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The Hallowed Dagger

Ascendant's Ship/Ship of The Crew

0 · 141 views · located in Division of Immigration and Citizenship

a character in “The Multiverse”, as played by mord



Manufacturer: Designed by A&I Technologies, Manufactured by Corellian Engineering Corporation, profit split between them in a 60/40 ratio

Ownership: The Crew (Enhanced Model) under the authority of the GemWorks Think Tank; non-personal, factions who can afford it
Modularity: Very high

Enhanced Model

Reinforced Duranium/Quadranium (Hull, Superstructure, Frame); it also has appliqué Impervium and ceramic plating all around the ship; Hydrofoamed Permacrete, AdaptiSoil, & Various other things for the Agricultural Bay


+ 132,632,175 Credits (Enhanced Model; Unreleased in Mass Production)
+ 12,750,000 Credits (Tactical Model; New)
+ 8,750,000 Credits (Tactical Model; Used)
+ 6,500,000 Credits (Standard Model; New)
+ 2,500,000 Credits (Standard Model; Used)
+ Various amounts for modifications, and some models have been known to have updates so ridiculous that they scale into

Model: Hallowed Dagger-class Corvette Destroyer/Frigate Destroyer (it’s the size of a corvette to a frigate (the class isn’t clear due to the Hallowed Dagger itself having a larger size, but the other versions are around 175 meters smaller), but can function as a destroyer. Remember, it’s not a star destroyer, but destroyers are instead similar to small cruisers, and are capable of operating in flotillas or independently, with many classes being highly versatile, very well armed, and is capable of functioning as peacekeeping battleships in localized conflicts, as well as escorts for larger vessels, at least according to the Star Wars Wikia)

Role: Corvette to a Frigate; Light Capital Ship; Capital ship and space station combat; Command & Control; Patrol; Escort; Long Ranged Exploration; Multi-Purpose

Dimensions (Standard Model & Tactical Model):

Dimensions (Enhanced Model):

Length: 325 meters
Width: 122.5 meters at the widest point
Height: 72.5 meters at the highest point

Classification: Purpose Tactical Frigate (HEVPTC) (Namesake/Enhanced)

Crew (Enhanced Model): 640 (Maximum Capacity for People [this means the ship has 340 rooms, )
320 (Original Optimum Crew)
45 (Optimum Crew, however w/ the Hallowed Dagger’s illegally updated Companion AI the number can be dropped more and more as different systems are taken over by the amount of power that the Companion AI has left over)
4 (Minimum)

Player Character Crew Members:

Ascendant (so far he’s the only one, but more PCs will be added later)


Intelligent Integrative Docking Ports

+ 1 Homebound-class Captain’s Yacht (detaches from bottom of ship)
+ 4 Keres-class Assault Fighter-Bombers Starfighters
+ 4 Daedalus-class Long Range Engineering Starfighters
+ 6 Imperium-class Close-Ranged Science Shuttles (small, nimble & advanced yet lightly armed [one quickfire light laser cannon, with ray shielding], shuttles that aren’t capable of FTL, but are fully capable when it comes to science/exploration missions, or being a short ranged transport to another ship; they carry about 2 to 4 people, but are usually smaller than other vessels)

Droid Docks (Tactical Model & Up)

+ 24 Multi-Purpose Droids capable of engineering, mining, and many other things (not made for combat. Well equipped enough to deal with scientific/research/exploration issues)
+ 24 Mobile Assault Platforms (basically moving droids with a quickfirefire light blaster cannon, and basic shields); these were integrated into the Hallowed Dagger ONLY so that it could defend its rear better

Ventral Starfighter Scale Landing Bay

Deactivated/filled in on the Hallowed Dagger and recently updated ships in place of the more advanced Intelligent Integrative Docking Ports so that the ship is capable of being better protected, and sporting powerful missile and torpedoes. Due to the necessity of having something that other ships can land on, standard docking ports compatible with most small transport vessels have been placed on the Hallowed Dagger and updated ships, but can only be accessed once boarding is approved.


Enhanced Superheavy Corvette/Destroyer Model

+ 1 Retractable Rotary LV4F “Irreplaceable” Turret sporting a Superheavy Comet-class Plasma Railgun w/4 Lightning-class Triple Variable Power Ionic Megamasers (can alternate between medium and heavy, or stick between it in between at Medium-Heavy)
+ 48 HLS/VLS Electromagnetic Launch Assault Tubes (32 Torpedoes in each Torpedo Tube (though not all are loaded, but can easily be loaded)), with 16 missiles in each Missile Tube (though not all are loaded, but can easily be loaded), with both of them being loaded electromagnetically by an automated system[that means 768 torpedoes, and 384 missiles, which includes a full compliment of Trident torpedoes, and 192 standard Imperium missiles, with 160 Phrik Kinetic Kill Projectile for the orbital/anti-capital missiles, and 32 nuclear warheads of varying yields); the Assault Torpedo Tubes are capable of sporting a variety of different torpedoes, but the most common is a kind of proton torpedo - the Assault Missile Tubes usually sport powerful explosive ballistic missiles capable of entering into an atmosphere, should the need arise, though there have been noted to be Ion Missiles, Advanced Concussion to Assault Concussion Missiles, and a variety of other missiles that have been used with the tubes, pointing to their compatibility
+ Electronic and Cyber Warfare Defenses (aids in defending against electronic warfare, and is capable of standing up to more basic EW systems without having the ship being affected, while more advanced systems require defense in the form of the Daedalus-class long Ranged Engineering Starfighters)
+ 2 Combat Tractor Beam Projectors (IE. it’s made for combat, and therefore is fairly powerful, but can be used for other purposes)
+ Scientific/Engineering Beam Projection/Reception Array (IE. it’s not made for combat, but can be used intelligently in combat, but can be used to project beams in various spectrums, and is very much capable of sending different kinds of beams of all types while creating different kinds of signals. It’s very versatile, and can be used to either send a powerful microwave to destroy a droid, or be used to create feedback, or simply be used to send energy somewhere, send out radio signals, get information through beams, or pick up these things. It’s not normally used for combat, however.)
+ 4 Aft Quadruple Space-Mine Ejectors w/self-propelled homing mines that are pulled behind the ship to form a “network” by electromagnetism, are connected by a system of invisible lasers, and can be organized in different formations that each use a different amount of mines to attack a ship, so one formation might have all of them attack a ship, while another might have only four from one burst attack a ship.


Note: All systems in the “Standard Model: are the Galactic standard, likewise for the “Military Model", and the “Enhanced Model” that the namesake of the class is equipped with higher quality equipment than either.


