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  1. In Memory of LAJ_FETT: Please share your remembrances and condolences HERE

Library Intervention (Quick Reference)

Discussion in 'Role Playing Resource' started by Bravo, Jan 1, 2013.

  1. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Kingdom of Jod Star Ships, Vehicles, and Vessels


    The following several posts will deal with the Kingdom of Jod's military, culture, and history. All such posts included in this category will be labeled at the top with in red, bold, underline lettering.






    Information about the Jod Military Forces


    The Kingdom of Jod's military forces are collectively known as the "Jod Military Forces" or JMF. The JMF defends 3 star systems (only 2 star systems listed on "official" records), 37 planets and moons collectively, and 7 colonies not included in those 3 star systems. On top of defense, the JMF has forces specifically assigned to the Royal Palace for special operations too sensitive for regular JMF channels, these sensitive operations include the House of Royal Intelligence operations; collectively, JMF units under the Royal Palace or the House of Royal Intelligence, are known as Royal Command (RC for short). Royal Command essentially operates separately from the standard chain-of-command of the JMF, but while the RC can borrow JMF units as it sees fit, the RC often assists JMF units often as well.

    The JMF is overseen, from a military function, by the Office of Command (OOC for short), which reports directly to the Royal Palace and the King and Queen themselves. The Office of Command is a ten member board including the highest ranking military officers from the Kingdom's Navy, King's Army, Starfighter Corps, Medical Wing, and Royal Command (these 5 members hold sole military decision making power within the OOC). The other 5 spots are held by 5 civilian members (each member represents a "Region" for the Kingdom of Jod): 2 from the Royal Court on a 4 year elected cycle, who represents the Nobles and their regions; the other 3 spots are held by 3 four year elected town or city mayors, who are entrusted with representing the "common person" and their regions. While military decisions are held in private by the 5 military members in times of war, the 5 civilian members hold a solid voice within the OOC during times of peace and during times of war, when non-battle decisions have to be made (other non-combat matters during a time of war).

    The JMF is a interesting military force; created from the legendary heroics and skill of the Red Rock Kingdom Armed Forces, the JMF has amazing officers and enlisted men and women who share that same desire for excellence as their ancestors did in the Red Rock Kingdom. With military service a requirement for all males 18 years or older directly out of school for 2 to 4 years of military service (women enlistment is optional), the JMF never has a recruitment shortage. While recruitment and enlistment seems to be done on a whole other---and not entirely fair---system for the Noble Houses for Entry Officer Positions (EOP) and acceptance automatically into one of the JMF's elite military colleges (whereas non-Nobles have to apply, test, and be accepted into one of the military colleges) that date back to the Red Rock Kingdom's standard of excellence, the recruitment system for both regular enlisted and Noble Houses enlisted nonetheless works and produces a loyal, committed, and well trained military force for the JMF to work with. While some in the regular armed forces will argue that many of the Nobles aren't fit to lead a "Johnny Detail," many of the Nobles in the JMF will argue that much of the "lower" classes would be headless fools on a battlefield without a "gentlemen" to lead them. While both sides of the argument have both ground to stand on and water to sink in, the JMF nonetheless works through the social class differences to make an effective military force.

    While the "magical" affect on the Planet of Jod (the home world of the Jod) seems to only affect that world in terms of civilian and military appearances and capabilities in technology, the JMF has nonetheless extended those restrictions to all units under its command. While the King's Army and Kingdom's Navy have their major disadvantages against more modern armies and navies, their capabilities handle the local Beast threat within the Kingdom of Jod, maintains the peace within the Kingdom, patrols the Kingdom's holdings on both planets and in space effectively, and can easily handle pirate raids. While the Kingdom of Jod's military forces only face "modern" armies and navies when on special assignment to the "Outside Galaxy" with Royal Command, their forces manage the small encounters they do have.

    The JMF operates, because of their lack of technology and the fact that most of their front line naval ships have been in service for 20 or more years already and have not been upgraded in terms of weaponry or new ships added to their fleet unless upon destruction of a ship, on a Defensive Military Doctrine (DMD for short) that states, simply:


    The JMF to date, as of the Jod Civil War in 0 BBY, are under the loyalty of the Royal House.

    As of 0 BBY, during the Jod Civil War, the JMF's remnants have clustered under the banner of the Royal House and have welcomed into the fold the new and modern Strategic Command Army. With this new additions, all other assets under the JMF's command are being trained and equipped to the new Strategic Command Army standards. This "upgrade" of the King's Army will have the best regiments assigned to Strategic Command Army clone units for training and equipment. In time, all other King's Army units will be updated. The King's Army, as a organization, will continue to function in a defensive function, as a honor guard, and in preparation for the re-taking of their home world of Jod from the traitors in the COR, who forced the Royal House off their home world during the Jod Civil War.






    Information about the House of Royal Intelligence


    COMING SOON!!!!!
     
  2. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Red Rock Kingdom History, Culture, and Military
    A Chronicle


    • History
    The Kingdom of Jod is the predecessor of the Red Rock Kingdom, which ceased to be in existence as of 3961 BBY (27,500 BBY to 3961 BBY). The beginnings of the Kingdom of Jod start with the birth, rise, and decline of the Red Rock Kingdom.

    The planet that would inherit the Red Rock Kingdom, discovered in 27,657 BBY, was a Type One Atmosphere in the Expansion Region had lush green mountains, rivers, lakes, oceans, snow-caped poles, and everything from deserts and grasslands to frozen tundra and jungles everywhere in between. The planet's first sentience populace---aside from native animal life on the planet---were several groups of pirate vessels escaping the last remnants of a Rakata naval task force. The Rakata would give up chase close to the Expansion Region after the combined pirate forces destroyed their command vessel. Despite the Rakata giving up the hunt for new slaves, the pirates kept running---their ships heavily damaged after weeks of running and fighting against the Rakata---and, running low in fuel in a uncharted part of the galaxy, made planet fall on what they would later call the Red Rock Planet.

    With no known civilization within range of their ship-board comms, the pirates---who had combined their forces together in a loose alliance to fight off the Rakata for survival and share the booty from captured Rakata vessels---had no-where to go. Their remaining 30 ships heavily damaged, with little to no fuel, the pirates had to make due with what they had. Coming from a Feudalism system of law among their own members, the pirates decided to forsake their pirate ways in light of the need to create a civilization in order to survive; this need to survive never became more clear then when animal species native to the world attacked and killed some of the pirates their first month planet-fall. Electing a King and Queen from the strongest pirate group, the pirates started to make a life of their own. Soon, after many generations, the pirates-turned-civilized had made a series of colonies around the planet in close proximity of each other. These colonies would soon turn into towns as the population grew. Even with growth, the former pirates decided to remain simple, electing to not pursue technology advancement. After a life of fighting as pirates, the now elders (the founding pirates of the colonies) enjoyed the peaceful life and wished that their sons and daughters did not have to live that life. They even went as refusing to go back into space, for fears that their Rakata enemy would find them again. And, in secret, many didn't want anyone to find them. Despite these reservations, the pirates also knew that keeping their history and tradition alive was just as important, as to not allow their sons and daughters to repeat their same mistakes, but also to be proud of where they came from. From that point on, the founding pirates made it a point to show their future generations their beginnings as pirates, but always made it a point to not pursue that life style. Some of the founding pirates, however, did not share the new peaceful society and broke away from the main colonies to form pirate groups of their own. The elders in the colonies let them go, but always kept a watchful eye out for them.

    A hundred years would pass and still, no contact from the outside galaxy. Their ships had long since been turned into homes and businesses and the original pirates had long since passed away. Their off-spring would remain and, after another 50 years, not much of their pirate beginnings would remain except for old ship hulls and stories from the elders. With the discovery that the planet's mountains yielded a mysterious mineral the colonialists would call Red Rock, the colonies exploded into expansion as the new found rock provided a means for unlimited and extremely powerful clean energy production away from solar and other resources, such as the ability to heal the sick. This discovery of the Red Rock would, however, turn into war as the colonists ran into their elders' old pirate friends who had broken away from the main group a hundred years earlier. The war between traditional pirate groups and the colonists would rage on for 7 years before, after both sides built machines of war and star ships to battle each other with help from the Red Rock, the colonists defeated their old pirate comrades. Instead of forsaken their defeated brothers, the colonists welcomed the pirates back to them and, as both sides came together under peace---even with different points of view---the Red Rock Kingdom was formed in 27,500 BBY. It's first official military creation: the Kingdom's Navy, which would inherit much of their pirate beginnings from their founding fathers. A proud tradition of naval education, tactics, and elite starfighter pilots would soon become what the Kingdom's Navy---of the Red Rock Kingdom---would be known for. Few navies in the outside galaxy could challenge the Kingdom's Navy in later years.

    Soon, the Feudalism based Red Rock Kingdom would rapidly expand. With peace securing their future and understanding from both sides of the former 7 year war helping to secure that peace, the newly formed Red Rock Kingdom would, isolated and alone, become a power-house. Learning from their pirate beginnings and their costly 7 year war, the people of the young Red Rock Kingdom would build a society based on peace, understanding, and a very trained eye to both home and galactic threats. The Royal Army would be formed to secure planetary security, while the Pirate Guard---selected from the former waring pirate groups that faced the colonists during the 7 year war----would act as star ship security and a marine fighting force for their naval ships. The House of Royal Intelligence, which was already in secret development since before the 7 year war, would first publicly appear as the watch guards against home and galactic threats. In fact, it was said that the House of Royal Intelligence had more information on the on-goings of the galaxy then the galaxy knew of itself. While this claim was more then a bit over the top, it nonetheless illustrated the firm power that the House of Royal Intelligence had...even 50 years before the outside galaxy made contact with the Red Rock Kingdom.

    By 27,400 BBY, the Red Rock Planet---or also known as Prime to the Red Rock Kingdom---was full discovered on the surface. While science crews still exploded the deep oceans of their home world and the worlds of their star system, the Red Rock Kingdom had grown into a respectful sized Kingdom. A civil war from 27,399 BBY to 27,397 BBY---caused by a tarditous group within the Royal Palace wanting the old pirate ways back---caused the formation of the Palace Guard to protect the Royal Palace, Royal House, and Royal Family. This role would be expanded into special operations units two years later when the Red Rock Kingdom made contact with the outside galaxy officially.

    In 27,395 BBY, the Red Rock Kingdom encountered the rest of the galaxy. A near-destroyed vessel struggled into their star system carrying refugees---mostly women and children---from a colony attacked by pirates. Seeing the traditions of their own founding fathers hard at work as the pirates pursued the colony vessel without mercy, the Kingdom's Navy intercepted the pirates. In the next year, the Red Rock Kingdom would battle various pirate groups, as word spread from the first refugees that the Red Rock Kingdom would shelter refugees from pirates. While this wasn't the case officially, the Royal Palace could do little to stop the sudden flow of refugees. They couldn't return helpless women and children to the bloodthirsty pirates and later, the Royal Palace found out, slavers as well.

    After a year of such battles defending their boarders against pirates, in 27,394 BBY, the King and Queen authorized a cleansing of surrounding systems of pirate and slavers. The resulting order would turn into a crusade of justice until the First Alsakan Conflict in 17,018 BBY. The crusades would mark the Red Rock Kingdom as a beacon of light and safety in the future Expansion Region; that safety would push refugees from Republic's Great Manifest Period (20,000 BBY to 17,018 BBY)---specifically from colonists and mega-corporations that pushed aggressively from Alsakan into the future Expansion Region, searching out systems that the industrial guilds had missed (The Essential Atlas, page 22) centuries earlier for raw materials. While Red Rock Kingdom and Alsakan warships clashed here and there---even both deploying ground forces at two separate colonies---nothing ever went beyond a few angry blaster and laser bolts as refugees from the mega-corporations ran to the Red Rock Kingdom for safety. No deaths and no wounded.

    The Red Rock Kingdom's stand for justice caught the attention of the new Galactic Republic (formed 25,053 BBY) and in 25,000, the Red Rock Kingdom was admitted into the Galactic Republic. Jedi Knights, who had recently established a school on Ossus in 25,000 BBY, came and visited the Red Rock Kingdom, intrigued by the Red Rock Kingdom's stand for justice amidst pirates, slavers, and mega-corporations. This visit would last for several years, until the Jedi returned to Ossus in 24,953 BBY, just shortly before swearing loyalty to the Galactic Republic. The move was purely political, as to avoid favoritism among the member worlds of the Galactic Republic. The Jedi and Red Rock Kingdom would always remain close allies and this friendship would become priceless after the fall of the Red Rock Kingdom and the start of the Kingdom of Jod.

    Some historians argue that it was the military blockade of the Red Rock Kingdom---first by Alsakan and later Coruscant---that made the Alsakan Conflicts (17,000 BBY to 3,017 BBY) worse. Others disagree with this statement. Nonetheless, as the Alsakan Conflicts started, the Red Rock Kingdom's self policing of the Expansion Regions came to end as a Alsakan fleet blockaded their home world. Having to turn their crusade forces from policing and pirate and slaver interceptor forces to forces to defend their home world, piracy and slavery rose from the pit of despair it had been in under the Red Rock Kingdom and once again terrorized the Expansion Region. At first, in hopes of ending the military blockade of their home world and resume their roles---as the galactic media had named them as Soldiers of Justice----the Red Rock Kingdom supported Coruscant forces. Indeed, their actions ended the military blockade and they gained much favor within the Galactic Republic for their selfless actions to support the government. The Red Rock Kingdom would resume their policing of the Expansion Region immediately surrounding their space as they had for thousands of years. But, changes within the galaxy had begun to conspire against the Red Rock Kingdom.

    The Red Rock Kingdom's military would become renowned---especially their Kingdom's Navy and Starfighter Corps---for being some of the best such forces in the First Alsakan Conflict. However, this fame would also be the drum beat of death for the Red Rock Kingdom. For the next 500 years, until the Second Alsakan Conflict in 16, 200 BBY, the Red Rock Kingdom would become contractors of peace: sending their renowned Navy forces, and quickly becoming renowned Army forces, to trouble spots to secure peace for both small planetary governments that requested them and for the Galactic Republic on a few missions here and there. While the House of Royal Intelligence had kept the secret of the Red Rock---the secret that gave their small-side arms and ship board weapons more power and gave them the ability to move throughout the galaxy quicker then anyone else---that secret wouldn't last forever.

    The Red Rock Kingdom's favoritism with the Galactic Republic---and perhaps the galaxy as a whole---started to die out when the Red Rock Kingdom separated itself from the Galactic Republic during the Pius Dea Era and would never return, even after the Pius Dea were removed from office and the Jedi Order pleaded for the Red Rock Kingdom to come back. The Red Rock Kingdom declared itself neutral in galactic politics and, after fighting off Pius Dea invasions in the Sixth Alsakan Conflict and Seventh Alsakan Conflict, isolated itself to it's several star systems in the Expansion Region and devoted their government, culture, and education to peace, education, and becoming champions for those not able to help themselves. The Red Rock Kingdom's universities were known galaxy wide and open for all that sought to learn; their planetary and star system defenses were legendary for their strength and their House of Royal Intelligence was feared by all who crossed their them. Other governments, including the Galactic Republic, Alsakan, and even the Jedi Order would send their starfighter pilots, navy crews, and army soldiers to become trained by the Red Rock Kingdom's superior military academies. While a few governments would take advantage of this and try to get inside the Red Rick Kingdom's defenses for political or military gain, the House of Royal Intelligence was always quick to discover and quietly eliminate such threats to the Kingdom. In time, as they had when they first encountered the first refugees from pirates back in 27,395 BBY, the Red Rock Kingdom would become a safe bastion for those running from pirates and slavers. But never again would the Red Rock Kingdom raise it's forces in support of the Galactic Republic.

    After the Seventh Alsakan Conflict ended in 10,966 BBY, word had somehow slipped from the Red Rock Kingdom's highest ranks of military and political influence of the secret of the Red Rock. A secret that the House of Royal Intelligence had even kept from it's own people---erased from historical record that caused the 7 year war with their brothers all that time ago---and only a select few within the Kingdom knew what it was had become public knowledge to the rest of the galaxy. Until the Red Rock Kingdom's collapse in 3,961 BBY, the Red Rock Kingdom would fight off a series of invasions by both mega-corporations and other governments, as well as political advances (if not outright war) from Coruscant and the Galactic Republic and other member worlds. The knowledge of what the Red Rock could do in a corrupt galaxy was too much for the Royal Palace to think of. It then became by Order of the Royal Palace, that anyone found taking Red Rock off world was strictly forbidden and was punishable by death.

    While, for a time, the fever over Red Rock subsided and the civilian educational and military instructional methods of the Red Rock Kingdom became the identity of the Red Rock Kingdom in the galaxy. All would come to a crashing end, however, in 3,963 BBY. Driven by a need to mine for Red Rock on their home planet---which had been forbidden by the Royal Palace except for limited military purposes in 25,000 BBY---because of political back-stabbing in the galactic trade market by the Galactic Republic and other governments who wanted the Red Rock, inter-galactic trade to the Red Rock Kingdom slowed down to a trickle nearing 3980 BBY. Driven by a need for commerce, the Royal Palace transformed one of the star system's barren moons---starting construction in 3,979 BBY---into a industrial super giant in 3,977 BBY. Commerce renewed almost to full strength, but there was a problem. Red Rock was needed to keep the production rates up to what customers had become use to from the Red Rock Kingdom. The Royal Palace allowed limited mining at first in 3,973 BBY on one of it's most southern mountains. Due to demand to keep the isolated economy going, the Royal Palace allowed more mining operations in the southern mountains in 3,964 BBY. A year later, a civilian mining drill team went beyond the drill depth limit by the Royal Palace by accident.

    The mining accident in 3,963 BBY shut down all mining operations on the Red Rock planet after two miners were killed by a unknown alien species living in the Red Rock, as search and rescue teams would discover. After initial contact with the mysterious aliens failed---and included the death of three government officials and their armed escorts---the Red Rock Kingdom went to war. Using it's full military might, the Red Rock Kingdom showed initial success in the giant underground alien cities. But six months into the war, the aliens---known as Beasts to the Red Rock Kingdom---emerged from even deeper underground cities and laid waste to the planet. The resulting slaughter would continue for another 6 months, before the Red Rock's home planet of Prime was evacuated as the Beasts arose from the underground tunnels with ships and machines of war. The few allies that came to the Red Rock Kingdom's aid---chief among them the Jedi Knights and chief not among them the Galactic Republic---were not enough to stop the flood. The Red Rock Kingdom quickly fell, being burned from the inside out. As the Beast horde---numbering billions---sought after the Red Rock Kingdom in a blind rage over what they called "their Red Rock," the home world of Prime exploded due to the waring of forces back and forth. In truth, the Red Rock Kingdom destroyed their own planet with a explosive device a team of specialized soldiers stuck deep with-in the planet's core, least the Red Rock fall into the hands of the galactic populace.

    While how the Beasts ended up on Prime is a complete mysterious---as they had been identified as Sithspawn from the Hundred-Year Darkness---their presence none-the-less a year later, after chasing Red Rock Kingdom ships and their allies across the galaxy until 3,961 BBY, caused the defeat and near total destruction of the Red Rock Kingdom over the planet of Watava. While the Beast forces would share a similar fate as their Red Rock Kingdom counterparts, both the remnants of the Red Rock Kingdom---and the Beasts following in pursuit---would both do blind Red Space jumps with their Red Rock equipped hyperdrives. While all forces over Watava of both Beasts and Red Rock Kingdom would destroy each other completely---a few Beast and Red Rock Kingdom colonies would survive around the galaxy for several hundred years more before fading away into galactic history----the galaxy thought that both the galactic threat from the Beasts and the Red Rock Kingdom were history for ever. And, just like that, other pages of history quickly covered the brief history of the Red Rock Kingdom. And soon, the Red Rock Kingdom---and the Red Rock that was so powerful---faded from the history books, no more then a footnote in the history of the galaxy in modern history classes.
     
  3. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Kingdom of Jod History, Culture, and Territory
    A Brief Look


    • History
    The Kingdom of Jod came into existence, officially, several months after the collapse of the Red Rock Kingdom in 3,961 BBY. A blind Red Space jump---a hyperdrive using Red Rock---sent one million Red Rock Kingdom survivors aboard colony ships, freighters, and warships to Companion Cresh, a satellite galaxy of the Star Wars Galaxy. The same blind Red Space jump would send the remaining pursing Beast forces there as well and after a tense space battle, Red Rock Kingdom forces would drive the Beasts down to a barren planetary rock. Leaving a small force behind for a while as a picket and advanced alert force, the Red Rock Kingdom survivors would search the Companion Cresh for months until finding a suitable Type One Atmosphere planet. Withdrawing their picket forces from where the Beasts had landed---and instructing them to take a route that would confuse any enemy scout ships---the Red Rock Kingdom survivors went planet-side.

