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Governor's Gambit - Star Wars SI into Imperial Governor

Omake: PER-C Light Duty
Omake: PER-C Light Duty

Production Information


Manufacturer: Cushions Express (subsidiary of the Imperial Guild of Commerce, Production, and Protection)

Model: PER-C Light Duty

Type: Light duty scout ship

Cost:
  • 52,000 credits new (military model)
  • 42,000 credits new (civilian export model)
——

Technical Specifications

Length: 8 meters

Width: 12 meters

Height: 2.25 meters

Engine unit(s): 2 Hoersch-Kessel ion drives

Maximum atmospheric speed: 900 km/h

Hyperdrive: none

Shielding: decent civilian grade shield generator

Power: civilian grade fusion generator

Hull: titanium hull

Sensors: medium range sensors outside of the holocam system

Armament:

  • Standard military model
    • 1 laser cannon
  • Civilian model
    • None
  • Modified fighter-bomber model
    • 1 L-s1 laser cannon
    • Small bomber bay

Crew: 2
  • 1 pilot
  • 1 reconnaissance specialist
Minimum crew: 1

Passengers: Up to 2

Cargo Capacity: 200 kg, more if the two passenger seats are removed

Life Support: high quality

Consumables: 5 days

Other systems:
  • Wide canopy
  • Comfy seats
  • Enhanced stabilizers
  • Enhanced internal thermal regulation
  • 57C holocam
  • Longe range data transmitter
  • "Piercing Wail" model distress beacon
——

Usage

Availability: Licensed

Roles:
  • Reconnaissance
  • Non-combat military duties
  • Military trainer
  • Racing starfighter
  • Civil touring

Affiliation:
  • PDFs
  • Fourth line military formations
  • Low ranking starfighter racers
  • Civilian touring companies
——

Description
"And if you look on the left you will see a lovely view of the valleys just outside of Edinspire." - Highreach Canyon Tours pilot giving an update during their civil tour flight.

The PER-C is a light duty small craft designed for low priority scouting missions and other non-combat operations. This starship has maintained an untainted reputation despite being manufactured and utilized by the Galactic Empire. The PER-C also enjoys a niche in the civilian market as a touring and racing ship with its unarmed civilian variant.

Procurement History
"We don't need another TIE or some hanger queen. We just want an affordable ship that can do a quiet patrol and get back to base with minimal chance of issues." - Wording of the procurement officer when discussing their requirements.

At the dawn of 2 ABY the Myto sector was facing a starfighter frame shortage. The uptick in piratical activity proved to be increasingly more severe throughout the sector. Sector and system forces responded by building and refitting more TIEs to frontline postings. Things were getting so bad some system navies were resorting to plundering outdated Y-wings from local salvage yards.

This increasing frontward facing focus would have its consequences however. Low priority patrol routes were left undersupplied as flights that were flown by the TIE Light Duty lagged behind or were not flown at all as anti-pirate patrols kept being given greater priority. Using shuttles proved nonviable as they were required for an ever increasing amount supply runs and requests for Viper probe droids were denied as sectors with significant Rebel activity were deemed higher priority.

The issue was made startlingly clear when a pirate raid surprised a remote research facility on the world of Quxitol, making off with substantial quantities of scientific equipment. This brazen attack was a wake up call and the a short term procurement contract was put out for a ship design to perform non-combat missions until the situation calmed down or production of other platforms could be increased.

Representatives of major shipbuilding firms such as Kuat and Seinar did not even bother to respond to the contract. They saw it as too short term and limited in scope to invest the capital into. A design that would only be in limited production for a few years was considered not worth their time and the effort of retooling production when demand for more profitable designs was at an all time high. This left the military contract up for grabs for smaller players, and eventually it reluctantly fell into the hands of Cushions Express, a civilian ship manufacturer within the IGCPP.

Design
"Would I want to fight in a PER-C over a TIE? No. Would I want to fly a long patrol without combat in a PER-C over a TIE? Definitely." - Imperial pilot comparing the amenity differences of a PER-C and a TIE.

Cushions Express built their designs with crew comfort and reliability in mind and the Peripheral Environment Reconnaissance Craft, or PER-C for short, continued in this design philosophy. A relatively large amount of Credits were spent on pilot comforts as compared to a standard TIE. Comfortable seating for long flights that the company also put in its civilian designs, a wide canopy for viewing with your eyes instead of relying mostly on sensors, enhanced stabilizers for long flights, and a more spacious and pressurized cockpit with enhanced temperature controls to be able to take off your pressurized helmet mid flight for some fresher temperate air. It got to the point that some the procurement committee tried to argue the pilot amenities were excessive and could potentially damage discipline. However Cushions Express managed to lower the price enough due to already having the supply chains set up for other projects that those concerns were dismissed.

The shape of the PER-C was more wide than long with most of that width taken up by the wings. Its two engines were placed next to the body of the plane rather than the tips of the wings. Once again there was some pushback citing the ship would not fit in hangars designed for the smaller TIEs. However it was pointed out that these bases were already suffering from a ship shortage and most were designed to fit Lambda shuttles, so finding space for the wider ship shouldn't be an issue.

The most technically sophisticated piece of equipment in the PER-C was a 57C holocam modified to take reconnaissance holographic images. The military grade holocam was installed in the bottom of the craft and could be retracted back into the body to avoid damaging it. Those high detail images could be transmitted back to base from hundreds of kilometers away for current or later review on a holoprojector. This was often enough for simple patrols from back line bases in low conflict areas.

Unfortunately commissioning a company that primarily manufactured civilian ships for a military project did have its drawbacks. Outside of the holocam, Cushions Express did not have the access or clearance for most other military grade technologies and components. This resulted in the PER-C being composed primarily of civilian technologies such as the propulsion being two Hoersch-Kessel ion drives instead of a more militarized drive like the twin ion engine and a weaker laser cannon than a L-s1. Even if such components were available, the power draw from the long range data transmitter and the shields meant that the PER-C would be unable to power more powerful weapons or engines with its standard power generation. This resulted in a ship that was evaluated as overall weaker than the starfighter it was replacing in terms of speed and combat performance.

There were efforts by buyers to enhance the combat utility of the PER-C. One common post-purchase modification was to remove most of the holocam compartment and replace it with a rather anemic bomber bay. This change made a PER-C capable of launching a small barrage of unguided bombs all at once downwards relative to the craft via a simple repulsor installed in the top of the bay. Enough firepower to soften up the defenses of a small town or an unfortified criminal hideout for the ground troops. Its electronics systems modified for calculating targeting solutions rather than for scouting purposes. The removal of the long range data transmission capability allowed for the laser cannon to be upgraded to an L-s1 bringing this variant up to half the fighter-to-fighter firepower of a standard TIE/ln. This turned the PER-C into a below mediocre fighter-bomber for formations struggling to source better bombers such as TIE Bombers or decades old Y-wings to destroy hard targets.

However this poor combat potential did little to dissuade the PER-C's designers in making the best ship they could. Rather than bemoan their lack of access to most of the military supply chain, they turned it to their advantage. In parallel with the military PER-C development, Cushions Express worked on a civilian export model with the military components and weaponry removed and the military grade holocam changed out for a civilian one. This civilian model would swap reconnaissance flights and supply runs for civil touring and in-system courier contracts.

The heavy use of widely available civilian components in both models allowed the production lines to be swapped between the two fairly quickly as needed. Given the temporary nature of the production contract and the low evaluation of the ship, the Imperial government turned a blind eye to this practice. Labeling it as an acceptable cost of acquiring a solution to their temporary shortage from the civilian sector.

Typical Pilots
"You can't be mad at someone for winning a race in a PER-C. It is just too respectable." - A common saying in the racer community.

The PER-C is a starship that straddles two worlds. On one side it is expected to operate in a military setting and keep consistently performing even under less than ideal conditions. On the other side it was also designed to be appealing to a private consumer who wants to be comfortable and enjoy the activity of flying. This is expressed in the two kinds of pilots that the PER-C is known for.

First are those pilots that tend to fly the military and unmodified civilian models. These pilots tend to be on the older side with a reliable, mature nature. They don't fly for glory or the adrenaline of combat, but rather to earn a paycheck and support whatever dependents or long term expenses they have. While none of them are ace pilots, they have a reputation for consistent performance with lower instances of burnout and volatility from continuous flights than average. Nevertheless when backed into a corner they can often prove deceptively skilled at evading enemy fire and keeping their cool.

The second kind of pilot the PER-C attracts are amateur starfighter racers. They take advantage of the export models' cheap price and generous space to modify it to their personal tastes and turn it into a racing starfighter. Racers would often shave down the wings and convert the space meant for passengers and cameras into a bigger reactor and more thrusters. While these variants are not good enough to compete with starfighters specially designed for the sport, the PER-C is a decent option for beginner racers who have yet to attract a sponsor. These pilots are often amateurs in it for the fun of the sport and value comfort and enjoyment over peak performance. They might not always be at the podium, but they tend to always have drinking buddies at the afterparty.

Conclusion

"Flying in my PER-C is all I can do these days with my bad back, but I wouldn't trade the feeling of taking to the skies for anything." - Retired Imperial pilot in an interview following his honorable discharge.

The PER-C at its core is a workhorse more than a warhorse or a racehorse. Designed for those who military pilots who have lost the taste for glory, but still have the desire to fly whether for duty, adventure, or just to pay the bills. It might not be high spec, but it can certainly do the lazy low priority patrols while the real dogfighters go off and fight pirates, Rebels, and other things that will try to kill them. Yet the second life in the civilian market proved it had worth beyond the short lived contract it was designed for.

——

Figured with all the TIEs getting converted to better and more expensive refits, something had to take its place for all the not shooting stuff. For all the focus on high spec top of the line fighters, a no nonsense basic aircraft to handle non-combat military flights outside of logistics is also essential in any sane air force. And no, suicide sleds where all the corners deemed unnecessary are cut for mass production like the standard TIE don't count. There is a difference.

Inspiration for this one is the Percival Vega Gull, a British wood and fabric plane produced in the latter half of the 1930s and was retired in 1945. It had a respectable service record in both civilian and military aviation history that didn't revolve around killing people. Which is impressive considering what was happening in the 30s and 40s. Inspiration for the shape came from the Northrop XP-79. A failed plane design built in 1945 that I feel captures the logic and whimsy that Star Wars' ships are known for. Look at it and tell me it wouldn't fit in a Star Wars starport or fleet overlook scene. I ended up giving it the Percival's body length so it could fit the 4 people for the civil touring role.

Crossposted on SB and SV
 
OFFICIAL SECTOR ADVISORY | MSD-CENSUS-STAT-8812
OFFICIAL SECTOR ADVISORY | MSD-CENSUS-STAT-8812

SUBJECT Demographic and Economic Classification of Sector Systems

DISTRIBUTION Office of the Moff, Myto Sector Economic Council, Imperial Statistics Bureau

AUTHORIZATION Ministry of Internal Development

CLASSIFICATION Restricted Administrative Data

SECTION I REPORT OVERVIEW

This dossier serves as the definitive census record for the Myto Sector. Note that this census is not 100% comprehensive due to persistent challenges in data collection across remote systems. Many localized governments currently lack the administrative infrastructure required to execute comprehensive tracking. Furthermore the sector population undergoes continuous expansion. Sector records indicate the total population grew from 500 million to 521 million over the previous five year cycle.

Statistical analysis reveals that inbound immigration accounts for 50% of this net population growth. Crucially this influx is not static but has accelerated significantly each year of the cycle. Because this immigration rate continues to climb under expanding Ministry sponsored relocation initiatives the historical growth curve is no longer a reliable baseline. Accounting for this compounding acceleration the sector population is now projected to experience an aggressive upward trajectory. Current models estimate the population will reach approximately 548 million within the next five years and surpass 578 million over the next decade. This compounding influx of immigrant labor requires an immediate acceleration of resource allocation and administrative scaling to prevent infrastructure strain.