+ Military-Grade Matter/Antimatter Reactor & Regulator (Primary Systems)
+ Ionization Reactor & Regulator (Backup in non-Enhanced Models, but is fully capable of powering the primary systems in the Enhanced Model to around 60% to 80% power)
+ Solar Panels w/Auxiliary Solar Ionization Reactor (Long Term & Long Range, Auxiliary, Secondary Backup)
+ Power Direction/Conservation/Storage Cores & Crystals (these cores & crystals reduce the amount of power needed for each system, are capable of directing energy to each system, and are noted to be able to store excess/waste energy and convert it into usable energy for later use) (This is considered more advanced than other methods, and is only available on the Enhanced Model)

Standard Systems

+ Military-Grade Multispectrum Combat & Ultra-long Range Sensor Array
+ Military-Grade Navigation Computers
+ Military-Grade Targeting Suite & Automated Fire Coordination System
+ Military-Grade Communications Suite (Communications array, Hyperlink/Multi-Network Transceivers, Crew Communications System [intercoms, communication badges], telesponder, BattleNet Host [Tactical & Up Only], Distress Signal Beacon, Beacon Finder)
+ Military-Grade Life Support & Environmental Control System w/backups
+ Military-Grade Plumbing and Water & Waste Recycling
+ Starship Aspect Control Array [SACA] (so that different amounts of power can be sent to shielding, weapons, propulsion, life support, et cetera, and so that the ship itself can have its various aspects controlled)
+ Companion A.I. with a Octo-cluster droid brain (Regulates much of the ship, and can provide information on opponents [from the database], the ship, and can be called on whenever necessary via voice to provide this information, or to program navigation, or similar)
+ Monarch-class Decentralized Supercomputing System w/Advanced Security Features (it is very hard to corrupt data due to it being fed through multiple filters, and then finally implanted into memory crystals that are hard to corrupt, anyways)
+ Adaptive Database System w/dozens of different kinds of data ports (synchs with Companion A.I. to organize information intelligently and legibly, and grows as time goes on to support larger amounts of information, and more detailed information) (Only the Enhanced Model has this) (NOTE: Since much of the information that the ship would have is obvious, the crew or myself only have to keep and continuously update a thread with information gathered over time to keep track of things that are super specific, such as a random PC being encountered several times that we wouldn’t have logs on otherwise)
+ Infirmary
+ Brig


+ Armed Escape Pods
+ 24 months of consumables (for a crew of 340, meaning that less people means more food), w/an agricultural bay growing food that can be harvested every few weeks, w/food storage areas that preserve food
+ Simulated Viewing Ports (even on the bridge, the viewing ports aren’t actually made out of glasteel or anything, they are simply high quality views via camera

”Aegis Total Strategic Awareness & Defense System” - Sensors, Defense, & Security

+ Automated Military Grade Antimissile & Antistarfighter System (Projectile & Starship/Starfighter Tracking w/Threat Analysis, Immediate Vicinity Warning, Incoming Ship Detector, Lock & Incoming Projectile Warning System, Smart Flare & Chaff Dispensers, and 4 flak guns (2 starboard, 2 port), 10 [Standard] 12 [Tactical] 24 [Enhanced Model] Quickfire Point Defense Smart Variable Power Ionic Maser Cannons (Mounted in Single Turrets) [The ionic maser cannons for the point defense system are capable of smartly changing their power from Light to Medium to based on the information delivered by the threat analysis system], with 32 Antimissile Octets)
+ Enhanced Smartly Automated Security, Integrity & Containment System (ESATSICS) (Reinforced blast doors, with cutoff systems for airways, stopping air flow (for fire, or to suffocate invaders), and various other things [it’s a sectioned ship]), non-lethal gas deployment, internal & hull-based containment/integrity shielding (including fire containment shielding), access limitation based on rank, tracking for the ComBadges. anti-tamper locks, security cameras, intruder alert, internal sensors, internal stun particle beam blaster turrets, & safe rooms with their own life support system)
+ Tactical Stealth, Thermoregulation & Fire Control System (TST&FCS), prevents & manages fires, as well as regulating the thermals of a ship, and allowing the Tactical & up models to mask their reading & hide from thermal readers by regulating the external temperatures to the levels of the environment around it, even through the reflex coating, and is capable of regulating internal temperatures to a healthy level for all occupants
+ 6 x E-Type “Excalibur” Hybrid Shield Generators; Sectioned Configuration (Each of the most important sections of the ship have a shield generator, with the rear having two due to the lack of defensive and offensive aft capabilities, and these shield generators are powerful and advanced enough in the Enhanced Model that the crew can manipulate the shield to change its shape, surround another ship, extend one of the shield generators to take over for another (even if that means that either will be weakened), or send more energy to one section or another (IE 60% shielding in one area that is receiving the least damage, for 40% more energy in another area that’s receiving more and more damage).

Standard Modifications (”Hallowed Dagger”)

+ Variable Adaptive Pressurization Enhancement (VAPE) w/ Multi-Environment Engine Upgrade & various other enhancements including the shield enhancement which doesn’t influence the effects of weaponry)(This is a modification that was implemented into the Hallowed Dagger as a highly experimental variation with additional features added for further testing; cheaper, updated, and more efficient versions are being implemented into other ships, and the Crew is thinking of retrofitting the core systems to improve their efficiency while maintaining the original features)
+ Intelligent Integrative Docking Ports (these allow the ships compatible with the Hallowed Dagger to dock into special ports that… well, you know in Marvel’s Agents of Shield that new plane that they have that has that jet that attaches to it? Think of it like that)
+ High-end creature comforts for every area, and every room

Aftermarket (Unofficial/Illegal/Experimental/Extra Classified/Custom non-GemWorks supported) Modifications (”Hallowed Dagger”

+ Computer Enhancement Upgrade
+ Loronar Enhanced Starship Control Module (ESCM) (experimental)
+ Loronar Enhanced Team Command Module (ETCM) & Updated War Room w/enhanced capabilities when it comes to command and control
+ Fully Equipped Laboratory, Workshop & Engineering Bay
+ False ID Telesponder w/several dozen false telesponder profiles
+ MK. R45 High-end Multilayered Integrated Appliqué Armor (Triple ceramic layering & Heavy Impervium Plating w/a kinetic absorption gel between them)

Mobility Information:

Hyperdrive & Engine Information CEC 65 MGLT Class 1.5 Hyperdrive; Backup of Class 10; 3 super high output ion turbine engines, all of which have multi-environmental capabilities (and the thrusters have multi-environmental capabilities as well); Maximum Atmospheric Speed of 650km/h - the enhanced model has a CEC 70 MGLT Class 0.5 Hyperdrive that has a hard time functioning without the use of its retractable set of sublight engine ring nacelles; Backup of Class 8; 8 super high output ion turbine engines, and 2 high output ion turbine engines integrated into the ship, all of which are multi-environmental (and the thrusters have multi-environmental capabilities, as well), with a retractable set of sublight engine ring nacelles with 1 ultra high output ion turbine engine w/hyperspace engines built into the ring that boost it to 90 MGLT; Maximum Atmospheric Speed of 1,080km/hr, maximum atmospheric speed of 1,120km/hr with the added sublight engines; All models have dozens of thrusters around it, and they also feature the capacity to hover just above the surface by using electromagnetic energies for little to no power, and thus rarely require the landing gear to be placed down unless the ship is required to do so for certain reasons; however, on the Enhanced Model, it takes time [around 1 minute longer than other ships] for the jump to hyperspace due to the fact that the hyperspace engines are on the retractable sublight engine ring nacelles

