Grenade Launcher (Kashyyk)
Not your granddad’s old RPG. Fires a fragmentation grenade that detonates using a plasma cell. The plasma ignites a few moments after the explosion, heightening the kill radius.
DU-11X “Viceroy” Pulse Blade (Human)
A metal, bladed weapon that vibrates at such a high frequency, it creates a stable energy field capable of tearing through armor and even military grade blast doors. They come in many forms such as axes, pikes, curved edge swords and straight edge swords.
This is only a small sampling of the weapons that exist across the galaxy. Any specialized weaponry will need to be approved by me.
Armor
Any good Pirate, Soldier, or Smuggler knows that a good defense is sometimes the best offense. As such, various defensive technologies have been developed.
Flak Jacket
Made of tightly woven adamantine fibers, this vest can stop a blaster pistol at point blank.
Riot Armor
Common among Pirates and Smugglers, this lightweight armor is perfect for absorbing a few rifle hits or avoiding injury from shrapnel. Easily worn under heavier clothes like cloaks and mantles.
Police/Military Grade Body Armor
The Galactic Police Force and the militaries of the Federation and Confederacy insist on top of the line. This full body armor protects completely from pistols and small rifles. Most flight suits are also made of the same materials.
Tactical Armor
A complete suit of armor that fully encases the user. This kind of armor requires anti-grav units to allow stability while walking. Very bulky, only the weapons that fit onto shoulder racks and claws on the hands can be used. The durability of this armor is unbelievable, as it can take a full barrage from a rocket launcher and keep moving.
(PM Required for player use.)
Personal Shielding
The most effective (and ridiculously expensive) means of protection is a small device that projects a powerful shielding membrane over the user’s body. Depending on the quality, these shields can take hits from a Concussion Rifle and keep on ticking.
(PM required for player use.)
Starship Classes
To anyone living on the galactic frontier, their starship is everything. Whether it be a bounty hunter’s customized gunship, a military’s flagship, or a merchant’s cargo vessel, starships are THE means of travel. All starships are equipped with shields that repel both energy weapons and absorb concussive impacts and explosions. Shield strength is usually relative to both a ship’s size as well as available power supply. Having lots of onboard weapons means a drain on the shields. Keep that in mind.
Directions onboard a Starship
Exactly the same as naval terms. Most comparable to operating a submarine.
Port – The right side of a ship while facing forward.
Starboard – The left side of a ship while facing forward.
Aft – Front of the ship while facing forward.
Stern – Rear of the ship while facing forward.
Here is a list of Starship classes and the lengths that determine them. Examples are also given to further explain the sizes.
Starfighter – A ship no more than 20 meters in length. One or two man crews.
Federation “Vultures” are 10 meters long and are a mainstay aboard their carriers.
Cruiser – Ships no less than 21 meters but no more than 70. 3 to 5 man crews.
The Cruiser “Daedelus” is owned by the CEO of the company that manufactures “Raptor” blaster rifles. It is supposedly the fastest ship in the galaxy.
Medium Cargo – Ships longer than 71 meters but no more than 100 meters. 4 to 8 man crews.
Favored by pirates and smugglers due to the fact that large quantities of goods as well as impromptu weapon mounts can be carried on this class of ship.
Any ship larger than 100 meters cannot land on a planet unless it docks at a starport.
Carrier – Ships larger than 101 meters but less than 400. 100 to 200 man crews.
Confederate Carriers are notoriously large and can carry almost 100 starfighters at a time.
Frigate – Ships larger than 401 meters but less than 500. 300 to 500 man crews.
The largest civilian class of ship. No civilian can legally own any ship larger than a frigate. Legally, that is. The largest civilian frigate, “Moonlight Maiden”, is a pleasure cruise vessel.
Ships longer than 500 meters cannot operate inside a planet’s atmosphere and are limited to docking at either orbital stations or military outposts.
Battleship – Ships longer than 500 meters but less than 700. 800 to 1,000 man crews.
Armed with the biggest guns of any class, the battleship is a feared class indeed. The Kashyyk Empire hold the record for the largest battleships at nearly 700 meters, the limit of the class. One Kashyyk battleship has nearly 1,000 weapons equipped.
Capital – Ships 700 meters and longer. Crews upward of 1,000.
Any ship exceeding 700 meters is a Capital ship. Armed with turbolasers, only a small fleet could render the average inhabited world a wasteland in only a few days. Able to fire their turbolasers from orbit, the Capital class has no equal. The largest capital class ship in existence is the Federation Flagship “Graf”, which is exactly one and a half kilometers, or 1,500 meters, long.
Super Battleship – Ships in excess of two kilometers. Crews upward of 2,000.
No ship of this class currently exists, although both the Federation and the Confederacy have plans to build them en masse in the coming years.
Grand Capital – Ships in excess of five kilometers. Crews upward of 4,000.
Still on the drawing board, these absolutely massive vessels consist of some staggering statistics. Nearly 3,000 turbolasers, 2,000 smart missile tubes, and anywhere from 700 to 1,000 fighters carried onboard. That amount of firepower could leave a planet completely devastated. The amount of money and time required to build just one would also be staggering.
Star Killer – Ships larger than a Class IX Moon (50 Square Kilometers)
Estimated crew of nearly 10,000.
