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Sol Walker
Crew

PostPosted: Sun Jan 21, 2007 2:45 pm
Entry No: 00950
Subject: CEC PB-2040 Patrol Boat
Status: Fanon
Capsule:
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This is an older boat by Legacy standards, well over twenty years old by the time Fel's double kicks the bucket.
But by Corellian standards she's a classic.
The 46m long PB-2040 is still a staple among the Corellian Security Force despite being an older model. She's fast and Durable, able to run down local pirate ships and smugglers and take a few hits in the chase as well which endears the old gunboats to her crews.

In active military or security service, she preforms escort, patrol, and armed transport missions, using her twin VTOL Nova-Horizon Engines to outmaneuver larger ships and get in a good shot with her dual proton torpedo launchers (4 torp magazine), Dual light ions, or her dual light lasers. And with a pair of Solar-Edge Engines and a B-block ion drive mounted on as well, she's got the speed and power to make heads roll.
To cover her rear, she has four retractable high powered quad cannons and a pair of flare launchers to distract enemy warheads.
The Corellian Military and Security forces, when going to face opponents known for having capital ships or lots of starfighters, would bolt on Hardpoint missle racks that would carry either Heavy ion Rockets, or cluster missles.
New legislature in the Corellian parlament forced CEC to do away with this nasty feature three years before the Sith Imperial war, so finding the mounts and ammo to reequip this feature is nigh impossible now. Same legislature also forbade civillian model PB-2040's from carrying much of their toys. Off the showroom floor a civilian pilot can at best expect her to have her ions, lasers, and flare launchers.
Civilian models also have an inferior hyperdrive compared to the PB's that Corsec and the navy use, rating in at only 1.5 past lightspeed. Military models have a swift .5 hyperdrive to compare.
Fortunately, the speed and armor of the ship arent clipped. The civ 2040 can still out run a TIE, land on a dime, take a couple missles to the aft, and survive incredible abuse at the hands of her owners, all while still Staying in the sky.

Crew for a PB numbers usually at five: a Pilot, a Co-pilot, an engineer, and two gunners. This number doesnt include boarding crew that Corsec usually uses to take wanted ships, and the military models reflect this.
At least half the cargo space is worked over for room to fit a five man boarding team and cells for ten prisoners in cramped cells.
Civilian PBs dont have this worry, needing at the least two men to fly her. This gives the ship a healthy 750 metric tons of cargo space plus room for three paying passengers.

Outlaws should be wary of this ship in Corellian space. Thats where all the fully stocked military models are.
Any PB outside of the Corellian sector, however is just a fast, well armored cargo ship, most likely an independant trader or merchant running cargo through pirate infested stars.
It should be noted, however, that while the good toys have been removed from a Civilian boat, the mounting equipment and racks all conspicuosly still remain.
CEC knows what it's customers want.
To bring a PB to Corsec Spec takes a lot of time, a lot of scratch, and a lot of hard work, but it can be done. Its a labor of love that few are willing to spend time going through for a workhorse ship, but some spacers do care enough about their vessels to dump the cash, time, and elbow grease into such a project.
They never regret it.

(Many thanks to Stellarmagic for calculating the ship's dimensions)  
PostPosted: Sun Feb 04, 2007 5:36 pm
Entry No: 00951
Subject: Antarian Rangers
Status: Canon
Capsule:
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When Jedi need something blown up, shot up, or taken out the old fasioned way (I.E. without the Force), for over seven centuries they've turned to these guys: The Antarian Rangers.
A Paramilitary Force of NFU's founded in 620 BBY on the world of Antar 4, the Rangers are an unoffical part of the Jedi Order, assisting individual Jedi Masters and Knights by acting as soldiers, spies, sabotures and covert operatives.
Thats right. Long Before some force monkeys started using clones to fight their battles, there were people willing to already do this for the Jedi.
Never all that many in number, they made up for this by being quite proficient at their tasks, good to the point that the Emperor sought to wipe them out after Order 66.
He failed. By the Vong War they were up to pre-Clone War strength.
Lacking a specific uniform, Antarian Rangers can nonetheless be identified by their preference for "Bomber" Jackets (A type of jacket worn by off duty military personel throughout the galaxy) and for their frequent use of Greff-Timm's AR series of Blaster Rifles: Powerful long range blasters notable for their built in signal Flare launch setting and a barrel mount for a glowlamp or a vibrobayonet.
Totally loyal to the Jedi, they are often times more frightening than the Jedi themselves.
Most people can spot a Jedi.
They usually cant spot the Antarian Ranger that might be acting as the Jedi's bodyguard until its too late.  

Sol Walker
Crew


stellarmagic

PostPosted: Tue Feb 06, 2007 12:25 pm
Entry: 0078596
Subject: Clan Maki
Status: Fanon
Capsule:

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Kusei Maki

History: A tiny slice of Mandalorian Society, the Maki Clan has risen to galactic prominence with their recent involvement in the suppression of loyalist forces along the rim. There participation was invaluable due to their unique talents and weaponry. It was these talents that ensured the overthrow of the Mandalorian Imperialists and the restoration of true Mandalorian ideals and philosophy. They became saviors of Mandalorian Culture, a post and title that once would have been thought unthinkable.

Clan Maki is best known for their most distinctive deviation from the Galaxy as a whole, their near addiction to cyberization and technological augmentation. Quite often a Maki child is fully cyberized by their early teens, and it was this unique trait that would ensure the small size and isolation of the clan.