SECTION II SYSTEM CLASSIFICATION DEFINITIONS

  • Developed Systems are the twenty six systems serving as the bedrock of sector wealth. They are strategically positioned along major hyperlane corridors and host the highest concentrations of planetary commerce, administrative centers, and deep space logistics hubs. This tier now officially includes the Minda system due to its unmatched industrial footprint.
  • Settled Systems represent the sector growth engine. Transitioning away from purely extractive economies, these worlds have developed significant local manufacturing bases and growing centers of trade. They demonstrate consistent industrial maturity and use extracted wealth locally instead of sending it entirely out of system.
  • Frontier Systems are younger worlds that are often the focus of active government colonization and land grant programs aiming to relocate the destitute to worlds where they are given land and opportunity. Overwhelmingly centered on agricultural output and raw resource extraction, these systems are seeing a rapid uptick in both population and localized production due to various government initiatives.
SECTION III SECTOR POPULATION CENSUS

| Category | System | Population |

| Developed | Dubrillion | 29,300,000 |

| Developed | Belladoon | 25,000,000 |

| Developed | Destora | 22,000,000 |

| Developed | Artorias | 20,000,000 |

| Developed | Akahista | 18,500,000 |

| Developed | Jamiri | 17,000,000 |

| Developed | Angor | 16,000,000 |

| Developed | Cril | 15,000,000 |

| Developed | Gabredor | 14,200,000 |

| Developed | Phonixv | 13,500,000 |

| Developed | Feltov | 13,000,000 |

| Developed | Tionaxmajor | 12,500,000 |

| Developed | Thalarprime | 12,000,000 |

| Developed | Reluia | 11,500,000 |

| Developed | Jaloos | 11,200,000 |

| Developed | Quintaxus | 10,900,000 |

| Developed | Zelenon | 10,700,000 |

| Developed | Kylounal | 10,500,000 |

| Developed | Phonemajor | 10,400,000 |

| Developed | Sienaor | 10,300,000 |

| Developed | Krakuis | 10,200,000 |

| Developed | Vandien | 10,150,000 |

| Developed | Rykeuis | 10,100,000 |

| Developed | Feltaix | 10,050,000 |

| Developed | Dantisprime | 10,000,000 |

| Developed | Minda | 1,250,000 |

| Settled | Indoisaan | 2,285,579 |

| Settled | Sienaminor | 1,305,218 |

| Settled | Lornalal | 3,503,940 |

| Settled | Xisosprime | 2,564,735 |

| Settled | Ursonminor | 2,140,165 |

| Settled | Phonaxos | 1,974,694 |

| Settled | Jalixprime | 3,537,757 |

| Settled | Kalunen | 1,961,004 |

| Settled | Muraenix | 2,740,214 |

| Settled | Mytosia | 3,021,484 |

| Settled | Sullaron | 2,451,399 |

| Settled | Kalunor | 3,054,914 |

| Settled | Zeluon | 2,186,021 |

| Settled | Keshonmajor | 3,570,156 |

| Settled | Reliis | 2,939,869 |

| Settled | Krakonen | 1,747,855 |

| Settled | Lornisia | 2,415,708 |

| Settled | Kalemajor | 3,484,566 |

| Settled | Gromisax | 2,546,373 |

| Settled | Jaleprime | 2,372,967 |

| Settled | Kyloenprime | 2,638,744 |

| Settled | Galdaror | 1,948,765 |

| Settled | Zorunprime | 2,229,696 |

| Settled | Kyloeix | 2,505,822 |

| Settled | Tionaaan | 3,670,089 |

| Settled | Oraxaxos | 2,084,342 |

| Settled | Keshunix | 2,761,558 |

| Settled | Sullion | 2,189,164 |

| Settled | Krakois | 2,207,894 |

| Settled | Thalunv | 1,806,325 |

| Settled | Oraxixen | 3,434,900 |

| Settled | Sienosv | 1,246,038 |

| Settled | Vantaxia | 2,227,670 |

| Settled | Coramajor | 3,405,764 |

| Settled | Vandulal | 1,732,479 |

| Settled | Yuleor | 1,462,911 |

| Settled | Belsonus | 3,654,054 |

| Settled | Vandenax | 1,648,664 |

| Settled | Oraxisprime | 3,107,614 |

| Settled | Rykeeor | 2,037,874 |

| Settled | Talumajor | 1,690,521 |

| Settled | Vandaaan | 1,714,281 |

| Settled | Jalosis | 2,094,035 |

| Settled | Warrunv | 1,569,358 |

| Settled | Zoriia | 3,503,427 |

| Settled | Zoreos | 3,655,362 |

| Settled | Yulisus | 1,920,844 |

| Settled | Rykeisprime | 1,380,675 |

| Settled | Talixix | 2,152,130 |

| Settled | Vandoen | 1,738,068 |

| Settled | Ursenus | 1,245,487 |

| Settled | Vunenia | 1,399,648 |

| Settled | Tioneen | 3,210,568 |

| Settled | Yulisis | 1,352,300 |

| Settled | Sulloos | 3,296,936 |

| Settled | Belsuix | 1,834,185 |

| Settled | Malgarv | 1,536,937 |

| Settled | Zoruus | 2,781,272 |

| Settled | Warralmajor | 2,089,309 |

| Settled | Quatonos | 3,054,406 |

| Settled | Releos | 2,767,205 |

| Settled | Krakunal | 1,614,542 |

| Settled | Oplixmajor | 3,201,557 |

| Settled | Oraxalen | 2,760,338 |

| Settled | Malgixminor | 1,761,265 |

| Settled | Rykeoen | 1,238,427 |

| Settled | Tarnaxal | 2,862,035 |

| Settled | Vunarv | 1,827,117 |

| Settled | Lornaminor | 3,294,385 |

| Settled | Zorixia | 3,545,348 |

| Settled | Draxeor | 2,990,857 |

| Settled | Vunenv | 3,260,873 |

| Settled | Heskaxaan | 1,277,919 |

| Settled | Prakixminor | 1,719,628 |

| Settled | Oraxixaan | 2,853,735 |

| Frontier | Vantonax | 483,301 |

| Frontier | Malgonal | 510,387 |

| Frontier | Vantaen | 406,150 |

| Frontier | Coronon | 613,561 |

| Frontier | Quatenmajor | 476,546 |

| Frontier | Sienoaan | 628,562 |

| Frontier | Rykeixia | 696,996 |

| Frontier | Tioniv | 464,831 |

| Frontier | Quinteprime | 588,179 |

| Frontier | Zebios | 386,283 |

| Frontier | Felteos | 527,890 |

| Frontier | Yagixminor | 395,998 |

| Frontier | Ursalprime | 429,149 |

| Frontier | Ursaxos | 685,152 |

| Frontier | Vandenix | 460,105 |

| Frontier | Kylounus | 596,091 |

| Frontier | Naronax | 734,432 |

| Frontier | Narav | 475,213 |

| Frontier | Vandixprime | 461,000 |

| Frontier | Dromonal | 420,225 |

| Frontier | Narosminor | 525,005 |

| Frontier | Relarminor | 539,133 |

| Frontier | Prakoal | 482,232 |

| Frontier | Sienominor | 514,448 |

| Frontier | Krakaxix | 605,918 |

| Frontier | Malgenor | 484,759 |

| Frontier | Quataxis | 446,271 |

| Frontier | Kalaxmajor | 497,658 |

| Frontier | Belsav | 447,571 |

| Frontier | Opliax | 457,437 |

| Frontier | Muraarminor | 563,971 |

| Frontier | Vantulal | 510,252 |

| Frontier | Quatev | 565,221 |

| Frontier | Muraalal | 457,102 |

| Frontier | Phonalminor | 403,629 |

| Frontier | Dromunon | 513,328 |

| Frontier | Vunisminor | 554,548 |

| Frontier | Gromeminor | 462,584 |

| Frontier | Zebeia | 378,080 |

| Frontier | Zelaxal | 506,791 |

| Frontier | Kyloior | 515,609 |

| Frontier | Ursonus | 452,676 |

| Frontier | Phonisprime | 465,880 |

| Frontier | Vandeprime | 470,549 |

| Frontier | Tarnaxprime | 521,600 |

| Frontier | Gromeaan | 602,566 |

| Frontier | Yulunal | 395,240 |

| Frontier | Galdaen | 487,604 |

| Frontier | Kalixen | 458,910 |

| Frontier | Relulen | 440,994 |

| Frontier | Dantov | 502,121 |

| Frontier | Reloen | 499,007 |

| Frontier | Bresov | 572,159 |

| Frontier | Tionaia | 447,594 |

| Frontier | Kaloix | 474,579 |

| Frontier | Sienenia | 410,713 |

| Frontier | Vexisen | 523,056 |

| Frontier | Prakenen | 542,839 |

| Frontier | Zeboen | 524,322 |

| Frontier | Phononprime | 409,028 |

| Frontier | Draxuon | 498,528 |

| Frontier | Gromulix | 481,437 |

| Frontier | Murauor | 552,229 |

| Frontier | Galdenprime | 569,969 |

| Frontier | Draxon's Forge | 625,145 |

| Frontier | Vantulon | 554,349 |

| Frontier | Yularis | 576,803 |

| Frontier | Feltulmajor | 449,522 |

| Frontier | Relalon | 514,047 |

| Frontier | Quintuen | 593,579 |

| Frontier | Belsosix | 458,986 |

| Frontier | Harnaxmajor | 440,520 |

| Frontier | Malgoaan | 545,648 |

| Frontier | Yagaxaan | 513,902 |

| Frontier | Zelaxprime | 501,051 |

| Frontier | Indouix | 601,075 |

| Frontier | Kalosv | 487,202 |

| Frontier | Galdalv | 453,289 |

| Frontier | Malgaral | 521,621 |

| Frontier | Edin | 759,146 |

| Frontier | Harnonal | 548,862 |

| Frontier | Zorenaan | 510,866 |

| Frontier | Dromunos | 552,933 |

| Frontier | Lornenminor | 550,187 |

| Frontier | Belsuus | 573,186 |

| Frontier | Jornudgir | 577,018 |

| Frontier | Warrisix | 556,414 |

| Frontier | Sienosos | 504,529 |

| Frontier | Quataris | 582,658 |

| Frontier | Dromeus | 417,789 |

| Frontier | Galdixen | 486,337 |

| Frontier | Mytixix | 582,782 |

| Frontier | Sarkav | 476,149 |

| Frontier | Tarnunia | 462,121 |

| Frontier | Xisios | 599,613 |

| Frontier | Krakonminor | 404,933 |

| Frontier | Clok | 679,377 |

| Frontier | Yuleis | 530,712 |

| Frontier | Harnosv | 482,396 |

| Frontier | Mytonia | 500,000 |


Special Administrative Note on the Minda System

Despite possessing a significantly lower population than its Tier I peers, Minda is classified as a Developed System due to its immense economic density. The system contains the largest orbital shipyards in the sector along with multiple critical manufacturing nodes. It serves as the official headquarters for the Imperial Guild for Commerce, Production, and Protection. Furthermore the Office of the Moff and the central headquarters of the Sector Government are permanently stationed on a deep space infrastructure facility within the Minda system, solidifying its status as a primary hub of trade and political influence.

SECTION IV ADMINISTRATIVE ANALYSIS

The baseline metrics established by this census underscore the balance within the Myto Sector. While Developed systems generate the primary capital reserves required to sustain the regional economy, the expansion of Settled centers ensures that industrial resources are retained and utilized effectively on the Frontier.