    The planet in reference was a Type One Atmosphere that---like their former home planet of Prime---had similar features (except for the Red Rock within the planet's mountains). In a strange and unexplored part of the galaxy---not yet knowing they were in Companion Cresh---the survivors made camp planet-side. Knowing that their Red Rock Kingdom vanished over Watava and that they were the only survivors by namesake, a council meeting was called several weeks after planet fall. The topic: what to do now?

    It was through several such meetings that it was decided that the Kingdom of Jod---"Jod" meaning justice in their ancient founding fathers' tongue---would be formed. With several of the Royal Court aboard the colony ships, a government was formed using the same Feudalism system as before. The first King and Queen were selected---as the Royal Family from the Red Rock Kingdom had all but been killed over Watava---through the two most powerful and educational minded Noble Families left. The marriage was far from arranged, as the two selected were lovers to begin with. In time, the colony ships unloaded their priceless supplies and equipment and settlement began.

    It didn't take the new settlers very long, however, to realize that something was off about their new home. Their technology stopped working. First, the smaller things: comlinks, sensors, blasters, and even their modern clothing would deteriorate. Then, bigger things: their colony ships planet-side. Through several tragic events, the newly founded Jod also discovered that if a starship stayed planet-side for 2 hours or more, their technology would likewise stop working; this was especially tragic when starships were flying in the atmosphere and this occurred.

    While the team of Jedi Masters and Jedi Knights with them could only hint towards a strong, localized disturbance in the Force around and on the planet, they were able to confirm that the disturbance did not appear hostile to the Jod.

    While this news brightened the hopes of the Jod, several problems remained, chief among them clothes. While using homemade wools and other clothes, the Jod and Jedi found their answer: the world seemed to operate on a older time era. The trick was finding what timeline that was. Luckily for the new settlers, that answer was quick in coming, but one in which the Jedi allowed very cautiously.

    On the planet, as the Jod set up their settlements, a lone humanoid walked towards them. While wearing the clothes of a traveler and prophet----a chiton, pallium and sandals, tzitzit, and a kippah----the man brought them the answers they were seeking. Despite the Jedi's best attempts to find fault or lies, they could find none in this strange traveler. Along with the lifestyle and initial prophecies for the Kingdom of Jod---that had their orgins in the Red Rock Kingdom ancient scrolls---the man have them a religion to follow: Judaism. But the prophet also warned them that a man fully God and fully Man would: "Do not think that I have come to bring peace to the earth. I have not come to bring peace, but a sword." (Matthew 10:34, Holy Bible, ESV) The strange prophet and traveler told that when this man came, they would know in their hearts, and they would have to listen to his teachings, for this man of fully God and fully Man would be the truth and would say, "I am the way, and the truth, and the life. No one comes to the Father except through me. If you had known me, you would have known my Father also. From now on you do know him and have seen him." (John 14:6-7, Holy Bible, ESV)

    Several years would pass and the prophet and the Jedi would discuss much with the elders of the Red Rock Kingdom and now the Kingdom of Jod. But before those years had passed, the Jod's life style had radically changed in accordance with, it seemed, this magic around their new world...





    • Culture
    The Kingdom of Jod, as of 2 months into this existence as the Kingdom of Jod in 3,961 BBY, had radically changed, a change that their former galaxy may not had ever seen before. Their culture and life style was highly influenced by the Middle Ages, Early Modern Period, American Revolutionary War,and American Civil War. Technology worked on a limited basis, as it seemed directed and progressed by this mysterious planet. And the precise formula to the planet's method has never been precisely figured out, as to why some comlinks will work and others will not or why some starships will work and others will not. The only way the Jod were ever able to override the planet's control was to, very secretly, introduce strands of Red Rock into weapons and starships they wanted to use. With the limited supply of Red Rock---even though the Red Rock could reproduce itself---this override policy for technology was used on extreme limit, usually with Queen's Guardsmen E-11 Blaster Carbines introduced thousands of years later and starships used by the Royal Palace and Royal Command.

    To the culture, on the Planet of Jod, on a more focused scale, the world operated in general from the Middle Ages and Early Modern Period. While the Royal Palace and Central and Northern Regions would stay strict to this lifestyle, the further out Eastern, Western, and Southern Regions operated more in a American Revolutionary War and American Civil War time frame.

    As for the rest of the Kingdom of Jod, namely the 32 other planets and over a thousand moons they would eventually colonize, the magical effect that would bewilder the Planet of Jod did not affect these other planets. However, through a Royal Order, all military and law enforcement assets would adhere to the same restrictions in technology as the Planet of Jod would (but not production, social, or other functions of society and commerce). However, with contact with outside forces aside from the Beasts possible, another Royal Order was enacted to ensure that Royal Command and the House of Royal Intelligence were given liberties above and beyond that of the Jod Military Forces---both publically and per classified means---in terms of technology to ensure that the Kingdom of Jod could meet any perceived threat above the technology level of the JMF.






    • Territory
    The territory of the Kingdom of Jod resides in the satellite galaxy known as Companion Cresh. The only way into the Kingdom directly is by a secret Red Rock built tunnel through hyperspace through a deadly trek across the Open Sea. There is no other known way into the Kingdom of Jod, other then the 150,000 light years it takes for space travel to Companion Cresh. There has been rumored a "back door" into the Kingdom other then the Open Sea, but the route is heavily secured and guarded and is secret to everyone except on a need-to-know basis.

    The Kingdom of Jod, including the home world of the Planet of Jod, is included in 33 planets (31 of which are known to the public, 2 of which are classified military locations), several hundred colonized moons, and a handful of civilian space stations and other space facilities considered to be habitual for civilians on terms on of housing. In terms of size, the Kingdom of Jod is roughly the size of the Centrality. The below "Kingdom of Jod Profile" is based off of the template from Wookieepedia.

     
  4. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    King's Army


    • King's Army, as of 0 BBY, a traditional home guard force and honor guard for the Royal House
    The founding blocks of the King's Army starts with the enlisted man; ages 18 to 43, the enlisted man begins at Private, then goes up from there: Private First Class, Corporal, Sergeant, Staff Sergeant, Sergeant First Class, and can rise as far as Sergeant Major within the army; the only higher rank for non-commissioned officers is Command Sergeant Major, which is the highest staff NCO at the Division level, and the Sergeant Major of the Army, which oversees all NCOs from a administrative point of view.

    As required by the Kingdom of Jod to field a army necessary to protect from the remnants of the Beasts and for the coming Prophecy that seemed that both their own Red Rock Kingdom and Jedi seemed to support, it was mandatory for all males to enlist into at least 2 and a half years of military service directly after high school at 18 years of age (all branches including the Army and Navy; women are not required to fulfill the mandatory enlistment). Basic Training (Boot Camp) and their Military Specialty School (training for their position) would take a combined one year to complete, in which case afterwards, they would start their mandatory 2 and a half year enlistment (which then turns into 3 1/2 years with training). While many families viewed this as the mark manhood for their sons---and many fathers supported their children with strong passion while in the service---the service time itself provided males with the right to vote and hold government office, from local towns and regions to the Royal Palace aides themselves. If a soldier would enlist for up to at least 4 years (renew for 2 more years after their first 2 years), then the government would grant them a 2 free year college education. If a soldier served 6 years or more, then a soldier would get a 4 free year college education and free health insurance for life. While many Jod citizens didn't stay past the 2 years because of the hard life style, it was mandatory for all former service men and women to be on a immediately reserve notice in times of war for up to 2 more years after they leave the military. A King's Army Soldier pay was low, but considering everything the government provided from soap to food, the low pay was justified.

    The Northern, Central, and Eastern Regions are almost the sole suppliers of the King's Army ranks with the Planet of Jod (from there, the Five Planets and Industrial Regions make up the majority of the enlistments); many young people in these regions aspire to be in the army, mostly because of family tradition and local peer pressure from friends. There are exceptions a course and regiments can be raised in the Western and Southern Regions as well on the Planet of Jod, as well as The Twins Regions, Three Jewels Regions, and the heavily Navy favored Line Region. A King's Army Soldier has a American Civil War-era mindset. Unlike the Navy Guard (see below), the King's Army is closed off to women except for Army Intelligence, Army Medical (nurses and doctors), and Army Science Department. While this has caused much tension on the political playing field, the army had held this policy in place for thousands of years. Many blame this to sexism within the Royal Court.

    The King's Army is lead by Military Academy officers---paid 3 times as much as a enlisted soldiers----usually men with noble upbringing and who would be required to serve at least 8 years after their Army Academy training, but have rights to free 4 year college education and free health insurance for life, not to mention high political connections for future government posts. About a quarter of the officers who would serve more then 8 years would end up being your future Generals and High Command staff.

    The King's Army Soldier----known simply as Soldiers---were equipped with the highly effective and deadly LR-Model 2 Blaster Rifle, a weapon that was 56 inches long and weighed nine pounds; the weapon was a blaster rifle in the sense that it fired and operated like a blaster rifle. The LR-Model 2 Blaster Rifle was brown in color, featured a barrel that was 40 inches, and had a solid stock. The rifle featured flip-up leaf sights (and could be equipped with a scope if needed), a socket bayonet, and a brown strap for carrying. The weapon's power was almost unmatched in the field (it can punch through a set of Clone Trooper or Stormtrooper armor without much effort) and its maximum range was 10 kilometers.

    [​IMG]

    How to reload the LR-model 2 Blaster Rifle:

    The King's Army Soldier was further equipped with a thigh holstered 6 shot Standard Issue Army Revolver (Colt Army Model 1860), which is loaded and operated much like the LR-model 2 Blaster Rifle.

    [​IMG]


    The King's Army soldier wore the following:

    The King's Army's traditional Soldier is supported by horse cavalry and field artillery; their tactics surround Napoleonic tactics. Other support units include:

    The King's Army Field Officer (Second Lieutenant, First Lieutenant, Captain, Major, Lieutenant Colonel, Colonel) wore the following:

    The King's Army basic elements were:
    • Squad (8 soldiers; 1 Staff Sergeant, 1 Sergeant, 1 Corporal, 5 Privates)
    • Platoon (32 soldiers, 4 squads; 1 Lieutenant, 2 Staff Sergeants, 4 Sergeants, 4 Corporals, 21 Privates )
    • Company (3 platoons plus staff officers, 100 soldiers; 1 Captain, 2 Lieutenants, 1 Sergeant Major)
    • Regiment (10 companies for 1,000 soldiers; 1 Colonel, 1 Lieutenant Colonel, 1 Major, 1 Regimental Surgeon, 10 Captains). A King-class Battleship carried a regiment of soldiers.
    The King's Army's structure grew into:
    • Brigades (4 regiments per Brigade)
    • Division (3 Brigades, plus field artillery)
    • Corps (3 Divisions, plus field artillery)
    • Field Army (3 Corps, plus field artillery)
    • Army Group (3 Field Armies, plus field artillery)
    The King's Army had a policy in effect that all soldiers would serve in the following timetable and the soldiers would be transferred to and from units to fulfill these time requirements, as in order to make effective combat soldiers and ensure fairness among the ranks, regardless of political connections:
    • After Basic Training (Boot Camp) and Military Specialty School (training for their job), which combined would take about a year to complete:
      • 6 Months at a Garrisoned (or Stationary) Unit
        • 1 month home time (with mandatory training with a local unit every other week)
      • 6 Months aboard a Starship (or Space Station) Unit
        • 1 Month home time (with mandatory training with a local unit every other week)
      • 1 Year at the Front Lines Defense Force
        • 1 Month home time (with mandatory training with a local unit every other week)
      • 3 Months Garrison, Starship, or Space Station duty, then discharged or reenlistment
     
  5. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Strategic Command Army


    • Introduced in 0 BBY as the primary assault army for the Royal House
    The end result of King Alex "The Just"'s Modernization Program. Known as Project Green during the development and training stages, the newly coined Strategic Command Army was designed to replace the King's Army has the main assault army for the Kingdom of Jod. While the King's Army would have to remain in service due to the weird magical effects of the Kingdom of Jod home world, Planet of Jod, the army would remain a defensive force, patrolling and keeping the peace on the home world, as well as acting as a Honor Guard for all VIPs wherever Jod Military Forces were deployed. While the Jod Civil Warin 0 BBY has transformed the remaining King's Army forces loyal to the Royal House into a offensive unit, it is designed to support the Strategic Command Army in field operations until such a time those forces loyal to the Royal House can be trained and equipped to be Troopers in the Strategic Command Army.


    The average Strategic Command Army Trooper looks like the following:



    Helmet; instead of picture, helmet is a solid black with a smooth surface (instead of the clear plastic protrusions on the top, side, and rear of helmet). Unlike the picture, the visor is all black, the bulkier protrusion HUD visor is smoke-gray in color.


    [​IMG]

    Torso armor;

    [​IMG][​IMG]

    Leg armor and combat boots; focus on soldiers to either the far left or far right for leg armor.

    [​IMG]

    Knee Pads; worn on outside of uniform legs.

    [​IMG]

     
  6. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Special Forces



    • Queen's Guardsmen
    The military elite of the Jod Military and chosen to protect the Royal Family, Royal Palace, and act as part of the highly elite Royal Command (special forces attached to the direct command of the Royal House and House of Royal Intelligence); they also preform long range cavalry patrol on the home world. Selected from only the Northern Region and raised since birth to be soldiers; trained to be the best soldiers in the galaxy. Loyal to death and cannot be bribed. Trained in multiple forms of hand-to-hand combat and nearly all melee weapons, small-arms, medium-arms, and heavy-arms blaster and projectile weapons. The direct predecessors of the Palace Guard from the Red Rock Kingdom, however more highly trained and raised since birth to be soldiers (unlike Palace Guards).



    Queen's Guardsmen are divided into companies of Queen's Guardsmen and are assigned to all parts of the Kingdom of Jod where they are needed; the "Company" is the highest form of structure for the Queen's Guardsmen. Usually when attached to Royal Command or to other military units away from the home world, the Queen's Guardsmen very rarely travel in groups of more then 12 Queen's Guardsmen.

    Ranks of the Queen's Guardsmen:
    • Captain of the Guard (highest ranking guard, always near the Queen and King)
    • Captain
    • Lieutenant
    • Sergeant Major
    • Sergeant First Class
    • Staff Sergeant
    • Sergeant
    • Corporal
    • Guard (entry rank)




    • Special Warfare Division Trooper (SD Trooper)
    The military-active arm of the Queen's Guardsmen, the Special Warfare Division Trooper or SD Trooper for short (Special Division Trooper), has been the cornerstone of ground operations involving the Royal Command since the House of Royal Intelligence took an interest in the "Outside Galaxy". All Queen Guardsmen are part of the Special Warfare Division and take rotations in a year: 3 months on Royal House duty, 1 month off, 3 months on SD Trooper duty, 1 month off, 2 months Royal House Duty, 1 month SD Trooper duty, 1 month off.

    While their armor and equipment have changed over hundreds of years, their mission profile has remained the same: to provide a highly trained stealth deep insertion force for Royal Command. And they excel at it. Since it's creation, the Special Warfare Division has only ever lost 3 troopers KIA and never once have they left evidence or a comrade behind. They are given the toughest missions and are expected to succeed.

    In addition to the weapons below, SD Troopers can use and carry a wide range of projectile and blaster weapons, taking and using whatever weapon fits the job at the time.








    • Naval Reconnaissance Troopers
    The brain child of the House of Royal Intelligence and the Kingdom's Navy, the Naval Reconnaissance Trooper (NRT) is part of the end result of Royal Intelligence's and Jod Military Forces' join adventure in Special Tactics and Studies Division (T&S, Tactics and Studies, for short), started sometime before the fall of the Republic and the rise of the Galactic Empire, utilizing the Sentinel-class Patrol Craft.

    Formed from hand-picked Naval Guards to participate in the Tactics and Studies program involving the newly createdSentinel-class Patrol Craft sometime before the fall of the Republic and the rise of the Galactic Empire. The NRT's goal lay in taking the Naval Guards' abilities as guards and light infantry and turning them into resourceful, behind enemy line scouts, able to do a wide-range of skills. While not called Naval Reconnaissance Troopers yet, the newly trained Naval Guards did so well in the field that the Naval Guards department created a new branch just for them, titled Naval Reconnaissance Troopers (NRT for short).

    Naval Reconnaissance Troopers work in groups of 4 to 5 troopers and have a Senior Chief Petty Officer leading them. While they are usually assigned to a single Sentinel-class Patrol Craft, the Sentinels can carry up to 10 more NR Troopers. When working in these highly concentrated groups of 15 NR Troopers, the mission results can be dramatic and highly successful; normally 4 troopers stay back to man the Sentinel's guns for air support, while 11 NR Troopers go in.

    The Naval Reconnaissance Trooper has evolved since it's creation over 20 years ago. While the highly successful program had early ties and operations with Royal Command, these connections only strengthened over many highly successful missions. Now, NR Troopers are more like special operations commandos, using their skill in a wide range of mission profiles in additional to their mission with the Sentinels and Kingdom's Navy. The NR Troopers excel at being snipers and scouts and are often employed by the King's Army for such activities as well; the NR Trooper's sniper and scout abilities make them high valuable to Royal Command for deep insertion missions. Moreover, NR Troopers are trained in stealth, hand-to-hand combat, explosives, slicing, survival, and squad-level tactics.

    NR Troopers will often work alongside Special Warfare Division Troopers, King's Army Soldiers, and Strategic Command Army Troopers in large scale operations. Special Warfare Division Troopers and NR Troopers work alongside so much on deep insertions missions that some in the JMF confuse the two trooper classes as part of the same branch.

    They are trained to be quick, quiet, and lethal; when not using stealth to complete a mission, NR Troopers use a shock and awe tactic towards their combat, often overwhelming enemy targets with a mix of speed, accuracy, agility, and amazing skill. NR Troopers are trained extensively to use blaster pistols, often times 2 blaster pistols in each hand, when in combat; NR Troopers travel light into combat, wearing the lightest possible body armor and carrying the lightest weapons and equipment to give them the edge in speed and agility against their foe in combat. Often times the basic of combat clothes (pants and shirt), boots, equipment belt and equipment webbing, and their weapons along will be all they carry into battle. There is no "standard" of clothing for NR Troopers, but most travel with military pants and boots, a shirt, equipment belt and webbing, and their weapons as a "basic" load-out. Additional armor and equipment comes with the mission profile.

    NR Troopers carry on the proud tradition, attitude, and mindset of Naval Guards, since they are first recruited from the Naval Guards corps before they begin training as a Naval Reconnaissance Trooper.


    Various known imagines of NR Troopers include:


    [​IMG]


    [​IMG]

    [​IMG][​IMG]








    • Go Team
    [​IMG]
    Photo and below written information from Sith-I-5.

    In the most simple terms, a Go Team is a quick reaction force that can be despatched at short notice from a Kingdom Navy capital ship to deal with a specific mission requirement. Not usually more than twenty beings plus a team leader, a Go Team can be composed of a mix of Engineers, King's Army Soldiers, Naval Guard, medics and whoever else is found suitable for a mission where a full military unit would be overkill (or may not be suitable for the mission at hand). A Go Team may also be assembled for very specific mission purposes, where multiple specialties are required to solve a mission critical situation.

    While not to be considered a push-over of a unit, a Go Team's potential is completely dependent on the people selected for the team. Whereas a Go Team can be assembled from any Kingdom Navy's vessel on a moment's notice, the ship's Captain can determine by the personnel he or she uses if the Go Team would be able to handle a particular mission profile.

    Several Go Teams have showed a remarkable capability on missions and have established themselves as reliable ground or marine forces on a moment's notice. Usually, Go Teams provide mission-specific specialties, recon of enemy targets in advance of a full military force, and any other number of various missions. Go Teams are always mobile, quick, and able to be covert when needed.
     
  7. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Kingdom of Jod Ground and Ground Support Forces:



    The Hammer Strike-class Landing Craft and Heavy Armored Personnel Carrier are described in more detail below because of their new designs with the Strategic Command Army.