This also resulted in the Maki developing an intense interest in the fields of information warfare and computer technology. There is nothing more terrifying for a member of the Maki Clan then the thought of being controlled from afar through their cyber-brains by some distant slicer. To counter this, the Maki clan uses a completely distinct computer language from the galactic norm, one that is almost impossible to understand by most other slicers. In addition many members modify the operating system of their cyber-implants both for added security and efficiency. In addition the Maki clan has conducted significant research into prosthetics, even making complete prosthetic bodies for themselves and medical causes around the galaxy. The tendency to augment their natural abilities with cybernetics and prosthetics would make them cast outs of the Maki clan, it would also be their keyes to re-admittance.

Clan Maki had once been considered renegades of the Mandalorian Clans, Dar’manda. Only through assisting Boba Fett with his prosthetics did the clan gained acceptance once again in the Mandalorian Nation, but this return to the fold would be short lived.

In conjunction with several fringe elements and MandalHypernautics the Maki Clan went to work on a development project designed to create the ultimate in starship construction, a living ship. The project, codenamed: Arcadia, would turn out to be a disaster for the Maki clan when the two prototypes were destroyed as initial pilot testing was about to begin.

Once again the clan found itself under the ire of a Mandalore. They would remain cast out for over a hundred years, until a neo-imperialist movement would cast the Mandalorian People into a bloody civil war. With the apparent victory of the neo-imperialists and with Mandalore the Immortal, the current Mandalore driven from their home system the Maki clan came to the rescue, uniting with elements of the Fett and Skarata clans joining them to fight the neo-imperialist Mandalorians. Since then the Maki Clan has used its traits and unique abilities to ensure the destruction of these neo-imperialists. After Mandalore the Immortal’s apparent demise the leader of the Maki clan, Ari Maki has temporarily taken the reigns of the Mandalorian tribes until a new Mandalore can be chosen.

Equipment
The Maki Clan has a number of unique pieces of equipment, ranging from homebuilt starfighters to high utility robotic vehicles and mecha.

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The Tra’Baar-class Corvette is the great grandchild of advances made by the Maki clan with the Arcadia project. The ship represents the most dangerous production starship that can be piloted by a single pilot. Like most Maki equipment it requires its user to be cyberized with compatible implants. Unlike the original designs these vessels lack any sentience or sense of self becoming one with their pilot and entirely dependent upon the pilot.

The small craft is armed with a pair of quad class-7 turbolaser turrets, two class-9 torpedo launchers, and a plasmatic particle-beam emitter that can slice through the shields and hulls of most light corvettes and starfighters.

Fast, well shielded, and highly maneuverable the Tra’Baar is a favorite of the Maki, almost every member owns one and has customized it to his or her demands. She is feared by starfighter pilots and those smugglers with marks on their head large enough to attract a Maki’s attention.

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The Dral’biskar’strill or “Bright Metal Strill” is a unique piece of equipment which currently is in service with Clan Maki, the unit also is a further development of the Drall’strill’gam which first entered service shortly after the cancellation of project Arcadia, almost all examples of the earlier production model or “Strill Suit” as it was called were destroyed or recycled by the Maki clan when the “Metal Strill” proved itself.

“Metal Strills” are tiny and swift quadruped walkers that have small wheels installed within each foot to enable high speed travel on flat terrain. They are capable of completely autonomous action due to a highly advanced learning AI. While very smart the AI has many of the behavioral mannerisms of a giddy child. Additionally the vehicle may be piloted by a fully cyberized member of the Maki clan. Measuring only about two meters in height they can pack a surprisingly large array of weaponry into their meager chassis.

Each “Metal Strill” is equipped with both a ray shield generator and an omni-directional repulsor-shield. In one of the two manipulator arms there is a repeating blaster cannon, in the other a flame projector. In the center of the vehicle is the primary armament, a magazine fed micro-proton torpedo launcher. All of these weapons may be replaced by other arms and equipment designed for specific missions, such as cutting torches, plasma cannons, and micro mass-drivers. In addition four spray emitters on the vehicle enable it to deliver a unique webbed material, most closely analogous to the spray of a stokhi spraynet, which can act as cables making it possible for the vehicle to travel by swift hops from building to building like a jumping spider.

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The Maki’gam or “Maki Armor” is the only traditional mecha in use in the galaxy as a whole. Equipped with a repulsor-shield and ray shielding this towering suit of armor can withstand attacks by most small arms and light artillery. Still, it has little chance when facing the awesome firepower of a heavy blaster cannon or turbolaser.

The armor is impossible to utilize without Maki style cybernetics, this is because the cockpit is completely empty of instrumentation, controls, and even view ports, much like the inside of a “Metal Strill”. Basically it’s a seat with a cyberport. Once plugged in a Maki Warrior turns the suit itself into his body, enabling the Maki to design oversized versions of traditional small arms for the armor. These very from railgun designs to heavy blaster cannons, but all are used by the suit just as an infantrymen uses his own equipment, with his hands.  
PostPosted: Fri Feb 09, 2007 11:51 am
Entry: 114261169
Entry: Anzati
Status: Canon

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Capsule:

Legends, no matter which galaxy you're in, are told. Stories which are told to children to keep them in line, or explanations for those things which cannot be explained normally. This is what the Anzati are. Known by many nicknames, such as "luck-suckers", "snot-vampires", or "grey-matter eaters", these creatures are much like the defel, shrouded in mystery, but completely real.

Near-Humans, Anzati seem to be more like superhuman. Long lived (often times around 1000 year lifespan), an Anzat can also regenerate from wounds far faster than a normal human, and are known to be strongly telepathic. Of course, the Anzati need all the help they can get. This race is heavily isolated, even from each other. They rarely return to their homeworld once they leave it. Sexual drive may cause an urge to return to Anzat to mate, but mostly these creatures are in the galaxy.

Anzat can be distinguished most plainly from the humans from a pair of tentacles protruding from pouches in their cheeks used to "suck the luck" of a victim. When these tentacles are retracted, anzat are indistinguishable from normal humans. There is a slight tendency for a fatter, broader nose in some of the older, experienced creatures, but this is not a staple phenotype to rely upon.