Maneuverability Quick to accelerate, can only climb and dive at an average speed, it isn’t very fast at rolling (clearly it’s faster than a larger ship, but it isn’t going to be performing super complex acrobatic maneuvers), but it’s highlight is its capacity to turn at speeds much higher than ships of its size, and sometimes even smaller, to engage opponents with either its broadside or fore weapons, and so that it can protect its aft (which is more vulnerable than wanted)

Assorted Attributes/Trivia:

+ 15 Decks
+ Over 250 rooms
+ Weighs over 750,000 metric tons
+ 1,800 Metric Tons of Storage
+ High modularity
+ Armor Reinforced Bridge
+ Armor Reinforced Engines


Note: This description is mostly for the Hallowed Dagger itself

Note: I make use of exaggerations, and literary “flavoring”, so don’t take everything at face value except for the numbers and other statistics. IE: If I say it’s the galaxy’s best starship, it probably isn’t the Galaxy’s best starship, and is probably just a very nice starship. The example is the ONLY time I use exaggerations, and the “flavoring” is me trying to use nice words, but everything is still accurate.

The Hallowed Dagger is a name that will soon be known throughout the Galaxy as the frigate that built a faction. The Hallowed Dagger-class vessels were designed by A&I Technologies as its first starship, and is produced by CEC. The class’ premier ship, and its namesake, is an advanced, heavily armed, and armored vessel commanded by the Twi’lek woman Iala Tal'kina with one purpose;

To be a home for those who dare to work, explore, think, research, study, and fight through and for the life that the Hallowed Dagger provides. While the crew have lives outside of the ship, it still gives them a kind of resource for jobs, and acts as a place where they can stay. The Hallowed Dagger is a close knit community of people from all works of life.

As a base of operations it was a requirement that the ship sport the capacity to be modified for either updates, or to be capable of going into multiple situations of varying types. The ship’s construction, and the specialties of a crew of highly talented CEC engineers, led to an extremely modifiable ship. The ship’s compatibility with unconventionally used technologies has allowed it to be modified and upgraded tho such an extant that the Hallowed Dagger is suitable to be captained into a variety of environments.This capacity is achieved through the use of several modifications, all of which have been specifically engineered to enable this multi environmental function.

The ship is powered primarily by a Matter/Antimatter reactor that randomly shifts amounts so that both types of reality’s essence can be easily contained. The power source lets the crew stay warm, safe, and active inside of regions where such commodities are rare. It is to be noted that the Hallowed Dagger’s reactor is far more efficient that your average Matter/Antimatter reactor, and is capable of powering every system with ease, a trait only enhanced by other power systems reinforcing it.

An ionization reactor and regulator act as a more conventional backup/secondary power source capable of powering 70% of the ship’s system at 60% to 80% of their maximum capacity. Should the Hallowed Dagger have its Matter/Antimatter reactor deactivated, the Crew can feel safe knowing that they will still be able to breathe. This provides an advantage over other systems due to the reactor always being active, and providing each system with an instant backup should anything go wrong, or allowing the vessel to sport extra energy reserves.

To supplement both of these, solar panels with an auxiliary solar reactor are capable of converting starlight into usable energy, and providing a tertiary, emergency system. The solar energy is usable in small enough amounts that, when it’s the only power system, makes the Hallowed Dagger nearly indistinguishable from its surroundings. Through this particular system, the Hallowed Dagger can gain energy anywhere, go into a stealth mode, and build up energy reserves in a very special component.

Each of the power systems on the Hallowed Dagger is connected to an array of Power Conservation/Direction/Storage cores, and crystals. The crystals are connected to every single subsystem on the ship, and do their job by directing and refocusing energy. On the other hand, the cores conserve energy by reducing the amount needed by 15% to 20%, send energy to and from each other and the crystals, while storing excess energy for later use, and converting waste energy like heat into usable energy.

It is noted that the Hallowed Dagger’s power system is capable of starting itself up again after being deactivated by any ions, should enough energy be stored. This is a one off come back that is rarely used because it flushes all of the stored energy into the primary systems, and the stored energy disperses completely until new energy is regained.

These are what allow the ship to make a getaway from the enemy that was clearly superior enough to it to deactivate its power systems, or to send a burst of energy into a tractor beam from one of the scientific beam emitters.

Moving onto the Standard Systems of the Hallowed Dagger, we see an array of advanced subsystems that are Military-Grade or higher. The various systems were developed to be easily updated, or replaced, and sport the capacity to have small hardware or software updates added at almost any time to increase efficiency (this is so that small OR large tech apps can be made for modifications to the systems). Advanced, powerful, reinforced, and capable, the ship’s Standard Systems are just one amazingly sophisticated part of what makes the Hallowed Dagger a good home.

The sensory array of the Hallowed Dagger has been equipped with a dual system network capable of highly detailed, real time standard, scientific, and combat data. By picking up and identifying life forms, running chemical and material analyses’, detecting when weapons are powered up, tracking the trail of other ships, and performing ultra long ranged scans of all types, the Hallowed Dagger is fully equipped. Through these methods, the ship is fully capable of excelling in the various areas that it was designated to be active in due to its multispectral view.

Meanwhile, the Hallowed Dagger is guided by a fully equipped Navigation Computer that is capable of delivering it slowly, and accurately to its waypoint. The NavComputer is capable of storing hundreds of locations, giving up-to-date maps on the current location. This NavComputer, while having a few quirks such as synchronization with the scanners, is largely standard for a NavComputer, but it gets its job well done, and can even provide directions in the ship or on-planet through connected ship panels and equipment.

On the combat end of things for the Enhanced Model is a highly specialized targeting suite, and automated fire coordination system. Through synchronization with the long ranged sensors, and various displays, targeting is made easy and efficient; the ship is capable of targeting 16 different vessels at once, and keeping track of over 254 vessels (there’s a helicopter IRL that keeps track of around 120 something different targets, and can engage around 12, so I was thinking that this would be okay since Star Wars tech is a tad bit more advanced); the Hallowed Dagger can use multiple spectrums , and its sensors, to target just about anything for combat, or research purposes.

The Automated Fire Coordination system is fully capable of controlling turrets, targeting the immediate thread, disabling individual subsystems, and keeping track of the most dangerous threats.

Both systems are sufficiently more advanced than normally found on most ships and allow the automated targeting sensors, both external and internal, to keep track of just about anything. This system, sporting easy to manage holographic displays and HUD synchronization, was designed by the Loronar Corporation and produced by CEC to be placed in ships that could support it.