    Other ground vehicles and ground support forces include:


    • Air Support / Air and Space Transportation
    Aka'jor-class shuttles
    Nu-class attack shuttles
    Theta-class T-2c shuttles
    Sentinel-class Landing Craft
    Gamma-class assault shuttle
    Y-4 Raptor-class Transports
    CR25 troop carriers
    Hammer Strike-class Landing Craft
    IF-120 landing craft
    Low Altitude Assault Transport/infantry
    Low Altitude Assault Transport/carrier


    • Heavy Armor
    AT-TE
    T4-B heavy tank
    TX-130T fighter tank
    AT-OT
    PX-4 Mobile Command Base


    • Scout / Light Armor
    AT-ST
    HAP (Heavy Armored Personnel Carrier)
    74-Z Speeder Bike
    Ultra-Light Assault Vehicle


    • Artillery
    AT-APs
    AV-7 Antivehicle Cannons









    • Hammer Strike-class Landing Craft
    [​IMG]

    [​IMG]




    Hammer Strike-class Landing Craft
    Note: Data information adopted from Wookieepedia, CR25 troop carrier

    Manufacturer: Royal Engineering
    Model: Heavy Assault Landing Craft
    Class: Dropship
    Roles (3): Dropship, patrol vessel, long-range scout / exploration vessel

    Length: 64 meters
    MGLT: 60
    Hyperdrive: Class 1
    Back-up Hyperdrive: Class 8
    Shielding: Equipped; on par with CR90 Corellian Corvette
    Armor: On par with CR90 Corellian Corvette
    Armament:
    4 forward facing heavy laser cannons
    8 single barrel laser cannons (4 top-side, 4 bottom-side)
    1 top-side (above the bridge) turreted ion cannon
    1 bow belly turreted single laser cannon
    2 forward facing concussion missile launchers

    Complement:

    2 HAPs or similar sized vehicles
    12 E-Web heavy repeating blaster
    6 74-Z speeder bikes
    (standard)

    OR (alternate #1, most used alternate)

    6 AT-STs
    12 E-Web heavy repeating blasters
    6 74-Z speeder bikes

    OR

    3 TX-130T fighter tanks

    OR

    1 T4-B heavy tank
    2 74-Z speeder bikes

    OR

    2 Low Altitude Assault Transport/infantrys


    Cargo Capacity: 360 metric tons
    Consumables: 1 year
    Other Systems: In-depth and advanced ground ComScan sensors and long-range communications
    Crew: 12
    1 Pilot
    1 Co-Pilot
    1 Navigation Officer
    1 Chief Engineer
    8 Gunners / "Crew" who handle other non-combat roles when not engaged in combat
    Passengers: 60 troops


    History:

    The Hammer Strike-class Landing Craft, HAMMER for short, was the response for King's Alex's modernization of the King's Army: the army needed transport that the Jod themselves could build and rely upon. The result was the HAMMER. The Hammer can fulfill multiple roles beyond just a drop-ship and hence gives it added versatility in both the King's Army and Kingdom's Navy. Due to it's hyperspace capabilities, thick armor and shields, weapon capabilities, and sensor and communication packages, Hammers are often sent on long range scouting and exploration missions. Primarily equipped with either the HAP or AT-ST (and speeder bikes for both), the Hammer is well-suited for both new planetary exploration and advanced recon scouting for a invasion force on a planet. As any senior Jod military officer will tell you, the Hammer was a direct result for a transport for the heavy scout vehicle HAP, which was designed first.

    Although not directly designed for it, Hammers can be readied for patrol missions for the Kingdom's Navy. However, because of it's smaller overall size and lack of starfighter support, the vessel is a easy target and tempting capture for pirates if caught alone, despite the ship's heavy weaponry, armor, and shields. With that in mind, Hammers will---if need be---patrol well-traveled space lanes.








    • Heavy Armored Personnel Carrier
    [​IMG]



    Heavy Armored Personnel Carrier
    Note: Information stat sheet taken from Wookieepedia's AT-ST and Heavy Assault Vehicle/wheeled A6 Juggernaut


    Manufacturer: Royal Engineering
    Model: Heavy Armored Personnel Carrier
    Class: Personnel Carrier
    Role(3): Personnel Carrier, Scout, Hazardous environments vehicle

    Height/depth: N/A
    Mass: N/A
    Maximum Speed: 160 km/h
    Engine Unit(s): N/A
    Sensor Systems: Ground-penetrating sensor system
    Armament:

    1 Twin heavy blaster turret
    1 Mark II medium repeating blaster cannon (front of vehicle's forward railing)
    5 concussion missile launch tubes (starboard side)
    1 mortar launcher (concealed, starboard top side of vehicle, recessed into the armor)

    Specialized Equip:

    1 Heavy mortar cannon, 16 rounds (reduces infantry support to 4 soldiers)

    Crew: 5
    1 Driver / Commanding Officer
    2 Gunners (for each of the heavy and medium blasters)
    1 Mechanic (who also operates the spot-light and acts as a extra gunner or assists the Fire Control Officer)
    1 Fire Control Officer (for the missiles and mortars)
    Passengers: 8 troops
    Cargo Capacity: N/A

    History:

    Known as HAP, short for Heavy Armored Personnel Carrier, the vehicle was the first armor design following the new armor designs for the new clone soldiers. Designed to take in a limited number of soldiers---a squad of 8 soldiers---and provide full armor support against infantry and light to medium combat vehicles. The HAP has a crew of five: 1 driver / commanding officer, 2 Gunners (for each of the heavy and medium blasters), 1 Mechanic (who also operates the spot-light and acts as a extra gunner or assists the Fire Control Officer), and 1 Fire Control Officer for the missiles and mortars. Equipped with a heavy duel blaster cannon, medium repeating blaster cannon, 5 concussion missile tubes (10 concussion missiles total), and a mortar launcher (16 rounds), the HAP can provide heavy covering fire and artillery support for any infantry unit making a hard push through a enemy position. A specialized addition of a long range mortar (16 rounds, reduces troop payload to 4 soldiers) can increase the HAP's long range artillery support, although this is not standard weaponry on a HAP. HAPs are extremely well stocked with a wide variety of weapons for it's infantry soldiers, often having on hand a small armory of Z-6 rotary blaster cannons, T-21 light repeating blasters, Model CR-24 flame rifles, and HH-15 projectile launchers, in addition of their normal small-arms weaponry.

    The HAP is usually seen working with infantry units beyond what it can carry, acting as a mobile fire support base for infantry units. When in numbers of 2 or 3, HAPs can crush enemy infantry lines and light to medium combat vehicles, providing a key tactical advantage in a pitched battle. In armor formations, HAPs support infantry units, provide escort to tanks and troop transports, operate as heavy recon and scouts, and operate as rear guard elements. Heavily armored, the HAP can take a onslaught of small-arms, medium-arms, and heavy-arms blasters and projectile weapons (heavier weapons, such as E-Webs, can punch through the armor if given upon the armor for a respectable duration of time). The armor can even handle rocket and missile launcher attacks; however, continued heavy ordinance (2 rocket strikes max for instance)---or a direct hit from a heavy laser cannon on a AT-AT or concussion missile---can punch through the armor. Also, the HAPs gunners are exposed to enemy action and are very vulnerable.

    Equipped with a respectable sensor and long-range communication suite and rations for crew and soldiers for up to a week, the HAP is well suited for long duration missions, patrols, and scouting missions in force. Additional features includes advanced chemical and biological warfare life support systems; the HAP can operate in non-breathable atmospheres (excluding vacuum) for up to 10 hours; special equipment allows the main hold and cockpit to be sealed off in different sized sections for troop deployments in such hazardous conditions, while not putting the rest of the vehicle in harms way with a hazardous environment. If life support systems are resupplied and reequipped, the HAP can stay in such hazard environments as long as needed. The HAP can operate in vacuum for up to 3 hours. Such hazardous atmospheres and vacuum limit the heavy and medium blaster cannons to less accurate remote control fire control from within the vehicle. Furthermore, when entering hazardous atmospheres, the HAP's troop payload is reduced to 3 soldiers; this is because the HAP can only handle 8 soldiers within the vehicle at once, excluding the driver, but during hazardous atmospheres, the driver is included in this count.
     
  8. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Kingdom's Navy




    [​IMG]



    [​IMG]








    Kingdom's Navy



    The pride and joy of the Red Rock Kingdom: battle proven and well-trained military professionals, elite military academies, war heroes, and family navy traditions stretching back several hundred years, some family navy traditions going back thousands of years. The Starfighter Corps, in support of the capital navy ships, have established their own standard and legacy similar to that of the Red Rock Kingdom's Navy. The Kingdom of Jod's Navy and Starfighter Corps have inherited both of these great standards and legacies.

    Open to both males and females and mostly recruited from the Southern, Western, and Central Regions on the Planet of Jod (and the Line Region and the Three Jewels Region aside from the capital planet), the Kingdom's Navy's enlisted are required to serve 4 1/2 years (5 1/2 after training is complete) instead of the mandatory 2 1/2 years for the King's Army and have similar pay and college benefits as to that of the Navy Guard for enlisted and non-commissioned officers (NCOs). Commissioned Officers are required to serve 10 years after their Naval Academy training, but their pay is some of the best in the whole Kingdom of Jod's Jod Military Force, and they have rights to free 4 year college education and free health insurance for life, not to mention high political connections for future government posts.

    Of note, all Maintenance Department personnel, Hanger Personnel and Fire / Rescue Personnel, and Hanger Techs share similar uniforms across both navy and army branches.


    The ranks of the Kingdom's Navy's "Field Commands" (not department or "office" commands):

    • 1 High Admiral (head of the Navy)
    • 7 Fleet Admirals (in charge of Commands or "Fleets" from Ports of Command)
    • 7 Admirals (Field Commands of Fleets)
    • 14 Vice-Admirals (in charge of Defense Fleets)
    • 24 Commodores
      • in charge of
        • Task Forces
        • Regional Patrol Divisions
        • Commodores are considered the next Vice Admirals and Admirals in the Navy when retirements----or other vacancies---begin and the required 21 Vice Admirals and Admirals needs to be resupplied to full strength.)
    • 526 Captains
      • Line Captain, a temporary---but noted in the official military file of the officer---rank when a senior ranking Captain, by years in service, needs to take command over several vessels when a higher ranking officer is not available.
      • Captains command King-class, Light-class, and Bastion-class sized starships
    • 1,796 Commanders
      • second-in-command of Kings, Lights, and Bastions
      • Commanders (in replace of Captains) of smaller vessels such as the Strike and Sentinel classes
    • 1,368 Lieutenant Commanders
      • Third-in-command of King-class Battleships; "senior" ranking Lieutenants act in this place on smaller vessels
      • Second-in-command aboard Strike and Sentinel classes
    • Lieutenant (A "Bridge Officer". Senior Lieutenants are over younger Lieutenants by experience.)
    • Sub-Lieutenant (A junior-ranking Lieutenant. Usually oversees other departments aboard a starship other then the bridge with other more senior Lieutenants over them in those departments.)
    • Ensign (entry level Commissioned Officer in the Navy; usually fresh out of the Naval Academy.)
    • Master Chief Petty Officer ("Command Sergeant Major" equal to the Army)
    • Chief Petty Officer ("Sergeant Major" equal to the Army)
    • Petty Officer I ("Sergeant First Class" equal to the Army)
    • Petty Officer II ("Sergeant" equal to the Army)
    • Leading Crewmen ("Corporal" equal to the Army)
    • Able Crewmen ("Private First Class" equal to the Army)
    • Crewmen ("Private" equal to the Army)
    Uniforms
    • Kingdom's Navy (of forces loyal to the Royal House; these are new uniforms for King II-class Battleship crews and are being pressed into service in other units loyal to the Royal House.)
    All star ship level Captains, Line Captains, and Commodores wear the following uniform:

    All Admiral-level officers wear the same uniform, except the following:

    All Commander, Lieutenant Commander, Lieutenant, Sub-Lieutenant, and Ensign ranks are the following:

    [​IMG]


    Except the following:
    • The symbols of the uniform have been replaced with the Kingdom's Navy flag on the right shoulder and the seal of the Royal House above the left bar codes.
    • Commanders and Lieutenant Commanders are equipped blaster holsters on their hips carrying a DE-10 blaster pistol.
    All Master Chief Petty Officers wear the same of the above mentioned ranks (Commander, Lieutenant Commander, Lieutenant, etc.), but differ in the following:

    All Chief Petty Officers, Petty Officer I, and Petty Officer II wear the following:

    All Leading Crewmen, Able Crewmen, and Crewmen wear the following:

    All Maintenance Department personnel, when on duty (see rank uniforms above), wear the following:



    All Hanger Personnel and Fire / Rescue Personnel, when on duty (see rank uniforms above), wear the following:


    All Hanger Techs (starfighter, shuttle, etc. mechanics) wear the following when on duty (see rank uniforms above):

     
  9. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Naval Guard


    The successor of the Red Rock Kingdom's Pirate Guard and serve as starship security, naval instillation guards, a light infantry force for the Kingdom's Navy, light infantry support to King's Army Soldiers / Strategic Command Army Troopers, and Prison Guards. The Naval Guard holds fast to almost all of their predecessor's traits, culture, and military tactics. Holding to a Golden Age of Piracy mind-set, although not pirates themselves anymore, the Naval Guard's culture---as that of their predecessor Pirate Guards---would fit into this time. While their loyalty is to the Kingdom's Navy, their life style and culture is rather pirate-like. They are, like the King's Army, enlisted men---and allow women freely into their ranks---who serve the mandatory 2 1/2 (3 1/2 after training) years after high school. Unlike the King's Army soldier, the Naval Guard all receive the same training after Basic Training (Boot Camp).

    Due to the Naval Guards' less hazardous duties, mostly positioned aboard navy ships as security and only in combat when the ship goes into combat, Navy Guards are paid less then King's Army Soldiers. However, Military High Command feels that a better life style (not constantly in military camps and marching), better food and housing (that Kingdom's Navy has better food and housing), and the opportunity to travel in deep space and see the stars and planets, can justify a lower pay then the harder life style and service of a King's Army Soldier.

    Because of the many benefits of the Kingdom's Navy, many Naval Guard, unlike the King's Army Soldier, stay on after their mandatory 2 1/2 years for another 2 years, some for part-time 3 months out of a year service, and some go career. The promise of deep space travel and seeing the stars is always a attraction to the young men and women out of high school. If a Naval Guard stays for 5 years full time (after training is complete prior to this), their pay is equal to that of a King's Army Soldier Sergeant grade after 5 years of service and they are given a 3/4-ride (3 years) of college paid for after 6 years of service to any college within the Kingdom of Jod. If they stay 8 years (full time), they get a full-ride (4 years) of college paid for anywhere within the Kingdom of Jod and a end of enlistment bonus of one year's worth of pay at Sergeant grade.

    The Naval Guard looked like:

    The Naval Guard was divided into the following:
    • Squad (8 Naval Guard)
    • Platoon (32 Naval Guard)
    • Company (3 platoons, 100 Naval Guard)
    • Regiment (10 companies, 1,000 Naval Guard)
    • Brigade (4 Regiments)
    • Division (3 Brigades)
    • Corps (3 Divisions; 1 Corps total, highest level of structure; known as the "Office of the Naval Guard" in the Military High Command).
    There have been a handful of specialized Naval Guard units throughout the military's history that have specialized themselves in enemy ship boarding actions or light infantry support units. The Naval Guard have the same ranks as the Kingdom's Navy, however, specific to their ranks and do not affect overall starship command.
     
  10. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Starfighter Corps


    The Starfighter Corps services all branches of the Jod Military, including the Kingdom's Navy, King's Army/Strategic Command Army, and the Royal Command. While entrance into the elite Royal Command is by Royal Palace invite only, all entry level Starfighter Corps pilots are trained to take off and land on both space-born naval vessels and land-based air bases. To ensure that their skills remain sharp, typically in a 8 year career (mandatory for all Starfighter Corps Pilot enlistments; pay and benefits is equal to that of a Navy Officer), a pilot will spend 75% of their career in their "specialty" (navy or army flying) field and 25% of it in the other; typically this translates to after every three 6-month deployments, a pilot has to spend their 4th deployment on their non-specialty branch.

    While this specialty classification creates pilots for either navy and army branches of the Jod Military, in functionality, the Starfighter Corps is unbiased to either branch and trains it's pilots for both branches equally and thus operates separately from both army and navy branches (in effect, Starfighter Corps pilots are "on loan" to the navy and army branches and may be redeployed and transferred at the Starfighter Corps' wishes, although normally---except for highly sensitive cases---the Starfighter Corps works within the wishes of both the navy and army).

    In regards to this stand-alone nature---since the beginnings of the Red Rock Kingdom---the Kingdom of Jod's Starfighter Corps has a proud tradition of its own that rivals, and in some cases, over shadows that of the Kingdom's Navy. Known through myth and legend in the days of the Red Rock Kingdom as the best starfighter pilots in the galaxy during their time, the Starfighter Corps of the Kingdom of Jod has carried on the proud tradition of their ancestors.


    Training is rigorous for cadets in the Kingdom's of Jod's two starfighter academies, Jod Aeronautical and Interplanetary Pilot Academy and the Royal Starfighter Academy (both academies being in competition against each other since the days of the Red Rock Kingdom), composing of a 3 year and 3 month program. The first year of the program is nothing but physical conditioning and academic studies in regards to flying, with the next year taking the last year adding additional academic studies and physical conditioning to basic flying skills for both planetary flight (6 months) and space flight (6 months). The final year is nothing but flight training and perfecting their training and skills with academic studies and daily condition added to the mix. Each year or "phase" of training must be completed with a 80% or higher grade average.

    A pilot's last 3 months of training is being deployed to a training base for a month and a half and then a training vessel in space for the next month and a half. Upon successful completion of both 1 1/2 month field training experiences (both having scored a 80% or higher grade average), the pilot trainee is entered into the Starfighter Corps as a Pilot Officer.

    The High Marshal, 4 "senior" Group Captains, and 2 Wing Commanders (elected very 2 years to fill the position) form the military higher structure of the Starfighter Corps (known as Starfighter Command) and are known among squadron-level pilots as "Desk Pilots". Wing Commanders in the field are often put into the category of Desk Pilots as well by lesser ranked pilots.

    Ranks:
    • High Marshal (head of the Starfighter Corps)
    • Group Captain (in charge of several Wings of starfighters)
    • Wing Commander (in charge of a Wing of starfighters)
    • Squadron Leader ("Captain" of rank, leader of a squadron)
    • Flight Lieutenant (in charge of a "Flight" of starfighters)
    • Flying Officer ("senior" starfighter pilot)
    • Pilot Officer (new starfighter pilot)
    Uniforms:
    High Marshal and Group Captain-levels:

    Wing Commander level:

    [​IMG]
    Except the following:
    • The brown secondary color has been replaced with red.
    • The symbols of the uniform have been replaced with the Starfighter Corps flag on the right shoulder and the seal of the Royal House above the left bar codes.
    • Wing Commanders are equipped blaster holsters on their hips carrying a DE-10 blaster pistol.
    All Squadron-level ranks:



    The flight suits are (for Interceptor and Fighter starfighters):​
    [​IMG]
    Except the following:
    • The orange has been replaced with red.
    • The gloves are white, while the boots are still black.
    • The helmets are white, without the Rebel symbols, and are usually decorative per each pilot beyond the standard white color.
    • The Starfighter Corps' symbol is on the right shoulder.
    Bomber Only Starfighter Pilots (K-Wing starfighters, etc)
    [​IMG]
    Except the following:
    • The blue had been replaced with brown
    • The gloves are black
    • The boots are black
    • The armor is silver
    • The harness is black
    Starfighters
    • Prototypes / In Testing
      • RZ-1 A-Wing Interceptor
        • Prototype designs; specs "acquired" from the Rebel Alliance and built by Jod techs, in the testing stages
        • Expected to replace both Aethersprite-class and Actis-class Interceptors once fully tested and developed
      • B-Wing starfighters
        • Prototype designs; specs "acquired" from the Rebel Alliance and built by Jod techs, in the testing stages
        • Expected to replace the BTL-S3 Y-Wing starfighter once fully tested and developed
     
  11. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Medical Wing


    The Medical Wing is considered it's own branch within the military and services all the branches of the Jod military, including the Kingdom's Navy, King's Army/Strategic Command Army, and the Royal Command with Specialists, Surgeons, Doctors, Nurses, Certified Nursing Assistants, Paramedics, and Emergency Medical Technician-Basics.

    At least one Xenobiology specialty doctor is required on all frontier army garrison bases, deep space patrols, and any military voyage into the "Outside Galaxy". At least 3 Xenobiology specialty doctors must be present on a Jod "Hospital Ship" and all land based military hospitals. The focus of these specialty doctors is not for military research, rather for their additional specialty skills in healing alien wounded.


    All Medical Staff, regardless of rank, wear the following uniform:

    [​IMG][​IMG][​IMG]
    Except:
    • Replace the Babylon 5 symbol with that of the Medical Wing and the Kingdom of Jod flag on the right shoulder.
     