With enough firepower to smash a medium sized planet into pieces, these titanic ships are on the minds of only a few military and political leaders. Such a vessel would be nearly impossible to build without a massive amount of money and resources all working together, not to mention a miracle in manpower.
(I don’t expect anyone to be using anything larger than a Medium Cargo, but you can if you want to. Anything larger than a frigate though, is off limits for players right now.)
Starship Weaponry
CAUs can equip almost all starship-grade weapons.
Laser Cannon – A staple weapon of any armed vessel. Can be turret mounted or forward firing. Even some cargo ships carry them to ward of pirate attacks.
Missile Tubes – Able to carry concussive, homing, or energy warheads, the missile tube is excellent against well-shielded ships. Some missiles can be loaded with plasma warheads or photon emitting tips.
Plasma Cannon – The laser cannon’s older, beefier brother. Turret capable.
Pro: Increased firepower and accuracy at long range.
Con: High energy drain and overheating rate.
Vulcan/Gauss Cannons – For extreme dogfighting and close range ship-to-ship combat, lasers can be dangerous to the ones using them. Thus, high velocity shells made of heavy metals either containing explosives or a simple bullet is better suited. They’re incredibly accurate, even enough to shoot down incoming missiles. They can be mounted on turrets, but are useless at long range.
Fusion Cannon – Using heavy nuclear fusion from the ship’s own reactor, this weapon fires devastating bursts of energy capable of punching holes in Capital-class armor. Currently ILLEGAL.
Proximity Mines – Magnetic mines that latch on to enemy ships and detonate. Great for getting annoyances off your back. Can be remote detonated as well.
Graviton Cannon – A powerful laser weapon that siphons the energy from a planet or other heavenly body’s gravity well and transfers it to the weapon itself. The bigger the field, the bigger the blast. Using one while within the gravity well of a star is suicide, as the weapon overloads and explodes. Illegal on civilian and police vessels. Military Hardware.
Smart Weapons – Smart Mines and Missiles are more advanced variants of their counterparts. They have greater accuracy, a better kill zone, and more fuel. They’re also ridiculously expensive, even on the black market, so finding ammo is a hard thing to do.
Nuclear Warheads – With the ability to be mounted on smart weapons, the nuclear war head spells certain doom for any target it happens to strike. Even if the shot goes wide, the blast itself is made up of three key destructive elements. First, the blast of heat, usually hot enough to turn any armor into boiling slag. Second, the shockwave, powerful enough to knock a capital class ship’s sensors and primary shields offline. Finally, the electromagnetic pulse generated from such a blast is enough to render any and all electronics within the pulse’s radius fried and useless. Currently ILLEGAL.
Turbolaser – Requiring a large amount of interior space, as well as a separate power reactor, the turbolaser is a lethal ship to ship or ship to planet weapon. Able to bombard planets from orbit, these powerful beams of energy are capable of things their weaker cousins are not. Few craft smaller than a frigate can withstand more than a handful of blows from a turbolaser. When fully charged, they have nearly triple the power of a thermonuclear bomb. Such charging requires days, but the results are impressive.
Combat Armor Unit (CAU)
The pinnacle of advanced robotics, cybernetic design, and nanotechnology, these humanoid robotic combat vehicles are ever present on the battlefields. Slowly but surely phasing out fighter starships, they range in size from that of a very small fighter starship (as small as 5 meters), to cruiser-sized behemoths (nearly 20 meters).
Unlike starships, all CAUs are divided into classes based on size and thus, maneuverability.
Light – Shorter than 10 meters. Highly agile and blindingly fast.
Medium – 10 to 20 meters. Fast and responsive, but not nearly as good as a Light.
Heavy – 20 to 30 meters. Slow, but still maneuverable.
Massive – 30 to 40 meters. Sluggish in atmospheric conditions, maneuverability based on any kind of maneuvering thrusters.
CAUs can use scaled infantry and starship weapons.
Character Sheet
Name:
Age:
Height:
Weight:
Race: (Human/Kashyyk) If you would like to make your own race, PM me and I will discuss it with you.
Allegiance: (Federation, Kashyyk Empire, Confederacy, The Combine, Galactic Police, Smuggler’s Guild, Pirate’s Guild, or None) The only people who have no ties are bounty hunters.
Occupation:
Eye Color:
Hair Color:
General Description: (Physical traits and clothing.)
Weapons: (Weapons on your person.)
Armor: (Ditto.)
Personality:
I will have my own character up shortly. This is NOT a freeform RP, but I will be building on a main plot. Feel free to create a subplot for your own character as long as it won't cause problems with the story.
Age:
Height:
Weight:
Race: (Human/Kashyyk) If you would like to make your own race, PM me and I will discuss it with you.
Allegiance: (Federation, Kashyyk Empire, Confederacy, The Combine, Galactic Police, Smuggler’s Guild, Pirate’s Guild, or None) The only people who have no ties are bounty hunters.
Occupation:
Eye Color:
Hair Color:
General Description: (Physical traits and clothing.)
Weapons: (Weapons on your person.)
Armor: (Ditto.)
Personality:
I will have my own character up shortly. This is NOT a freeform RP, but I will be building on a main plot. Feel free to create a subplot for your own character as long as it won't cause problems with the story.