To facilitate first contact, trade, strategically important, and communications, the Hallowed Dagger was outfitted with a specialized communications suite made up of several systems. One of the most important parts of the suite is a military communications array that is capable of transmitting relevant battlefield information, surveillance of terrain, tapping into the communication frequencies of others, acting as a universal translator synchronized with the ComBadges, and can encrypt communications, and even host its own network. Although it can encrypt its own communications, it can’t tap into encrypted communications at the same time, which is a major flaw. On the Hallowed Dagger a BattleNet hosting device has been built into the communications array, which enables a rapid feed of interactive data, team command & collaboration, HUD integration in groups, alongside standard BattleNet features available on variable situation systems. For the Crew to easily communicate and keep track of each other, an intercom has been installed, and communication badges are given to every member of the Crew.

All organic life forms require some sort of life support and environmental controls when aboard a spacefaring vessel, and the Hallowed Dagger sports a Military-Grade controlled environment created by two primary systems that both have a back-up. The life support and environmental control systems can change everything from gravity, to temperature, in extreme or barely noticeable ways, section by section, or simply ship-wide. This allows for unparalleled control of the ship’s climate, and, if wanted, the creation of the garden for food purposes that the Hallowed Dagger has integrated, even if some other ships don’t have it.

To get rid of any loose ends when it comes to deep space missions or being way from the places where mere food is an issue, the Hallowed Dagger has been equipped with military plumbing, alongside water and waste recycling. This not only increases the overall level of creature comforts, but also allows comfort in the reality that everyone can maintain a certain level of hygiene. Capable of recycling just about everything, and making it usable again, it is a system requiring absolutely no power unless it’s more than recycling water, and, thus, it is well welcomed by the Crew.

Most starships have a set level for its subsystems, or have very few settings, but the Hallowed Dagger takes the cake with a different route. SACA, the Starship Aspect Control Array, allows the crew to the Hallowed Dagger to route varying levels of power and control power levels in the ship’s systems. In general, it allows every aspect of the ship’s systems to be modulated, and controlled with pinpoint accuracy.

Regulating much of the ship, providing information of opponents stored in the database, giving updates on the ship, and acting as an interactive assistant is the Companion A.I. Powered by a powerful onto-cluster droid brain, Companion is pour dwell enough that she can be integrated into every system of the ship. Companion can run anything in the ship, an reduces the optimum crew from 320 to 45, and lowers the minimum down to 4 people, with less being possible since Companion can take over more systems as needed.

Companion ushers in a new era of artificial intelligence with over 3 dozen memory crystals, 8 clusters, a sound system, and omnipresence in the ship. It is fully capable of both piloting and defending the ship, and can be updated with software plugins. Thousands of vectors can be taken into account, which leads to the advanced targeting system, and Companion can remain in near-absolute situational awareness of everything in the ship.

Companion is integrated into the ship’s others computers and automated systems, and I suppose that you could say Companion is the computer, and that the other minor A.I. or programs are just a part of her. Should Companion need to do so, it can even take control of other systems that would normally stay independent. This feature extends to merging processing power with droids, allowing the two, or more, to operate at a far higher capacity through a merge with Companion’s power.

Companion herself was programmed directly by the conglomeration of Iala and her original program known as Ascendant at A&I Technologies. Meanwhile, the computer systems of the Hallowed Dagger are designed and produced on the custom order of A&I for the ship by CEC and the Loronar Corporation. This led to an extremely powerful example of a computer and AI described as “overkill” by defense analysts due to the excess computing power left over.

Continuing on with computer systems, we see the Monarch-class Decentralized Supercomputing System, which doesn’t get destroyed easily due to its design. Monarch intertwines with Companion, the two strengthening each other, but the Monarch supercomputer acts independently. The supercomputer on the Hallowed Dagger is capable of running advanced simulations, and storing ridiculous amounts of information in an Adaptive Database System.

The Adaptive Database System, or ADS, synchronizes with the other computer systems to provide constantly updated data. Available to crew members everywhere with a connected device, ADS is the epitome of database due to its ease of use, and vast reservoir of knowledge. It is opened by the Companion A.I., ad connects to all Crew-owned and ship-based electronics to build a database of ships, species, materials, and whatever else is encountered as time goes on in an intelligent, and legible manner.

Based on sensor readings, mission logs, HoloNet updates, and the audio/visual feeds alongside on-ship and off-ship experiences, the database will grow. This growth provides larger, and more detailed amounts of information as time goes on that can be accessed by anyone, anywhere with access to the ship’s well protected computer requiring biometric, audio/visual, and ComBadge identification. Everything from individual people and ships, ship-classes, droid types, weapons, voice prints, species, and statistics, planets, components, materials, and just about everything else can be stored in the database.

Dozens of different kinds of data ports can be found in the ship, allowing nearly everything to be read. Each of the data ports , and all of the computer systems, are connected to a string of memory buffer crystals that filter data to aid in the prevention of memory corruption. These two attributes allow the computer to have a well balanced defense.

While that ties up the standard systems, that doesn’t mean that the ship has run out of cool gadgets, or amazing attributes. With components designed by the latest, and greatest corporations that are bleeding edge, the Hallowed Dagger is highly capable. You’ll see over the rest of the description that the Hallowed Dagger is more than capable of handling most things, even if it is a little undefended at the aft side of things.

The auxiliary systems are composed of just one subsystem, one ship location, consumables, and some armed escape pods. These three systems provide an advantage over lesser set-ups with the unique perspective that designers took up when creating the Hallowed Dagger. This allows the ship to give its crew, and captain, the rights to live that everyone deserves.

Unlike most ships that use escape pods which are particularly vulnerable, the Hallowed Dagger has armed escape pods that are shielded well. The escape pods have an advanced ion cannon that gives them a fighting chance. Aside from launching from the ship with a hyperspace ring, and everything else, the escape pods are relatively average in their construction; does this give the crew a fighting chance, or does it make them a bigger target?

24 months of consumables for a crew of 340 means that the ship can venture further and further away from core worlds without having to dock anywhere. Since the food is made for a rarely reached maximum capacity of 340, this allows smaller crews even more food. That being said, the food is more than enough for the crew to stay active in space, and return home.

The food supply of the ship is both extended and improved by an agricultural/hydroponics bay that grows plants, fruit, and vegetables for medicinal, eating, and aesthetic purposes. Capable being harvested every few weeks, the bay produces more than enough food for the entire crew of over 300, and the food storage areas keep the food good for quite some time. That means that the fully automated bay can be enjoyed, whether this means taking a walk to see the roses, or to get some food.

The Hallowed Dagger doesn’t have any view ports because of its more solid construction when compared to other ships of a similar class. The construction form led to a more stable ship, which drastically improved upon the original design, and it caused a need for an external view. All across the ship, the view ports have been simulated realistically with external cameras to give accurate real time, high resolution views of whatever is outside of the ship.