  12. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Galaxy Defender-class Dreadnought


    [​IMG]



    Galaxy Defender-class Dreadnought


    Manufacturer: Endurance Agglomerate
    Model: Galaxy Defender
    Class: Dreadnought (see: Anaxes War College System)
    Role: Dreadnought, Command Ship, Carrier
    Cost: Not for sale

    Length: 15,031.3 meters
    Width: 7,615.6 meters
    Height: 2,342.1 Meters
    Maximum Acceleration: >2,900 G-force
    MGLT: 45 MGLT
    Maximum Speed (atmosphere): 600 km/h
    Engine Units: 20 Executor-50.x engines, 8 Destroyer-I ion engines
    Hyperdrive Rating (Red Rock): Class 1 (same as normal hyperspace rating)
    Hyperdrive Rating (normal, back-up): Class 10 back-up
    Power Plant: 4 main I-a2b ionization reactor cores (in a 4 cluster) and 4 smaller (15% the size, no visible bulb) solar fed back-up reactor cores (charged at 100%, can be recharged by the main reactors or solar panels; can be used with main reactor to support energy out-put for weapons, shields, sensors, and communications).
    Shields: Redundant shields, rated to Executor Super Star Destroyer
    Armor (Hull plating): Rated to Executor Super Star Destroyer (Titanium-reinforced Alusteel)
    Sensors: Rated to King II-class Battleship; other "additional" abilities classified by the House of Royal Intelligence.
    Communications: Rated to Imperial II-class Star Destroyers,including specifics:
    Frequency Agile subspace transceiver
    Ranger transceiver
    Radionics
    2 Rectenna (refitted for starship's size and use; one fitted on each rear of the bridge domes)
    Whistler encryption module
    ion-scrambler
    Sub-space image transmitter
    Subspace transceiver
    Holocomm
    Holotranceiver
    Holo-transmitter
    Hypercomm
    hyperradio
    hyperwave transmitter
    Targeting Systems: St2x targeting computer
    Note: Installed on both the King-II class Battleship (redesigned for warship specs) and all it's starfighters.
    Cargo Capacity: Unknown
    Consumables: 6 years
    Crew:
    Officers: 50,000
    Enlisted: 150,000
    Gunners: 30,000
    Naval Guard: 60,000
    Total: 290,000


    Armament (1,283 weapon emplacements):


    300 Heavy turbolaser turrets (720-teraton)

    76 DBY-827 heavy dual turbolaser turrets (mostly around the bridge towers and reactor cores)

    1,932 Quad Heavy Turbolaser Cannons

    100 H9 dual Turbolaser Cannons (mostly around the hangers)

    200 All purpose mass driver cannons (port and starboard; modified with J-1 semi-autonomous proton cannon rounds scaled to size; can also be used as flak guns)

    180 NK-7 ion cannons

    Thousands of AG-2G quad laser cannons and Light Gun Batteries (anti-starfighter laser batteries)

    100 Point-defense laser cannon (anti-missile)

    170 Tactical Missile Tubes (Assault Concussion Missiles)

    5 (250-m diameter) Dominator-style gravity well projectors (imagine)

    Unknown number of Q7 Tractor Beam Projectors

    7 Bow positioned Justice-class Heavy Turbolaser Cannons (circular formation)



    Complement:

    Starfighters:

    11 Wings T-65 X-wing starfighters
    4 Wings of Delta-7 Aethersprite-class Light Interceptors
    • Used by the Royal House Defense Wing Pilots
    • And other "elite" Jod pilots. Some sources argue remnant Jedi Knights from the Old Republic, but this has not been confirmed nor denied.
    • Equipped with a built-in hyperdrive, two laser cannons, and a warhead launcher
    • Painted the traditional red and white colors.
    3 Wings of RZ-1 A-Wing Interceptor
    • Painted forest green with white as a secondary color up the middle of the craft
    3 Wings of BTL-S3 Y-wing starfighters
    1 Wing of B-Wing starfighters
    1 Wing of GAT-12h Skipray Blastboats
    1 Wing of Aggressive ReConnaissance-170 starfighters
    Total: 1,728 starfighters

    Numerous repair and recovery vessels


    Shuttles:

    12 Aka'jor-class shuttles
    12 Nu-class attack shuttles
    12 Gamma-class assault shuttles
    12 Katarn-class boarding craft

    Dropships and Landing Craft:

    12 Sentinel-class Landing Craft
    12 Hammer Strike-class Landing Craft
    12 BR-23 Couriers
    6 IF-120 landing craft
    6 Kleeque-class transports
    6 Y-4 Raptor-class Transports
    6 Y-85 Titan dropships
    2 Acclamator-class transport drop ships

    Ground Vehicles:

    • Heavy Armor
    4 PX-4 Mobile Command Bases
    4 Heavy Assault Vehicles/repulsorlift A9 Floating Fortress
    20 AT-TEs
    20 Heavy Assault Vehicles/wheeled A6 Juggernauts
    20 T4-B heavy tanks
    60 TX-130 Saber-class Fighter Tanks
    • Light Armor
    40 HAPs (Heavy Armored Personnel Carrier)
    50 AT-STs
    30 AT-PTs
    100 Rebel Armored Freerunners

    • Reconnaissance
    600 74-Z speeder bikes
    200 AT-RTs
    200 Prowler 1000 Exploration droids

    • Transport
    54 AT-OTs

    • Aerial Assault
    500 Low Altitude Assault Transport/infantry
    200 Low Altitude Assault Transport/carrier
    100 T-47 Airspeeders
    50 Nemesis-class gunships

    • Ground Forces (1 Corps Total (32,768 troops, as defined by the Imperial Army)
    Infantry
    • 30,000 Strategic Command Army Troopers (3 Legions; 10,000 troops per legion)
    • 1,000 Naval Troopers (utilized as "Light Infantry"; separate from ship security)
    Special Forces
    • 1,000 "Elite" shock King's Army Troopers (1 Regiment)
    • 300Naval Reconnaissance Troopers
    • 100 Queen's Guardsmen
    • 68 Special Warfare Division Troopers
    Special Security and Honor Guard
    • 300 King's Army Troopers (3 companies)
    Garrison Bases

    • 1 Garrison Bases
    Special Notes:

    • The Galaxy Defender-class Battle Cruiser can cloak itself, using Stygium crystals-powered cloaking device. Do to development issues, the cloaking device uses a large amount of power that disables the weapon systems. When the cloaking field drops, weapons become available after a 30 second recharge period of the systems. While cloaked, the vessel cannot fire weapons (clearly), launch or recover starfighters or shuttles, or go to hyperspace.
    • The Battle Cruiser has 5 "live fire" holograpic battle simulation rooms, known as Simulation Rooms, similar in appearance to the Danger Room and is large enough to hold up to 100 people. Using Hologram technology, the rooms can reproduce whole battle landscapes in live color, rendering hologram projections in real color instead of the blue-line projections for communication purposes. Strategic Command Army Troopers (SCA Troopers) make excellent use of these facilities, as do naval officers and crew reviewing old battle footage for study, etc. The use of these facilities is almost limitless, however is restricted to military use only and not private use. The use of these facilities is strictly regulated by the Lieutenant Commander of the vessel and all requests must be made to him before use is permitted. One of the Simulation Rooms has been reserved for Royal Command use and is not limited through the Lieutenant Commander's orders.
    • The Battle Cruiser's computer system is integrated with bio-neural gel packs. However, in case of an emergency, traditional computer systems could run the ship effectively.
    History:
    The Galaxy Defender-class Battle Cruiser is the accumulation of research and partnership of the newly formed Endurance Agglomerate after the Battle of the Stars several weeks after the Battle of Yavin(0 ABBY).

    The Galaxy Defender-class Battle Cruiser, code named Project Defender while under construction, was constructed in orbit over the secret Jod world of Hope located in the Companion Cresh. Considered the "Bastion of Hope," the planet of Hope was the Jod's greatest secret, even to it's own people and its own government. The planet gave birth to the rest of the Guardians' Reliance Fleet (GRF) and the bulk of the rest of the Jod fleet loyal to the Royal House.

    The Endurance Agglomerate, a group of Jod, Rebels, defected Imperials, civilians, "scum of the universe," The Organization, and "The Council" who came together after the Battle of the Stars to form a secret alliance to combat the Empire, fight the growing evil in the galaxy, and bring hope back to the galaxy, gave birth to the only ship in the Galaxy Defender-class Battle Cruiser, the Hope. The ship features many artistic talents, from Galactic Republic to Galactic Empire to Mon Calamari, but through all the artistic layout, the ship is designed to be a bastion of hope and safety for the galaxy, bringing light into darkness and exposing shadows where they hide.

    Equipped with a all Jod crew, the Hope is crewed by the very best the Jod military academies ever produced that were still loyal to the Royal House at the time of the Jod Civil War in O BBY. Equipped to be a "floating city," the Hope is as much a testament to advancements in war as it is as a education and research safe haven. Designed to explore the galaxy in its deepest reaches and fight evil where it lay, the Hope is as much a exploration vessel as it is a war ship. With construction completed, the Hope was launched in 3 ABY, just before the Battle of Hoth.



    Interior:
    The Galaxy Defender-class Battle Cruiser holds up the same high expectations of culture and design that both the King I and King-II class Battleships were known known for, but even more.

    Details:
    • Bridges (both Port and Starboard)
    Starboard Bridge (Primary Bridge, War Room; Ship Command, Medical Command, Engineering Command, Chief of Security Command)

    Oval shape design with front windows wrapping around the front part of the bridge from top to bottom. Two decks; the first, lower deck, houses crew pits for the various functions of the ship. The Helms station---a three crew member console with a Chief Helmsmen and 2 Assistant Helmsmen---sit at the front of the bridge behind a semi-circle of a console station. Positioned in the middle front of the bridge, they have a full unobstructed view of space in front of them.

    Wrapping around in the oval shape bridge to either side of the Helms Station are multiple consoles---28 in total----on both sides of the bridge for various functions (14 consoles on either side of the Helms Station); all the consoles are angled and positioned in a way as to get a front or side view of the bridges' viewports, but also allow easy access around each console; the consoles are in rows of 2, the first row, like the helms station, being closet to the front viewport, with the second row (last 14 consoles) positioned about 3 consoles-depth behind the first row and clustered into groups of 3 at angels to see either out the front view port or one of the starboard or port side viewport. The last console on either side is closet to the exit door.

    The second, higher deck, is recessed from the front of the bridge by a quarter of the distant and is a large oval shaped command deck with waist high railing all around it---breaks in two front areas where 2 small ramps head down to the lower deck---with the Captain's Chair on the starboard side of the deck and the Commander's Chair on the port side of the deck, both a bit back from the safety railing. Both the Captain and Commander chairs can rotate 360 degrees and the Captain's Chair has a master command arm rest as well. In front of both the Captain and Commander Chairs, recessed into the ground, are two holograpic displays / HoloNet transceivers, that can display live battlefield data and HoloNet communications to both command officers.

    Behind the two command chairs is a large blast door that is always flanked by two sentry Naval Guards both on the outside and inside of the door's entrance and exit. Just before the exit and to the port side corner is the "War Room" (see details below). To the starboard side of the bridge in the corner opposite is the Captain's Room, pictured below:


    [​IMG]



    Leaving the bridge, one takes a small ramp down into a lobby area where two smaller blast doors, each guarded by a Naval Guard each, lead around the second deck ramp and into the lower deck bridge.

    Directly aft of the top and lower decks is another large blast door; exiting through the heavy blast door, where two Naval Guards stand sentry duty on either side of. These blast doors open one up into a extremely large lobby area that looks more like a 5 star hotel then a battle cruiser. The granite floor is sparkling clean with stone walls and a white ceiling. Various green plants shoot along the rock wall, giving the wall the feeling of a forest. Several species of beautiful plants are in either 4 corners of the giant lobby. Across from the bridge entrance, about 20 meters, is the far side of this big lobby and are double thick heavy blast doors, with two sentry Naval Guards standing on either side of the blast doors.

    This giant lobby, known as the Giant Hall, houses the Command Quarters (see below) for Ship Command, Engineering Command, and Medical Command. The Command Quarters are located to either side of the entrance to the bridge from the Giant Hall. The three command-level quarters (Ship Captain, Commander, Lieutenant Commander) are on the port side, while the three command-level quarters (Chief Medical Officer, Chief Engineer, Chief of Security) are on the starboard side of the ship.

    There is also a Conference Room A next to each command-level quarters on either port and starboard side.

    In the middle of the Giant Hall is a coffee-like area, where a small mess hall kiosk is set up to serve the bridge and command staff with various limited selection on small food items, water, and coffee. This kiosk is manned by one mess hall staff member.

    Both Giant Halls and Bridges (both Starboard Bridge and Port Bridge) can both be completely sealed off from each other and from the rest of the ship in case of an emergency, able to provide itself with its own life support and food rations for 3 months and have its own small weapons locker (located in the "War Room" and Chief of Security's personal quarters) and escape pods for the whole bridge staff, command-level officers, and security personnel.

    Beyond the Giant Hall's blast doors, exiting to the rest of the ship, one takes a short walk to a bank of turbolifts and staircases that lead down to the various rooms of the Command Tower or to the super structure of the rest of the ship


    Port Bridge (Starfighter Command, Infantry Command, Hanger Command)

    The port bridge is identical to the starboard bridge in every way except for the fact that the Helms Station is removed up front and is replaced by a tactical observation post (with emergency back-up bridge controls in case the primary bridge is destroyed), which is staffed by 4 officers who act as look-outs and battlefield liaisons between the command staff and the field commanders. The other difference between the two bridges is the function of the 28 consoles and their staff; whereas the starboard bridge handles the warship concerns, the consoles for the port bridge (nicknamed "Starfighter Command" by most) deals with starfighters, shuttles, and infantry concerns. The third difference is the removal of the "War Room" and the addition of two ready rooms in each rear corner of the bridge; the port side one for the infantry general, the starboard side office for the Wing Commander. Both rooms are smaller then the War Room look like the Captain's Ready Room (pictured above).

    The second level deck, where the command chairs are at for the starboard bridge, are replaced with the Wing Commander on the starboard side and the Army General on the port side. The port bridge also handles all shuttle launches. Both the port and starboard bridges have liaison officers to each bridge for proper secure and correct communication and also share live audio and holo feed chats during all combat operations. The "War Room" in the starboard bridge houses liaison officers from both bridges for a mission, allowing both sides to communication face to face in the heat of battle.


    • Medical Bay (Med Bay)
    Location: Several locations, Gen Bay 1 through 13 / and Big Med 1 through 6.



    3 General Medical Bays (Med Bay or Gen Med for short), 1 each, are located each in the rear super structure both top side and bottom, while 1 is located roughly in the middle of the structure. These 3 med bays are known as General Med Bay 1, 2, and 3 or Gen Med respectfully. Med Bay (Gen Med) 4 through 6 is located in the bow portion of the ship---roughly for size comparison reasons---in the same area as Med Bays 1-3; Gen Med 4 and 5 are located top side and bottom side respectfully, with Gen Med 6 roughly in the middle of the bow decks.

    General Medical Bays 7, 8, 9, 10 are located along the central portion of the ship and take up the middle portion of the ship, while General Medical Bays 11 and 12 take up a position top side of the middle section of the ship and bottom side of the middle section of the ship, just above and in between the hanger bays.

    6 Medical Bays are refereed to as "Big Med" for short. These Big Med Bays are 7 General Medical Bays combined in a cluster formation, connected to each other, and are located around or directly by the hanger bays. Big Med 1 2, 3, and 4 are located in between the main and secondary hangers, while Big Med 5 is located aft of the primary hangers and Big Med 6 is located forward of the secondary hanger bays. All Big Med Bays specialize in combat, plague, virus, foreign body, chemical, biological, and Xenobiology research and medical treatment: all alien life forms, returning away parties, troop deployments away from ship, prisoners coming to the ship, or anyone that is coming on board or has left the ship and is returning to the ship must pass through one of the Big Med Bays before venturing into the rest of the ship; the 6 Big Meds can be sealed off in case of a dangerous patient or unknown threat from a patient that can endanger the rest of the ship; further preventive measures allow the Big Meds to be disengaged from the ship completely in their own "life boat" system and tractor beamed along by the battle cruiser until the crisis is resolved and the Big Meds can be reconnected into the ship.

    There is one General Medical Bay, known as Med Bay 19 or "Biggie" that is located directly behind the command towers and services only the Command Staff, high ranking Officers and NCO's, diplomats, and VIPs aboard the ship.

    All General Medicals Bays (combine and x by 7 for Big Med Bays) look like the following:


    [​IMG][​IMG][​IMG][​IMG]
    [​IMG][​IMG]





    1 2-1B surgical droid
    1 FX-7 medical assistant droid
    2 GH-7 medical analysis unit
    2 IM-6 medical droids

    • Crew Quarters (Command Staff, Officer, Enlisted, Pilot, Barracks), State Rooms, Conference Rooms, and "War Room":
    Note: All decks are connected via turbolifts, staircases, and maintenance tubes.

    Outside crew quarters, conference rooms, and "War Room" corridors leading to various previous mentioned areas:


    [​IMG]

    Command Staff
    Location: Giant Hall


    Officer
    Location:Around the bases of each command tower; respected commands under each "Command Staff" tower.

    Enlisted, Naval Guard, and Gunnery
    Location: Two locations, 40 decks total; first location (20 decks), spread across the top portion of the middle of the ship, running from just forward of the Command Towers, spanning across the width of the ship white painting of the ship, to just before the bow section of the ship. Second location (20 decks) is spread across the bottom portion of the middle of the ship, just above Med Bay 12 and spans the same length and width of the first location.




    :eek: THIS PAGE IS UNDER HEAVY CONSTRUCTION. :eek:
     
  13. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    ???:

    Manufacturer:
    Model:
    Class: (see: Anaxes War College System)
    Role:
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    Targeting Systems:
    Cargo Capacity:
    Consumables:
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    Officers:
    Enlisted:
    Gunners:
    Naval Guard:
    Total:
    Armament (??? weapon emplacements):
    Complement:
    Special Notes:
    Interior:
     
  14. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    ???:

    Manufacturer:
    Model:
    Class: (see: Anaxes War College System)
    Role:
    Cost:
    Length:
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    Total:
    Armament (??? weapon emplacements):
    Complement:
    Special Notes:
    Interior:
     
  15. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    • King II-class Battleship
    [​IMG]

    Imagine created by CPL_Macja




    King II-class Battleships:
    Below Data specs layout and other related information taken from Imperial I-class Star Destroyer, MC80 Liberty type Star Cruiser, and Venator-class Star Destroyer.