The anzati culture is non-existant at best; as isolated as they are, its not surprizing they would have little heritage. However, the most widely known profession of this species could fit their culture. Many of the Anzati become bounty hunters and assassins. Already well known to be terrible creatures of children's nightmares, the repuatation gives them the rep most other species need to work for. Combine that with longevity and inhuman abilities, these creatures could easily fit into the underworld of the underworld, often times working in the darkest and dankest environments to hunt down the worst criminals and rivals for crimelords. What could be scarier than an immortal vampire, unable to be detected by thermal scanners (no body heat or pulse), who is an assassin to boot?

One of the core principals of the Anzati is the "soup" which all organisms carry. The tentacles allow for the drinking of this "soup", though it is still widely unknown as to what the "soup" entails. Some say it is the brains, others say its a force which is not material. Either way, this drink of the Anzati is one of the most driving forces they hold. So strong is the pull to drink, no anzat has ever been a jedi without being corrupted. Also known are Feral Anzati, which could scare even the most educated anzat. The one thing known about the soup is this: A combination of intelligence and luck make up the drink, so people such as Thrawn or Solo are mouth-watering from 100 feet away.

There have been some Anzat hit the "known" status. Dannik Jeriko is the most famous example of this mythed race. He has appeared throughout the galaxy near some of the more popular people, such as Solo, Kenobi, and others. Working for a price most considered unreasonable, he preyed upon the scum of the scum of the galaxy, the murderers, theives, rapists, and capital punishment, those whom could be said to "not be missed"...  

Nelowulf
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ElladanKenet
Crew

PostPosted: Thu Feb 15, 2007 3:33 pm
Entry: 666-998-675
Subject: Lightwhip
Status: Canon
Capsule:

The common image of Jedi and Sith included robes, sage advice, and a glowing saber of variable colors, the symbol of their orders for countless millenia. A little known device was also used by other Force-Adepts, called the Lightwhip.

Lightwhips, also known as energy whips or laser whips, were rare, extremely difficult to use variants of the lightsaber. It was basically a vibrocord whip with a handle and button that could light up just like your traditional saber. The cord was usually made of lightsaber-resistant material which the laser conducted around. These weapons were, however, very intricate and inefficient compared to lightsabers.

Notable users of this included Kit Fitso, the Dark Lady Lumiya, Ona Nobis, Githany, Maleval, and Silri. The one used by Lumiya, the most skilled lightwhip-user, was made with Mandalorian iron and a shard of the powerful Kaiburr crystal. This made it extremely powerful, and unable to defend against with one lightsaber. Luke Skywalker was forced to use a Shoto in the brief battle he had with the Dark Lady of the Sith.

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PostPosted: Thu Feb 15, 2007 3:53 pm
Entry: 777-998-521
Subject: Shoto
Status: Canon
Capsule:

Another misconception about Jedi was that they all used one weapon. While this may be true in most cases, many Jedi and Sith used secondary weapons to fit their fighting style. Jar'Kai, the official Two-Saber style, was created for this reason, and the secondary weapon of choice in most cases is a Shoto.

And in a nutshell, a Shoto is basically a mini-lightsaber, also called Lightdagger. The handle and blade are each about half the size of the traditional weapons. They are, however, no less potent in the right hands. Master Yoda himself used one as his primary weapon, although this was as his actual saber, and not a complimenting weapon.

A shoto is also an archaic, wooden sword. Most of these were used in training and fencing, in place of the more common and dangerous sabers, although some of these were known to be quite potent, such as the ones used by obscure jedi Link Darksun.

So, the next time you come across a Jedi or Sith vagabond, and he happens to be carrying one of these, do yourself a favor and don't laugh. You might not have a head afterwords.

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ElladanKenet
Crew


Ral Roke

Dangerous Hunter

PostPosted: Mon Feb 19, 2007 4:15 pm
Entry: 158992
Subject: Feeorins
Status: Canon

Capsule:User Image

Feeorins are a race of humanoids with great strength and an almost unmatchable endurance and stamina. They stand on average at 2.2 meters and have tendrils similar-looking to a nautolan. They vary in skin color but typically range from yellow to shades of green and blue. There have been cases of jet-black and even white skinned feeorins. Scariest thing about the Feeorins' physiology is their metabolism which causes them to grow stronger, quicker, and tougher with age. Not to mention that Feeorins live for about four centuries. In fact when a Feeorin dies of old age there is no warning and they'll just fall over dead.

The race's homeworld of Odryn was rendered incapable of sustaining the Feeorins a few millennia ago so they tend to be scattered in the Outer Rim. The colonies that they formed after they fled were mostly seen as an invasion by the native species of those worlds and the Feeorins have been forced to fight to survive in many instances. In fact this coupled with the Empire's policy towards non-humans caused the population of Feeorins to fall below one million during the reign of the Galactic Empire.

The race's size, strength, and toughness make them ideal mercenaries and soldiers and that is indeed a common role to see them in. In fact their tendency for brutality makes them especially dangerous in combat. Their favorite weapon is the double vibrosword, and they are one of the few species in the galaxy with enough strength to wield it effectively. They relish the chance to get to carve an opponent with the heavy weapon. Although most Feeorins don't have quite the cunning of others, those that do have been a fearsome bunch indeed. Among them being the legendary pirate Nym, who even the Empire was careful not to cross, and the dread pirate Rav. While extremely rare there has been a force user or two among Feeorins, including a Jedi that foresaw the end Odryn.