Continuing forward, we will explore the Sensors, Defense & Security Systems of the Hallowed Dagger. These systems are, arguably, the most advanced among any of its siblings across the galaxy. Developed by the same think tank behind the rest of the ship’s systems, the Hallowed Dagger’s systems were tested successfully and are slowly being integrated into the rest of the class’s ships.

It may not have been mentioned before, but the Hallowed Dagger is the benefactor of the latest developments being integrated, due to it being a testbed. Experimental, advanced, rare, and exotic systems are tested on it, and, if successful, this leads to toned down variations of the technology being offered as upgrades. The Hallowed Dagger’s special relationship with over a dozen major technologies companies gives it a “little” boost in getting the best tech, and best jobs, as soon as the Crew wants to.

The Hallowed Dagger is protected from both missile, and starfighters, by an intricately sophisticated antimissile and antistarfighter system. Comprised of over half a dozen systems, the Hallowed Dagger’s military-grade defense system is comprehensive. Integral to the capacity of the starship t defend against many threats, and, even if it can’t defend itself well in the rear, it’s equipped well enough to allow the ship to take on more than most crews can chew.

While some of the sensors were already described back in Standard Systems, these systems themselves are capable of keeping track of hundreds of projectiles, individuals, and starships, and predicting their trajectories. The computer is capable of tracking over one hundred vessel-sized or larger objects, targeting subsystems, and organizing everything in the targeting system based not he threat it poses.

Many different ships are capable of evading the usual sensors, which can lead to difficulty picking up ships unless they are detected by the specialty sensors. The Hallowed Dagger’s sensors may not be infallible, and could lead to the ship getting caught off guard by certain stealth ships, but the Immediate Vicinity Warning sensors provide a sensor that picks up nearly everything in the immediate vicinity from less than a meter to 2 kilometers with accuracy lowering as the distance is further away from the hull or just above the hull. This is done through a mixture of motion sensors, to electromagnetism activity sensors that pick up electrical activity and magnetic objects.

This Immediate Vicinity Warning was designed so that starfighters or incoming celestial objects could be detected. Perhaps it could be used when going up against a larger, slower ship so that it isn’t run into, or perhaps the warning system could be used to partially track the starfighters swarming around it. Whatever it is used for it is usually good at what it does unless someone has stealth that screws things up.

A Lock & Incoming Projectile Warning System reinforced by an Incoming Ship Detector that can detect a variety of incoming targets, while also warning against missile locks on each individual component of the ship. Smart flares that lead missiles, and chaff dispensers are combined together. These are both reinforced by those always “friendly” flak guns, with two on both sides of the ship.

A total of 24 Smart Variable Power Ionic Maser Point Defense Cannons allow the ship a highly advanced Csillian point defense system. Unlike normal maser cannons, the Hallowed Dagger’s beams are merged with an ion beam through electromagnetic binding. This enables a wide variety of projectile and starfighter threats to be combatted with their individually turreted and very high tech muzzles.

The “smart” part of the quickfire cannons means that they are capable of acting independently, and can vary the power they use for different situations. While only being about as powerful as a maser or ion cannons of its class size, it can vary the “class” of power it uses from light to medium. This is all done automatically through the hybrid system being synchronized with the threat analysis system.

In this “Aegis” subsystem, a total of 32 antimissile octets are capable of launching automatically and destroying incoming missiles. Each antimissile octet is a small, but highly durable tungsten carbide kinetic kill projectile with a single ion engine, and 6 ion thrusters equipped with a thermal detonator that bursts on contact. While not powerful enough to do any real damage to anything expect missiles, the octets are capable of reaching out over 25 kilometers to do well a job that could very well save the Hallowed Dagger.

The second subsystem of the “Aegis Total Strategic Awareness & Defense System” is the Enhanced Smartly Automated Security, Integrity & Containment System, or ESASICS. By creating a normally unattainable level of security, combined with a starship integrity and intruder containment system, the Hallowed Dagger’s crew can feel safe at nearly ay time by knowing that they can, well, be safe. The ESAICS provides a full system that allows the ship to continue onward without ever risking security.

Expensive and highly durable reinforced blast doors that would give a lightsaber a few issues, if it’s one of the major blast doors locking off an important area, anyways, are t every entrance, door, and in every hallway. They can be activated or opened at any time by those with a proper security clearance, and they are locked with a powerful seal from an electromagnet. Though they can be blasted through with enough power, or cut through by something like a lightsaber, they are only a part of a security system geared towards protecting against the greatest threats space has to offer.

Meanwhile, an independent system that coexists well with the blast doors is capable of controlling air, and air flowery either cutting it off, or by changing the gas percentages. This can be done section by section, and it can be used to suffocate both invaders and fire. This is just another added later of protection, or a way to preserve oxygen long enough to get to a docking port, should things go wrong.

Non-lethal gas imbued with enough ion particles is capable of stopping many creatures, even if it is a bit ineffective against droids. Its ions have been placed on a relatively low setting so that it doesn’t harm starship-grade equipment, which would be a pretty bad thing. Overall, the non-lethal ionized gas is capable of incapacitating just about anything that is stupid enough to board a starship without taking precautions, but the ions can be used in combination with an ionic weapon to cause a backfire due to the gas causing ions to travel back to the emitter in a backfire, and deactivating it.

Internal, and hull-based containment/integrity shielding can seal up hull ruptures or contain invaders and fire, primarily all of these things are dangerous and can be held by walls made out of energy. Emitters are able to be found around the entire ship, and even built into the shield generators. These are capable of trapping a wide variety of things, but the emitters aren’t hidden and can be targeted by this with keen eyes… or anyone that isn’t too blind and dumb to see the clearly blinking bulbs on the ceiling, or the walls, or whatever.

For the Crew’s ComBadge to be used properly, unique identifiers, trackers, and several other features were made good use of. Identifying crew and visitors, limiting access based on rank, and keeping track of Crew nearly anywhere in sensory range, are all very useful traits. Capable of allowing communication by name and rank, the ComBadge is a uniquely advanced device, and one of the most important tools that the Crew has.

Anti-tamper locks embedded with biometric and ComBadge identifying systems have been coupled with very well hidden smart security cameras. Capable of scanning individuals, identifying them, and identifying the crew themselves through the adaptive database,e the smart cameras, with their multi spectrum and omnipresent view, are just the first layer of detecting intruders and tracking everyone onboard. Anti-tamper locks able to detect when they re being bypassed, and then delivering an electrical shock so powerful it can down a droid are on every lock; they may lower the power of the shock based on readings, such as if it is a crew member, or an eight year old or something.

Intruder alert, full internal sensors, and stun particle beam blasters are the final layer of defense against intruders and space faring dangers. The first two allow the many potential threats to be scanned, and, normally, identified (IE. the computer will know the difference between a fire and a droid… unless it’s been hacked, then the computer is a moron)m and proper countermeasures deployed. The particle beam stun blaster turrets are powerful enough to make a lightsaber flench enough to cut off the nose of one holding it too close to their face, but can’t kill, and that ties up this system.