Active relocation initiatives remain essential for channeling surplus labor from urban cores into expanding agricultural and resource zones across the Frontier tier. Maintaining this balanced demographic distribution is a high priority for ensuring long term sector stability and continuous manufacturing growth.
 
Omake: Thiltisians New
Omake: Thiltisians

Biological Classification


Designation: Sentient

Classification: Reptilian

——

Physical Characteristics

Average height: 1.8 meters

Skin color: Silver

Eye color: Green

Distinctions:
  • Clear reflective scales
  • Downward curved snout
  • Heavily diurnal
  • Very poor night sight
  • "Sunglasses" layer of eyelids
  • Cold blooded
Average Lifespan: 50 years is the average. Some Thiltisians live as long as 90 years if they are very lucky.

——

Sociocultural Characteristics

Place of Origin: Sunwelp

Language: Thiltish

——

Description:

The Thiltisians are a species of sentient reptilians located on the sunny grassland world of Sunwelp. Their civilization has recently progressed to the Industrial technology level with an emphasis on sustainability and managed growth. Thiltisians at a glance can be described as pious, generous, and open to discussion.

Biology and appearance:

Thiltisians are slightly above the galactic average in height and have reflective silver scales covering their body. This scales are theorized that their ancestors used them as a defense mechanism or a way to trap heat in their dens. An extra layer of eyelids helps deal with the worst of the reflected brightness. These days keeping one's scales shiny and unmarked is a sign of prestige and wealth.

One of the most prominent features of Thiltisians is the heavily diurnal nature. Through a combination of their cold bloodedness, their poor night sight, and other biological factors, Thiltisians struggle immensely operating at night. Thiltisians settlements are therefore kept intensely well lit with fire, gaslight, and then electricity. This is especially done at night in order to make the ordeal bearable for those forced to work past daylight. Light pollution is so heavy that constellations are difficult to identify unless far away from a settlement.

Society and culture:

Thiltisian Government

The Thiltisians of Sunwelp is organized into a strict Timocracy. Issues in politics are resolved by a logocratic method of whoever can submit the most compelling written proposal is approved and implemented by the Assembly of Honor. Participation in Sunwelp's government is excluded to only those who are the most Honorable. The most elevated Thiltisians are allowed into the Assembly of Honor, the main legislative body. Assemblies of Petty Honor are held in each province to handle local issues and staffed by those of comparatively lesser Honor.

Sunwelp's government is also a confessional state that recognizes The Great Pursuit of Daylight as the state enforced and funded religion. Large amounts of government revenue are spent on building and maintaining Solar Temples of The Great Pursuit of Daylight. Having the recognition and approval of the relevant Solar Temples is a virtual requirement for obtaining and remaining in office.

Thiltisian Honor

Honor is defined by Thiltisians as the ability to provide for the community, with the Solar Temples as the main arbitrator. This includes generous donations to interest groups which can influence debates in the Assemblies. A patronized Thiltisian will generally not write a counter-proposal against the proposal of their patron. This tradition of gift giving also applies to political positions as well with high ranking officials and members of the clergy required by tradition to host lavish events and rituals in order to maintain their standing.

Naturally this definition of Honor excludes a vast majority of the poorer classes on Sunwelp leading to a great degree of stratification in Thiltisian society. Not to the point of a caste system yet, but upward social mobility is fairly limited. The most Honor the vast majority of Thiltisians can hope for is to make their layperson votive offerings to their local Solar Shrine and potentially be made a lesser initiate. Those the Solar Temples deem Dishonorable are denied entry to land owned by the Solar Temples and are condemned to the dark corners of Sunwelp. One example of these dark corners the Dishonorable are exiled to is the Scalding Wastes, an area of the planet where rainfall can be absent for over half the year and there is near-boiling rain for the other half.

Thiltisian Religious Property and Corvée Law

As a result of the dominance of The Great Pursuit of Daylight, a vast majority of land both urban and rural in any given area is owned by the local Solar Temples. This land is then ritualistically bequeathed to an individual for the duration of their life or if they are labeled Dishonorable. The land is consecrated by the clergy for the purpose it bequeathed for such as a farm, factory, etc. After death or Dishonor, the land is returned to the Solar Temple's control to be purified and then lent out again at their discretion. Provincial borders are more defined by the lands of a collection of historically allied Solar Temples than any geographical boundary.

Every Honorable Thiltisian is expected to perform their three weeks of religiously mandated corvée labor on unbequeathed Solar Temple land. This obligation was originally meant provide a religious militia to defend holy sites alongside dedicated temple guards. However the long period of peace on Sunwelp has turned the duty to more productive purposes. High class Thiltisians will spend time polishing, cleaning, and politicking in the luxuries Grand Solar Temples made entirely of glass and mirrored surfaces. Middle class Thiltisians will maintain the solar panels and other technical systems needed to keep the Solar Temples functioning. While the vast majority of Thiltisians will be working in the Temple fields or workshops making the products necessary to sustain the clergy and conduct the Solar Temples' rituals and charitable activities.

Thiltisian Technological Focus

Thiltisian technology is heavily focused on light and solar energy. Temples and major buildings are lined with mirrors, windows, and solar panels. Architecture is to emphasize natural and artificial light being able to shined in every corner of the structure. If most other sentients were to spent a day in a Thiltisian city, they would risk eye damage without protection due to the excessive brightness. This is partly due to Thiltisians' poor night sight making dark rooms hazardous and unappealing.

The emphasis on solar power has left Sunwelp relatively pristine in terms of environment despite the technological advances of the Thiltisians. Thiltisian emphasis on purity and cleanliness have kept the worst effects of mining operations and pollution at bay. However only having the ability to generate power about 50% of the time and an intense reluctance to work night shifts have resulted in slow progress in further technological and industrial development.

——

Another species to potentially populate one of those 6500 "uninhabited" systems in the Myto Sector currently being explored. The theme I went with the Thiltisians is "The Calcification of Light". Order and brightness turned up to eleven, even to the point of detriment. Things look and sound good on the surface, but time and complacency have taken their toll underneath. These folks are in for some upheaval once they start interacting with the rest of the galaxy. Especially since Thiltisian settlements and cities stand out like giant glowing beacons that can be seen from orbit once a ship enters the system.

Crossposted on SB and SV

Edit: dunHozzie over at SB sent me another image. This time of what the Thiltisians might look like. Figured this one is a priest in the city.

 
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Omake: Viper hover tank New
Omake: Viper hover tank



Production Information




Manufacturer: Myto Sector Imperial Government



Model: viper hover tank



Type: medium hovercraft



Cost:

  • 25,000 Credits
——



Technical Specifications



Engine unit(s): EHS-1 hover module, 4 SFS P-s4 ion engines, 6 P-w401 ion maneuvering jets



Speed: 200 km/h



Shielding: none



Power: Fusion generator



Hull: Armored hull



Sensors: Equipped



Armament:

Crew: 3

  • 1 driver (front station)
  • 1 gunner (top station)
  • 1 tank commander (center station)


Minimum crew: 2



Cargo Capacity: 150 kg



Life Support: equipped



Consumables: 7 days



Other systems:

  • Integrated fire control droid brain
  • Myto Sector army standardized crew stations
——



Usage



Availability: Military



Roles:

  • Low maintenance armored vehicle
  • Low cost armoured
  • theater shield assault
  • Flanking attacks
  • Skirmisher


Affiliation:

  • Myto Sector Imperial Army
——



Description



The viper hover tank is an armoured ground vehicle designed to accommodate an expansion of the Myto Sector Imperial Army. An increase of funding as well as a lack of useable local armoured vehicle designs in the Sector was predicted to lead to Myto Sector Army general staff being more willing to take a gamble on armoured vehicles of more unusual designs philosophy. This hover tank was made technology that any planet with the most basic starship parts manufacturing could make it.



Design



A viper is as mechanically and technologically simple as possible. Its chassis is a rectangular structure with rounded edges with turret on top. The turret is an elongated hexagon which is armed with a heavy laser cannon and a coaxial light repeating blaster for armored targets and for fighting infantry. The only truely innovative part is its EHS-1 hover module which uses low power ray shields like the kind used in starship environmental hangar shielding to from a zone of high pressure air under the tank like the ancient/primitive hovercraft of old expected without the vulnerable skirts that when damaged would allow the high pressure to escape. The other innovative was the use of readily TIE fighter parts such as the SFS P-s4 ion engines for forward propulsion and the use of P-w401 ion manoeuvring jets for manoeuvring and turning. Nothing else from its armor to the fusion engine is that innovative. It uses civilian and military components which are tried and tested and most importantly are open patents or patents that the Myto Sector already has access to.



The other notable thing about the Viper is the focus placed on ease of repair. The use of placing all of armament in the turret means there are fewer crew and things for the crew to keep track of in the middle of battle. Quality of life additions that are quickly becoming the standard such as environmental, temperature and atmospheric sealing and control modules, microwave ovens and water heaters for crew meal prep in environments and war zones that mean they can't leave for extended periods of time as well as the addition of an incinerator toilet



Each Viper contains 3 crew stations. One in the front for the driver to control the vehicle, one in the turret for the gunner to aim and fire the weapons, one in the turret on the opposite side from the gunner for the tank commander to issue orders, assign objectives, designate targets and to facilitate internal and external communications. This division is to allow each crew mate to maintain focus on a single aspect of the tank



Each crew station is designed in the same layout as the others. The rectangular steering wheel in the driver's station for driving the tank are the same type the gunner to aim the turret and fire the weapons. The internal communication system for the tank commander is structured the same as the external communication system the commander uses. All 3 stations use the same PAD screen for display and they all use the same program structure and operating system. Even the chairs are kept similar so swapping from one to other feels familiar to the crews no matter which station they are switching too. This also helps if a crew member gets incapacitated as it is fairly easy to have another crew member substitute and perform the bare minimum of that station.



Performance



In terms of performance the Viper is fairly standard even with its new hover module, it's a reliable tank. That reliability combined with its price allowed it to be deployed basically anywhere in the Myto Sector with minimal concern for logistics or terrain. However it was slower than the more ubiquitous and popular Imperial-class repulsor tank line. In addition to the stigma of being made by an Outer Rim designer meant it did not see wider adoption. Most Imperial Army commanders saw the Viper as an unnecessary design when current repulsor tanks can do the same while starting within doctrine.



Armored formations have learned to appreciate what the Viper has to offer such as a higher readiness level, low skill ceiling, easier maintenance and lower overall ongoing costs In these formations The Viper tended to act more as Lower cost replacement of the lighter or equivalent weight repulsor tanks. Whenever a need for skirmishing, flanking, or vanguard duty came up, most commanders found it easier to trust the Vipers armoured, armament, speed and ease of repair as well as it relative expendable while keeping their heavier metal in reserve. This allowed these formations to maintain peripheral operations without running the risk of having their heavier vehicles unavailable for the primary battle due to damage or destruction by attrition.



The Viper proved quite popular with worlds that couldn't afford for the cost of repulsor tanks or wait for the shipping of such tanks from outside the Myto Sector.