You have now been sufficiently warned about the danger of crossing a Feeorin. If you do upset one, run and hope you lose him before you tire out. The OGG is not responsible should you fail.  
PostPosted: Fri Mar 02, 2007 3:20 pm
Entry Number: 3686-A
Subject: Galactic Fahsion: Royal Naboo Court Atire
Status: Canon
Capsule:
The costumes of Queen Amidala are not futuristic as some would think, but taken from past cultures of our own planet. “George has long asserted that the Star Wars movies are not futuristic—that they are period pictures, drawn from the past, ‘a long time ago in a galaxy far, far away’”. Some of the cultures used to inspire Biggar include: Japanese, Mongolian, Chinese, African, European, Eskimo, and Tibetan. In fact, “A multitude of influences were drawn upon for inspiration: global cultures and art, painting and sculpture, historical costumes ranging from early civilizations to contemporary fashion, from ethnic clothing to elaborate imperial court attire”. The Queen started out with only five costumes, but by the time filming began it had been increased to ten or eleven.

When designing the characters for Episode I, concept artist Iain Mcaig was told “that Queen Amidala was to be in disguise” for that reason she wears high necked clothing and white face paint similar to that of Queen Elizabeth I, Mongolians, and geishas. In all of the Queen’s costumes this is seen, including in the end battle costume.

The first costume Queen Amidala is seen in is the “Throne Room Gown” and is influenced by Chinese Imperial court styles. Originally, Biggar decided to make the costume out of velvet, but ultimately decided against it choosing a fine silk-satin cord. The dress is constructed using panels of self-piped fabric with a total of 25 panels in the dress and 15 in the each sleeve. The dress is also trimmed in faux-fur with gold embroidered motifs on the hanging front panel. “Work on the dress, which took eight weeks to complete, began with the manufacturing of an undergarment that resembled an upside-down ice cream cone. The shape of this undergarment was constructed using many narrow panels of canvas that were reinforced with rings of crinoline steel around the hem to keep the shape rigid and support the weight of the fabric, allowing it to skim the floor, creating a floating, gliding effect.”
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Padme18


Padme18

PostPosted: Fri Mar 02, 2007 3:22 pm
Entry Number: 3686-B
Subject: Galactic Fahsion: Royal Naboo Court Atire
Status: Canon
Capsule: The second costume seen is the “Travel Gown I” black dress worn by the decoy Queen, Sabe, during the Queen’s escape from her home planet of Naboo. The dress is competently hand made of lace that took someone about a month to create. The dress also features black beading and a plumed feather headdress. At this time, the handmaiden Padme, whom is later revealed as the real queen, wears a costume made of Ombre dyed velvet titled “Flame Handmaiden”. “The dress was dyed in small pieces which regulated the amount of dye used throughout the costume”. “The red sashes, sleeves, and inner hoods are in a bias-cut silk crepe trimmed with antique guipure motifs dyed to match”.
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The next costume the queen is seen in is her “Coruscant Pre-Senate”. The costume is kimono like in appearance and is made form a pale lavender fabric. “It has a fan-like hairpiece, and antique lace and beading hanging from it. It has a rose-colored crinkley [sic] underdress [sic] and two layers of overdress. The outermost layer has penguin sleeves, and the gown is belted with a wide obi”. In Episode III, Queen Apailana wears a similar gown to Padme’s funeral.
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The most elaborate costume worn by Portman in The Phantom Menace is the “Senate Costume” worn when Queen Amidala addresses the Galactic Senate. The costume is made from silk velvet like many of the Queen’s costumes. “It is lined in an orange metallic organza, enhanced on the collar and cuff facings with seed pearls and trapunto detail”. The headdress she wears is Mongolian inspired and made from gold-plated cooper with jewels and filigree detail. The beading had to make this one of the heaviest costumes worn by Portman.  
PostPosted: Fri Mar 02, 2007 3:23 pm
Entry: 3686-C
Subject: Galactic Fashion: Royal Naboo Court Attire
Status: Cannon
Capsule: There is a second black costume titled “Post Senate Appearance”. It is made from “Black fringed silk and cut chenille fabric with panne velvet rouleau, lined in gray shot-silk taffeta.” and has inset panels of vintage trim made from metallic thread, beads, and jet. These pieces were from around 1910 and had to be partially reconstructed my master embroiders. The headdress has hanging jet-bead side drops and a single gold centerpiece with forehead drop.

The costume worn during the Queen’s flight home from Coruscant is made of purple velvet and titled “Travel Gown II”. This costume “consists of purple paneled velvet overdress, which has a discharge-printed allover Naboo pattern, and a pleated silk underdress, worn over stiffened layered petticoats”. The flowing sleeves are finger length and corded overtop of petal-shaped undersleeves made from double-layer shot-silk chiffon satin. The headdress consists of chiffon veils hanging from a central gold piece embossed with the royal emblem. According to the Padawan’s Guide, a fan website dedicated to the reproduction of the gowns, the headdress may be inspired by Titan’s portrait of Caterina Cornaro of Cyprus.

The “Battle Outfit” worn by the handmaiden Sabe is Red with a black overdress and black accents on the sleeves giving it an Asian look. The headdress is similar to that of the “Throne Room Gown”. The battle costume worn by the real Queen Amidala is “a kind of dark maroon velvet. The sleeves are lined with a brighter wine colored fabric…the undersleeves are also a maroon fabric, with a ribbed texture”. The costume also features gold trim on the coat and pants.
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The final costume of Queen Amidala is the white “Parade Dress”. This is worn at the end of the movie during the victory celebration. “It is a simple white gown, that looks like silk, with a tabard down the front that is, I believe, hand painted”. The cape, which appears to be made of gauze, is made from over 250 petal shaped pieces of fabric that is dyed with pastel colors.
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Padme18


Sol Walker
Crew

PostPosted: Sat Jun 23, 2007 10:16 am
Entry No: 75195
Subject: Guns of Seya Qu
Status: Fanon
Capsule:

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When Blasters are unavailable and/or suffer from the terrain, often locals on the Fringe worlds of the Galaxy have to make due with signiffigantly lower tech.
On Seya-Qu, a backwater prone to planet wide Electromagnetic surges that occur yearly, both happen to be the case.

