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The Serpindal Shipyards
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Posts: 311
Threads: 169
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
22-05-2025, 11:00 PM
(This post was last modified: 28-01-2026, 01:12 PM by Sarias.)
The Serpindal Shipyards
"As one looks for opportunity in distant stars, forget not oneself or else stagnation may take root"
- Lord Sarias, Pentarch of Resurgence
For years Serpindal has served a purpose of industry, resource and beacon of House Horuset’s growth and prowess - a gleaming picture of the Empire’s Efficiency. The Serpindal Shipyards is the crown upon this achievement, split between Orbital Station Aurek, Besh and Cresh.
Its production bays have marched unrelenting as ships of war took flight, though said pace was at times paused for repairs to be conducted in its production bays. Now, with a dedicated bay for repairs in place, production may flow unwavering.
Management of the bays befalls the Pentarch of Resurgence, with repair and construction requests to be forwarded to them or the Shatajir of Resurgence.
Construction Bays
OOC Note
Unlike the repairbay the time needed for construction of the individual ships cannot be influenced. This is to encourage being selective if one begins the process of having one created and making the time invested into repairing them vs just making a new one.
Exception to this is typically shuttles or other smaller vessels of equal size, which are produced in one of the construction bays specifically and often not worth repairing extensively.
The four construction bays of the Serpindal Shipyards are divided into differing roles, permitting them to handle multiple requests with smaller ships being the most frequent of deployments, while a singular large ship may occupy the largest bay for months.
Construction Bay Zerek
Largest of the bays it can accommodate ships up to a fully sized harrower, though ships constructed are likely to be smaller than such. For to settle on the construction of something in this bay shall occupy it for many months.
Delta-Class Carrier
Construction Time: 6 months
BSX-5 Dreadnought
Construction Time: 8 Months
Terminus-Class Destroyer
Construction Time: 10 Months
Harrower-Class Dreadnought
Construction Time: 1 year
Construction Bay Yirt + Xesh
Twin bays slated to handle construction jobs of a middling range, anything from troop transports to light-class cruisers emerge from their queues. With ships of said sizes often being in demand, seeing both bays in use is not unusual.
Imperial Military Transport (IMT)
Construction Time: 1 Month
VT-22 Light Troop Transport
Construction Time: 2 Months
S-Class Light Star Cruiser
Construction Time: 4 Months
Imperial Prison Ship
Construction Time: 4 months
Keizar-Volvec Bulk Cruiser
Construction Time: 4 Months
Gage-Class Transport
Construction Time: 6 Months
Construction Bay Wesk
The most active of the construction bays, it handles output of fighters, shuttles and other smaller ships that rarely are worth the investment of time and repairs to recover, where a new one could be made in its stead.
With demand always high for its output this bay is exclusively dedicated to this purpose and thus cannot accommodate a queue of individual requests.
Imperial Shuttles
Fighters
Bombers
Repair Bay
"Now… We soar on durasteel wings"
- Sith Stuza, Shatajir of Resurgence
OOC Note
Unlike the construction bays, the repair bay can only accommodate one ship at a time. Said repair times can vary greatly in how long they take to get done, and can be sped up by player influence.
A ship can be in 4 stages with ‘Battle Ready’ being undamaged, down to ‘Critically Damaged’, with each stage taking longer to repair. We have ensured repairing a ship larger than shuttles and such -always- will be faster than constructing a new one.
Players can influence these repairtimes by creating assets towards producing or acquiring ship components. Perhaps your character takes over a factory that creates components for Shield Generators, or your character manages to strike a deal with an NPC of influence to see them setup trade agreements towards House Horuset.
A second option is to go secure a component for a single ship, however we strongly encourage the first option, as it not only gives your character a direct source for a component if their ship(s) get damaged again, but also IC’ly gives them some political leverage.
Long we have prepared for the extension of a repair bay – the tool from which our grip upon the northern territories shall tighten. Now is our time to execute. The operations of old will not suffice, if we are to excel, we must create something permanent.
You will find an extensive list of all the assets that will aid in repairing our fleet..
ASSETS- Shield Generators
- Turbolaser Batteries
- Ion Cannons
- Laser Cannons
- Proton Torpedo Tubes
- Concussive Missile Launchers
- Single Core Reactors
- Life Support Systems
- Gravity Control Systems
- Engines
Ship Modifications
With the presence of the repair bay, specialized droids and plenty of hands, modifications of existing ships have begun to occur on a case-by- case basis. Ranging from mission-specific utility, to those with enough pull or sway to see personal ships modified or crafting new weapons in naval combat and war for the powerbase.
For its utility said modifications will take up spots in the construction or repair bays, and may range widely in how long they take. Swifter modifications are often easier to get approved, but more ambitious Sith may get more intricate or complex modifications done if they play their cars right....or simply time it well-enough the bays are not occupied.
OOC Note
If you have an idea about a ship modification you wanna do or maybe aspire for down the line, please open a ticket and the team can look at it. Stuff like the scope of your modification, any particularly tough-to-get parts and the size of the ship of your modifying can affect it.
As mentioned above ship modifications can vary greatly. If you wanna just add a new coat of paint or change the seating in your ship or have minor repairs done that will typically not require even using the Serpindal Shipyards.
Some modifications of smaller size that uses the shipyards may come not to occupy a spot either, typically swift modifications that take less than 2 weeks.
Additional Links
Serpindal - Jewel of the Horuset Powerbase
The Ships of the Sith Empire
Posts: 311
Threads: 169
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
29-10-2025, 08:47 PM
(This post was last modified: 29-10-2025, 08:49 PM by Sarias.)
OOC Update:
2 new ships have been added.
Imperial Prison Ship
Imperial Military Transport (IMT)
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Ongoing Crisis
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The Republic Marches amongst lit fires!
The Balance of Power in the Northern Territories!
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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...
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((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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