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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 New
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.

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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
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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
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Usage



Availability: Military



Roles:

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


Affiliation:

  • Myto Sector Imperial Army
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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

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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
 
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