Settlers to Seya-Qu found that the mechanical workings of Slugthrowers were unaffected by what they call "The Big Surge", unlike blasters. In addition, they didn't need to be imported since they could be assembled by just about anyone with a working knowledge of them.

Now, Slugthrowers are the most common distance weapon on the planet, displacing even the native aliens' homemade weapons.
Most of Seya-Qu's guns are constructed by local gunsmiths, the calibers of guns having been set long ago to promote standardization. And while there is a lack of Caliber variations, the Guns themselves come in an almost bewildering variety of appearances while still all performing roughly the same.

Seya-Qu's gunsmiths consider themselves something of artisans and as such their weapons tend to be well made, durable, and unique to each gunsmith who maunfactured them. For example, Charr N'barr, a Rodian shopkeep and gamesman, Is also one of the more popular Gun Crafters in the port city of New Karna. His guns are recognizeable by the noticibly larger trigger guards they possess, which he takes as his trademark.
Other Popular Gunsmiths include Cellif Ohek (a male human Rifle producer from Port Loka), Ely Nordres (Another human male who is a top notch pistol crafter also from New Karna) and the Craftswoman Vilaar, (A native Seya'Quon whose works are widely considered to be the standard from which all other guns should be compared.)

The Guns of Seya-Qu fall into three categories: Rifles (Called Hunters by the locals), Pistols (Crackers), and Sleeve guns.

Hunters: The Hunter is the Seya-qu term for a slugthrower rifle, as it is often used for hunting. The "average" Seya-Quon Hunter Rifle weighs in at 4.2 kg with a max range of 300 meters. It uses a five shot internal magazine and fires a 6mm diameter bullet with a heavy powder charge, though Military models used by the local militia have an expanded 20 round magazine (These guns are called Rangers and generally only available to proven Militiamen.) The "Average" Hunter is equipped with iron sights though a local telescoping scope that runs the lenth of the barrel is available.
The gun has noticible knockdown power, comparatively as much if not more than an Earthen AK-47.
A Hunter produced by an average gunsmith costs about 300 credits with popular gunsmiths commanding even more for their works. Slugs cost 30 credits for a box of 20. The scope costs about 100 credits.

Crackers: The Cracker pistol is the Standard sidearm of Seya-Qu. Its name comes from the distinctive rapport heard when fired, a loud notcible Crack. The pistol possesses a seven shot top fed Internal magazine and shoots a 10mm round that hits with more power than an Earthen Glock. It weighs in at 1.6 kilos and has a max range of 100 meters. Most Crackers produced often are decorated by their crafter or owners and shown off like jewlery. In addition, they're the prefered weapon of local gunslingers, usually carried in conjunction with a few sleeve guns.
A Cracker built by an average Gunsmith costs around 250 credits. Ammo is 25 cred for a box of 14.

Sleeve Guns: Popular with Urban dwellers of Seya-que because of their small size and decent striking power, Sleeve Guns are also popular with the criminal element onworld. Most people own a Sleave Gun for protection on Seya-Qu and keep them hidden on their person. In fact, its not uncommon for people to own two or more.
Oddly enough, the common knowledge about everyone is armed gives Seyan Qu cities a certain aura of safety and actually encourages politeness as no one wants to end up with an 8mm Sleeve gun round in them for simply offending someone.
Roughly as powerful as a Walther PPK, the Sleeve Gun weighs in at half a kilo and manages a max effective range of 10m. It has a two shot internal magazine that must be loaded individualy.
Price for a non remarkably made Sleeve Gun is 100 credits, with ammo costing 20 credits for a box of 10.  
PostPosted: Mon Jul 09, 2007 9:08 am
Entry No: Oh-One-Fiver
Subject: Imperial Rank and Insignia
Status: Canon
Capsule:

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When people think of the Empire, all they ever think about is the Lord Vader, the shiny Star Destroyers, and their terrifying Death Stars.

What people fail to mention are the people that actually do most of the running of the Galactic Empire. Following is a detailed list of the various ranks of members in the good ol' Imperial Navy and Army.

-Executor
-Grand Admiral
-Grand General
-Grand Moff
-Moff
-High Admiral
-Admiral
-Vice Admiral
-Commodore
-General
-Colonel
-Major
-Commander
-Captain
-Flight Lieutenant
-Flight Officer

The list itself ranges from the highest down to the very lowest commisioned officer. Let's instead take a closer look from the bottom up:

Flight Officer
Also called Deck Officer, this poor fellow is little more than the lapdog of a lieutenant. They have slightly more authority than non-commisioned officers, such as sargeants and corporals, but there is rarely any difference in actual ability or skill.
In theory, a Flight Officer's insignia would include one blue bar over one red bar with one code cylinder on the right.

Flight Lieutenant
The standard and most common officer aboard Imperial capital ships. Flight Lieutenants are actually ranked officers, charged with more speciic duties aboard ships, such as handling Communications, or operating the main controls. They often serve as second-in-commands to captains aboard Destroyers.
Insiginia consists of two blue bars over two red with a cylinder on the right.

Captain
The lowest ranked officer capable of commanding a vessel, be it Destroyer or corvette. Captains often serve as the commanding officers of their own ships, or sometimes as the second-in-command to more prestigous captains or higher ranked officers, an example being Captain Pellaeon serving as the flag carrier for Grand Admiral Thrawn aboard Chimeara.
Captain's rank is three red bars over three blue, with a cylinder at right.