Conclusion



The Viper was never meant to be the next big thing in military repulsor vehicles. It was designed to meet a design goal of being manufacturable on most worlds within the Myto Sector while being an adequately or better replacement of more expensive repulsor tanks within use in the Myto Sector Imperial Army and Myto Sector planetary defence forces

——

I had a thought about if it's possible to make repulsor tanks without repulsor and so I thought that we already have hovercraft and I thought what starwars tech could improve our hovercraft then I remembered that Star Wars hangars have those atmospheric shields That keep the atmosphere within the ship while allowing ships to pass though. I don't think was able to truely express and explain what my I idea was but I hope that I was at least able to get it across in a way that was semi coherent
 
Omake: Trigon-2 Class Starfighter New
Omake: Trigon-2 Class Starfighter

Production Information


Manufacturer: Curcio Dynamics (subsidiary of BGES)

Model: Trigon-2 Class Starfighter

Predecessor: Trigon Class Starfighter

Type: Starfighter

Nicknames: Knockoff TIE/Minda, The Trigon That Wasn't Left Half-Finished, I Can't Believe It's Not Scrap, A Fulfilled Promise

Cost: 70,000 Credits new

——

Technical Specifications

Engine unit(s): 1 R440 Ion Jet Engine

Maximum atmospheric speed: 1000 km/h

Hyperdrive: none

Shielding: equipped

Power: fusion generator

Hull: titanium hull

Sensors: equipped

Armament:
Crew: 1 Pilot

Cargo Capacity: 70 kg

Life Support: equipped

Consumables: 7 days

——

Usage

Availability: Licensed

Roles:
  • Low cost interceptor
  • Low yield bomber
  • In-system escort
  • Generalist

Affiliation:
  • Imperial favored PDFs in the Braxant sector
  • BGES companies
  • Fleets on routes with low supply availability
——

Description
"Introducing the Trigon-2! A successor to the much beloved starfighter of Curcio Dynamics! Order now while supplies and the current glut of components last!" - Exaggerated advertisement announcing the Trigon-2.

The Trigon-2 is a successor to the Trigon, both of which manufactured by Curcio Dynamics. Upgraded from its predecessor's role as chaff into a true budget generalist starfighter. Designed to operate primarily in low supply environments. Able to preform well in the fringes of territory against more outdated foes, the Trigon-2 struggles against modern and more expensive of its peers.

Background
"Alright so the buying price for a Trigon finally bottomed out. Let's see if we can get those IGCPP folks to help us make a better performing product." - Recording of Curcio Dynamics CEO at a sales review.

Curcio Dynamics developed its current business model during the Moff Surrde era in the Braxant Sector. During that desolate period they designed the Trigon as a ship that could be produced even in the deepest of component shortages. As such the Trigon was able to sell new production for a ridiculous mark up and sustain the company through those hard years.

Yet trouble began with the deposing and disposing of the now ex-Moff Surrde and the commercial reawakening of the Braxant Sector. The Trigon was able to be sold for an overpriced 60,000 Credits while there was no other option. Once trade and production was normalized, new Trigons struggled to be sold for half that price now that it had to compete with better options being available. It was becoming quickly apparent that further production of the Trigon would only result in a net loss for the company.

However Curcio Dynamics was not sitting on its laurels before this downturn in profits. The company was well aware the Trigon was a temporary money maker and had spent a lot of time on designing a successor. The hope was to maintain the good parts of the Trigon while updating the successors systems for a more modern battlefield and market.

Design
"Alright we basically cannibalized the Y-Wing when making the Trigon, for the successor let's see if we can do the same with a more modern design. What's Koensayr making these days?" - Recording from the Curcio Dynamics boardroom before they approached Koensayr Manufacturing.

At a glance it is easy to see the resemblance of the Trigon-2 to the Trigon. The Trigon-2 maintains the triangular shape with the three wings of its predecessor with one noticeable difference. Most of the differences lie under the hull. The reopening of the private sector in Braxant and cooperation with the IGCPP gave Curcio Dynamics access to a much more modern selection of competent to choose from.

Keeping in line with the Trigon's extensive use on Y-Wing components, Curcio Dynamics approached the ubiquitous component manufacturer Koensayr Manufacturing in order to purchase component licenses for the Trigon-2. This was done with the expectation that the Trigon-2's production and sales would dwarf that of the Trigon. Therefore it was necessary to purchase components above board rather than use Curcio Dynamics' previous strategy of assembling chaff fighters out of used parts taken from a scrapyard.

Of particular interest to Curcio Dynamics was the components used in the H-Wing, a long range strike craft Koensayr had developed. Unfortunately for Koensayr, the H-Wing had been met with less success than they had hoped for. It was then that Curcio Dynamics approached Koensayr offering to license components for the H-Wing and buy up some of the excess spare parts production Koensayr produced in expectation of a stronger initial showing from their product. Koensayr agreed to the deal for some fees and a stipulation not install a hyperdrive on the Trigon-2 so it would not compete with the H-Wing in the long range strike craft market. This was fine with Curcio Dynamics as they had no intention to install a hyperdrive in order to minimize costs and to have the Trigon-2 maintain the carrier fighter role of its predecessor.

Now with access to new and good quality components, Curcio Dynamics began modernizing the Trigon frame. Various small parts were updated with more modern and better performing variants. Of note is the update to the weapons and engine. The Trigon-2 would be propelled by a R440 Ion Jet Engine. This combined more thrusters allowed for increased speed and maneuverability, although the Trigon-2 still couldn't catch up to the acceleration gap of more expensive or speed focused starfighters with multiple engines. The Trigon's old arsenal of 2 IX4 laser cannons were replaced with 2 KY12 medium laser cannons allowing for an increase in firepower against starfighters and other targets.

Speaking of firepower, there is one large difference between the Trigon-2 and its predecessor. On top of each of the side wings of the Trigon-2's frame is a round bulge. This bulge is the culmination of the collaboration between Curcio Dynamics and the scientists from the IGCPP. A IGCPP Heavy Security Tasking had fought a pirate band using a sizable amount of old Separatist technology in the recent past. With salvage from that battle along with both groups' expertise, Curcio Dynamics was able to reconstruct light energy torpedo launchers to equip on the Trigon-2. These two launchers allowed for two low yield energy torpedoes to be launched from the Trigon-2. These two torpedoes would then regenerate over the next 30 seconds for the next salvo.

This theoretically unlimited missile ammunition from Curcio Dynamics' design came at a cost. For one the Trigon-2's energy torpedoes were not as strong as its ammunition dependent peers. Combined with its relatively small salvo meant that a Trigon-2 would only be effective at taking down the shields of civilian ships or light warships unless in large numbers. Another issue is that the energy torpedo launchers were energy intensive. Powering the launchers drew power that could have been directed to the shields and engines. This led to the Trigon-2 having less improvement in those areas than it otherwise could have. Finally there is the issue of the Trigon-2's energy torpedoes being exclusively dumb fire. While improvements were made to the Trigon-2's targeting system to try and mitigate this issue, the fact remained the energy projectile wouldn't chase after an enemy on its own. This relegated the torpedoes to only be useful against large and slow moving targets with little chance of hitting a dodging starfighter.

The Trigon-2 was designed by Curcio Dynamics with the TIE/Minda as a metric in terms of price and general capability. For a notable reduction in speed and a bit of extra cost one would get less supply dependence, more hull and structure durability, worse missile salvos that regenerate. For those with access to both options, the Trigon-2 was often considered an inferior product compared to the TIE/Minda outside of a few niche cases.

Production and Sales
"Look I get the yield is anemic, but the main selling point of the launcher is you don't even need to source the torpedos." - Curcio Dynamics salesman trying to pitch the Trigon-2 to a reluctant customer.

The Trigon-2 was meant to be the flagship product for Curcio Dynamics and it showed in the preparations they made. A large portion of their remaining savings was diverted towards its development and production. Several loans were taken from both the Braxant and Myto Sector to support the expansion of the company. Even Braxant's Sector Government gave some patronage to the project. Seeing it as a way to create further ties with the mercenaries of the BGES to the Sector's reemerging local industry.

Here Curcio Dynamics' decision to use a lot of H-Wing parts really helped. With the H-Wing's similarity to the Y-Wing down to using similar components, factory lines and workers who made the Trigon could easily transfer their equipment and expertise over to making the Trigon-2. Old hands for the Trigon line could be spread among the new lines and most of the lessons they could teach to the new hires would be applicable. This allowed for minimal retooling time and the Trigon-2 to enter full production at a fairly rapid pace. Initial production runs were able to finish in time for the deadline for the Trigon-2's scheduled debut.

When the first sales figures for the Trigon-2 came in after its debut there was both good and bad. Curcio Dynamics was unable to justify the 65,000 Credit price tag they were aiming for. They settled for 70,000 Credits, which was still relatively cheap for a new starfighter. This was viewed by customers as the price of not having Sienar's leviathan economies of scale, rather than an opportunistic price hike. As a result there was little additional negative impact on the Trigon-2's sales from the price.

The price combined with its lackluster performance when compared to the TIE-Minda meant the Trigon-2 found few buyers among the Imperial Military. Yet few did not mean none. Some Imperial buyers both in and out of the Braxant Sector found the Trigon-2's reliability and minimal supply footprint preferable when on long patrol routes with few supply bases. Other Imperial buyers bought the Trigon-2 as an acceptable placeholder to rotate with their ships' TIE squadrons that were sent in to be converted into TIE/Mindas.

However it was outside of the Imperial Military where the Trigon-2 found a majority of its market share. The Trigon-2's freedom from the Imperial-Sienar production complex and its sales regulations allowed it to be sold to a much wider audience. Private and public entities that lacked the legal and political connections to acquire TIEs often found the Trigon-2 as good enough replacement for the carrier starfighter role. For those at the very least tolerated by the Empire, purchasing a Trigon-2 got one a relatively decent generalist starfighter compared to what one could find in the Outer Rim's selection.

When all the numbers were tallied, the profit margins for the individual Trigon-2 looks to be less than the Trigon. Especially with the licensing fees Curcio Dynamics have to pay to Koensayr per fighter. However the projected sales life and production rates of the Trigon-2 were high enough to pay for both Curcio Dynamics' expenses and loan payments, with a small surplus left over. The Trigon-2 project was marked down as a modest success that could keep them in business for the foreseeable future. Further grants and subsidies are being sought in order to expand Trigon-2 production.

Conclusion
"Alright, looks like we are in the black again. Let's hope it can hold long enough to steal someone else's hard work for a potential Trigon-3." - Sales Manager reviews Curcio Dynamics' current and future business model.

Many starship experts on the HoloNet would looks at raw numbers and deride the Trigon-2 as Curcio Dynamics making an inferior copy of the TIE/Minda. Yet if one looks beyond the raw stats and at the surrounding circumstances, one could find a pretty decent starfighter at a relatively reasonable price with none of the baggage of the TIE series attached. The Trigon-2 feels like the complete product left unfinished by the initial Trigon. One that has earned Curcio Dynamics some loyal customers for following through with their previous design's promise.

——

With the BGES and the IGCPP working closer together, figured it was time for the Trigon to gets its upgrade. With no chance of winning on quality, the Salvage Rats at Curcio Dynamics went for their tried and true method of copying the components and homework off of Koensayr with a bit of Separatist tech sprinkled in for extra flavor. The Trigon-2 was never going to be the best starfighter, but I rank it as a fairly durable generalist fighter for its price range. Even if it feels like Braxant is still trailing behind Myto's footsteps, that's still better than some of the other sectors in the Outer Rim. Whether the Trigon-2 succeeds depends on if you think there is currently enough of a market for a more expensive knockoff TIE/Minda with less political hoops to jump through, and I would argue there is.

In terms of raw capabilities, I'd put the Trigon-2 as being able to outlast the base TIE thanks to its shield and with the missiles as a bonus, but it would still lose most battles with a TIE/Minda. An X-Wing would still beat a Trigon-2 one on one most of the time with its better weaponry and its multiple engines probably giving it better acceleration. However X-Wings are for the Rebels' elite squadrons and probably wouldn't be in the kinds of remote systems a Trigon-2 would get sent to. If a Trigon-2 did fight the Rebels, it would probably be an old Y-Wing, Arc-170, or a Z-95. Which it would have a much better chance against.