Moving on, there’s a system that regulates temperature, controls fire, and can act as a stealth enhancement that, combined with the reflex coating, reduces the size of the Hallowed Dagger to that of a small freighter on standard sensors. The extinguishing of fire through a specialized compound isn’t very exciting when compared to the thermoregulation system. TST&FCS is capable of regulating external temperatures to meld to the cosmic background, which is useful with a deactivated engine, and can control internal temperatures through the advanced environmental controls to burn the air, making it snow or making it “perfect”.

Finally, the “Aegis” subsystems are wrapped up with a total of 6 E-Type “Excalibur” hybrid shield generators. These generators combine ray and deflector shielding organized in ship sections, but are slightly less powerful than normal shield, but are more sophisticated. They re capable of being manipulated, even the two in the back that defend the rear by forming a dual layer configuration.

The E-Type Hybrid Shield Generators are capable of changing the shape for either aerodynamic purposes, or to allow the shields to act as a plow, or whatever. This capacity extends so far as to allow the shield to surround another ship, even if this would weaken it, allowing one shield to take over for another, or to use the Starship Aspect Control to send energy to one shield system by sacrificing stored energy, or energy in another system.

The two last equipment sections, not including the armament, are the Hallowed Dagger’s standard modifications, and the Aftermarket modifications. Standard modifications are officially installed, officially designed starship upgrades, while aft mounted modifications may be illegal or not company sponsored. Both, however, will have varying levels of classified that probably leave the public documentation lacking details, even if the documentation was already lacking in detail.

VAPE, or the Variable Adaptive Pressurization Enhancement, is an advanced starship modification that affects the hull, environmental controls, and even the engines of a starship. By sealing and reinforcing the hull with a flexible, durable resin with high heat resistance a ship can be made more capable of enduring more thermal and pressure-related stresses than usual. Environmental controls are upgraded, given a new ionization reactor and regulator for every 50 meters of ship; they are equipped with the ability to manage pressure levels in an extreme capacity. The engines are retrofitted with specialized components that make them 40% quieter, 20% more efficient. This enables the ship to function in hardly any environment type, but the Hallowed Dagger’s system hasn’t been toned down for commercialization, and it takes it a step farther.

Features taken out of the commercialized VAPE system include a double reinforced hull, plates that side into place of breaches and are sealed by electromagnets, and better heat resistant shielding. This enables a higher durability, the capacity to travel 40,000 kilometers deeper into a star’s corona than other ships (this function is highly experimental, and only lasts around 30 minutes), and reinforced Impervium hull seals held in place by electromagnets, and the vacuum of space. Originally, these features were designed for a science vessel, but the Crew was a perfect group to have test it before commercialization, and it was found some of the components that wouldn’t make it to the commercial VAPE because they were either too costly for mass production at the moment, or they hadn’t been developed well enough to be mass produced when the deadline came.

It is to be noted that VAPE’s shield enhancement was designed for scientific purposes, and doesn’t assist in combat due to the module that allows reaching further into a star only activating whenever the environmental factors are right, and because they aren’t made to provide protection against anything other than intense radiation, and immense heat from a star (this is mostly for OOC balance, and because my scientific side says that there has to be balance as well).

The second standard modification led to several different ships and droids being designed specifically for the Hallowed Dagger. While the ship’s update is optional in other ships, it was first tested in the Hallowed Dagger for more widespread commercial use, and so that a new, advanced gadget could be boasted about. This system is called IIDLs, or Intelligent Integrative Docking Ports, and it allows specially engineered ships to dock and “merge” with the Hallowed Dagger to provide a still aerodynamical, aesthetically pleasing, combat capable system in place of normal hangers.

IIDPs are useful for smaller ships that aren’t focused around being carriers, but would still like to host many drones, and a sufficient amount of starfighters. The upside is that it strengthens a ships structural integrity, but it isn’t normally suitable to larger ships or focused carriers due to supporting a smaller amount of starfighters than standard methods. It is also relatively expensive to integrate into a ship after it is built, but the advantage to the right kind of ship are worth the price.

High-end creature comforts are a must have when you’re in a large ship with a crew that could benefit from nice arrangements, and thorough rearrangements. By completely restructuring the ship, increasing comfortability, making use of luxury materials, and enhancing the ship with the help of an internal designer, the Hallowed Dagger combines efficiency, luxury, and easy to use elevators. Together these aspects enable the morale to rise up higher than most ships would find it (plus, it makes RP interesting).

The last section of the Hallowed Dagger’s equipment is full of several aftermarket modifications. Aftermarket modifications include unofficial, illegal, experimental, highly classified, and custom non-GemWorks supported notifications that are more classified, more experimental, or more something than standard modifications. All of them are either precursors to becoming a standard modification, systems that weren’t approved for commercialization [and either haven’t been removed yet, or the Crew didn’t want them to be removed at all], aren't allowed on the rest of the Galaxy’s starships, or are highly classified, which each of them unseen on all but the most closely held documents, and reports.

The Computer Enhancement Upgrade, or the CEU, is an illicit modification added to the Hallowed Dagger’s computer systems to enable it to do far more than most computers are capable of doing. Through the installation of neural gel packs throughout the ship, the computer is able to have processing power by 70%, and efficiency raised by 40%, and is able to be connected to a every system to enable single controller functionality if absolutely necessary; the gel packs increase memory capacity, and reduce the size of the computer, but the downside is that they are very difficult to replace. A software update gives the computer a kind of controlled, limited sentience that, among other things, greatly improves defenses against incursions, allows enhanced identification, a greater level of targeting, and the capacity to significantly upgrade the adaptive growing database.

With the database updated, the amount of accuracy, compared to other Hallowed Dagger-class vessels, is unparalleled. Everything encountered is logged, cross-checked, has its file updated when encountered again, and is able to be accessed with ease through notifications on various things (such as a ship’s weapons), and differences in what has been encountered (such as differences in shielding, identification markings, weaponry, equipment, clothing, et cetera) with all of them doing so as soon as scanned, seen, or mentioned but it can’t just magically know the differences.

When many starships are accessed, their terminals are relatively unadvanced, unspecialized, and just aren’t s cool as the ESCM. The Loronar Enhanced Starship Control Module is a smart, badass, and smartly varied system for controlling a starship. Organized throughout the entire ship by type, need, area requirements, and the kind of personnel that will be using them, the controls are fun and advanced.

Depending on the area and need, the control areas will be either interactive, hard light controls, which are full color and may be the next generation of starship controls, or full-colored touch panels of varying sizes, with the option to generate interactive hard light modules, or will be a scientific hard light device for engineering, medical, or such, or may even be your standard controls. The uses are all relatively unique with some areas being more tactical and combat-based, some being panels around the ship doing many things, and some being for engineering or research purposes. Whatever the use of the system is, each of the is connected to the computer, and fully capable of showing whatever is needed, whether this be directions, faces, or even blueprints.