Commander
The commander is a more generic term than captain, able to lead various other vessels, including larger Heavy Destroyers. Commander is also the rank of Army signifigance, such as the 'Commander' in charge of Endor's Shield Depot.
Commander is signified by three red bars over three blue with a cylinder on each side.

Major
A military rank higher than Commander, usually found in the Army. In Army terms, a Major commanded as many as a thousands soldiers. In the Navy, Major's were the commanding officers of an entire wing of TIEs.
They were signified by fore red bars over four blue bars with a cylinder on the right.

Colonel
Colonel is a rank slightly higher than Major, and again found in more Army ranks than anything. Colonels commanded an entire regiment of 4,000 soldiers within the military.
Notable Colonels include Jacen and Jaina Solo, Maximillian Veers at one point, as well as Jagged Fel.
Colonel rank was the same as Major with an additional cylinder on the left.


General
Practically the highest rank in the Military. Generals are the commanding officers on any ground battle, short of the presence of an Executor. General's commanded entire armies, while High Generals commanded all army forces in a system, and Surface Marshal within an entire sector.
Notable Generals include Rieken, Jan Dodonna, Crix Madine, Freja Covell, and Maximillian Veers.
General rank was identified by a major's rank, the only differences being more space inbetween the bars, as well as a silver plate behind them.

Commodore
Commodore was a rank many astrived for and few achieved. This rank allowed for the commandment of a Task Force, a smaller part of a Fleet. Commodores commanded as many as 3 destroyers along with 90 other smaller vessels.
Commodore is signified in theory by five red bars over five blue with a cylinder on the right.


Vice Admiral
Just below that of the rank of Admiral, these men were the second in command to Admirals. They often had just as much authority and experience, but lost out due to favoritism or simple seniority in some cases.
In theory, Admiral was represented by six red bars over six blue with one cylinder on the right.


Admiral
The lowest of the high ranking officials. Admirals commanded entire fleets within the Imperial navy, and are equivalant to the army rank of general. Their fleets centered around 6 Destroyers and 400 other ships.
Notable Admirals include Piett, Ackbar, Thrawn, Pellaeon, and Orvell.
Admirals often served as second-in-commands to higher ranked officers, usually carrying their flag and commanding their command ships.
Admiral rank was six red bars over six blue with cylinders on both sides.

High Admiral
High Admiral was an even more powerful rank, able to command entire sector fleets. This was a strictly military rank, equivalant to that of Moff, and only present in Sectors with intense Rebel activity or hostile natives.
In theory, High Admiral shared the same rank as Moff.


Moff
The commanding political and military vigure over an entire sector in space. Moffs were common in most sectors, except those of intense Rebel activity. In these cases, a High Admiral was promoted to serve as the military head, while the Moff maintained political power.
Now, what's despicable about this is what I just mentioned: they're political figures. In fact, most Moffs are appointed by Palps or other Grand Moffs whether they actually know how to govern or not, much less lead a fleet. Crazy, really.
Moff's rank was in theory six blue bars over six red, although this is debated as their is actually no footage of official, canonical, Moff insignias.

Grand Moff
For the Imperial citizen, this was the highest possible politcal rank you could hope to achieve. Grand Moffs wre in charge of Oversectors, huge groupings of many sectors. They also served in Priority Sectors, such as the Maw Installation, Coruscant, Kuat, and the Death Star II were the places mentioned that were in 'priority'.
Like Moff, Grand Moff is also an appointment. You could be promoted to it, technically, if you were the only Moff remaining in your Oversector and all other Moffs and the Grand Moff die, but otherwise Palps decides who gets what, regardless of qualification.
Notable Grand Moffs include Wilhuf Tarkin and Morlish Veed. The rank of Grand Moff eventually replaced Grand Admiral and Executor by 130 ABY.
Grand Moff insignia was six blue bars on the right of three red bars over three yellow bars, with two cylinders on each side.

Grand General
The absolute highest rank in the Army. The only known Grand General was the leader of the Stormtrooper Corps. He is considered to be, unchallenged, the best soldier in the entire Empire. Basically, he's a Null-class ARC Trooper in white armor.
In theory, they have the exact same rank as Grand Admiral.

Grand Admiral
The big cheeses of the Navy, and higher in authority than even Grand Moffs. Grand Admirals were considered the most powerful and experienced members in the entire Navy.
Palpatine originally appointed 12 Grand Admirals to serve in his Circle of Twelve. They are:

-Martio Batch
-Nial Declann
-Grant
-Josef Grunger
-Ishin-Il-Raz
-Afsheen Makati
-Mitth'raw'nuruodo (core name "Thrawn")
-Danetta Pitta
-Peccati Syn
-Miltin Takel
-Osvald Teshik
-Rufaan Tigellinus
-Demetrius Zaarin
-Gilad Pellaeon (following the formation of the Imperial Remnant)


You can't get higher than this without trying, mate. And trust me, you don't want to cross paths with these guys, especially if they have blue skin, red eyes, and enjoy visiting museums.
The rank was identified by white uniforms, and the insignia was six blue on the side of three yellow over three red with cylinders on the sides.

Executor
Le grand fromage. L'honcho superior. The Godfather. Mr. President. Etc. This is the undisputed leader of all military forces in the Empire. He answers only to Palps himself, and has the authority to abuse and punish anyone he sees fit, with impunity. They are unrivaled in skill and strategy.
There is no rank for Executor. It is simply a title.
The most notorius Executor was Darth Vader himself. Though in command of the entire Imperial Military, he himself headed Death Squadron, an entire Fleet made up of the best pilots, soldiers, storm troopers, and officers within the entire navy, minus the Grand Admirals.
Other possible Executors were Sedriss and Xecr Nist.