Crossposted on SB and SV

Edit: DunHozzie over at SB messaged me again with some potential art for the Trigon-2. Felt this one fit the simple, brute force aesthetic Curcio Dynamics and the Braxant Sector as a whole would go with their tech.

 
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Omake: Remittance of a Guild Whale New
Omake: Remittance of a Guild Whale

Warning: This Omake does not contain mere classism. It contains advanced classism.

Warning: This Omake contains proof that venality is alive and well-funded in the Galactic Empire.

Warning: The narrator of this Omake is unreliable, ignorant, and unworthy of his good fortune. Opening hyperlinks may be required for full context of this man's idiocy.

Warning: This Omake contains a professional vapid noble at work, or it would if Wes had ever worked a day in his life.

Warning: Sometimes poorly conceived plans succeed despite all hopes for fairness in the universe.

POV: Baronet Wes Telen, owner and commander of the Most Illustriously Beautiful Company, an RII: Mercenary Alliance, Yuleis, Myto Sector

"I hope this party is to your liking, Commander Telen?"

Wes gave a weary sigh as he sipped his Antakarian Fire Dancer. He could taste the inferior quality gemstones they used in its making. Disdain filled his humors at the sight of overinflated nobodies prancing about in tatty yellowish bronze finery with some winged beast feathers sticking out. It looked more like drab ceremonial garb than anything resembling proper fashion as far as Wes was concerned.

This tasteless soirée would be beneath him not too long ago. Unfortunately the Family insisted he "venture out earn some glory for the House". Apparently the Family wanted him to be seen as a "contributing member" of the Guild in order to engage in some scheme or other, so here he was. He would never have left the estate in Rolling Greens' with his shaaks to come to this dirtball otherwise. Why he even had to leave Bettie and her fabulous foot rubs behind at the estate on Ugea.

The Family was being totally unreasonable considering they chased him out of the Core and wouldn't even let him come back to the main manor for the annual Empire Day banquet. Even if they still sent him well wishes and gifts every year. At first Wes considered refusing the demand. However the Family threatened to reduce his remittance payments if he didn't at least make a showy enough attempt. At least they weren't threatening to make him some gentleman ranker in the Imperial Army. He could scarcely imagine the stress of having that hanging over his head.

Wes' current disfavor and enemies in the Core would probably prevent him from getting an officer's commission in the Imperial Military. However purchasing a commission to command a company in the Guild proved to be easier than he expected. Sure Wes had to raise the men and material for the company himself, but that was trivial with the financial resources he had even at his recently limited disposal. The piratical troublemakers had made a right mess of things across the Sector and with the Blackout exposing the potential for supply shortages, the Guild and the Sector were desperate for more troops to secure basic resource distribution. As long as you could prove you were loyal to the Empire and had filled out the flimsy, you were allowed to take the Guild's Credit. The Family had long since proven their loyalty so their recommendation was as good as chromium, and Bettie had filled out the application with her programmed efficiency.

Why is this man still staring at him with his sunken eyes and silly face paint? Oh right, his host is still waiting for a response.

"Hmmm, passable. I am sure it is a grand choice on a sleepy world like this. Hopefully my Most Illustriously Beautiful Company will ensure we can all enjoy even more finery in the future."

Sleepy was truly the word to describe Yuleis. An Agriworld filled with illiterate farmers managing a meager surplus they plied offworld to maintain themselves. The main crop that is grown is overwhelmingly local variants of legume. To the point over 70% of the population is involved in the production and processing of some type of legume. What wasn't sold raw to be rendered into gruel or some other churlish meal was typically processed into the planet's signature drink, Yuleis Gin, which was apparently smooth and citrusy. He only knew of this because legumes were included in almost every dish on Yuleis and no one he talked to would shut up about it. They even served Yuleis Gin at a supposed "grand banquet" like this. Not that Wes would allow such a pedestrian beverage to grace his lips. At least the flower was pretty enough.

The only thing disrupting this comatose routine were some knaves in the hinterlands who were descending upon the outlying hamlets to make trouble. A garrison contract was posted by the sub-capital and Yuleis' nobility to reinforce security in the system while Sector subsidies and capital goods were distributed like last feast's leftovers to the Help. It was the perfect opportunity to fulfill the Family's request while not needing to do anything too strenuous. Wes marched right up to the Guild organizer and proclaimed that his Most Illustriously Beautiful Company would be deigning to take this contract. So overawed were they by his company's brilliance that the MIBC was assigned to the planetary capital to work directly with Yuleis' oligarchic aristocracy. Clearly his fine breeding had shown through, because all those brutish thugs in the other companies did not even compete for the honor of interacting with what passed for the planet's nobility on a constant basis.

All the MIBC had to do most of the time was patrol along the main roads and manning defenses while Wes got his beauty sleep. Of course whenever there was a parade, Wes made sure to lead from the front in his gold plated and emerald encrusted cuirass while atop Honeycup, his favorite shaak. Oh and don't even get Wes started on the self-aggrandizing upper class that ruled this destitute backwater. Honor or no, all they could do was trace their lineage to some savage that ruled some clan or tribe a paltry dozen generations ago. As if their playing at aristocracy could hope to match the honor of his prestigious millennia enduring line. None of these pitiable dynasties even owned a single space yacht for goodness sake.

"Yes the elite troops you have brought with you have been most impressive. The onlooking Stickpickers were overawed by their golden luster as they marched in tandem off your Minstrel. Not even our greatest crafters could offer such a wonders at market."

It was worth allowing his troops to sleep in the lower decks just to watch this fool grovel before him. The MIBC was made up almost exclusively of Romins. Their golden skin and eyes had caught his fancy the last time he passed by the orbit of their Mid Rim planet. When Wes was told to found a mercenary company, he had the most wonderful vision of towering over brilliantly sparkling golden troops marching to his will. Fortunately the current Tyrant-Dictator of that system proved a most affable chap to Wes' offer of an offworld work program. Apparently the offer lined up well with the Tyrant-Dictator's efforts to continue the Poverty Redaction Policy of his predecessor who ruled during the time of the Republic.

Either way Wes had the Romins he needed shipped to start up his mercenary company with little fuss. They had to ditch those tacky grey decorative bracelets they arrived with since it clashed with the MIBC's uniform. His troops complied with his demand quite eagerly for it being a complimentary gift the planetary government had given them. At least they were fine with wearing the same thing given they were all wearing the same colored jumpsuits when they showed up. Maybe it had something to do with them saying they all found housing in the same block?

Regardless Wes' troops were practically chomping at the bit with their wide mouths for a chance to serve him. Doubly so once he announced the generous pay rate and unlimited legume rations while at base. They always smiled and saluted those days when he deigned to visit their barracks. Wes' new subordinates even had their own quaint little title for him: Archilistís. Apparently it means some form of respected community leader.

Truly they knew in their hearts that they would be better off working for him than what passed for employment back on their world. Oku spoke well of their enthusiasm and tenacity in his post-battle reports. Wes had made his assistant Klatooinian his lieutenant in the company to handle most of the droll daily affairs of the MIBC like training and going out of patrols. He always knew how to properly cow a servant back at the estate.

From there it was only a matter of finding the right shade of gold paint for the armor and ABR-2 Zato blaster rifles he had imported from Kijimi under the Family's name. Wes wanted to use real gold, but Oku informed him that would be a bad idea due to how soft the metal was. Nevertheless, he had transformed from a mere baronet into a commander of a shining force of military might defending this pitiful Sector from harm.

"My Beautiful Company certainly were more than enough for what passes for criminal elements on this world. Their tireless will and iron discipline shatter any that stand against them. My latest triumph wiping out that bandit stronghold was a stroke of genius, wasn't it?"

Sure Wes himself wasn't there per se, but Oku was, so it was essentially the same thing. Judging from all the praise Wes was receiving, the man was as competent at tactics as the rest of the tasks Wes left to him. That stronghold fell only after a short siege. The fools didn't know how to keep their larders stocked for surprise guests.

Apparently this particular group of ne'er-do-wells were armed with nothing more than animal hide and some sort of projectile they shot at his men. What did Oku call them? Air-oos? All except for their leader who wore a faded magenta cape and an old blaster pistol that kept ranting about someone named Grace and vengeance. Either way, it was nothing his invincible soldiers couldn't handle once the bandits tried to flee out of an entrance they assumed was hidden.

"Yes your company has done a wonderful job clearing out the riff raff from our lands Commander Telen. You have secured the peace necessary to prosper even further. We have begun leasing plots and the Guild's new machines to capable Stickpicker households who can clear and steward the new farmland. Speaking of our lands, that new architectural fad you started seems to have taken off quite well."

Wes preened at the mention of the influence he had over this dirtball, even if a bit by accident. When the MIBC arrived to Yuleis they had tried to have his troops quarter in hovels made of, ugh, wood, and not even the luxurious kinds he used for his Shaak stables back home. It wouldn't do for their uniforms and weaponry to get covered in dirt and bark while they slept.

Luckily Wes had remembered the new Moff had instituted the Homesteader Program on Ugea a while back to keep the Poors in line. Contacting an old administrator he meet during a Shaak derby, soon he had all his troops housed in plastcrete prefab houses. His troops were so thrilled by the quality that they used airbrushes to make the most exquisite mosaics on both the houses and the walls surrounding their barracks. Wes didn't even order them washed off as long as they properly maintained the art. The design was so popular that the nobles started ordering their own prefabs built to house their Poors in as well. Apparently being housed in the new prefabs was offered as an incentive to join the Yuleis' military or a noble's household.

"I am just honored that people recognize my good taste. My hygiene standards wouldn't have accomplished much without proper housing. My thanks for advertising the laundress position around town by the way."

Really his troops were so uncivilized that they did not even pay for soap of sufficient quality to launder their uniforms. It was getting so bad the golden sheen was starting to fade. He had to a hire a local to handle most of the washing and another to polish everyone's armor. All because his unit was full of skinflints when it came to proper self care.

Most of them just waited for the supply ship to arrive and blew through most of their paycheck sending things back to their homeworld. It took the form of Credits, powdered milk, vitamins, used clothing, appliances, technical manuals, tools, the occasional live animal, and cumulative tonnes of dried legumes. Perhaps their relatives had a bad round at the tables or are spending too much at the local jewelry store? Mayhaps the legumes are a part of some strange courtship ritual he is unaware of.

Speaking of adornments, the rest of the Romins' disposable income went into those tacky bronze torcs the natives made to imitate real finery. His troops seem utterly fascinated with them as they cling to those most fiercely. Oku reported them refusing to take them off in the march and sleeping with them on their person. For some reason his troops didn't even display all the torcs they bought, but kept them hidden underneath their uniforms or in their packs. Either way it proved Wes did not command emotionless droids.

"Think nothing of it Commander Telen. I am happy to be of assistance. Although if you still feel obliged, perhaps you could mention to the Imperial Liaison how cooperative we are being in maintaining the Emperor's Peace? Far more than that archaic monarchy would have been. Truly we are glad we did away with the Royal Household and pledged loyalty to the Empire when that fleet came in a month later. We in the Noble Council of Collaboration made the far better choice of serving the Empire's interests after all."

The Imperial Liaison? That stuffy old nutty butty was a bit dreary to listen to. Always harping about when he was in his prime in the Imperial Army. Really who wants to hear some braggart preen about his accomplishments at any available opportunity? However Wes had been helped out of a spot of bother. How can he worm his way out of having to listen to that fogie prattle on while still fulfilling this obligation?

"Now that you mention it, I am organizing a modest event in the near future. A minor animal race that I was intending to invite the Liaison to, How about I give you a VIP welcome and the three of us can discuss how much we have helped each other?"