    Manufacturer: Royal Engineering (Jod Defense Engineering Shipwrights manufactures all other ships for the Kingdom's Navy not included in the "Navy's Modernization Program")
    Model: King II-class Battleship
    Class: Star Destroyer (see: Anaxes War College System)
    Role: Battleship, Command Ship, Carrier
    Cost: Roughly the same around of an Imperial I-class Star Destroyer (costs are saved through building direct, verses contracting out to other shipyards)

    Length: 1,600 meters
    Height: 210 Meters (40 decks of livable space; 30 decks or 90 meters of non-livable space: hanger bay, reactor core, etc.)
    Maximum Acceleration: >2,750
    MGLT: 65 MGLT
    Maximum Speed (atmosphere): 1,000 km/h
    Engine Units: 6 Royal One Fighter-class Engines (same look as King-class Battleships, but different internal design for better production)
    Hyperdrive Rating (Red Rock): Class .10
    Hyperdrive Rating (normal, back-up): Class 2 back-up
    Power Plant: One main Hypermatter annihilator reactor, two smaller (15% the size) solar fed back-up reactor cores (charged at 100%, can be recharged by the main reactor or solar panels; can be used with main reactor to support energy out-put for weapons, shields, sensors, and communications).
    Shields: Redundant shields, rated to Imperial II-class Star Destroyers
    Armor (Hull plating): Rated to Imperial II-class Star Destroyers
    Sensors: Rated to Imperial II-class Star Destroyers; other "additional" abilities classified by the House of Royal Intelligence.
    Communications: Rated to Imperial II-class Star Destroyers,including specifics:
    Frequency Agile subspace transceiver
    Ranger transceiver
    Radionics
    2 Rectenna (refitted for starship's size and use; one fitted on each rear of the bridge domes)
    Whistler encryption module
    ion-scrambler
    Sub-space image transmitter
    Subspace transceiver
    Holocomm
    Holotranceiver
    Holo-transmitter
    Hypercomm
    hyperradio
    hyperwave transmitter
    Targeting Systems: St2x targeting computer
    Note: Installed on both the King-II class Battleship (redesigned for warship specs) and all it's starfighters.
    Cargo Capacity: 26,000 metric tons
    Consumables: 5 years
    Crew:
    Officers: 6,235
    Enlisted: 19,850
    Gunners: 275
    Naval Guard: 3,000
    Total: 29,360


    Armament (142 weapon emplacements):
    Note: Imperial I-class Star Destroyers have 142 weapon emplacements)


    12 DBY-827 heavy dual turbolaser turrets
    8 Arrow: 2 port / 2 starboard top arrow; 2 port / 2 starboard bottom arrow
    4 Bow: 2 top, 2 bottom

    8 All purpose mass driver cannons
    8 Middle: 4 across the "middle" section of the ship, both port and starboard

    10 NK-7 ion cannons
    8 Middle: 4 port along the "middle," 4 starboard along the "middle"

    2 Bow: 1 top, 1 bottom

    62 XX-9 heavy turbolasers
    32 Arrow: 8 port top / 8 starboard top; 8 port bottom / 8 starboard top
    10 Middle: 5 port, 5 starboard
    14 Bow: 7 top bow, 7 bottom bow
    6 Aft: 3 top, 3 bottom

    40 AG-2G quad laser cannons
    10 Arrow: 5 top arrow, 5 bottom arrow
    10 Middle: 5 port, 5 starboard
    10 bow: 5 top, 5 bottom
    10 Aft: 5 top, 5 bottom

    10 Concussion Missile Launchers
    4 Bow: 2 top, 2 bottom
    6 Middle: 3 port, 3 starboard


    10 Q7 Tractor Beam Projectors
    4 Bow: 2 top, 2 bottom
    6 Bottom: around hanger bay



    Complement:

    4 T-65 X-wing starfighter squadrons
    3 BTL-S3 Y-wing starfighter squadrons
    2 Aggressive ReConnaissance-170 starfighter squadrons
    1 Eta-2 Actis-class light interceptor squadron
    Total: 120 starfighters

    12 GAT-12 Skipray Blastboats (various models)

    Numerous repair and recovery vessels

    3 Aka'jor-class shuttles
    4 Nu-class attack shuttles
    12 Sentinel-class Landing Craft
    2 Gamma-class assault shuttle
    2 Y-4 Raptor-class Transports
    2 CR25 troop carriers
    3 Hammer Strike-class Landing Craft
    1 IF-120 landing craft


    10 AT-TEs
    5 T4-B heavy tanks
    8 TX-130T fighter tanks
    10 AT-STs
    10 HAPs (Heavy Armored Personnel Carrier)
    2 AT-OTs
    16 Low Altitude Assault Transport/infantry
    4 Low Altitude Assault Transport/carrier

    3 AT-APs
    4 AV-7 Antivehicle Cannons

    Infantry: 10,000
    1 Garrison Base



    Special Notes: King-II class Battleships are the essential backbone to King Alex "The Just"'s political, military, and economic agenda for the Kingdom of Jod. The first class of warship designed under the Navy Modernization Program, the ship is designed to be on par with the latest military technology in the "Outside Galaxy". Able to act as a tough Battleship during times of war, a Command Ship, or even a carrier, the King II-class Battleship surpasses it's older brother, the King-class Battleship, in every way. Better armor, better shields, better weapons. The focus of adding bow weaponry, to address the major short-coming of the original King-class Battleship, was of major note and the added weaponry gives the new King II-class Battleship the ability to better pursue enemy targets.

    The King II-class Battleship adds upgraded highly sensitive and long-range sensors from the original King-class model; the addition gives the ship a edge on other warships it's size. The specifics of the sensor capabilities is currently classified.

    The latest---and biggest---internal change to the King-class model of warships is the crew. While the King II is bigger then it's original brother, the crew size has been reduced by around 10,000 crew members for a ship it's size. The reduction in crew has allowed more room for back-up generators, less strain on the life support system, and more hanger space. The reduction in crew size is made possible by a newly developed (and tested) advanced AI system---from a secret research space station in the Northern Stretch---that helps to pick-up the loose ends from a reduction in crew size. The AI's safety limits eliminates the possibility of the AI taking over the vessel, rather restricting the AI to tasks and duties that replaces the 10,000 crew member reduction.

    In addition to an AI, the King II-class Battleships are using a prototype Hypermatter annihilator reactor that is more stable then it's Clones War era counterparts; also, the engines are testing out a system to reduce engine heat and waste as to lower the ship's sensor profile.

    Included in the additions to the ship, the King II-class Battleships come equipped with state-of-the art:

    • The Battleship has 2 "live fire" holograpic battle simulation rooms, known as Simulation Rooms, similar in appearance to the Danger Room and is large enough to hold up to 100 people. Using Hologram technology, the rooms can reproduce whole battle landscapes in live color, rendering hologram projections in real color instead of the blue-line projections for communication purposes. Strategic Command Army Troopers (SCA Troopers) make excellent use of these facilities, as do naval officers and crew reviewing old battle footage for study, etc. The use of these facilities is almost limitless, however is restricted to military use only and not private use. The use of these facilities is strictly regulated by the Lieutenant Commander of the vessel and all requests must be made to him before use is permitted. One of the Simulation Rooms has been reserved for Royal Command use and is not limited through the Lieutenant Commander's orders.
    • The ship is equipped with a Astrometrics Lab near the base of the command towers.
    Interior:


    King-II class Battleships hold up the high expectations of culture and design that the King I-class Battleship was known for, but even more. Details:
    • Bridges (both Port and Starboard)
    Starboard Bridge (Primary Bridge, War Room)

    Oval shape design with front windows wrapping around the front part of the bridge from top to bottom. Two decks; the first, lower deck, houses crew pits for the various functions of the ship. The Helms station---a double crew member console with a Chief Helmsmen and a Assistant Helmsmen---sit at the front of the bridge behind a semi-circle of a console station. Positioned in the middle front of the bridge, they have a full unobstructed view of space in front of them.

    Wrapping around in the oval shape bridge to either side of the Helms Station are multiple consoles---seven in total----on both sides of the bridge for various functions (14 consoles all together from both sides); all the consoles are angled and positioned in a way as to get a front view of the bridges' viewports, but also allow easy access around each console. The second, higher deck, is recessed from the front of the bridge by a quarter of the distant and is a large oval shaped command deck with waist high railing all around it---breaks in two front areas where 2 small ramps head down to the lower deck---with the Captain's Chair on the starboard side of the deck and the Commander's Chair on the port side of the deck, both a bit back from the safety railing. Both the Captain and Commander chairs can rotate 360 degrees and the Captain's Chair has a master command arm rest as well. In front of both the Captain and Commander Chairs, recessed into the ground, are two holograpic displays / HoloNet transceivers, that can display live battlefield data and HoloNet communications to both command officers.

    Behind the two command chairs is a large blast door that is always flanked by two sentry Naval Guards both on the outside and inside of the door's entrance and exit. Just before the exit and to the port side corner is the "War Room" (see details below). To the starboard side of the bridge in the corner opposite is the Captain's Room, pictured below:


    [​IMG]



    Leaving the bridge, one takes a small ramp down into a lobby area where two smaller blast doors, each guarded by a Naval Guard each, lead around the second deck ramp and into the lower deck bridge.

    Directly aft of the top and lower decks is another large blast door; exiting through the heavy blast door, where two Naval Guards stand sentry duty on either side of, one takes a short walk to a bank of turbolifts and staircases that lead down to the various rooms of the Command Tower or to the super structure of the arrow shape of the ship below.


    Port Bridge (Starfighter Command and Infantry Command)

    The port bridge is identical to the starboard bridge in every way except for the fact that the Helms Station is removed up front and is replaced by a tactical observation post (with emergency back-up bridge controls in case the primary bridge is destroyed), which is staffed by 3 officers who act as look-outs and battlefield liaisons between the command staff and the field commanders. The other difference between the two bridges is the function of the 14 consoles and their staff; whereas the starboard bridge handles the warship concerns, the consoles for the port bridge (nicknamed "Starfighter Command" by most) deals with starfighters, shuttles, and infantry concerns. The third difference is the removal of the "War Room" and the addition of two ready rooms in each rear corner of the bridge; the port side one for the infantry general, the starboard side office for the Wing Commander. Both rooms are smaller then the War Room look like the Captain's Ready Room (pictured above).

    The second level deck, where the command chairs are at for the starboard bridge, are replaced with the Wing Commander on the starboard side and the Army General on the port side. The port bridge also handles all shuttle launches. Both the port and starboard bridges have liaison officers to each bridge for proper secure and correct communication and also share live audio and holo feed chats during all combat operations. The "War Room" in the starboard bridge houses officers from both bridges for a mission, allowing both sides to communication face to face in the heat of battle.
    • Medical Bay (Med Bay)
    Location: Several locations, Med Bay 1 through 4. Two medical bays, one each, are located each in the bow super structure both top side and bottom. These two med bays are known as General Med Bay 1 and 2 or Gen Med 1 and 2 respectfully. Med Bay 3 is located in the forward part of the arrow top side (just in front of the two command bridge towers) and is essentially considered the overflow bay and generally reserved for the command staff, officer staff, diplomatic guests, and medical mysterious or difficult cases or life support cases; Med Bay 3 has been nicknamed the "Big 3" for both it's location and ability to handle the worse of the worse in medical cases. Medical Bay 4 is located in between the secondary and primary hangers and can be accessed by both hangers; Hanger Bay 4 has been nicknamed "First Contact" for it's location of handling wounded coming in from shuttles first. Because of it's increased volume of patients, Med Bay 4 is two regular Med Bays combined to make a double Med Bay and thus twice as big (two offices combined, double the beds, etc.); essentially, Med Bay 4 is two Med Bays back-to-back, connected through a open arch way where both are connected via the small office lobby on the left side of the main circular office. All four Med Bays have the following appearance:


    [​IMG][​IMG][​IMG][​IMG]
    [​IMG][​IMG]



    Med Bays 1 and 2 both have general knowledge medical doctors on staff 24/7 with at least one nurse 24/7 as well (12 hour shifts, rotations with medical staff); a stand-by double medic and 1 IM-6 medical droid emergency response team is also stationed at both Med Bay 1 for medical emergencies throughout the ship 24/7 (2 teams, 12 hour shift blocks). Specialty doctors can be transferred from other shifts or Med Bays as needed.

    Med Bays 3 and 4 house specialty doctors or surgeons and at least 2 nurses 24/7 (12 hour shifts, rotations with medical staff). Med Bay 4 also houses a general knowledge medical doctor 24/7 as well (including the surgeon and 2 nurses). Medical Bay 3 also houses a double medical and 1 IM-6 medical droid emergency response team for medical emergencies throughout the ship 24/7 as well (2 teams, 12 hour shift blocks).

    All Medical Bays have the following droids on staff in each Med Bay (Med Bay 4 twice as many medical droids as listed):

    1 2-1B surgical droid
    1 FX-7 medical assistant droid
    2 GH-7 medical analysis unit
    2 IM-6 medical droids

    • Crew Quarters (Command Staff, Officer, Enlisted, Pilot, Barracks), State Rooms, Conference Rooms, and "War Room":
    Note: All decks are connected via turbolifts, staircases, and maintenance tubes.

    Outside crew quarters, conference rooms, and "War Room" corridors leading to various previous mentioned areas:


    [​IMG]

    Command Staff
    Location: Command Towers leading to both bridges; starfighter, infantry, and hanger commands on the port tower' bridge, medical, and engineering commands on the starboard tower.


    Quarters feature the same carpet as the outside corridors to all quarters; white walls and ceiling give the room a larger feeling and a large viewport spans the back wall behind the bed. The quarters feature a master bedroom to the rear of the quarters separated by a wall and a thin blast door to the rest of the quarters which feature a small living room complete with small dinner table, couch for entertainment, and a holo entertainment center. To the left of the living room, from the front blast door leading to the quarters, is a half circle kitchen in the corner of the room complete with a island table with 4 stools in the middle of the kitchen. Opposite of the kitchen and directly left of the main entrance to the quarters is the refresher complete with a door for privacy. Next to the refresher, on the wall with the entrance door to the quarters, is a closet for clothes and other equipment. On the wall next to the entrance to the quarters, opposite the side of the refresher and by the holo entertainment center, is a communication screen to the rest of the ship.

    Officer
    Location:Around the bases of each command tower; respected commands under each "Command Staff" tower.

    Quarters are smaller and similar to command staff quarters, however, they lack the master bedroom (instead a bed is up against the wall instead of a whole private bedroom), have a smaller living room, and kitchen is half the size. Instead of a large viewport looking out to space, a smaller view port is directly behind the bed, leaving the rest of the wall to either side solid hull. The walls and ceilings are still white and have the same style of carpet.

    Enlisted, Naval Guard, and Gunnery
    Location: Two locations; first location, spread across the top portion of the "arrow"; split into both the port and starboard sides of the arrow. Second location is positioned directly between the top arrow super structure and the top bow super structure.

    Quarters are the same sized as officer quarters and have the same carpet as all the command staff and officer quarters; however, their walls are a Imperial gray in color and feature no kitchen. Instead, 3 double bunk beds housing 2 sailors each (one on the bottom bunk, another on the top bunk) line both side walls and the very back wall. Two refreshers are in each far corner of the room between each side wall and the far wall. Two small rectangular viewports are to either side of the far side bunk and by each refresher. In the middle of the room is a single large round table---doubling as a holo gaming and entertainment table---with chairs for 4 and two smaller study desks with a single chair each are against the wall with the single entrance/exit blast door, on each side of the door. Beside each desk is a small refrigerator for left-over food, drinks, etc. Closets for clothes and uniforms by each bunk bed.

    Pilot
    Location: On the bottom portion of the "arrow"; split into both port and starboard sides of the bottom arrow and above the "Barracks". Shuttle and recovery and repair pilots take up the starboard bottom arrow, while starfighter pilots take up the port bottom arrow.


    Quarters are similar to Enlisted quarters, but feature 3 double bunk beds on each side wall (2 on the "right" wall, one 1 bunk bed on the "left" wall) with 2 refreshers at the back of the wall and two small rectangular viewports on either far side of both refreshers with a large circular holo gaming and entertainment center in the middle of the room with 4 chairs around it. Two study desks, with one chair each, are on either side of the entrance/exit blast door. A small kitchen is in the far left corner of the room, where only 1 bunk bed is on the "left" wall. Pilot closets for clothes and uniforms by each bunk bed.

    Barracks
    Location: Under the pilot quarters.

    For the 10,000 soldiers aboard the Battleship, the "Barracks" are split into two sections; each section houses 5,000 soldiers each; one section takes up the port bottom arrow, while another section takes up the bottom starboard arrow, both under the Pilot quarters. The soldiers are divided into crew quarters like that for the Enlisted naval crew members. In 3 massed cargo hold-style staging areas in each bottom wing near the Hanger Bay (with two entrances/exits; one from the Barracks and another to the Hanger Bay), soldiers can rush into directly from the barracks, collect weapons and other combat gear from locked weapon cases controlled by Naval Guard units; each cargo hold staging area can hold up to 300 soldiers each and the far walls above the entrance and exit blast doors leading to the Secondary Rear Hanger Bay are 3 massive holo displays which show combat information, military intelligence on the mission, and unit expectations (all of this combat data has already been downloaded to company and platoon leaders' data-pads before the mission became a mission). Once all soldiers are equipped, three massive ramps lead down into the Secondary Rear (and smaller) Hanger Bay for troop deployments and shuttle flights.


    State Rooms
    Location: In with the Officer Quarters---positioned behind the two bridge towers---the "State Rooms" are identical to Command Staff rooms and are given their own separate deck labeled "State Deck"; designed for visiting diplomats and VIPs. Separated from the rest of the quarters and decks by double blast layering walls, high-end communication and sensor devices, defense measures including holo cameras and sensors, and tight security involving Naval Guard patrols on the deck level and 24/7 double Naval Guard sentry outside the deck level's blast doors. The State Rooms are both safe guard from the outside for intruders for the guests and inside for the protection of the ship, as the whole deck can be ejected into space if it's guests threaten the ship's safety.


    Conference Rooms
    Location: In the command towers on both ends. Uses and sizes vary.

    Conference Room A (4 total, 2 in each command tower); Highly secured, double Naval Guard (around the clock, even with no meetings in progress) sentry flanking a eye scan and security code heavy blast door. Sound proof and sensor proof walls, for 12 people or less, are rectangular in size with all oak wood walls and a white ceiling. Lights are recessed into the ceiling, while a long rectangular heavy oak table with holo screens build into the table account for all 12 puffy black office chairs with wheels. Each conference room has white carpet and a large holo-projector / HoloNet transceiver built into the middle of the solid oak table. Flags of all the Regions of the Kingdom of Jod adore the walls at various places with holo and still photos of the Kingdom of Jod on the walls as well. A massive flag of the Kingdom's Navy addresses the far wall, opposite the single heavy blast door leading and leaving the conference room, and a flag pole on each side of the massive flag and in the corner of the room hold the Royal Palace flag to the left of the room and the Queen's Guardsmen to the right of the room. Rooms are designed for highly sensitive discussions of classified nature and blast doors are very thick; communications in the conference room can complete encrypted communications to warships, planets, and undercover assets around the galaxy. Rooms have a double Naval Guard sentry flanking the blast door on both sides outside the conference room at all times, even when not in use.

    Conference Room B (8 total, 4 in each command tower); Medium security with a double Naval Guard (during meetings only) sentry flanking the outside of a security code and eye scan secured medium blast door. Sound proof walls, circular in shape; designed for 30 or fewer people, with a all-gray wall, gray carpet, and white ceiling with recessed lighting. Walls are adored with flags from the Regions of the Kingdom of Jod and military branches; holo and still photos from the Kingdom of Jod adore the wall as well. One massive solid wood oak table with 30 black puffy office chairs with wheels is in the center of the conference room. Each place of sitting on the table is given a data-pad and important meeting notes, while a massive holo projector and HoloNet Transceiver is built into the middle of the table.

    Conference Room C (10 total, 5 in each command tower); Low security with a Naval Guard double sentry upon request outside the conference room. Security code light blast door and sound proof walls. Large circular room with two large tables (separated by a few feet, but side-by-side) for 30 people each (60 people in the room max). Designed for large meetings, the two solid oak tables hold 30 black puffy office chairs with wheels each. White carpet, gray walls, and white ceiling with recessed lightening. Flags of the Regions of the Kingdom of Jod adore the walls along with holo and still photos from the Kingdom of Jod.

    War Room
    Location: On the port corner of the starboard bridge globe, connected to the bridge by a heavy blast door.

    Designed for war as the title implies; the War Room is everything tactical that a group of military tacticians could want to run a battle. A circle of large and small holo screens feed live data from a battle to give tacticians the latest edge with touch screen commands and voice commands. A large holo projector sits in the far side of the circular room, projecting a 3D imagine of the battle in real time. Multiple smaller communication holo projection stands and HoloNet transceivers got the room's outer wall, giving each tactician a face-to-face with field officers and far off superior commanders. The room can house twenty people total, have 8 work stations (with computers and other communication and sensor equipment) with a chair each along the walls (4 on each side) towards the blast door entry and exit, and the War Room itself has a around the clock Naval Guard double sentry flanking either side of the heavy blast door leading into the War Room (even when not in use).

    • Simulation Rooms
    Location: Both located on either end between the top arrow super structure and the top bow super structure (in with the Enlisted, Naval Guard, and Gunnery Crew Quarters.

    See "Special Notes" for more information.


    • Mess Hall ("Private" and "General")
    Private Mess
    Location: Two "Private Mess" accompany a King II-class Battleship. One is located on the starboard side command tower and is reserved for the command staff of both command towers and for diplomatic guests. The other is located near the Officer Quarters and is reserved for the most senior officers.


    [​IMG]

    [​IMG]



    General Mess
    Location: Four "General Mess" are located aboard a King II-class Battleship and are designed to serve large numbers and the majority of all lower officer ranks, enlisted, gunnery, Naval Guards, and soldiers. Two General Mess are located the top bow super structure, while the other two are locate din the bottom bow super structure.

    The General Mess has a self-serve buffet bar line where people can choose from any of multiple food items cooked by the organic chefs that day and kept ready hot and filled by cooking droids. Trays and dishes are at one end of the long bar while napkins, forks, spoons, knives, cups, and fluid selection is at the other far end as you exit the line to go find a seat.

    [​IMG]
    • Hanger Bay (Primary and Rear Secondary)
    Note: Using photos below for size references only. Ignore the vessels and vehicles a King II-class Battleship does not carry.

    Secondary Hanger Bay (rear and smaller)
    Location: Behind the Primary Hanger Bay. Smaller in size, designed for ground forces and shuttle deployments.


    [​IMG]



    Primary Hanger Bay (front and larger)
    Location: In front of secondary hanger bay; larger in size and designed for starfighters.

    All the starfighters are on circular landing lifts (as shown below in the Jedi Temple photo); after each flight, fighters who need service, their landing lifts are lowered into a under level mechanic pit. The "open" landing pits are then sealed over with a retractable grate to prevent falls. When the starfighters are ready for flight, they are lifted back into position. When starfighters are not in use, for safety reasons, the fighters are lowered into the pits and only "on ready stand by" or quick reaction squadrons are in the flight position top side.