I don't think I need to discuss the Emperor. That pretty much makes you the "Queen b***h of the Universe" (Sarah Kerrigan, 250 cool .

So, now you know who to shoot, who to run from, and who to avoid all together. Do good in your duties and remember that your best bartering tool is usually some fringe element you have they they don't.  

ElladanKenet
Crew


Nelowulf
Vice Captain

Codger

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PostPosted: Sat Dec 01, 2007 1:19 am
Entry No: 849573
Subject: Brevity Code
Status: More Fanon than Canon
Capsule:


Due to the extreme nature of battle, Brevity Code has been created by many factions, and for the most part standardized in many languages, in order to help explain complex situations as easy as possible. Naturally, this kind of slang will be used when time and effort are inversely linked, often times to relay orders as fast as possible due to a quickly degrading scenario. While it is not necessary as much in dogfights in space to necessarily use brevity, as many ships are capable of taking a few hits before disentegration, their use is still quite plausible.

A
Abort- Cease the current action, attack, event, or mission.
Action- Essentially a tactical maneuver or attack sequence.
Active- Condition of Sensors which pick up emitting signals on outside sources.
Anzati- Hostile Anti-ship Missle.

B
Bandit- Identified enemy craft. Not necessarily right to engage.
Bonzai- Call to use launch and decide tactics (do what you think is best).
Bingo- Out of fuel (extremely rare in SW universe)
Blow Through- Just what the name sounds like; not engaging hostiles.
Bogey- Unidentified craft, be sensors or visual
Break (direction)- Directive to perform an immediate maximum performance turn in the direction indicated,
Brevity- Radio frequency is becoming saturated, degraded, or jammed and briefer transmissions must follow.
Bugout- Separation from that particular engagement/attack/operation; no intent to (Direction) re-engage/return.

C-E
CAP- Combat Air Patrol; Orbit a specific location defensively.
Cease Fire- Complete firing.
Chicks- Friendly craft
Cleared- Action is authorized.
Cleared Hot- Ordinance Usage Authorized (aka: Fire at will.)
Closing- Decreasing in range.
Cover(ing)- Self explanatory; defending.
Engaged- Maneuvering with the intent to kill.
Estimate- Provides estimate of the size, range, height, or other parameter of a specified contact.

F
Fox One- Semiactive guided missle (proton torpedo-like thing)
Fox Three- Active radar guided missle (homing cluster missle)
Friendly- Friendly contact.
Furball- Dogfight; scenario with multiple friendlies and bandits intermixed.

G-H
Grandslam- All hostiles shot down in a specific grouping (like squadron), or fully cleared area.
Green (direction)- Closest clear space, safe to fly.
Hard (Direction)- High-G, energy-sustaining turn.
Heads up- Alert of an activity of interest.
Holding Hands- Aircraft in visual formation.
Hold Fire- An emergency fire control order used to stop firing on a designated target, to include destruction of any missiles in flight.
Home Plate- Home airfield or carrier.
Hook (Left/Right)- Directive to perform an in-place 180-degree turn.
Hostile- A contact identified as enemy upon which clearance to fire is authorized in accordance with theater rules of engagement.

L-P
Locked- Final radar lock-on.
Lost Contact- Sensor contact lost.
Lost Lock- Loss of sensor lock-on.
Mother- Parent ship.
Opening- Increasing in range
Playmate- Cooperating aircraft

S
Saunter- Fly at best endurance.
Scram- Emergency directive to egress for defensive or survival reasons. (Direction)
Scramble- Takeoff as quickly as possible.
Shooter- Unit designated to employ ordnance.
Skip it- Veto of fighter commit, usually followed with further directions
Sniper- Directive for a craft to employ a range-known HARM against a specified threat at the specified location.
Switch(ed)- Indicates an attacker is changing from one craft to another.

T-Z
Tally- Sighting of a TARGET, BANDIT, BOGEY, or enemy position.
Winchester- No ordnance remaining.  
PostPosted: Sun Jan 13, 2008 7:20 pm
Entry Number: CEC-1
Subject: Corellian Engineering Corporation
Type: Canon
Capsule:

Corellian Engineering Corporation is the one thing in the galaxy that spacers love more than their vices. Why? Because they make the best damn ships in the galaxy.

While an entry for the OGG could simply end there, I'm going to go ahead and give the throwdown on what CEC really is.

Originally known as the Corellian Engineering Corps, the corporation is a system-wide starship and arms manufacturer, based in the Corellia system. The Corellia System is home to The Five Worlds a series of artificially created planets that all support life and were made by an extremely powerful, long dead civilization (likely the Architects). The entire system is home to a massive shipyards that is only rivaled in size by rival Kuat Drive Yards.

CEC's earlist known origins date several hundred years BBY, with the release of the S-100 Stinger class starfighter, used in the Exar Kun Wars. More recent is the YG series, the first of which being the YG-4210 Light Freighter. This was basically your standard, ill-armed reconnaisance vehicle. This design, and later variations set the standard for years to come: spacers normally found the ship a good all-around vessel, but then customized it to fit their own specific needs.

CEC vessels are infamous for their customization. Ever since the YG-series, CEC has gone out of it's way to make their ships fully-customizable with both legal and illegal after market kits. In theory, you can get pretty close to an infinite number of variations for any particular ship.

CEC's most notable designs came from the legendary YT-series, specifically the YT-1300 and YT-2400. That's right, CEC made the Millenium Falcon and The Outrider. Have I won you over yet? The defining characteristic of these models were their distinct oval-shapes.

Another popular line was the CR-series, which brought us the CR90 and CR70 corvettes. For those of you unfamiliar with the designation, those are the blockade runners used by Princess Leia and Seneator Organa in episodes IV and III.