The noble whose name Wes couldn't be bothered to remember gave a wide smile. Jackpot! Now he can wipe this obligation off the mental list and he has someone to throw at that stuffy Liaison so he can enjoy the racing Shaaks he imported. Just another success for Wes Telen, genius commander of the Most Illustriously Beautiful Company!

——

The upside of the Guild is that practically anyone can join and become mercenaries. The downside is that practically anyone can join and become mercenaries provided they go through the official steps. Quality can vary depending on the sentient responsible for founding the company. The MIBC was caricaturized/inspired by an unholy combination of private military entrepreneurs in Europe during the late medieval period, the British officer system during the Long Century, and native regiments in the British East India Company's nation-sized private military. Wes Telen represents those people who want to (or are forced to) use the Guild as an opportunity to "play officer" to gain clout in the military-centric Imperial politics because dynastic schemes and stupid amounts of generational wealth allow for that kind of thing. What is the Guild going to do, reject military forces raised exclusively on a private individual's Credits being offered to them?

Wes' character started as a bit of a mirror to pre-isekai Las' initial predicament before removing any hint of subtlety and dialing up the entitlement until the knob broke. The main difference is Wes' family is quite a bit richer and actually care enough to send messages on the regular and give him financial support during his exile. The worst part of this situation is that "Commander" Wes is actually helping with his nonsense, albeit mostly unintentionally on his part. Yuleis gets defended by mercenaries better trained and motivated than your average RII mercenaries, Wes' Family gets to talk about what a Good Boy their Paid Exile is, the Romins get out of their slum filled homeworld and can earn money to send aid to their loved ones, the Yuleis' nobles get someone they can lobby at to maintain their influence, and the Yuleis' probably not illiterate peasants get dedicated infrastructure spending for the first time in centuries. Wes is doing the bare minimum as an absentee commander while delegating everything else and it is working. Now if only he wasn't such an insufferable workshy fop prancing about with his not-a-penal legion cosplaying as a reverse version of the Postdam Giants.

The Telen Family are a minor noble dynasty in upper-upper class Core society. While prominent many centuries ago, they have undergone a slow decline in more recent history. Their peers gossip that the Telen Family are past their prime and border what passes for genteel poverty among venerable Core Families.

From their vast dynastic empire in the past, the Telen Family has been reduced to having subcontinent sized land holdings on a mere six worlds. Only one of which is on a minor Core world and the rest in the Mid Rim. Their commercial network has likewise declined to a paltry 23 million sentients working directly for the Family or one of their subsidiaries. Whispers abound that the Telen Family is only surviving due to its ancestral patents, licenses, and royalties. So dire are their circumstances, that an Imperial tax assessor was witnessed on their property without immediately being escorted out for such a breach in propriety.

With such meager resources the Telen Family has adopted a scrappy go-getter mindset uncharacteristic to those of their pedigree. The Family has begun reaching out to those in its small sphere of influence to secure additional revenue sources and prestige. Even those of lower station or in a state of political weakness. There are even rumors that such searches have extended to the barbaric reaches of the Outer Rim, although this has not been confirmed and would be quite scandalous if true.

Crossposted on QQ and SV
 
ALLIANCE INTELLIGENCE | TIDE SQUADRON THREAT ASSESSMENT DOSSIER New

ALLIANCE INTELLIGENCE | TIDE SQUADRON THREAT ASSESSMENT DOSSIER

SUBJECT Tide Squadron Operational Profile and Avoidance Protocols
DISTRIBUTION Alliance High Command / Starfighter Command / PhytoCell Leadership
AUTHORIZATION Office of SpecForce Intelligence
CLASSIFICATION Threat Level Black / Priority Tactical Brief

I. STRATEGIC THREAT ANALYSIS

Tide Squadron functions as the premier roving quick-reaction starfighter element fielded within the Myto Sector. Because Alliance operations in this sector are strictly covert and designed to maintain a minimal signature, Tide Squadron is not actively deployed against our cells. Imperial High Command remains unaware of any organized Alliance infrastructure in the region, allowing critical logistics nodes like the Rusty Refit Orbital Yard to remain untouched.
Instead, Sector Command employs Tide Squadron as an elite hammer against non-Alliance threats. They are tasked with eradicating heavy pirate cartels, breaking syndicate strongholds, and securing major trade corridors. However, their extreme combat capability makes them an existential hazard to any Alliance transport or reconnaissance unit that accidentally crosses their operational vector.

II. COMBAT HISTORY AND PRIMARY TARGETS

Tide Squadron established its reputation during the severe Piracy Surge of Year 37 under the Great ReSynchronization calendar. Operating in high-risk sectors, the squadron was instrumental in destroying several well-funded criminal syndicates and heavy commerce-raiding fleets.
Their most notable campaign involved the systematic eradication of Zann Consortium remnants attempting to build permanent bases along the Myto rim. Tide Squadron's ability to create zones of absolute denial for enemy starfighters was instrumental.

III. COMMAND STRUCTURE AND PILOT PEDIGREE

The squadron is under the direct tactical command of Flight Leader Alvi Mola. While she is the biological sister of the Myto Sector Moff, intelligence confirms this relationship carries zero political weight.
  • Operational Dossier Mola Cross-Reference
    • Sector Moff Mola maintains almost no personal relationships and is entirely estranged from his surviving family.
    • Alvi Mola receives no political patronage, special leniency, or preferential supply allocation from the Moff's office.
    • Her command position is entirely meritocratic, earned through exceptional flight discipline and an impressive kill count against regional warlords.
  • Thrawn Connection and Defender Testing
    • Prior intelligence confirms that Alvi Mola and many of her senior flight officers previously served as elite aces under Grand Admiral Thrawn.
    • Crucially, key members of Tide Squadron served as direct test pilots during the development of Thrawn's TIE Defender program.
    • This background endows the squadron with superior energy management skills, extreme high-G tolerance, and an intuitive mastery of advanced starfighter mechanics that far surpasses standard Imperial pilots.

IV. NAVAL ASSETS AND STAGING PLATFORM

Tide Squadron maintains continuous sector mobility by staging out of a dedicated capital ship named the Mytoan Pride.
  • Mobile Operations Base
    • The Mytoan Pride is an Eidolon class light carrier and patrol ship (see report EDLN 961).
    • The Eidolon class is a specialized variant of the Modular Strike Cruiser framework manufactured exclusively within the Myto Sector.
    • The hull is engineered specifically around rapid flight-deck throughput and an extraordinarily dense point-defense weapon array, designed to screen recovering fighters rather than trap enemy vessels.

V. STARFIGHTER ANALYSIS TIE WHIRLWIND

The squadron is outfitted exclusively with the TIE Whirlwind, an elite space superiority variant designed for extreme maneuverability and high-volume firepower (see detailed technical analysis in report WHRL 142).
  • Vectoring Capabilities
    • The Whirlwind features specialized rotary wing assemblies and articulated weapon housings, allowing pilots to vector primary fire along erratic angles without breaking their primary vector.
  • Tactical Lethality
    • When piloted by veterans of the TIE Defender test program, the Whirlwind becomes exponentially more dangerous.
    • These pilots routinely exploit the craft's non-standard firing arcs to bypass standard deflection shields, forcing multiple enemy fighters into defensive break patterns simultaneously.

VI. EVASION DIRECTIVES AND ENGAGEMENT PROTOCOLS

Because our primary objective in the Myto Sector is to preserve our covert footprint, any direct engagement with Tide Squadron represents a severe operational failure. Exposing our presence would force Sector Command to reassign this elite unit from hunting regional syndicates to hunting Alliance cells.
  • Standing Evasion Orders
    • Absolute Non-Engagement Alliance assets are strictly forbidden from provoking or engaging Tide Squadron under any circumstances.
    • Immediate Disengagement If an Alliance vessel stumbles into an active Tide Squadron operational grid, immediate micro-jumps or stealth powered-down drifts are mandatory.
    • Sortie Restrictions If Tide Squadron is confirmed to be conducting anti-piracy sweeps along an Alliance transit corridor, all supply runs through that grid are suspended until the Mytoan Pride exits the system.
  • Numerical Requirement and Survival Probability
    • In the event of an accidental compromise where engagement is completely unavoidable, flight commanders are mandated to field a minimum two-to-one numerical superiority (2:1 ratio) against Tide Squadron.
    • Tactical Note This 2:1 numerical requirement is not meant to secure a fast victory; rather, simulations indicate a two-to-one advantage is the absolute threshold required to raise the Alliance's probability of mission success to fifty percent (50%). Engaging Tide Squadron at parity or lower results in near total destruction of the Alliance flight element.

VII. FIELD ADVISORY

Tide Squadron does not know we are operating in the Myto Sector, and Sector Command must keep it that way. Treat any unconfirmed high-speed sensor signature in the sector as a potential Tide Squadron sweep. Give the Mytoan Pride a wide berth, let them continue hunting the local syndicates, and keep our regional logistics completely invisible.
 
IMPERIAL NAVAL BUREAU | WHIRLWIND TECHNICAL EVALUATION DOSSIER New

IMPERIAL NAVAL BUREAU | WHIRLWIND TECHNICAL EVALUATION DOSSIER

DOCUMENT SUMMARY | Technical Evaluation and Performance Audit of the TIE W Whirlwind
ISSUING AUTHORITY | Myto Sector Naval Office, Bureau of Shipyard Procurement
AUTHORIZATION | Ministry of Military Logistics and Development
CLASSIFICATION | Restricted Naval Data

SECTION I DEVELOPMENT HISTORY AND DESIGN PHILOSOPHY

The TIE W Whirlwind originated as a localized industrial initiative spearheaded by Moff Mola during his tenure as Governor of the Minda system. Seeking to expand local high technology manufacturing export catalogs and showcase advanced orbital production capabilities, his engineering teams were originally tasked with designing a premium starfighter frame for specialized military contract acquisition.

Unlike traditional mass produced TIE variants designed around cheap swarm tactics, the Whirlwind was engineered from its inception as a pure space superiority platform. The design team focused exclusively on aerial dogfighting dominance by prioritizing extreme agility, high volume energy fire, and multi directional shielding to counter modern starfighter threats.

The project reached its true potential following the unexpected disappearance of Grand Admiral Thrawn. With the Grand Admiral absent, the Imperial Navy officially shut down his highly classified TIE Defender program. A massive surplus of developmental resources, along with the project's veteran engineering personnel, were subsequently transferred directly to the Minda system. Local teams immediately utilized this influx of top tier talent and technology to drastically upgrade the Whirlwind prototype. Many of the revolutionary advancements originally developed for the Defender were successfully adapted into the new chassis, which is the primary reason the final production model utilizes highly similar internal parts, power plants, and avionics packages.

SECTION II TECHNICAL SPECIFICATION SHEET

ParameterSpecification
ModelTIE-W 'Whirlwind'
Unit Cost380,000 credits
Length11.2 meters
Height7.0 meters
Maximum Acceleration4,100 G / 20 MGLT/s
Megalight per Hour100 MGLT
Maximum Atmospheric Speed1,200 km/h
Maximum Maneuver Rating150 (Operational Limit) / 200 (Theoretical Maximum)
Engine SystemP-sz9.7 twin ion engine
Hyperdrive SystemNone
Power PlantI-s4d solar ionization reactor
Deflector ShieldingForward, rear, and above/below shield projectors
Hull CompositionTitanium hull with quadanium steel solar panels
Sensor SuiteFive close-range sensor arrays
Targeting ComputerT-s9a targeting computer
Navigation ComputerN-s6 Navcon navigation computer
Primary Armament4 L-s9.3 laser cannons
Secondary Armament2 general-purpose warhead launchers
Escape SystemEjector seat
Crew Complement1 Pilot
Cargo Capacity65 kilograms
Consumables1 week
Life SupportNone
AvailabilityMilitary requisition only
Primary RoleSpace superiority fighter
Introduction DateYear 32
AffiliationGalactic Empire

SECTION III TACTICAL AND PERFORMANCE ASSESSMENT

The performance envelope of the TIE W Whirlwind significantly surpasses standard Imperial naval light interceptors across multiple key categories. The inclusion of forward, rear, and vertical shield projectors drastically increases pilot survival rates during chaotic dogfights, while the titanium hull and quadanium paneling provide substantial structural rigidity against intense kinetic strain.