The most widespread type of control panel is more of a multipurpose, full-colored set of hundreds of touch displays all throughout the ship. The largest type of panel are those that are in the middle of what would normally be an empty wall, and they can display all kinds of information on command, as well as the set information that the Crew members need. On the other hand, the smallest is a door control panel that you can use to open, close, or even lock and unlock doors.

These common types of panels are literally everywhere, and can be used for just about anything from information display to a search engine, to a computer interface with other control mechanisms added to it (like a keyboard and such), to an actual control panel. Designed by Loronar to be better in every way, smarter, more reactive, and more responsive, the devices are actually quite cool.

On the bridge, and other tactical ship areas, are full-colored, hard light projection panels combined with visors to deliver information, data control panels, and a hard light tactical display. With a word the controls can change to suit the user, with each of the controls improving response time. With this, the ship has enhanced targeting, tracking, systems access, readout, and, when combined with the Crew’s data chip, allows changes to be registered almost instantly.

In the Engineering Bay, the panels are aimed at delivering extremely important information, and providing three dimensional displays that allow prototyping, repairs through engineering drones, and manipulation of systems. Medical, science, agricultural, storage, and the other bays are similarly specialized in a way that allows the systems to be easily used. This capacity allows unrivaled use among all the Hallowed Dagger-class starships.

However, the technology is relatively experimental, and, though it has become useful, updates and bug fixes are still needed. This is why streamlined physical controls equipped with a primary controller reset switch allows the tech to be restarted should it fail. The restarting takes about 10 minutes, and, during that time, most areas of the ship are crippled control-wise, and the ship will be below average compared to other ships, control-wise, during that time. It even becomes hard to navigate the ship due to the doors being hard to use with the standard controls.

The sister system of the ESCM is the ETC, or the Loronar Enhanced Team Control Module, which is a command and control system allowing near-instantaneous team interaction. While the communications array takes care of data, sending vitals, information, and more, the ETCM allows the Hallowed Dagger’s crew to easily command, and well control. Connected to other ships, individuals, and electronics, it allows enhanced response time easier control, and a higher capacity for command, overall.

A fully equipped laboratory, workshop, and engineering bay is one of the prized sections of the Crew’s ship. Retrofitted to be several times the original size, the entire engineering bay can now fill three different roles. Equipped with millions in equipment, and housing specialized computer modules alongside the largest amount of computer processing in the ship, it is the scientist’s, engineer’s, and inventor’s dream world.

The second-to-last piece of equipment is a False ID Transponder with dozens of false transponder profiles. By fooling the identifiers of dozens of different ships, outposts, stations, and several other types of locations, the Hallowed Dagger can travel just about anywhere. It lets the Crew do things, and go places that they wouldn’t normally be able to enjoy, which is a real big bonus.

Ah, the MK. R45 Multilayered Integrated Appliqué Armor is the peak of the starship’s defense, at least physically. There layers of reinforced ceramics weaved together with armorplast rest below the original hull. A kinetic absorption gel lies between that, and heavy Impervium plating in areas such as the bridge, engineering, medical, engineering, and other important bays, alongside plating around the engines, and in areas that improve structural integrity when reinforced.

The Hallowed Dagger’s weapons storm combines exotic and rare weaponry with Csillian technology, and a variety of technologies designed by external parties. From a superheavy plasma railgun, to 4 triple variable power ionic megamasers, to other energy weaponry, the most notable aspect of the Hallowed Dagger is the fact that it has been given enhanced capacity as a missile destroyer, which makes good use of its targeting system.

Designed to be capable of taking on larger, more powerful warships, a retractable rotary LV4G “Irreplaceable” turret capable of rating around the entire bottom area of the ship has been added to the ship as an enhancement of the normal ship’s retractable weapon. It has a Superheavy Comet-class Plasma Railgun with hundreds of kilometers of accuracy in range, and a phrik plasma bolt projectile moving at 6 kilometers per second, while 4 triple variable power megamasers from the Chiss fire powerful blue energy beams.

A total of 48 HLS/VLS electromagnetic launch tubes have turned the ship into an extremely powerful missile destroyer and torpedo boat. Able to target individual starfighters, or clusters of them, while also being capable of taking on warships and bombarding planets, the electromagnetic launch tubes make the ship a powerful foe. While combat is not the primary focus of the Hallowed Dagger, its heavy weaponry compliment great strategic, scientific, and defensive systems.

2 combat tractor beam projectors are fine-tuned for a combination of accuracy, and power, which allows the ship to rapidly grapple, move, and let go of opponents. Noted to be speedier than other tractors, if a bit weaker, and they are able to be moved because of the use of a rotary turret, they are fairly capable. Foregoing the low powered towing turbo laser gave room for a stronger, more powerful, more compact and advanced compact tractor beam to be added. This proved to be quite the upgrade aboard the Hallowed Dagger, and gave the ship an advantage compared to other ships of the class.

The two final pieces of armament are a scientific/engineering beam projection/reception array, and some awesome aft quadruple space-mine ejectors. Both are fairly advanced, and the latter is, at the moment, the only piece of aft armament. You see, the Hallowed Dagger’s rear isn’t very well defended. The armament is an amazing piece of the Hallowed Dagger, and these last two aren’t any different.

The Hallowed Dagger is a beautiful ship that houses a captivating crew, can be seen being the pride, and joy of corporations, and is able to take on ships two times its size. Compact, modified, and sophisticated, the ship is only made its best by a crew that is skilled and united. The Hallowed Dagger is majestic, and untamed, and flies across the stars for glory, wealth, power, and new life.

Manufacturer: Corellian Engineering Corporation, Designed by GemWorks and A&I Technologies

Model/Name: CEC Electromagnetic HLS/VLS Launch System [EM(HLS/VLS)LS)

Type: Launch System
Power Supply: Powered by Ship
Size: Dependent on Vessel

Composition: Duranium

Cost: 240,000 Credits


+ Launches projectiles electromagnetically, which gets rid of the need for standard propulsion engines
+ Projectiles can store a greater amount of sophisticated components, better targeting equipment, a greater amount of explosives, and, well, more because they don’t have your usual propulsion system
+ Similar to a railgun, but capable of storing multiple missiles or torpedoes within one tube
+ The projectiles are launched at speeds ranging from 4 kilometers per second to 6 kilometers per second
+ Loads projectiles with a magnetic, and then seals them so that they are launched at an accelerated pace
+ Synchronized with targeting system
+ Able to launch a massive variety of torpedoes, missiles, kinetic kill munitions, and other ballistic ammunition

Note: I recommend adding ion thrusters to projectiles so that they can turn, and actually navigate towards their target because all this system does is launch them very fast