    The hanger itself is huge, holding a Imperial gray appearance as the primary color; landing lifts are numbered yellow with large numbers and squadron symbols. Rectangular in shape with a large opening large enough for a CR90 Corellian Corvette in the middle, all the services of fighters and equipment is off to the sides and away from the giant opening. Starfighters, Skypray Blastboats, and repair and recovery craft dot circular landing lifts everywhere. The lifts lower into a under level mechanic pit where all repairs and other service needs are conducted in this massive second under level of a hanger bay. Top-side, aside from the circular landing lifts, other regular hanger bay equipment, droids, personnel, and hover sleds and vehicles dot around.

    The hanger has 4 decks and 1 sub-level. The "Pits" or mechanic pits is the bottom level; under the mechanic pits is what is known as the "Dungeon" and holds all fuel, weaponry, other hazardous fuel or material, spare parts, and extra supplies for all the starfighters (the secondary rear hanger is more of a traditional hanger layout to Imperial Navy standards). Not a true level all by itself, the "Dungeon" is considered a sub-level under the Pits and is not only double layered with blast proofing material to make the sub-level like a armored box, it can also active it's own miniature ray shielding around sensitive fuels and weapons in case of emergencies and the whole sub level itself can be ejected into space in case of a uncontrollable fire as to prevent a explosion too big for the armored casing around the sub level to handle and prevent endangering the rest of the ship.

    The other 3 decks---identical in height to the secondary rear hanger bay---display the size needed for the hanger bays. Each of the two upper decks have catwalks around them and have storage rooms, offices, and break rooms for the hanger staff.


    [​IMG]

    • Security Office and Brig
    Location: Positioned directly between the two command bridges; the security office is a large oval shaped office with hull plating and double thick blaster resistance walls on the outside of the hull plating (to hide the hull plating), blaster resistant and space-vacuum bridge-style windows, and eye scan and security code heavy air lock blasts doors (2 blast doors, each one leads out into the lobby under each command tower). The security office houses twenty-four Naval Guards (8 hour shifts, 3 shifts, rotating) staffing security consoles around the clock. Each console lines the outer wall around the whole office; the floor is carpet found on the crew quarters' corridors. A clustering of holo screens hanging from the middle of the ceiling of various sizes---allowing for both touch screens and voice commands---allows the Security Chief and his lieutenants to monitor any ship-board security issue with an array of sensors, scanners, and communication equipment. The Security Office, to the bow side of the security office, has a weapons and combat equipment locker---eye scan and security lock code---for anti-boarding actions. The Security Office can also act as a back-up emergency bridge with hidden controls and holo screens only the Security Chief knows about and has access to. Furthermore, blast shields can be lowered over the windows and the Security Office can become self-efficient with it's own back-up power, solar panel recharge for the back-up power, and own life-support and first-aids kits. Enough rations are stock piled in the aft side wall of the Security Office to last a month.


    Slightly to the port side of the hanging holo screens is a large sealed blast door hatch in the floor. It is eye scan and security code locked and leads down into the brig via a ladder. Once down, a security station of two around the clock Naval Guards (8 hour shifts, 3 shifts, rotating) to admit entrance into one of two cells to ether the port or starboard side, which are sealed by pressure locked heavy blast doors with eye scan and security lock codes (in case of a riot emergency, both cell blocks can be ejected into outer space via port or starboard sides of the ship). The port side houses a high security lock down with 8 heavy blaster resistance blast doors with cells with only a bed and a refresher toilet; no privacy. The rooms are solid metal with air being circulated through a air vent the size of a adult human male's hand up in the upper back wall. No viewports; lightening from a single recessed light in the ceiling; security holo camera, sensors, and scanners give full security access to each high security cell. The starboard cell houses 12 medium security cells (6 along each wall) with energy fields as doors and a two Naval Guard security station (staffed 24/7, 8 hour shifts, 3 shifts, rotating) in the middle of the floor.

    • Astrometrics Lab
    See "Special Notes" for more information. Always has a double sentry Naval Guard detail outside the doors, due to the sensitive information contained within. Has a direct hidden holo fed security camera linked to the Starboard Bridge, Port Bridge, and the Security Office.



    • Bow Super Structure (both top and bottom)
    Houses all four General Messes, two medical bays, entertainment centers (movie theaters, game centers), gyms, libraries, reading rooms, and social rooms with small coffee shops. Also houses a massive running track on both the bottom and top super structures around the whole inside structure.
    • Cargo Storage
    Located between the bottom arrow super structure and the bottom bow super structure, the main cargo holds have everything the ship needs for 5 years of deployment from rations to supplies to spare parts to anything needed by a warship. Highly secured with 4 Naval Guards staffed sentry stations at all three heavy blast door entrances and exits and Naval Guard patrols inside the cargo bay---all Naval Guards 24/7 (8 hour shifts, 3 shifts, rotating).
    • Corridors
    The majority of the King II-class corridors, except for those in the living quarters areas, hold a very Imperial look to them, fitting for a mighty warship her size:

    [​IMG]
     
  16. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    King-class Battleships
    Includes King I and King IC-class Battleships


    While from a military point of view, the initial King-class Battleships were not as effective as they could have been, considering their design. A lack of heavy firepower and a lack of bow weaponry doomed these ships' effectiveness. Nonetheless, they served as command ships, carriers, and front line battleships for the Kingdom of Jod's Navy for 15 years until the introduction of the King II-class Battleship and later a modified version of the King I, the King I Configuration-class Battleship.



    • King-class Battleship
    [​IMG]
    Imagine created by CPL_Macja


    Model: King-class Battleship

    Class: Battleship

    Affiliation: Kingdom of Jod (Kingdom's Navy)

    Length: 700 meters

    Maximum Acceleration: 2,300 g

    MGLT (Megalight): 60 MGLT

    Atmosphere Capable: Yes

    Hyperdrive (Red Rock): Class .2

    Hyperdrive (normal): Class 3

    Hyperdrive (back-up): Class 12

    Hull: Equal to that of a Victory I-class Star Destroyer

    Shields: Equal to that of a Victory I-class Star Destroyer

    Crew: 5,000 crew (including gunners, etc.)

    Security Personnel: 300 Naval Guard (can be utilized as a light infantry force if needed)

    Troops: 1,000 King's Army Soldiers and or Strategic Command Army Troopers

    Armament:

    6 All purpose mass driver cannon
    port (3) and starboard (3) sides of the ship's "middle"

    4 heavy double laser cannons
    "middle" of the ship on port (2) and starboard (2)

    12 turreted laser cannons
    each of the top (6) and bottom (6) "arrow" parts of the ship

    22 quad laser cannons (anti-starfighter defense)
    top arrow (7), bottom arrow (7), bow (4), aft (4)

    10 concussion missile launchers
    2 bow, 2 port, 2 starboard, 2 top arrow, 2 bottom arrow

    6 Q7 Tractor Beam Projectors
    2 Bow: 1 top, 1 bottom
    4 Bottom: around hanger bay



    Complement:

    Eta-2 Actis-class light interceptor (1 squadron)
    Aggressive ReConnaissance-170 starfighter (2 squadrons)

    6 Theta-class T-2c shuttles
    "Royal Command" assigned Battleships replace two of the shuttles with Aka'jor-class shuttles

    3 Sentinel-class landing craft

    3 Low Altitude Assault Transport/carrier

    6 TX-130 Saber-class fighter tank
    6 T4-B heavy tank
    5 Ultra-Light Assault Vehicle
    5 74-Z Speeder Bike
    1 All Terrain Open Transport
    1 PX-4 Mobile Command Base







    • King I Configuration-class Battleship
    Includes the King I Configuration-class Battleship, King I Carrier-class Battleship, King I Assault Ship-class Battleship, and King I Hospital Ship-class Battleship (shortened to King-class Hospital Ship). Collectively, these ships were known as the "Configuration Class" of King I-class Battleships.

    With the introduction of the King II-class Battleship, the remaining King I's in possession of the Royal House during the Jod Civil War in O BBY were heavily modified into four separate categories: Battleship, Carrier, Assault Ship, and Hospital Ship. Effectively speaking at the time of the Order of the Royal Palace for such modifications, the whole line of King I-class Battleships ceased to exist and what number of them remained were either in COR hands, waiting to be modified by the Royal House, or in pirate hands. One King I-class Battleship, the Honor of Past, was "retired" and retrofitted into a living museum docked planet-side on the secret Jod world of Hope.

    Of all the Configuration Class King I-class Battleships, they all retained their same operating systems, armor, shielding, and other operational functions. Changes included modified and or additional weapons, stripping of weapons and remodeling of the interior. The changes included (per each class):


    • King I Configuration-class Battleship
    The ship itself remained the same, however weapons and weapon locations were changed to have the following:

    6 All purpose mass driver cannon
    port (3) and starboard (3) sides of the ship's "middle"

    4 DBY-827 heavy dual turbolaser turrets
    "middle" of the ship on port (2) and starboard (2)

    24 XX-9 heavy turbolasers
    1. Each of the top (6) and bottom (6) "arrow" parts of the ship
    2. 6 bow (3 top bow, 3 bottom bow)
    3. 6 aft (3 top aft, 3 bottom aft)
    32 quad laser cannons
    top arrow (10), bottom arrow (10), bow (6), aft (6)

    10 concussion missile launchers
    2 bow, 2 port, 2 starboard, 2 top arrow, 2 bottom arrow

    6 Q7 Tractor Beam Projectors
    2 Bow: 1 top, 1 bottom
    4 Bottom: around hanger bay








    • King-class Carrier
    • King I Configuration-class Battleship
    Includes the King I Configuration-class Battleship, King I Carrier-class Battleship, King I Assault Ship-class Battleship, and King I Hospital Ship-class Battleship (shortened to King-class Hospital Ship). Collectively, these ships were known as the "Configuration Class" of King I-class Battleships.




    The interior of the vessel was completely redone, enlarging the hanger bays and removing the troop bays (however increasing Naval Guard protection).

    The biggest change was the addition of two sizable side hangers (1 starboard, 1 port) that assisted the main belly hanger in recovering and launching starfighters and other craft. This addition, however, changed the armament of the ship.


    Armament:

    4 All purpose mass driver cannon
    port (2) and starboard (2) sides of the ship's "middle"

    22 quad laser cannons (anti-starfighter defense)
    top arrow (7), bottom arrow (7), bow (4), aft (4)

    20 Point-defense cannons

    20 Point-defense laser cannon (anti-missile)


    10 concussion missile launchers
    2 bow, 2 port, 2 starboard, 2 top arrow, 2 bottom arrow

    20 Q7 Tractor Beam Projectors
    4 Bow: 2 top, 2 bottom
    4 Aft: 2 top, 2 bottom
    6 Middle: 3 port, 3 starboard
    6 Bottom: around hanger bay

    Crew: 5,000 crew (including gunners, etc.)

    Security Personnel: 600 Naval Guard (can be utilized as a light infantry force if needed)

    Troops: None

    Complement:


    3 T-65 X-wing starfighter squadrons
    3 BTL-S3 Y-wing starfighter squadrons
    3 Eta-2 Actis-class light interceptor squadron
    3 Aggressive ReConnaissance-170 starfighter squadron
    Total: 144 starfighters

    24 GAT-12 Skipray Blastboats (various models)

    6 Theta-class T-2c shuttles
    "Royal Command" assigned Battleships replace two of the shuttles with Aka'jor-class shuttles

    6 Sentinel-class landing craft






    • King-class Assault Ship
    • King I Configuration-class Battleship
    Includes the King I Configuration-class Battleship, King I Carrier-class Battleship, King I Assault Ship-class Battleship, and King I Hospital Ship-class Battleship (shortened to King-class Hospital Ship). Collectively, these ships were known as the "Configuration Class" of King I-class Battleships.



    Retrofitted to fill a troop transport role; most of the weapon emplacements have been replaced or repositioned to assist in a ground deployment role and to assist in defense of troops against enemy actions. Furthermore, the hanger bays have been completely retrofitted to adopt to a ground deployment role and house more soldiers; essentially the ship has replaced all "homely features" of a starship with troop barracks and gyms. The interior of the ship is very militaristic and forbidding. The crew of the ship has been largely relocated to cramped quarters in the upper levels of the starship and greatly reduced.

    Like in the Carrier retrofit, two side hangers bays (starboard and port) have been added to assist in it's ground deployment role.


    Armament:

    4 All purpose mass driver cannon
    port (2) and starboard (2) sides of the ship's "middle"

    12 quad laser cannons
    top arrow (7), bottom arrow (7), bow (4), aft (4)

    10 Point-defense cannons

    10 Point-defense laser cannon (anti-missile)

    10 concussion missile launchers
    10 bow

    10 Q7 Tractor Beam Projectors
    4 Bow: 2 top, 2 bottom
    6 Bottom: around hanger bay

    Crew: 700 crew (including gunners, etc.)

    Security Personnel: 300 Naval Guard (can be utilized as a light infantry force if needed)

    Troops: 14,000 King's Army Soldiers and or Strategic Command Army Troopers

    Complement:

    24 GAT-12 Skipray Blastboats (various models)
    20 AT-TEs
    20 T4-B heavy tanks
    20 TX-130T fighter tanks
    20 AT-STs
    20 HAPs (Heavy Armored Personnel Carrier)
    10 AT-OTs
    200 74-Z Speeder Bikes
    50 Low Altitude Assault Transport/infantry
    15 AT-APs
    15 AV-7 Antivehicle Cannons






    • King-class Hospital Ship
    • King I Configuration-class Battleship
    Includes the King I Configuration-class Battleship, King I Carrier-class Battleship, King I Assault Ship-class Battleship, and King I Hospital Ship-class Battleship (shortened to King-class Hospital Ship). Collectively, these ships were known as the "Configuration Class" of King I-class Battleships.

    All offensive weaponry have been replaced and the ship has been completely retrofitted to be used as a hospital ship. Several exterior airlocks can dock with up to 6 medical-modified Pelta-class frigates, 3 on the port side and 3 on the starboard side of the ship.


    Armament:

    30 Point-defense cannons

    30 Point-defense laser cannon (anti-missile)

    20 Q7 Tractor Beam Projectors
    4 Bow: 2 top, 2 bottom
    4 Starboard
    4 Port
    2 Aft: 1 top, 1 bottom
    6 Bottom: around hanger bay

    Crew: 516 crew (gunners replaced by droids)

    Security Personnel: 200 Naval Guard

    Medical Personnel: 2,000

    Patients: 3,000
    • Patient Capacity: (copied from USNS Comfort (T-AH-20), Wikipedia, then modified to fit game)
      • Intensive care wards: 160 beds
      • Recovery wards: 40 beds
      • Intermediate care wards: 560 beds
      • Light care wards: 240 beds
      • Limited care wards: 1,000 beds
      • Total Patient Capacity: 2,000 beds
      • Operating Rooms: 24
    • Departments and Facilities:
      • Casualty reception
      • Intensive care unit
      • Radiological services
      • Main laboratory plus satellite lab
      • Central sterile receiving
      • Medical supply/pharmacy
      • Physical therapy and burn care
      • Dental services
      • Optometry/lens lab
      • Morgue
      • Laundry
    Complement:

    16 Sprint-class Rescue Craft
     
  17. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Petulant-class Heavy Cruiser
    Note: Petulant Prototype-class Heavy Cruiser is detailed in "Special Notes".


    [IMAGINE COMING SOON!!!]


    Petulant-class Heavy Cruiser:


    Manufacturer: Royal Engineering / House of Royal Intelligence
    Model: Petulant-class Heavy Cruiser
    Class: Heavy Cruiser (see: Anaxes War College System)
    Role: Heavy Cruiser, Command Ship
    Cost: Not for sale

    Length: 900 meters
    Height: 150 Meters (30 decks or 90 meters of livable space; 20 decks or 60 meters of non-livable space: weapons, hanger bay, reactor core, etc.)
    Maximum Acceleration: >1,320
    MGLT: 50 MGLT
    Maximum Speed (atmosphere): 700 km/h
    Engine Units: 3 Royal One Fighter-class Engines (same look as King-class Battleships, but different internal design for better production), 2 Cygnus Spaceworks Germon-4 ion engines
    Hyperdrive Rating (Red Rock): Class .10
    Hyperdrive Rating (normal, back-up): Class 10 back-up
    Power Plant: One main reactor, four smaller (15% the size) solar fed back-up reactor cores (charged at 100%, can be recharged by the main reactor or solar panels; can be used with main reactor to support energy out-put for weapons, shields, sensors, and communications).
    Shields: Redundant shields, rated to Imperial II-class Star Destroyers
    Armor (Hull plating): Rated to Imperial II-class Star Destroyers
    Sensors: Rated to Imperial II-class Star Destroyers; other "additional" abilities classified by the House of Royal Intelligence.
    Communications: Rated to Imperial II-class Star Destroyers,including specifics:
    Frequency Agile subspace transceiver
    Ranger transceiver
    Radionics
    2 Rectenna (refitted for starship's size and use; one fitted on each rear of the bridge domes)
    Whistler encryption module
    ion-scrambler
    Sub-space image transmitter
    Subspace transceiver
    Holocomm
    Holotranceiver
    Holo-transmitter
    Hypercomm
    hyperradio
    hyperwave transmitter
    Targeting Systems: St2x targeting computer
    Note: Installed on both the King-II class Battleship as well (redesigned for warship specs)
    Cargo Capacity: 6,000 metric tons
    Consumables: 3 years
    Crew:
    Officers: 1,500
    Enlisted: 3,500
    Gunners: 454
    Naval Guard: 500
    Total: 5,954


    Armament:


    2 Justice-class Heavy Turbolaser Cannons
    1 Port: Located on aft triangle end
    1 Starboard: Located on aft triangle end


    6 DBY-827 heavy dual turbolaser turrets
    3 Middle Top: 3 across the middle line of the ship going width direction, positioned with the middle turret directly along the middle spin of the 1/2 way part of the vessel and the two other turrets spread out to either port and starboard and a little bit behind the middle cannon in a flank position).

    3 Middle Bottom: Positioned similar to their top counterparts, however the middle turret rests in front of the main hanger with the port and starboard turrets flanking the hanger to either side.

    6 All purpose mass driver cannons
    6 Middle: 3 across the "middle" section of the ship, both port and starboard

    30 XX-9 heavy turbolasers
    Bow: 10 (5 top, 5 bottom)
    Starboard: 10 (5 top, 5 bottom)
    Port: 10 (5 top, 5 bottom)

    30 Point-defense laser cannons
    8 Bow: 4 top, 4 bottom
    8 Starboard: 4 top, 4 bottom
    8 Port: 4 top, 4 bottom
    6 Aft: 3 top, 3 bottom

    10 Concussion Missile Launchers
    10 Middle: 5 port, 5 starboard


    6 Q7 Tractor Beam Projectors
    2 Bow: 1 top, 1 bottom
    4 Bottom: around hanger bay



    Complement:

    12 GAT-12 Skipray Blastboats (various models)

    Numerous repair and recovery vessels

    2 Aka'jor-class shuttles (located in super structure secondary hanger)
    3 Nu-class attack shuttles
    6 Sentinel-class Landing Craft
    2 Gamma-class assault shuttle
    2 Y-4 Raptor-class Transports
    2 CR25 troop carriers
    2 Hammer Strike-class Landing Craft
    1 IF-120 Landing Craft


    1 PX-4 Mobile Command Base
    2 AT-TEs
    3 T4-B heavy tanks
    3 TX-130T fighter tanks
    6 AT-STs
    6 HAPs (Heavy Armored Personnel Carrier)
    24 74-Z Speeder Bikes
    8 Low Altitude Assault Transport/infantry
    4 Low Altitude Assault Transport/carrier

    3 AT-APs
    4 AV-7 Antivehicle Cannons

    Infantry: 1,000 King's Army Soldiers or Strategic Command Army Troopers (1 Regiment)



    Special Notes:

    The Petulant-class Heavy Cruiser is the essence of the wordage in the Jod Military Forces' Defensive Military Doctrine:
    The Petulant Prototype-class Heavy Cruiser was developed in secret 15 years ago by the House of Royal Intelligence and Royal Engineering in orbit above the secret Jod world of Hope. The King-class Battleships developed 5 years prior---intending to replace the aging and already 50 year-old Cessation-class Dreadnoughts---were greatly stripped of their originally weaponry (on par with a Victory-class Star Destroyer) due to internal politics within the Royal Court, stirred on by the secret organization known as the Truth Movement, and budget cuts to the military budget by the same Royal Court. Because of the politics and budget cuts, the King-class Battleships became nothing more then over-sized tactical carriers. 5 years later, the Light-class Destroyers would emerge as the mainstay of the Kingdom's Navy. While still underpowered, politicians within the Central, Northern, and Eastern Regions were able to push the military bill through (over the same politicans in the Royal Court that stripped the King-class Battleship of its weapons) that gave the destroyer its amazing speed and wide range of capabilities.