To maximize combat capability without overcomplicating the chassis weight distribution, the design retains the classic unpressurized cockpit environment. This requires flight crews to wear standard sealed flight suits due to the complete lack of internal life support systems. However the inclusion of an ejector seat represents a major departure from core Imperial TIE doctrine, a choice specifically made to safeguard the massive financial investment required for elite pilot training.

The ship maneuver rating is currently artificially restricted to 150 under standard flight control software to prevent severe pilot blackout during high velocity turns. Under theoretical unrestricted conditions the hull and engine configuration can achieve a maneuver rating of 200, though operating at this extreme threshold risks fatal physical trauma to the pilot unless heavily mitigated by advanced flight gear and specialized conditioning.

When compared directly to the TIE Defender platform, the Whirlwind carries a noticeably lighter weapon payload consisting of only four laser cannons and two warhead launchers. This reduction in raw firepower stems directly from internal space constraints and the added mechanical complexity of mounting the cannons on articulated moving turrets. Naval tacticians do not view this lighter armament as a structural defect because the Whirlwind was never intended as a multirole platform. While the Defender was built to engage capital ships and assault craft alike, the Whirlwind is engineered purely to fight vessels of its own size class, making four turreted cannons more than sufficient to disintegrate enemy starfighters.

SECTION IV OPERATIONAL LIMITS AND PILOT CAPABILITIES

The operational cap of 150 on the maneuver rating is a software safety barrier embedded directly within the onboard flight systems. Flight testing revealed that beyond this threshold, the starfighter responds and turns far too rapidly for standard human reflexes. The control sensitivity becomes so hyper reactive and the rotational acceleration so extreme that average pilots instantly overcorrect, lose control of their flight vector, and forfeit situational awareness. This physical twitchiness, combined with display telemetry flooding the cockpit faster than the mind can process, makes operating above 150 impossible for all but the most exceptional aviators.

Despite this universal computer restriction, select elite flight officers have demonstrated the ability to manually override these parameters. True aces within specialized formations like Tide Squadron regularly operate beyond standard safety margins, with most squadron members flying between a rating of 150 and 160. Commander Alvi Mola represents the highest recorded threshold among conventional naval aviators, having demonstrated the capability to master the craft's extreme responsiveness and maintain full spatial control at a maneuver rating of 168.

The absolute highest maneuver rating score ever recorded in test telemetry was achieved by the Inquisitor known as the Seventh Brother, who reached a score of 175 during a specialized evaluation flight. Naval analysts theorize that his Force abilities allowed him to anticipate spatial vectors and react to the craft's hyper-sensitive movements at speeds that completely bypass normal biological limitations.
 
Omake: Project Watering Down New
Omake: Project Alloy Extend

Mytoan Mixed Reinforcement Battalion Order of Battle and Doctrine Review by General Frast Volga

MMRB Order of Battle

Type: Quick reaction unit

Sub-type: Low-cost anti-raid force

Troop numbers (excluding support personnel and droids):

  • ~800-900 Combat personnel
  • 2 Imperial Army Imperial Auxiliary Companies (298)
  • 1 Imperial Army Repuslorlift company (220)
  • 1 Imperial Army Line company (180)
  • 25-100 IGCPP mercenary specialists
  • 2 Flight groups of TIE/Mindas or other starfighters
Background

With the onset of the Syndicate War, a fresh wave of chaos and raiding struck the Myto Sector. This led to a hastening of the continuous adaptations and changes to the Order of Battle for the Imperial Military in the Myto Sector. There was little concern of actually losing a world or even a major settlement. Rather it was to avoid disrupting the economy on those worlds by enacting costly civilian mobilization and the raising of militias to deal with the threat.

Therefore one of the most pressing matters was to develop a low-cost anti-raiding formation developed under Project Alloy Extend. This formation could be sent to ensure order and a continuation of daily life on various worlds under threat from inter-Syndicate warfare and those that would take advantage of the confusion. Now when one thinks of lowering cost in the Myto Sector, one tends to think of the Imperial Auxiliary Battalions. Objections have continued to be noted and welcomed against further integration of the Auxiliaries. Nevertheless, this new wave of disorder brought about by Syndicate violence, the Auxiliaries' past performance against previous pirate raids, and the Grand Moff's continued focus of the Oversector's forces in the direction of the Mid Rim have convinced Sector Command of the potential benefits of attempting further embedding Auxiliaries into the standard Imperial structure.

The result of this attempt was the Myto Mixed Reinforcement Battalion. A mixed formation made up mostly from common units available in the Imperial Military Secondment Deployment Pool. This mixing of primarily Imperial Auxiliary companies and standard Imperial Army companies was seen as way to handle remote, small scale warfare on frontier worlds while keeping the manpower and equipment costs low.

MMRB Formation

An MMRB is typically made up of four companies like most Imperial battalions, plus some extra additions. These battalions would tend to be between 800 and 900 combat personnel. A notable increase in military trained and equipped sentients on worlds they were sent to.

The main command battalion is an Imperial Army Line company. This company would focus on providing leadership and coordination with the other elements of the battalion from a central location. They would also provide a last line of defense should the raiders break through the other companies.

Two Imperial Auxiliary companies make up the largest element of an MMRB. These forces would man the first defenses in the predicted path of the raid. Should the raiders hit their defenses, the Auxiliaries are to hold out for further reinforcements or until large enough friendly casualties are taken.

The final company would be an Imperial Army Repulsorlift company. This would be the main offensive element of the battalion. While the other companies would focus on defensive and delaying tactics, the Repulsorlift company was there to deliver the decisive blow to either end the battle early or finish a battle that had become bogged down. Containing little heavy armor in its company, they rely on speed, surprise, and flanking to deal with their often ill-disciplined enemy.

There were also two main additions to the MMRB to increase its capacity to fight independently of the need arises. The first is two flights of TIE/Mindas or hopefully equivalent starfighters. A full squadron was proposed at first, but due to cost concerns, a defensive and an offensive flight were deemed sufficient for the formation. These fighters are meant to secure the skies and keep raider fighters and dropships from attacking Imperial civilians and soldiers as well as provide close air support once the skies are clear.

These second addition to the MMRB are IGCPP mercenaries. These are typically recruited from the local system or brought in from a nearby system on a contract for the single conflict. They typically serve as specialists for the MMRB such as skirmishers, scouts, infiltrators, heavy infantry, and occasionally pilots for vehicles owned by the mercenary. While rarely do these mercenaries stand on the battle line with the companies, their capabilities for independent actions allow the MMRB utilize tactical options beyond what their companies would normally allow.

Typical MMRB independent deployment strategy

MMRBs are most frequently sent to frontier worlds within the Myto Sector for short periods. They can be sent to more populous worlds, however usually the Imperial garrison and the PDF are able to handle the type of threat the MMRB was made to combat. MMRBs are typically sent to defend against a known or rumored threat of a raid on the planet. They typically fight raiding parties made up of raiders numbering in the mid to high hundreds to a little over a thousand.

Upon arrival the MMRB will assess the situation and the state of the local Imperial Garrison. If a battalion level commander or above exists, the MMRB will subordinate themselves to them and follow their battle plan. However should the Imperial Garrison lack such a rank, the MMRB's major will assume command and begin using their standard battle plan. Although the local Imperial commander will be kept as a direct advisor to the major in matters of local affairs and terrain regardless of their rank.

The MMRB's standard battle plan is a two step catch and strike strategy. They wish to meet the raiders with their defensive positions, before sending their mobile force to hit their flank and break their raiding party. Afterwards a mobile force and the battalion's starfighters will be dispatched to pursue the routing force and either destroy them entirely, or at minimum drive them off the planet.

Standard placement and assignment of their companies and their other elements reflects this strategy. An MMRB wishes to set up in a defensible terrain feature that the raiding force will have to go through while on the ground such as a valley or a bridge for a raging river. This is so the raiding force cannot just bypass the MMRB and head towards their objective.

The additional elements of the MMRB are essential for forcing the enemy to go along with this strategy. The starfighters will be separated into a defensive flight and an offensive flight. The defensive flight will prevent the enemy from just using dropships or their main ship to land on top of their objectives. Meanwhile the offensive flight goal is to harry the raiding force and trying to funnel them towards the MMRB's position while stopping them from spreading out to ravage the countryside. This harassment is also where the majority of the IGCPP mercenaries will be utilized. Their independent and often more agile nature being used to hit patrols and small parties of raiders that are not heading towards the MMRB's main force.

The two Imperial Auxiliary companies will be placed in two positions at the front of the MMRB's main position. Their placement should try to force the raiding force to either engage them, or divert towards the Line company's position. The Line company should be further back and between the two Auxiliary companies to catch any raiders trying to bypass their positions. The Repulsorlift company is typically positioned in a reserve position close to the frontlines while also able to head towards the raider's objective should they somehow get a force past the battalion's position. Once the raiders are engaged with any of the three infantry companies, the commander will order an element or the entirety of the Repulsorlift company kept in reserve to hit the raiding force in the flank or rear. A sudden attack from a vulnerable angle is usually sufficient to cause a raiding force to begin to suffer from morale breakdown. Should the raiding force overcome the MMRB's formation or the force prove far larger than expected, the battalion will engage in an orderly retreat to the world's capital and begin requesting for further Imperial reinforcements while trying to keep the main population centers of the world from being raided.

After the raiding forces have been confirmed destroyed or routed, the MMRB will be picked up from the system. The battalion will then be sent to the next system under threat by raiders after being resupplied with equipment and fresh troops. It would be preferable that there be an MMRB deployed to every system under threat medium term to deter further attacks. Unfortunately the current rate of raiding and the Sector's lack of sufficient manpower necessitates the MMRBs be quick reaction forces only deployed shortly before and then shortly after the raid. This need for mobility also means any further requests for medium to heavy artillery or heavy vehicles for an MMRB are denied as they do not fall in line with its light, mobile focus.

While this strategy may not contain much tactical complexity, it has been deemed within the capability of freshly graduated commanders from local academies. Thus this author recommends that we continue the practice of giving priority to command postings for the MMRBs to young commanders so that they may gain experience leading a battalion sized formation in engagements of relatively small scale and consequence. The notable diversity of units and troops should also allow Sector Command to determine which commanders have more Imperial valued mindsets in order to reward them with a reassignment fitting for such steadfast and loyal adherence to the tenets of the New Order.

Glory to the Emperor, Glory to the Empire.


——

With a bit of time passing, the military is bound to change to adapt to its current environment. I see the Imperial Military in the Myto Sector in an odd place undergoing feast and famine simultaneously. On one hand they have great access to local resources due to them not being mired in corruption and cutting edge technology, but on the other hand they also lack the enough of the traditional pools of manpower for widespread use of "standard" Imperial formations and tactics. At the top they have some of the most well equipped and technologically advanced forces in the Empire. Yet they are stretched thin, are low priority for outside resupply, and also on the Moff's orders not working the Imperial soldiers to the point of collapse with constant deployments. So at the bottom they have to rely on mercenaries and non-human soldiers to defend the entire breadth of their territory.

