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Ship Templates

#1
Horuset Ship Templates

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House Horuset has, through its shipyards, access to many different kinds of ships it can produce and repair - though it's limited to vessels the Empire uses. To expand the ships players can work with, and help GMs who are in a bind about coming up with ship details, we have created Ship Templates.

Different ship templates that GMs and players can use for ships in lore where we lack measurements, or for generic vessels to describe them during missions. They are also useful if you want a personal ship down the line, but you aren't in the market for a typical Fury-class; maybe your character wants a Huttesse-class ship to cruise around in.

This will only account for ships of a particular size and upwards. Small stuff like fighters, standard shuttles, etc are not accounted for here. Nor are really big ships on par with big warships - any ships of that size are not fit for this framework.

System Use
Start by picking a size, then apply up to 2 types (We recommend most GMs only pick one, or at least apply common sense. A basic transport won't have giant ion cannons)

Examples of 2 types include: a heavy combat ship may have the Offence and Defence type, or an armoured escort, the Transport and Defence type.

Sizes
  • Small: 50-100 m
  • Medium: 100-150 m
  • Large: 150-200 m
  • Massive: 200-250 m
Types
  • Offence - Heavy firepower, focused on assault with heavier weaponry on board.
  • Defence: Thicker hull plating, typically with a measure of a shield generator (or multiple if the ship can accommodate them).
  • Transport: Focused on cargo capacity above much else, it tends to lack heavy firepower.
  • Support: Focused on personal/people/soldier movements, acceptable cargo space. Sometimes includes capacity for support-based operations (on-board medical bay, labs, garrison facilities or specialised equipment)

I have a cool ship in mind which my character wants for a mission/their Sphere/personal use.
Cool! If it's a fairly generic ship, then a ticket won't be needed; however, we encourage you to open a ticket if you're uncertain. 

Using ships as a GM 
If a ship is not to become a personal/sphere asset and is intended for use in a storyline/set of operations, you will have more free rein in the scope you can play around with. So, if you had an idea for a large heist using a stolen Huttese-class transport that rivals a Gage-class in size? Go nuts.

How do I even acquire a ship?
Most ships within House Horuset with the capacity to carry more than a few people fall under the Horuset Fleet. You could seek permission to become a Sith Commander of one such vessel via the Sphere of War, or attempt to get one built via the Sernpidal Shipyards, run by the Sphere of Resurgence. The Shipyards can also accommodate modifications if you want to modify that medium-sized, defence-type vessel you've acquired.
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#2
Sources for Ships:

Wookiepedia remains our main resource for ship information, but do ensure the ship at least appears in some legends media. 

Searching on a particular ship's general class yields a decent amount of options. 

https://starwars.fandom.com/wiki/Main_Page

Our source for imperial ships currently within the guild:

https://www.horuset.com/showthread.php?tid=121

Alternatively? Feel free to ask your fellow star wars nerds.
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Ongoing Crisis
The Republic Marches amongst lit fires!


The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

((OOC: Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state will determine how strong the Republic will be in given areas area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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