    With a aging fleet and the newest addition being the underpowered King-class Battleships, the House of Royal Intelligence and Royal Engineering took matters into their own hands. Aware only to the most dedicated and loyal in the Royal House, the Freedom Project began over the world of Hope, a project whose mission was to equip the House of Royal Intelligence with suitable warships for "Outside Galaxy" use and to provide the Jod Military Forces with a ready state-of-the-art fleet and army when the time came when they needed them; and everyone within Royal Intelligence and the Royal House knew that that time was coming sooner then later.

    Petulant Prototype-class Heavy Cruiser shared the later Petulant-class Heavy Cruiser's exterior design, however, lacked the 2 Justice-class Heavy Turbolaser Cannons. 3 Petulant Prototype-class warships were built in a 5 year period, from 20 BBY to 15 BBY. All 3 warships shared shields and armor on-par with Victory-class Star Destroyers as well as the length and width of the Star Destroyers, while boasting 6 DBY-827 heavy dual turbolaser turrets, 6 All purpose mass driver cannons, 30 heavy turbolaser cannons, and 6 tractor beam projectors. While the ships carried the same ground forces as the later Petulant-class warships and were, for their time and compared to the rest of the Kingdom's Navy, highly advanced and armored, they suffered from being underpowered by Clone Wars-era Hypermatter annihilator reactor cores. They also suffered from a lack of starfighter support, making them vulnerable, and they were slow at 30 MGLT, making them easy targets for a fleet of smaller vessels. Furthermore, the lack of dedicated anti-starfighter weaponry further hampered the warship.

    Despite their short-comings, the 3 warships served in various test projects and deep insertion missions in the "Outside Galaxy" for the House of Royal Intelligence. During the Freedom Movement's attempted coup d'etat in 10 BBY, all 3 warships were used in the secret operation by the Royal House, Kingdom's Navy, and King's Army to defeat the traitors at the Planet of Exile. The 3 prototype heavy cruisers, with a fleet of King-class Battleships and Light-class Destroyers accompanying them, defeated a Freedom Movement's older Jod navy fleet of Cessation-class Dreadnoughts, Competent-class Cruisers, and Velocity-class Frigates (all of the older Jod vessels were supposed to have been decommissioned and scrapped for parts by a committee within the Royal Court...it was clear that never happened).

    The 3 Petulant Prototype-class Heavy Cruisers would remain in service with Royal Command, serving faithfully in deep insertion missions in the Outside Galaxy and deep behind enemy line missions against Beast forces until 0 BBY, when they were reassigned to the defense of the secret Jod world of Hope when the Jod Civil War broke out.

    In 0 BBY, just months after the Jod Civil War broke out, several Petulant-class Heavy Cruisers rolled out of the space docks above the planet of Hope, like all the previous Petulant-class warships, in complete secrecy. The Petulant-class Heavy Cruisers are a upgrade from the Petulant Prototype-class Heavy Cruisers in almost every way possible, from armor and shields to communications, sensors, and weaponry. In addition, the Petulant-class Heavy Cruiser is 1/3 wider then a Victory-class Star Destroyer.

    Unlike its previous classmate, the Petulant-class has done away with most of the luxurious interior features that sported the previous warships, the likes which the King I and King II have, and have gone with a more militaristic look like the Light-class Destroyers. This wasn't done to send a message to anyone, rather it was done out of necessity: the additional weapons, like the DP20 frigate, have taken out much of the "joy" that larger warships can usually afford their off-duty crews while on deployment. Furthermore, the addition of 4 mini-reactors to support the power drain from the new weapons has further reduced space for the crew.

    Like the King-class Battleships, Petulant Prototype-class Heavy Cruisers, and Light-class Destroyers, several elements of each warship has reappeared in newer classes of warships, like the King II-class Battleship, and now the Petulant-class Heavy Cruiser, after successful test trials in the field with the new additions on the other classes of warships.

    The Astrometrics Lab, successful in its first introductions in both the Petulant Prototype-class and the Light-class Destroyer, have been reproduced and upgraded in both the King II-class Battleship and the Petulant-class Heavy Cruiser.

    The other addition, which hasn't been added to any other ship before or after yet, has been the Justice-class Heavy Turbolaser Cannons (firing massive green turbolaser bolts), which is a new technology (would be the "prototype" to the Long-range turbolaser). Taking the essence of a laser cannon, upgrading it to a Heavy Turbolaser Turret, and then take that combination and times it by several times of firepower, and you get the Justice-class Heavy Turbolaser Cannon. Essentially a cross between a Heavy Turbolaser Turret's firing characteristics and the firepower of a Proton Beam Cannon. Each cannon of the 2 Justice-class Heavy Turbolaser Cannons are supported by 1 additional mini-reactors each (the other 2 mini-reactors support the rest of the ship's weapons, etc.); each cannon can fire 3 shots each or 6 shots collectively before draining the power reserve in its power source (recharge of the cannons take 15 minutes if aided by the main reactor core, over 4 hours if by the solar generators to the mini-reactor cores, and that's if solar power can be found). If the 2 smaller generators all go down, to fire both laser cannons, would drain the reactor core by 50% every 6 shots. Continued use of the weapon would drain power from other systems and have the potential to overload other ship systems and cause a critical ship malfunction during the heat of battle. To prevent this, the ship's captain must override the safety restrictions to use the cannons with just the main reactor core. While not a "Super Laser" by any stretch, several shots (4 or more shots) from the weapon can bring heavy damage to a typical capital-sized warship. Along with the power drain problem, the weapon is hampered by it's inability to move, fixed into position with the ship's hull. Hence, the weapon's accuracy is only as good as aiming the whole cruiser at a target is.



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  18. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Vigorous-class Frigate






    Vigorous-class Frigate



    Vigorous-class Frigate:
    Most stats adopted from the EF76 Nebulon-B escort frigate.



    Manufacturer: Royal Engineering / House of Royal Intelligence
    Original Designer: Jod Defense Engineering Shipwrights (construction never started)
    Model: Vigorous-class Frigate
    Class: Frigate (see: Anaxes War College System)
    Role: Escort, anti-starfighter, patrol, anti-piracy/smuggler, Command Ship
    Cost: Not for sale

    Length: 350 meters
    Height: 150 Meters (30 decks or 90 meters of livable space; 20 decks or 60 meters of non-livable space: weapons, hanger bay, reactor core, etc.)
    Maximum Acceleration: >1,200
    MGLT: 55 MGLT
    Maximum Speed (atmosphere): 800 km/h
    Engine Units: 3 Royal One Fighter-class Engines (same look as King-class Battleships, but different internal design for better production), 2 Cygnus SpaceworksGermon-4 ion engines
    Hyperdrive Rating (Red Rock): Class .10
    Hyperdrive Rating (normal, back-up): Class 18 back-up
    Power Plant: One main reactor
    Shields: Redundant shields, rated to EF76 Nebulon-B escort frigate
    Armor (Hull plating): Rated to EF76 Nebulon-B escort frigate
    Sensors: Rated to EF76 Nebulon-B escort frigate; other "additional" abilities classified by the House of Royal Intelligence.
    Communications: Rated to EF76 Nebulon-B escort frigate, including specifics:
    Frequency Agile subspace transceiver
    Ranger transceiver
    Radionics
    1 Rectenna (refitted for starship's size and use; one fitted on each rear of the bridge domes)
    Whistler encryption module
    ion-scrambler
    Sub-space image transmitter
    Subspace transceiver
    Holocomm
    Holotranceiver
    Holo-transmitter
    Hypercomm
    hyperradio
    hyperwave transmitter
    Targeting Systems: St2x targeting computer
    Note: Installed on the King-II class Battleship as well (redesigned for warship specs)
    Cargo Capacity: 5,000 metric tons
    Consumables: 2 years
    Crew:
    Officers: 200
    Enlisted: 600
    Gunners: 125
    Naval Guard: 200
    Total: 11,025


    Armament (36 weapon emplacements):


    16 XX-9 heavy turbolasers
    4 Bow: 2 top, 2 bottom
    4 Starboard: 1 top wing, 1 top main structure; 1 bottom wing, 1 bottom main structure
    4 Port: 1 top wing, 1 top main structure; 1 bottom wing, 1 bottom main structure
    4 Aft: 2 top, 2 bottom


    16 Point-defense laser cannons
    4 Bow: 2 top, 2 bottom
    4 Starboard: 1 top wing, 1 top main structure; 1 bottom wing, 1 bottom main structure
    4 Port: 1 top wing, 1 top main structure; 1 bottom wing, 1 bottom main structure
    4 Aft: 2 top, 2 bottom


    4 Q7 Tractor Beam Projectors
    2 Bow: 1 top, 1 bottom
    2 Bottom: around hanger bay



    Complement:

    1 Aggressive ReConnaissance-170 starfighter squadron
    1 Eta-2 Actis-class light interceptor squadron
    12 GAT-12 Skipray Blastboats (various models)


    1 Nu-class attack shuttle
    1 Sentinel-class Landing Craft
    1 Gamma-class assault shuttle
    36 74-Z Speeder Bikes

    Infantry: 100 King's Army Soldiers or Strategic Command Army Troopers



    Special Notes:

    The Vigorous-class Frigate shares the Defensive Military Doctrine like that of the
    Petulant-class Heavy Cruiser. While it's construction was delayed until after the Truth Movement's attempted coup d'etat in 10 BBY, it's concept came out shortly after that of the King-class Battleship by Jod Defense Engineering Shipwrights, but construction on the new design was "delayed" by the same Royal Court that ordered the scale down of the King-class Battleship. While connections would later be made between the Truth Movement, the Royal Court, and the attempted coup d'etat in 10 BBY, in order to keep the military coup a secret from the Jod public for fear of backlash, the Royal House, like it did with the King-class Battleship, kept polices in place to protect the truth from the same Royal Court that tried to dethrone it. But, like with the King-class Battleship, the Royal House prepared in secret at the planet of Hope and at Actualize Station.

    The Vigorous-class Frigate was originally in-visioned to be a support vessel, skirmish vessel, anti-starfighter vessel, and anti-piracy/anti-smuggler vessel to the original King-class Battleship. However, when the King-class was scaled down and older ship models, such as the Bastion-class Frigate, remained in service for "budget concerns" noted by the Royal Court, the Vigorous-class concept was abandoned. While the Light-class Destroyer would step into the Vigorous-class Frigate's shoes and bridge the need for the frigate in a faster, lighter armored design (and add a ground punch that the frigate never had in it's design), the pain by Jod Defense Engineering Shipwrights' designers at knowing at what they lost out at for constructing never faded from memory.

    While some military leaders would argue that the Light-class Destroyer was a better overall design to fit multiple mission needs, the Vigorous-class Frigate housed a firepower that the Light-class Destroyer couldn't muster. This firepower, which was unusually well balanced and bold for a ship it's size, gave the Vigorous-class Frigate it's almost singular greatest mission profile: command vessel for a smaller fleet.

    While it's original design was to support King-class Battleships, its birthright was to act as a command and control vessel for a task force of smaller corvette and patrol vessel-sized warships in search of pirates and criminals, Beast Hunting Packs, and long-range patrol throughout the Jod star systems and controlled space. In it's role as a command and control vessel in a small fleet, its small element of speeder bikes and company worth of army soldiers gave the vessel and the fleet it commanded a small ground force to utilize if need be. While this ground force was nothing compared to that of a Light-class Destroyer's ground elements, something was better then nothing; the army force was usually utilized as the main boarding force against enemy vessels captured by the small task force.

    While the Light-class Destroyer focused on multipurpose capabilities as a warship, the Vigorous-class Frigate traded its potential ground force for added starfighter and support vessel muscle, to better aid in it's original mission profile to act as a command and control vessel for patrol and anti-piracy missions. This added muscle does give the frigate a clear advantage over the Light-class destroyer in ship-to-ship battle and chasing after fleeing enemy targets.

    Like the other ship designs pioneered by Royal Engineering and the House of Royal Intelligence, the Astrometrics Lab serves a important function in the vessel's operation (which wasn't part of the original design by Jod Defense Engineering Shipwrights). In the new Royal House and Royal Intelligence-lead Jod naval forces, the Vigorous-class Frigate serves as a support vessel in the same functions as it's original design by Jod Defense Engineering Shipwrights to the Petulant-class Heavy Cruiser and King II-class Battleship.

    As to date, a unknown number of the frigates have been produced and have focused on operations with Royal Command and the defense of Hope or Actulize Station, not aiding general Jod Military Force (JMF) on any public appearances known on official military record.




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  19. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Light-class Destroyer



    [​IMG]
    Imagine created by CPL_Macja





    Light-class Destroyer:
    Designed off of a scale for Real World Destroyers in relation to WWII class of warships---like the Fletcher-class destroyer as an example---verses the Anaxes War College System in SW. This was done on purpose.


    Manufacturer: Jod Defense Engineering Shipwrights
    Model: Light-class Destroyer
    Class: Light-Cruiser(Frigate in function; see: Anaxes War College System)
    Role: Escort, anti-starfighter, patrol, anti-piracy/smuggler,
    Cost: Not for sale

    Length: 450 meters
    Height: N/A
    Maximum Acceleration: >3,000
    MGLT: 70 MGLT
    Maximum Speed (atmosphere): 1,300 km/h
    Engine Units: 3 Royal One Fighter-class Engines (same look as King-class Battleships, but different internal design for better production)
    Hyperdrive Rating (Red Rock): Class .10
    Hyperdrive Rating (normal, back-up): Class 1 back-up
    Power Plant: One main reactor
    Shields: Redundant shields, rated to Victory I-class Star Destroyers
    Armor (Hull plating): Rated to CR90 Corellian Corvettes.
    Sensors: Rated to EF76 Nebulon-B Escort Frigates
    Communications: Rated to EF76 Nebulon-B Escort Frigates,including specifics:
    Frequency Agile subspace transceiver
    Ranger transceiver
    Radionics
    1 Rectenna (refitted for starship's size and use; one fitted on rear of bridge dome)
    Whistler encryption module
    ion-scrambler
    Sub-space image transmitter
    Subspace transceiver
    Holocomm
    Holotranceiver
    Holo-transmitter
    Hypercomm
    hyperradio
    hyperwave transmitter
    Targeting Systems: St2x targeting computer
    Note: Installed on both the King-II class Battleship (redesigned for warship specs) and all it's starfighters.
    Cargo Capacity: 6,000 metric tons
    Consumables: 3 years
    Crew:
    Officers: 150
    Enlisted: 450
    Gunners: 80
    Naval Guard: 175
    Total: 855


    Armament (40 weapon emplacements):

    4 DBY-827 heavy dual turbolaser turrets
    Two top octagon, two bottom octagon

    24 double barrel laser cannon turrets (can be used for both anti-starfighter and ship-to-ship battle equally well)
    8 bow, 8 aft mid section between octagon and engine array, 8 aft/engine array

    4 Heavy Laser Cannons
    Forward bow mounted

    4 Heavy Ion Cannons
    Forward Bow mounted

    4 Q7 Tractor Beam Projectors
    2 Bow: 1 top, 1 bottom
    2 Bottom: around hanger bay




    Complement:

    1 Aggressive ReConnaissance-170 starfighter squadron

    OR

    1 Eta-2 Actis-class light interceptor squadron

    OR

    6 Aggressive ReConnaissance-170 starfighters
    6 Eta-2 Actis-class light interceptors

    Total: 12 starfighters

    Numerous repair and recovery vessels

    2 Nu-class attack shuttles
    4 Sentinel-class Landing Craft

    OR

    1 Nu-class attack shuttles
    1 Sentinel-class Landing Craft
    1 Hammer Strike-class Landing Craft


    6 AT-STs
    6 HAPs (Heavy Armored Personnel Carrier)
    50 74-Z Speeder Bikes
    3 Low Altitude Assault Transport/infantry
    1 Low Altitude Assault Transport/carrier

    Infantry: 400 King's Army Soldiers OR Strategic Command Army Troopers



    Special Notes: The Light-class Destroyer is the essential backbone of the Kingdom's Navy of the Kingdom of Jod. In a Kingdom where the largest threat, aside from Beast Hunting Packs, are pirates and smugglers, the Light-class Destroyers fills it's role perfectly. Efficient, but cost-effective on weaponry, the Lights or LD as their refereed to in informal naval talk, are designed to be quick and agile, able to pursue enemy targets in a planet's atmosphere with the same quickness that makes them dangerous in the vacuum of space. Effectively, enemy targets hoping to loose a Light-class Destroyer by going planet-side are sadly mistaken by the ship's capabilities.

    Designed primarily as a escort vessel to the larger King-class Battleships, Lights are often employed also as anti-piracy vessels, patrol vessels, skirmish line vessels, anti-starfighter vessels, and exploration vessels. The Light-class Destroyers carry a fair complement of Naval Guard, troops, and scout-like military vessels to easily combat pirates and smugglers planet side as well as in space and during ship-to-ship boarding actions. The destroyer's ground complement enables it to start scouting operations ahead of a main attack force, act as a exploration vessel to new worlds or asteroids, and handle most immediately security problems to the Kingdom of Jod until reinforcements show up. With it's ground complement, starfighters, and shuttles, the Light-class Destroyer can operate on its own in most situations where it is not out-gunned and provides military commanders with a critical battlefield assist in a pitched battle both in space and on the ground.

    Well-invested sensors and communications equipment, along with a Astrometrics Lab near the rear of the bridge, provides a Light-class Destroyer with the ability to perform many intelligence gathering missions, scouting operations, and exploration missions to strange new worlds.

    The Light-class Destroyer has amazing strong shields for a ship it's size, enabling the vessel to hold up to its own in a battle against vessels smaller or it's same size. Given the proper ship commanders, a group of 3 Lights can be a problem to any vessel larger then them, given the vessel's superior speed and agility in combat verses larger warships.

    The destroyer's biggest weakness---which also gave the ship it's greatest strength in speed and agility both in planetary and in space----is it's relatively weak armor. While the weak armor provides the ship with amazing speed and agility in a planetary engagement, in space where gravity is not a factor, the weaker armor is a exposed weakness. While the stronger-then-usual shields makes up the difference in some cases, if the shield generator is disabled or destroyed, the Light-class Destroyer only has its speed and agility to escape a pitched engagement, since their ship armor won't last long.

    A lot of the Light-class Destroyer's interior design was passed onto the next generation of King-class Battleships, the King II-class Battleship.

    Most of the Light-class Destroyer's corridors---and other rooms and facilities throughout the ship---are cold and militaristic, cramped, and Imperial gray colored. The ship, overall, is very cramped, due to the large number of army soldiers and Naval Guard.



    Interior:


    Bridge

    The design of the bridge is similar to that of a King-class Battleship; the biggest difference is the structural layout inside the bridge. Whereas the exterior structure and windows give the bridge crew an amazing view outside the star ship, the set up is quite different:

    Rear half of bridge / Captain and Commander Chairs

    [​IMG]


    Front half of bridge

    The front half of the bridge, to the right of the cut off of the photo above, is the traditional wrap-around view of a King I-class Battleship, with the Helms Station directly in front of the viewport.


    Captain's Ready Room


    Located starboard side of bridge, sealed off by door (like that of a King II-class Battleship):



    [​IMG]



    Mess Hall

    2 "General Mess Halls". One located in the top octagon for the majority of the crew and Naval Guard, the other General Mess located in the bottom octagon for the troopers.

    [​IMG]



    1 "Private Mess" for the officers and NCOs, located behind the bridge and the Astrometrics Lab. The private mess on a Light-class Destroyer was the model for the King II's mess halls.



    [​IMG]


    [​IMG]




    Medical Bay

    Located just above the Hanger Bay, the hanger bay is designed just like that of a King II-class Battleship and was, in fact, the model for the King II's medical bays.


    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]


    A Light-class Destroyer carries two highly qualified and skilled surgeon/doctors. At least one nurse is in the medical bay 24/7 (12 hour shifts, rotations with medical staff) and a stand-by double medic and 1 IM-6 medical droid emergency response team is also stationed in the medical bay for medical emergencies throughout the ship 24/7 (2 teams, 12 hour shift blocks). The doctors are on all 24/7 and usually works at least one 12 hour shift a day.

    The Medical Bay has the following droids on staff:

    1 2-1B surgical droid
    1 FX-7 medical assistant droid
    2 GH-7 medical analysis unit
    2 IM-6 medical droids


    Officer and Crew Quarters

    Officer Quarters (Ship Captain, Commander, Chief Medical Officer, Chief Engineer, Army Colonel, Squadron Leader)


    Quarters are smaller and similar to command staff quarters, however, they lack the master bedroom (instead a bed is up against the wall instead of a whole private bedroom), have a smaller living room, and kitchen is half the size. Instead of a large viewport looking out to space, a smaller view port is directly behind the bed, leaving the rest of the wall to either side solid hull. The walls and ceilings are still white and have the same style of carpet.