The most startling bit about CEC is that their operation is mostly revenued by civilian models. In fact, the vast majority of all CEC vessels and designs aren't even intended for use as military vessels (tell that to the Death Stars). Whereas Siennar and KDY both focus on military production, CEC is the largest manufacturer of civilian spacecraft.

Of course, Corellian Engineering Corporation doesn't just make ships. They also design vehicles and ship components. Weapons include the Ap/11 double laser cannon and the AG-1G laser cannon.

And yet, while they don't specialize in starfighter manufacture, like Incom or Sienar, CEC has dipped their hands into that pot. One of their models, the LAF-250 Starfighter was used in the "Showdown at Centerpoint." They were commonly used by the Corellian Defense Force, but after an entire wing of these were destroyed by a single, poorly equipped Nebulon-B frigate, there was a mass recall.

All in all, if you want a good ship and then want to bling it up after the fact, buy a CEC. They'll last far longer than you will, they can get you where you need to go, and it's easily replacable (pending 10-year, 100,000 light year warranty).

User Image - Blocked by "Display Image" Settings. Click to show.  

ElladanKenet
Crew


Sol Walker
Crew

PostPosted: Thu Feb 14, 2008 1:20 am
Entry Number: 9-480
Subject: KDY Trireme class Corvette
Type: Fanon
Capsule:
User Image

A war like design for a seemingly unending war, the Trireme class Corvette is a relatively simple design focusing on speed and combat prowess and is Kuat Drive Yard's answer to Rendili StarDrive's Hammerhead class cruiser. The ship has a lengthy service life, having been introduced 50 yars after the New Sith War started and it remains a very popular ship in the Outer Rim. But though labeled a Corvette, its about as much of a Corvette as the Hammerhead is a Cruiser.

Two massve Engines give the Trireme incredible acceleration and a swift cruising speed, while six powerful class 6 Turbolasers give the ship heavy striking power. The Trireme boasts solid armor but rather weak shields as most of the ship's power goes into her guns and engines. In addition, it is capable of launching six assault or boarding shuttles and has two heavy tractor beam projectors to reel prey within reach of her boarding tubes where her Marine compliment can board and take possesion of the enemy ship.

But what really catches the eye of most people is the mammoth prow thats designed for the sole purpose of puncturing the hull of another ship. The bow plating is reinforced and coated with Imperivium, making it resistant to all but the heaviest bombardment. In addition it possesses a molecularly bonded doonium Rostrum, or prow ram, which possessed it own power core with which is used to superheat the rostrum, allowing the Trireme to pierce the often dense hides of her prey. (This naturally results in the eventual deterioration of the rostrum blade and as such it requires regular replacement.)

A trireme at full speed can plow into the side of a vessel and snap most smaller ships (and some lighter ships of her size or larger)in half with the force of the impact with little to no damage done to herself. As such, this is the prefered method of combat for Trireme captains. Space Combat being as it is though, one rarely has the opportunity for such a finishing move and often a Trireme captain has to make several attempts to provide enough hull breaches in an enemy ship to put her out of commision.

If ramming doesnt work or if there is no space to perform this tactic, then usually the Trireme pounds at her target with cannon fire then, when weakened, reels the enemy ship in and sends her large numbers of Marines to take the ship over.

The Trireme is 300 meters long and requires a crew of 54 officers, 503 crewmen and 43 gunners to operate. In addition, she can house two full companies(a total of 300) of Marines. The Passenger compliment is limited to about 50, which further emphasizes the fcus of this ship's design.

The Trireme, while having some excellent attributes, does have its flaws as well. Compared to its rival ship, the hammerhead, it is rather crew intensive. It also lacks decent Starfighter defenses. The trireme has somewhat sluggish maneuverability for a ship of its size, owing to the greater than normal mass provided by her hull, reinforced prow and big engines. This means she can not move as effectively in combat as similar sized ships and as such opponents often dance around her and pepper he hide until she sits dead in the water. Her guns, while powerful, do not adequetly protect the entire ship and a savy captain can exploit the blind spots in a trireme's fire arc.

Anti Capital ship activities are where the Trireme excels, though with signifigant modification of her interior structure she makes a rather good armored assault transport, capable of getting large numbers of troops and supplies through dangerous areas rather swiftly. After all, no sane being wants to be standing between a Trireme and a place she has to go through in a hurry. She lacks the facilities to make an effective carrier, however, and most dignitaries refuse to be seen being transported around in such a bruttish ship.

While the Trireme is produced by KDY, 8 years after the ship's introduction, a KDY ship yard in the outer rim was tken over by the Sith with several of these ships still under construction in her drydocks. The Sith quickly reverse engineered the Trireme, falling in love with such a blatantly aggressive design, and soon Trireme knockoffs became common sights throughout the Outer Rim and Frontier. They became so common infact, that the knock off designs are simply called Triremes too.
The Trireme is a rare sight in the colonies and Core, as better armed and better looking designs hold prominence there. But in the brutal battles that rage across the frontier of the Galaxy, the Trireme is at home.

Rumor has it that variants on the design are under construction back at Kuat, called Quinquiremes. Said to be bigger with ten guns and an overal better desgn, these supposed ships could very well make triremes obsolete.But of course thats just rumor...

RP Information:

Ship Model: KDY Trireme class Corvette
Speed: Good
Manueverability: moderate
Shielding: low (Bow is moderate)
Armor: Good, (bow is excellent)
Hyperdrive: Yes
Life support systems: Yes
Armament: 6 Heavy Turbolasers (3 port, 3 starboard), armor piercing heat-rostrum, 6 boarding shuttles, 300 Marine compliment, Tractor Beam Projectors (Port and Starboard)  
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