Affiliation: Manufactured by CEC, Designed by GemWorks and A&I Technologies
Ownership: N/A
Model: CEC Imperium MK. I Electromagnetically Propelled Ballistic Missile
Type: Variable Warhead Ballistic Missile (for use in capital craft)
Size: 10 Meters tall (Standard)
Composition: Lead-laced reinforced durasteel Chassis, w/a duranium heatshield
Reloading Mechanism: Automated Magnetic Load & Seal

Cost: 20,000 (Standard) to 200,000 credits (Orbital/Capital Kill Munition)



+ High Explosive 3 to 5 Megaton Proton Warhead capable of exerting massive amounts of damage due to its explosive radius that can target either groups of starfighters or parts of a capital craft


+ 50 Homing Concussion Micromissiles (antistarfighter/multiple small or vulnerable targets)

Orbital/Capital Kill Munition

+ 3 to 45 Megaton Nuclear Warhead


+ Phrik Kinetic Kill Munition in Center


+ 5 Homing Assault Concussion Missiles that separate from the main warhead and Phrik Kinetic Kill Munition in the atmosphere to target individual planetary targets

Range: Launched at a speed of 2 to 6 km/s, and is theoretically capable of continuing indefinitely in space


The CEC Imperium MK. I, in a situation similar to the CEC Trident MK. I, is the followup to a prototype missile originally tested with the EM(HLS/VLS)LS, that was created and marketed due to the success of the original, experimental missile. The Imperium was designed to be an extremely high powered missile, with variable warheads, and the capacity to place nuclear superiority into the hands of the ships that have them. Without the usual engine system, more explosives, more advanced components, and superior materials were able to be incorporated into the Imperium that, while raising costs, made the Imperium a particularly notable weapon.

Christened “Imperium” for the fact that it allows a certain kind of control over those that would normally oppose the force wielding less effective weapons, the missile is launched by capital craft for either anti-starfighter, anti-capital craft attacks, or to attack a planet from a distance. Whether a nuclear warhead, proton warhead or Phrik kinetic kill projectile is incorporated into the Imperium missile, it is usually placed in starships in a variety of different forms so that multiple purposes can be fulfilled. The 10 meter long Imperium is a danger to just about anyone it comes up against, and the elect coating alongside the anti-point defense durasteel reinforcements helps when it comes to penetrating defenses.

Multispectrum homing that is placed together with sensor and BattleNet synchronization with the ship it is launched from enable the Imperium to have a higher amount of accuracy than the usual missile. A remote kill switch, remote detonation control, and air burst or surface explosion options allow safety, near complete control, and for threats to nearly be fulfilled when a missile is launched into an atmosphere. Ion thrusters enable the missile to modify trajectory up to a 280 degree change, and a flare and chaff launcher has been equipped so that anti-missile defenses can be, well, defend against.

Overall, the Imperium is a dangerous and useful weapon that is slightly above average for a missile.


+ Multispectrum Homing
+ Sensor Synchronization (It synchronizes to the sensors of the ship it is launched from, can synchronize with the BattleNet for further information in targeting, and similar synchronizations to drastically improve accuracy)
+ Reflec Coating & Anti-Point Defense Durasteel reinforcement
+ Remote Kill Switch
+ Remote detonation control
+ Airburst or Surface Explosion Options
+ Ion Thrusters w/(allows up to 280 degree change in trajectory, so that it can both launch and then focus on its targets)
+ Not being launched by conventional, engine-based propulsion allows the 10 meters to be filled with more advanced electronics, a larger amount of explosives, et cetera
+ Flare/Chaff Launcher
+ Multiple Yield Types
+ Phrik Kinetic Kill Munition is capable of causing immense damage through armor penetrating, bunker busting traits, and can theoretically exert up to 100 megatons of energy when launched into a planetary atmosphere
+ Potentially Indefinite Range
+ Accurate up to 1 meter for planetary purposes

Affiliation: Manufactured by CEC, Designed by GemWorks and A&I Technologies
Model: CEC Imperium MK. I Electromagnetically Propelled Triple Munition Torpedo
Type: Triple Munition Torpedo (for use in capital craft)
Size: 3 Meters tall
Composition: Durasteel Chassis, w/a duranium heat shield, and Phrik kill munition
Reloading Mechanism: Automated Magnetic Load & Seal

Cost: 10,000 credits

Range: Launched at a speed of 2 to 6 km/s, and is theoretically capable of continuing indefinitely in space

Ammunition Capacity: 3 Full-Sized Variable Yield Proton Warheads w/a Solid Phrik Kill Munition


The CEC Trident MK. I is the follow up to a prototype torpedo that was propelled through the EM(HLS/VLS)LS when it was in its testing stages, and was created and marketed due to the prototype torpedoes success. Able to be launched at speeds that approach a total of six kilometers per second, the Trident makes an extremely dangerous weapon when combined with its unique aspects. Because it hasn’t been equipped with a full propulsion system, and is actually guided by ion thrusters and propelled by the electromagnetic system, the Trident is able to host more than one warhead, and sufficiently more capable components.

Named the Trident for its three, full-sized variable yield proton warheads that are capable of separating from the primary Phrik kinetic kill projectile to target different parts of the same, large target, the torpedo is dangerous to capital craft. As the armor penetrating kinetic kill phrik munition embeds itself in an important system, and deals a large amount of damage to its speed, three warheads of varying yields are capable of targeting the same area, or targeting different parts of the same, large craft. The torpedoes are also effective against clusters of fighters due to the fact that the three warheads can be remotely detonated at a specified distance, and this proves that the torpedo, launched from a capital craft, can be used effectively as both a method of offense and a line of defense.

Multispectrum homing, and sensor synchronization with the ship it is launched from enable a connection to the BattleNet, and both superior tracking and homing based on data not normally available to torpedoes. This feature is only enhanced by a Reflec coating, and an anti-point defense durasteel reinforcement combined with ion thrusters that allow it to maneuver in its trajectory up to 280 degrees to change targets, control individual warheads, and defend against point defense systems while maintaining a significantly lower size on sensors. The torpedo is able to act as a capital ship’s favorite weapon because of these features, and strike a level of fear into opponents not originally thought capable of being felt from one weapon.


+ Multispectrum Homing
+ Sensor Synchronization (It synchronizes to the sensors of the ship it is launched from, can synchronize with the BattleNet for further information in targeting, and similar synchronizations to drastically improve accuracy)
+ Reflec Coating & Anti-Point Defense Durasteel reinforcement
+ Remote detonation control
+ Advanced Components (the components are sophisticated, more durable and resistant to such weaponry, and allow for a superior projectile compared to most, w/a higher amount of accuracy)
+ Ion Thrusters (allows up to 280 degree change in trajectory, so that it can both launch and then focus on its targets)
+ Not being launched by conventional, engine-based propulsion allows the 3 meters to be filled with more advanced electronics, a larger amount of explosives, et cetera
+ Phrik Kinetic Kill Munition is capable of causing immense damage through armor penetrating, bunker busting traits
+ Potentially Indefinite Range

So begins...

The Hallowed Dagger's Story