The MMRB is essentially the Myto Imperial Military opting to "water down" its "proper" Imperial Army units with Imperial Auxiliaries and mercenaries. This might be done in order to make the "proper" Imperial troops they do have stretch farther while also relegating these new "experimental" formations to out of the way (and out of sight of the wider Empire) areas of operation to avoid scrutiny. With 200 systems to defend and rising with colonization, combined with less aid from the Oversector, sacrifices are probably going to be made to keep everything defended. At least the Auxiliaries are getting a bit more combat experience and a tiny bit of glory and credit.

The MMRB also serves to give a sense of the scale a lot of the Myto Sector is dealing with at this time. Frontier systems have around 3-7 hundred thousand sentients each and make up almost half of the 200 notable systems in the Myto Sector. If say up to 1% of the local population in a Frontier System is employed full time for local planetary defense during low or no mobilization that's still only 3-7 thousand people to work with, and with each additional percentage mobilized leading to exponentially more damage to the system's civilian economy. Also a lot of those troops are going to be in noncombat roles like logistics, maintenance, and bureaucracy, even if droids are available to lighten the load. With that scale in mind, suddenly 800+ "elite" combat troops (i.e. higher status than militia or PDF) and their support staff start looking a bit more impactful. Also a raiding party of a few hundred pirates attacking a planet become a much greater local threat.

Crossposted on SB and SV

Edit: changed the project name to something a little less blatant, but carrying the same connotation due to some feedback on another site.
 
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IMPERIAL NAVAL BUREAU | DREADNOUGHT-II TECHNICAL EVALUATION DOSSIER New

IMPERIAL NAVAL BUREAU | DREADNOUGHT-II TECHNICAL EVALUATION DOSSIER

DOCUMENT SUMMARY | Technical Evaluation and Performance Audit of the Dreadnought-II
ISSUING AUTHORITY | Sector Naval Office, Bureau of Shipyard Procurement
AUTHORIZATION | Ministry of Military Logistics and Development
CLASSIFICATION | Restricted Naval Data

SECTION I DEVELOPMENT HISTORY AND DESIGN PHILOSOPHY
The original Dreadnaught class heavy cruiser remains one of the most widespread capital ships in galactic naval history. Originally produced by Rendili StarDrive, the aging hull design eventually saw widespread licensing and reproduction across regional shipyards. On the world of Belladoon, manufacturing firm MynockArms secured official license rights from the original planetary shipwrights to produce a modernized vessel designated as the Dreadnought-II, targeting the major inefficiencies of the venerable architecture.

The primary weakness of the original Rendili blueprints was an extraordinarily bloated crew requirement. Operating a single baseline vessel required over sixteen thousand personnel due to archaic internal transit systems, manual power routing, and labor intensive loading mechanics. MynockArms focused its overhaul on streamlining internal layouts, installing modern power distribution conduits, and replacing obsolete manual controls with standardized ergonomic workstations. These mechanical refinements successfully reduced the required staffing on the Dreadnought-II to 2700 officers and crewmen.

To address production costs and fleet integration, upon winning the contract MynockArms reached out directly to the Mindan R&D team for specialized engineering assistance. Through this collaborative effort, designers succeeded in integrating the Dreadnought-II frame into standardized Imperial logistics pipelines. This partnership increased parts compatibility with standard Imperial naval supplies to an impressive 16%. As a result, the unit cost dropped to 7,000,000 credits despite the extensive modernization of onboard systems.

In addition to structural streamlining and supply line integration, MynockArms modernized the propulsion systems by swapping out the sluggish Class 4 hyperdrive for a military grade Class 1 system. The exterior hull proportions and heavy armor plating were strictly preserved, ensuring that the Dreadnought-II maintains its legendary durability while gaining the mobility required for modern fleet engagements.

SECTION II TECHNICAL SPECIFICATION SHEET
ParameterSpecification
ModelDreadnought-II Heavy Cruiser
ManufacturerMynockArms (Under license, Belladoon Shipyards)
Unit Cost7,000,000 credits
Length600.0 meters
Width116.5 meters
Height129.7 meters
Megalight per Hour30 MGLT
Hyperdrive SystemClass 1 (Primary), Class 10 (Backup)
Engine System6 heavy ion sublight engines
Deflector ShieldingMilitary grade shield generator arrays
Hull CompositionHeavy reinforced titanium alloy hull
Crew Complement2,700 officers and crewmen
Minimum Crew1,200 personnel
Passengers1,000 ground troops
Primary Turbolasers10 twin medium turbolaser batteries (5 fore, 5 aft)
Secondary Turbolasers10 light quad turbolaser cannons (5 port, 5 starboard)
Ion Armament6 heavy ion cannons (3 port, 3 starboard)
Anti Starfighter Armament20 heavy laser cannons (10 port, 10 starboard)
OrdnanceNone
Hangar Complement12 TIE series starfighters (1 full squadron) plus shuttle support
Consumables1 year
Primary RoleHeavy escort and patrol cruiser

SECTION III TACTICAL AND PERFORMANCE ASSESSMENT
To accommodate the modernized weapon layout without altering the physical six hundred meter keel, MynockArms reallocated internal deck space previously reserved for massive crew quarters and outdated fire control centers. 10 light quad turbolaser batteries were removed, reducing the quad turbolaser count from 20 down to 10. The freed power conduits and mounting points were repurposed for 6 heavy ion cannons split evenly across the port and starboard broadsides. Furthermore, the outdated concussion missile launchers were completely removed, eliminating volatile ordnance magazines and streamlining internal supply requirements.

The inclusion of heavy ion cannons gives the Dreadnought-II a tactical capability the baseline cruiser lacked. While the original design relied strictly on kinetic and thermal damage from turbolasers, the Dreadnought-II can neutralize enemy shields and disable target systems for capture or boarding. The 10 remaining light quad turbolasers, 10 twin medium turbolasers, and 20 heavy laser cannons ensure the ship retains formidable broadside punch and anti starfighter coverage.

Internal space saved through crew reduction also allowed engineers to modernize the ventral hangar bay. The Dreadnought-II comfortably houses twelve TIE fighters of various configurations, providing a full starfighter squadron alongside shuttle support without requiring structural expansions that might weaken the lower hull bulkheads.

SECTION IV CRITICAL DESIGN ANALYSIS AND EVALUATION
Naval Fleet Command Audit

The Dreadnought-II successfully eliminates historical crew inefficiencies while maintaining full combat resilience.At 2700 personnel, the ship maintains a crew complement that is fully adequate for a 600 meter capital ship.

This staffing footprint is slightly larger than that of a comparable Vindicator class heavy cruiser, ensuring that the vessel has more than enough sailors and gunners to maintain high firing rates, operate damage control teams, and execute field repairs during sustained combat.

Logistically, the technical partnership with the Mindan R&D team represents a major success. Achieving 16% parts compatibility with standard Imperial supply chains drastically lowers long term maintenance overhead and allows regional sector fleets to service these vessels using standard Imperial naval depots.

By retaining a standard twelve craft starfighter complement and removing volatile concussion missile magazines, MynockArms avoided structural compromises to the ventral hull. While firing full ion broadsides concurrently with the main turbolaser batteries places noticeable thermal strain on the primary power core during extended engagements, the Dreadnought-II stands as an exceptionally cost effective and reliable heavy capital ship at 7,000,000 credits per unit.

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Here is what the new Dreadnought-II looks like, ignore the statistics the imagine provides it was chosen solely for the visuals.
 
IMPERIAL ARMY BUREAU | STORMWALKER TECHNICAL EVALUATION DOSSIER New

IMPERIAL ARMY BUREAU | STORMWALKER TECHNICAL EVALUATION DOSSIER

DOCUMENT SUMMARY | Technical Evaluation and Operational Audit of the AT-SW Storm Walker
ISSUING AUTHORITY | Sector Army Command, Ordnance and Armor Division
AUTHORIZATION | Ministry of Military Logistics and Development
CLASSIFICATION | Restricted Tactical Data

SECTION I DEVELOPMENT HISTORY AND DOCTRINE ALIGNMENT
The AT-SW Storm Walker was designed by MynockArms to resolve a major logistical bottleneck within sector deployment forces. While sector military doctrine prioritizes concentrated firepower, the standard patrol vessel of the sector, the Arbiter, lacks the overhead bay dimensions required to carry standard All Terrain Armored Transports.
To bridge this operational gap, MynockArms developed a compact heavy assault walker engineered specifically to fit within the storage decks of Arbiter class ships. By eliminating the massive troop bay found on traditional transports, engineers dedicated the vast majority of internal hull volume to high-output power generation and heavy composite armor plating. The result is a walker that delivers the frontal destruction of an AT-AT while operating from a far more versatile footprint.

Through extensive component modularity, MynockArms achieved a 31 percent parts compatibility rating with existing AT series walker lines. Because the Imperial Army utilizes a wide variety of walker frames, MynockArms sourced existing drives, hydraulic linkages, and control actuators directly from established supply depots. This high level of shared hardware drastically reduces maintenance overhead and simplifies field repairs across sector garrisons.

SECTION II TECHNICAL SPECIFICATION SHEET
ParameterSpecification
ModelAll Terrain Storm Walker (AT-SW)
ManufacturerMynockArms
Unit Cost123,000 credits (Standard) / 132,000 credits (Command Variant)
Height15.0 meters
Length8.5 meters
Width6.3 meters
Maximum Speed80 km/h (50 mph)
Crew Complement2 to 3 (Pilot, Co-Pilot/Gunner, optional Commander)
Primary Armament2 heavy chin laser cannons, 2 temple repeating blasters
Secondary Armament1 chin-mounted dual laser cannon turret (Anti-Infantry)
Ordnance2 lateral 20-tube general-purpose warhead launchers
Armor PlatingHeavy reinforced composite armor
Parts Compatibility31 percent shared parts with AT series inventory
Troop CapacityNone (Emergency capacity for up to 10 unsafely crammed personnel)
Primary RoleHeavy assault walker

SECTION III TACTICAL PERFORMANCE AND COMBAT UTILITY
The AT-SW Storm Walker brings devastating firepower to ground operations. Its primary forward armament replicates the heavy chin cannons and temple blasters of the standard AT-AT layout. To enhance close range defense, MynockArms integrated an additional chin mounted dual laser cannon turret optimized for rapid anti-infantry sweep fire. Mounted on either side of the cockpit are two 20 tube general purpose warhead launchers, capable of firing high explosive, concussion, or smoke munitions to break enemy fortifications.

The power plant generates ample energy to drive heavy armor plating and achieve top speeds of 80 km/h (50 mph), allowing the Storm Walker to advance alongside lighter mechanized units.
To support field command structures, MynockArms offers a specialized Command Variant priced at 132,000 credits. This model accommodates a third crew member and installs high-grade sensor arrays alongside long-range communication gear, transforming the walker into an armored forward command post for tactical directors.

SECTION IV OPERATIONAL LIMITATIONS AND VULNERABILITY ASSESSMENT
Sector Army Field Audit

The AT-SW fulfills its primary assault role with distinction, though commanders must account for its strict crew footprint and optical sensor dependencies in urban combat zones.
While the AT-SW fulfills the sector requirement for heavy firepower, the sacrifice of internal troop space creates operational limits. The vehicle cannot act as a troop carrier. In emergency situations, up to ten soldiers can fit inside the cramped engine corridors, but this lacks safety harnesses and creates severe hazards for both the crew and the passengers.

Additionally, crew protection requirements led to narrow, heavily armored viewport slits. To navigate and target effectively, the crew relies on an external 360 degree optical camera suite mounted around the hull. In intense fire fights or close-quarters combat, hostile fire or explosive shrapnel can damage these external cameras, forcing the crew to rely on degraded sensors or restricted manual vision.
 
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