    Crew Quarters (All other ranks, including NCOs, Pilots, Naval Guard, and soldiers)


    Quarters are the same sized as officer quarters and have the same carpet as all the command staff and officer quarters; however, their walls are a Imperial gray in color and feature no kitchen. Instead, 3 double bunk beds housing 2 sailors each (one on the bottom bunk, another on the top bunk) line both side walls and the very back wall. Two refreshers are in each far corner of the room between each side wall and the far wall. Two small rectangular viewports are to either side of the far side bunk and by each refresher. In the middle of the room is a single large round table---doubling as a holo gaming and entertainment table---with chairs for 4 and two smaller study desks with a single chair each are against the wall with the single entrance/exit blast door, on each side of the door. Beside each desk is a small refrigerator for left-over food, drinks, etc. Closets for clothes and uniforms by each bunk bed.


    Corridors

    Most areas of the Light-class Destroyer is cramped and militaristic cold to other parts of the ships highlighted in this data file.

    [​IMG][​IMG][​IMG][​IMG]



    Brig

    The brig, for a anti-piracy vessel, is rather large to hold any criminals a Destroyer may capture. Able to hold up to 50 prisoners, the brig is located is the lower decks of the Destroyer and is essentially five ship corridors (pictured above) put side-by-side with the walls down and traditional bar cells on either side. Escape is extremely hard, since a energy field extends over the bars on the outside. And even if power is lost and the shield goes down, only a lightsaber would be able to cut through the triple thick bars. There is only one way out: the entry way.

    The brig has a central command console in the middle, two semi-circle tables opposite each other and each facing the cells. A group of four Naval Guard are here at all times, monitoring the security cameras in each cell and along the length of the cell. Two Naval Guard stand outside the brig on sentry 24/7, with two Naval Guards standings inside sentry in the brig by the blast doors 24/7. When no prisoners are in the brig, the two outside guards remains at all times, as do two Naval Guards at the main console station. When even one criminal is inside the brig, all 8 Naval Guards must be at their stations within the brig.



    Astrometrics Lab

    Located just forward of octagon on bow side of ship. Under 24/7 double sentry Naval Guard watch, holo cameras hidden in Lab link back to the Bridge and Captain's Ready Room.



    [​IMG]
     
  20. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Bastion-class Frigate


    COMING SOON!!!!!
     
  21. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Strike-class Corvette






    Strike-class Corvette:
    A fair amount of the stats taken from the CR90 Corellian Corvette and the Marauder-class Corvette.

    Manufacturer: Jod Defense Engineering Shipwrights
    Model: Strike-class Corvette
    Class: Corvette (see: Anaxes War College System)
    Role: Escort, anti-starfighter, patrol, anti-piracy/smuggler
    Cost: Not for sale

    Length: 110 meters
    Width: 96.6 meters
    Height: 32.6 meters
    Maximum Acceleration: >2,100
    MGLT: 65 MGLT
    Maximum Speed (atmosphere): 950 km/h
    Engine Units: 3 circular primary engines, 4 smaller maneuvering engines
    Hyperdrive Rating (Red Rock): Class .10
    Hyperdrive Rating (normal, back-up): Class 1 back-up
    Power Plant: One main reactor
    Shields: Redundant shields, rated to CR90 Corellian Corvette
    Armor (Hull plating): Rated to CR90 Corellian Corvettes.
    Sensors: Rated to EF76 Nebulon-B Escort Frigates
    Communications: Rated to EF76 Nebulon-B Escort Frigates, including specifics:Frequency Agile subspace transceiverRanger transceiver Radionics
    1 Rectenna (refitted for starship's size and use; one fitted on rear of bridge dome)Whistler encryption moduleion-scramblerSub-space image transmitterSubspace transceiverHolocommHolotranceiverHolo-transmitterHypercommhyperradiohyperwave transmitter
    Targeting Systems: N/A
    Cargo Capacity: 3,000 metric tons
    Consumables: 2 years
    Crew:
    Officers: 20
    Enlisted: 100
    Gunners: 48
    Naval Guard: 100
    Total: 268


    Armament:

    2 H9 dual Turbolasers
    One is located squarely in the middle of the belly of the main structure, while the other one is located on the top of the main structure, just behind and raised above the bridge.

    8 H9 single turret turbolasers
    Two located top starboard wing, two top port wing; two located bottom starboard wing, two bottom port wing

    3 Q7 Tractor Beam Projectors
    One located at the entrance to the hanger bay, a second in the rear of the starship, top side, and the third is located on the top of the main structure.


    2 Wing-tipped Proton Cannons;similar in strength to the J-1 semi-autonomous proton cannon (24 rounds each, 48 rounds total)
    One located on each wing-tip.


    Complement:

    1 Aka'jor-class shuttle
    1 Gamma-class assault shuttle

    OR

    2 GAT-12 Skipray Blastboats (various models)



    Special Notes: The Strike-class Corvette was the one success that the Royal House and Kingdom’s Navy had before new members in the Royal Court, elected in 20 BBY, secretly supported the Truth Movement and maneuvered things politically to weaken the Kingdom of Jod military structure before their attempted coup in 10 BBY. While the coup failed, the pride of the Royal House ensured that those politically strong within the Truth Movement---who escaped the coup’s destruction in 10 BBY----received a second chance to remove the Royal House from Jod power in 0 BBY in the Jod Civil War, in which the Truth Movement was successful in a decade after their first failed attempt.

    The Strike-class Corvette entered the Kingdom’s Navy service in 22 BBY and was hailed as a break-through in technology and a renewal of old naval tactics from the Red Rock Kingdom. The corvette boasts unusually strong weaponry for a vessel it’s size, the two additional wing-tipped proton cannons adding a powerful punch to the corvette. While its sensor and communication packages have been updated over the years (as listed in the data sheet above), it’s mission profile has remained largely the same: a quick, powerful strike craft able to patrol the reaches of deep space.

    While the corvette was the true start of the King-class Battleship concept, adding powerful and updated weapons to the Kingdom’s Navy, the corvette would never be able to find its place in what was supposed to be a modernized Kingdom’s Navy with the original King-class design. With the introduction of the Light-class Destroyer in 15 BBY, the corvette and destroyer would form the backbone and functional aspect of the Kingdom’s Navy, having to replace the King-class Battleship’s original role as front line combat vessels.

    With the reduction in weaponry of the King-class Battleship, the Kingdom’s Navy’s Plan of Battle changed drastically; while most ranking JMF officers of the time wouldn’t see the fruits of this change, the change became clear in 0 BBY. During the days of the Red Rock Kingdom, most Red Rock Kingdom Military Forces’ naval vessels were small, corvette to frigate sized strike craft, supporting a handful of larger cruiser-class and carrier-class vessels. This structure allowed their navy to be extremely mobile and hard striking, using their cruisers and carriers as command vessels and starfighter bases. This philosophy of combat would again reenter the JMF, who had replaced their proud tradition with more modern, lager warship designs from 150 BBY to 50 BBY.

    With the new, secretly pro-Truth Movement majority, Royal Court unable to overturn or ban the production of the Strike-class Corvette (although they tried in earnest, claiming the new state-of-the-art vessels weren’t cost effective in the modern galaxy and not essentially needed for military service), those members in the Royal Court loyal to the Royal House still and those within the JMF command structure who saw the slap in the face of the King-class Battleship weapon reduction, took full advantage of producing a mini-fleet worth of these extremely agile combat ships, linking their function in pairs or quads to a central command vessel like that of a Light-class Destroyer or a Bastion-class Frigate (like the Corvettes were supposed to operate with the Vigorous-class Frigates). With the starfighter support from larger vessels, the smaller corvettes in respectable numbers could deal death blows in the cruiser and even star destroyer-classes of warships. With the corvettes’ unusually advanced and well equipped sensor and communication equipment, the Corvette can be a very effective capital ship in the proper ship captain’s hands.

    While not having any upgrades from the Royal House or House of Royal Intelligence directly, the JMF vessel is nonetheless a highly sought after military asset to JMF commanders. Designed primarily to act as an escort, skirmish line vessel, and anti-piracy/smuggler vessel, the corvette also excels in long-range patrol missions, often times acting itself as a command vessel to a group of smaller patrol vessels. Equipped with Naval Guards for interior defense and to conduct small boarding actions against captured pirate or smuggler vessels or use its Naval Guards to inspect suspicious cargo aboard “legal” vessels.

    The corvettes are also seen as a heavy force in planetary defense and customs work around planets, often working in pairs, to scan and if need be detain and search vessels approaching a Jod-controlled world (often times these custom task forces include at least one Light-class Destroyer or Bastion-class Frigate as a command and control vessel and 2 to 3 Strike-class Corvettes to enforce customs policies. For larger or more security sensitive worlds, 2 to 3 command and control-type vessels oversee 6 to 9 corvettes).

    In the modern JMF’s fleet movements, 1 or 3 King-class Battleships will act as command and or carrier vessel while Light-class Destroyers and Bastion-class Frigate form the fighting backbone of the fleet. Strike-class Corvettes usually provide anti-starfighter screening, skirmish line duty, and other support roles. In specified fleet assignments, 3 or more Corvettes will often be assigned to one sector in combat or to disable to destroy specific enemy warships. In modern JMF fleet operations, a fleet of vessels will include 1 to 3 King-class Battleships (often times 3) supported by 4 Light-class Destroyers, 6 Bastion-class Frigate, 9 Strike-class Corvettes, and 3 Sentinel-class Patrol Craft for a total of 25 warships for a typical JMF general (non-mission specific requirements) naval fleet for any offensive or defensive operation.


    :eek: THIS PAGE IS UNDER HEAVY CONSTRUCTION. :eek:
     
  22. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Sentinel-class Patrol Craft



    Sentinel-class Patrol Craft:
    Note: Some stats borrowed and / or modified from the IR-3F Patrol Craft.

    Manufacturer: Jod Defense Engineering Shipwrights
    Model: Sentinel-class Patrol Craft
    Class: Patrol (see: System patrol craft)
    Role: Patrol, anti-piracy/smuggler
    Cost: Not for sale

    Length: 76 meters
    Width: N/A
    Height: N/A
    Maximum Acceleration: >2,100
    MGLT: 81 MGLT
    Maximum Speed (atmosphere): 1,000 km/h
    Engine Units: N/A
    Hyperdrive Rating (Red Rock): Class .10
    Hyperdrive Rating (normal, back-up): Class 1 back-up
    Power Plant: One main reactor
    Shields: Redundant shields, rated to IR-3F Patrol Craft
    Armor (Hull plating): Rated toIR-3F Patrol Craft
    Sensors: Rated to IR-3F Patrol Craft
    Communications: Rated to IR-3F Patrol Craft, including specifics:
    Com-scan
    Frequency Agile subspace transceiver
    Ranger transceiver
    Radionics
    1 Rectenna (placed in between rear tail fins)
    Whistler encryption module
    ion-scrambler
    Sub-space image transmitter
    Subspace transceiver
    Holocomm
    Holotranceiver
    Holo-transmitter
    Hypercomm
    hyperradio
    hyperwave transmitter
    Targeting Systems: N/A
    Cargo Capacity: 100 metric tons
    Consumables: 6 months
    Crew:
    Officers: 3 (Pilot; Captain, Co-pilot; Commander, Navigation Officer / Intelligence Officer; Lieutenant)
    Enlisted: 3 (Engineer Tech II; Chief Petty Officer, Cook / Weapon Specialist; Petty Officer, Scout / Maintenance Tech; Senior Chief Petty Officer)
    Gunners: [See Naval Guard]
    Naval Reconnaissance Troopers (see Special Notes below) OR Naval Guard: 4 (act also as gunners)
    Total: 10


    Armament:

    4 AG-2G quad laser cannons

    2 SW-3 ion cannons
    Forward, port and starboard, wing mounted (middle of wing); cannons are build into the wing, as to not disrupt airflow over the wings.

    1 Chin mounted double laser cannon

    2 concussion missile launchers
    Forward Bow, port and starboard

    2 Hellcaster cannons
    (Next to---interior of---the ion cannons) Forward, port and starboard, wing mounted (middle of wing); cannons are build into the wing, as to not disrupt airflow over the wings.

    Warhead Countermeasures
    Complement:

    5 74-Z Speeder Bikes
    1 Royal Intelligence C-S-L Surveillance Kit (S-Kit for short)
    1 Kingdom's Navy Survival Base

    Troops: 10


    Special Notes: The Sentinel-class Patrol Craft came into existence sometime shortly after the
    IR-3F Patrol Craft. While the precise reason as to how the Sentinel looks like the IR-3F may not ever be "officially" know, it has been highly circulated in years since within the Kingdom of Jod that the HRI (House of Royal Intelligence) had the design plans acquired from Republic Sienar Systems through a undercover agent. With the plans acquired by HRI and reviewed and modified by Jod Defense Engineering Shipwrights to fit what both the HRI and JMF (Jod Military Force) were looking for to replace older Jod designed patrol ships, the Sentinel-class Patrol Craft came into being. The Sentinel's characteristics of being fast, maneuverable, quick in atmosphere, and sporting excellent communications and sensor equipment would later be incorporated into the design of the Light-class Destroyer years later and would, as did later JMF and HRI designs, bring the Kingdom of Jod closer to their ancestor's (Red Rock Kingdom) naval traditions of quick, maneuverable capital warships.

    The HRI wanted a highly capable recon vessel for use both within the Kingdom of Jod and in the "Outside Galaxy" under Royal Command that could be stealth enough to hide and have the capability of carrying a small ground force for deep insertion missions. The JMF meanwhile wanted a patrol vessel quick and agile enough to counter smugglers and piracy and other JMF mission profiles such as scouting enemy worlds and discovering new worlds with a small ground force, stealth enough to hide in star systems and report enemy fleet movements, and strong enough to hold its own against enemy action until it could escape. In one of the few instances in Jod history where the HRI and JMF saw eye-to-eye, the Jod Defense Engineering Shipwrights delivered an amazing product for both.

    While the design used by the JMF's navy branch excludes the 10 troopers that the HRI required for their design, the ship nonetheless is the same design. The navy's design can also handle 10 extra Naval Guards or the small barrack space can be used for other purposes; regardless, for the HRI or the Kingdom's Navy, the barrack space for both ship's crew and the 10 extra troops is extremely small.

    The ship sacrifices space for the crew for the the vessel's small size, maneuverability, weapons payload, and small hanger bay/ cargo bay. The Sentinel-class Patrol Craft is designed primarily, for both the HRI and the JMF, as a highly equipped communications and sensor vessel. The vessel's Com-scan equipment gives it a extra edge in it's field of work, for both the HRI and JMF.In such a role, considering it's patrol boat class (which would normally warrant a newer or lesser trained crew), the Sentinel is equipped with a highly equipped crew.

    In order to staff the new patrol vessel, the Kingdom's Navy and House of Royal Intelligence formed a new branch with joint Navy and Intelligence jurisdiction (a rare jurisdiction combination that has been highly successful, despite previous attempts with joint jurisdiction between the HRI and JMF failing noticeably), called the Special Tactics and Studies Division (T&S, Tactics and Studies, for short). Taking navy crewmen and women and Naval Guards, the Navy and Royal Intelligence designed a program that took the most uniquely skilled young naval crew and Naval Guards and fine tuned their current skills and gave them more skills, turning navy crew members into very resourceful and "think outside the box" small ship crews. The Sentinel's Navigation Officer / Intelligence Officer is a Kingdom's Navy officer with hybrid training in the House of Royal Intelligence, making a efficient low-level field officer to receive classified information and orders for the ship's crew. This type of officer is the top ranking product of the Special Tactics and Studies Division, while other crew members of the T&S are better trained overall (explained above), not specifically trained to work with HRI as the Navigation and Intelligence Officer is.

    While taking the Naval Guards' abilities as guards and light infantry and turning them into resourceful, behind enemy line scouts, able to do a wide-range of skills. The new Naval Guards became so good at their craft that the Naval Guards created a new branch just for them, titled Naval Reconnaissance Troopers (NRT for short). Naval Reconnaissance Troopers worked in groups 4 to 5 troopers and have a Senior Chief Petty Officer leading them.

    With the retirement of older patrol vessels nearing the introduction of the King-class Battleship, the Sentinel-class Patrol Craft was forced to take over the patrol division completely, which it had been doing slowly over the years one ship at a time. Just before the newly assembled Royal Court took power, the former Royal Court and Royal House pushed through military spending to authorize a massive increase in Sentinel-class production, ensuring that the newly assembled Royal Court couldn't "retire" the vessel due to small numbers and "expensive" equipment.

    In the modern JMF, Sentinel-class Patrol Craft either work alone or in pairs on highly classified missions, while during normal patrols can be seen alone in highly populated space lanes for defense against pirates and smugglers as a show of force (with Corvettes and Destroyers there as well), or seen working in pairs or groups of 3 in keeping peace and security in a star system. On long-range patrol missions, Sentinels will often deploy in groups of 3 to 4 with a Strike-class Corvette as a command and control vessel. In fleet operations, Sentinels are deployed in groups of 3 to assist the fleet in scouting missions and in anti-starfighter defense and skirmish line duty. On occasion in fleet operations, given their NRTs, the Sentinels will assist or conduct on their own mission-specific boarding operations against important targets.

    Sentinel-class Patrol Boats are quick and agile enough to combat starfighters, displaying amazing agility in dog-fights. However, the ship's size does have it's limitations in starfighter dog-fights, where starfighters are generally more agile and faster then the Sentinels.

    The Sentinel-class Patrol Boat can be used as a ground support craft for Naval Reconnaissance Troopers and other special forces' operations, as well as regular army operations as well. The Hellcaster cannons are normally used for this ground support role in union with the chin mounted laser cannon and concussion missiles.



    Interior:
    Note: For all photos used, assume a Star Wars feel and background to the backgrounds shown, since not all the photos match each other or the Star Wars universe.

    • Bridge
    A pilot and co-pilot sit in console stations like these (with the same view and cockpit design; the viewport would look different):

    [​IMG]


    There is a third seat (pictured below with Luke Skywalker) behind the co-pilot's seat for the Navigation Officer.

    [​IMG]





    • Medical Bay (Med Bay)
    Location: Just above the cargo bay and towards aft (located bottom half where the "bulb" of the ship's bow starts to elongate into the rest of the ship, just forward of the belly quad laser cannon.


    [​IMG]


    Housed with three medical beds (pictured above), behind each bed are medical supplies. Small and to the point. While there is no organic medical staff, the medical bay is staffed with the following (the droids activate as soon as someone enters the medical bay):

    1 2-1B surgical droid
    1 FX-7 medical assistant droid
    1 GH-7 medical analysis unit
    1 IM-6 medical droids

    Since the droids are immune to bio hazards, the medical bay acts as its own self-containment and can be completely sealed off from the rest of the ship in case of a foreign bio hazard brought aboard the ship; the medical bay's filters and other bio and chemical hazard safeguards are state-of-the-art for the medical field. In case the droids are disabled, the ship maintains a limited AI system that will project a holographic imagine of a doctor next to any medical bed who can interact with any organic crew and walk a non-experienced crew member in basic steps of stabilizing a patient (the hologram itself cannot interact with the patient in terms of medical treatment, since there is no physical barrier for the hologram to do so).



    • Crew Quarters (Command Staff, Officer, Enlisted, Barracks)
    Note: All decks are connected via staircases and maintenance tubes.

    Officer's Quarters---Captain's (Pilot) Quarters, Commander's (Co-Pilot) Quarters, and Navigation Officer's Quarters
    Location: Below the Bridge.



    [​IMG]


    The small quarters feature a small sonic shower and refresher to the left of the table and forward of the photo.

    Enlisted, Naval Guard, NRT, and Tropps
    Location: Below Officer's Quarters.







    • Engineering
    Entering Engineering (door up head leading out of engineering)
    [​IMG]


    Deeper into Engineering; the "front" of the above photo is where the below photo is taken from, opposite facing. Engineering ends here.
    [​IMG]


    In between the two above photos and to the left of them; a small side room and office.
    [​IMG]



    • Kitchen and Mess Hall
    Location:Just aft of Officer and Crew Quarters, located below the top quad laser turret.


    Kitchen
    [​IMG]



    Mess Hall; kitchen in back of photo.[​IMG]



    • Corridors
    [​IMG]



    • Hanger Bay
    Location:Bottom of craft, just forward of bottom quad laser turret


    Entrance into hanger/cargo bay from rest of ship. Where the photo ends to the right, there is a solid wall. Where the photo is taken from, several meters back, there is a wall. The flooring is the "lift," several meters of deck remaining around the lift when the lift descends.
    [​IMG]
     
  23. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    EDITING
     
  24. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    editing
     
  25. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    editing