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The Official Star Wars guild since it's creation nearly 8 years ago. Join the Empire, be part of the legacy. 

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Outlaw's Guide to the Galaxy 2.6: 200 Entries and Growing!! Goto Page: [] [<<] [<] 1 2 3 ... 15 16 17 18 19 20 [>] [»|]

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K-Blade

PostPosted: Tue May 06, 2008 12:47 pm
Entry Number: 40107-C3-P17
Subject: Space Travel, Regulations and You.
Type: From Platt’s Starport Guide by West End Games.
Capsule:

Class One Infraction:
These infractions are the most heinous in the Empire. Spacers committing class one infractions who manage to escape are often branded outlaws, pirates, or Rebels, and they are the prey of bounty hunters and quite often Imperial forces sent out to capture them.

Conspiring to overthrow the Empire.
Possession of a cloaking device.
Aggression against Imperial personnel.

Punishment for a class one infraction includes arrest, immediate impounding of the vessel involved, five to 30 years imprisonment, loss of business or flight certification, and possible execution.

Class Two Infraction:
These offenses are still fairly serious, although you probably won’t be branded an Enemy of the Empire for committing them.

Shipment of high energy weapons between systems without a permit
Mounting of high energy weapons on a vessel without a permit.
Possession, purchase, or transportation of restricted or illegal goods. (Items rated with an X.)
Purchase or transportation of stolen goods.

Punishment for class two infractions includes arrest, immediate impounding of the vessel involved, a fine of up to 10,000 credits, five to 30 years imprisonment, and possible loss of business or flight certification.

Class Three Infraction:
These infractions are fairly minor in the general scheme of the galaxy, but are still fairly rigorously enforced in most major ports. You’ll find that in limited service and landing field port classifications few Imperial officials prosecute class three infractions-if there are any Imperial officials around to begin with. Local law enforcement groups tend to overlook infractions of this level and lower for a “personal benefit fee.”

Attempted bribery of an Imperial official.
Transportation of restricted goods without a permit. (Items rated with an R.)

Punishment for a class three infraction includes arrest, immediate impounding of the vessel involved, a fine between 250 and 5,000 credits, up to two years imprisonment, and possible loss of business or flight certification.

Class Four Infraction:
These are fairly minor offenses considering a lot of the other crimes going on throughout the galaxy. The fist one’s pretty broad – there are thousands of substances which could be considered a narcotic. For instance, on Arcona, salt is considered a narcotic. Prosecution of these infractions ranges from lax to somewhat strong, depending on the temperament of the local system and local law enforcement officials. Of course, the Imperial Navy prosecutes violators of these infractions like a nashtah goes after raw meat.

Purchase or transportation of any narcotics without a permit.
Purchase or transportation of any goods requiring a permit or fee without required permit or proof of fee payment. (Items rated with an F.)
Purchase or use of any vessel while lacking a ship’s operating license and captain’s accredited license.
Possession, purchase, or transportation of unrestricted items in quantity without proper taxation.

Punishment for a class four infraction includes a fine typically between 1,000 and 5,000 credits (fines may be as low as 175 credits) and up to a month imprisonment.

Class Five Infraction:
These are fairly minor infractions often incurring nothing more than a fine – something which can often be avoided with “personal benefit fees” directed to the prosecuting officer. They mostly encompass local import and export laws (don’t forget to tune into your METOSPs to hear about any trade restrictions) as well as starship safety regulations.

Violation of local import and export laws.
Lack of proper emergency equipment for any vessel.

Punishment for a class five infraction typically includes a fine between 500 and 1,000 credits, but the fine may be as low as 100 credits, or as high as 5,000.  
PostPosted: Mon May 19, 2008 1:07 pm
Entry Number: 40063-C5-P46
Subject: Corellian Merchant’s Guild
Type: From Galaxy Guide 9 Fragments from the Rim by West End Games.
Capsule:

The Corellian Merchant’s Guild (CMG) is one of the largest private trade organizations in the galaxy. Membership is open to all native-born Corellians, and all owners or crewmembers of Corellian ships. In fact, some companies install a Corellian as their head CEO in order to gain membership in the CMG.

The Empire deeply mistrusts this organization, viewing it as a veritable hive of anti-Imperial activity, law-breaking and sedition. They’re right, but only on the guilds good days. Unfortunately, the Guild has such a stranglehold on galactic commerce the Empire doesn’t dare to shut it down. Because of the way the Guild has been set up, Individual Guildhouses are completely autonomous. Even under Imperial law, the Empire can only shut down one Guildhouse at a time unless it passes a law to make the entire organization illegal in the same way that the Rebel Alliance is illegal. The economic consequences of such an action would be dire, and so, as things stand, whenever one Guildhouse is closed down for Anti-Imperial activity, another one immediately pops up to replace it. Corellians have always liked dropping dirt into the bureaucratic machinery of authority, and the Empire is certainly a worthwhile target.

On day-to-day basis, the Guild provides trade contacts and information for its members, starship repair bays, refits repairs, upgrades, restock and supply, Corellian whisky and also a sort of “help service” for beleaguered traders. The trader must lodge a sum of money (from 100 to 10,000 credits, 1,000 being the average sum deposited) with the Guild, and this is then recorded as Guild credit. From then on, as long as any of this money remains, the Guild will provide legal aid, “backup finance” (i.e., some of the Guild credit is returned without charge), and any other resources that the trader may need to get her out of a predicament. The more credit you have lodged with the Guild, the more help you will get.

Starship services are all provided at standard prices to Guild members regardless of their price locally. This can be a boon in some systems, where charges are double and triple the standard rate, but unfortunately not all planets have a CMG Guildhouse on them.

There is also a free message service for Guild members: leave a message with one Guildhouse, and whenever a Guild member happens to be heading in the right direction, she’ll pass the message on for you. This is a rather erratic means of message transmission, and it is much faster for planets that are frequently visited by Guild members, but since the dismantling of the HoloNet, it compares favorably with using courier vessels or the Imperial Data Service (which is by no means secure or free from prying eyes).

This message service might provide some useful scenario hooks: a character might be asked to carry a message to an out-of-the-way planet because it’s less of a detour for her then for anyone else, or she may receive a message from an old trader friend who needs her help.

The Guilds willingness to help its members whenever possible might also hook the characters into a scenario, or they may even need to make use of Guild facilities themselves.  

K-Blade


K-Blade

PostPosted: Mon May 19, 2008 5:53 pm
Entry Number: 40107-C3-P15
Subject: Space Travel, Regulations and You.
Type: From Platt’s Starport Guide by West End Games.
Capsule:
METOSP (pronounced “Me-tosp”) stands for “Message to Spacers,” a comm. channel most starports reserve for general notices regarding traffic patterns, conditions at the starport or other factors spacers should be aware of when heading in or out of a port.
METOSPs exist to inform spacers - they’re one-way broadcasts usually sending prerecorded messages updated daily or as conditions change. Don’t bother transmitting any information or questions back – it’s all automated. Spacers with questions often wait until they contact starport control before obtaining more specific information. Most Imperial, stellar and standard class starports broadcast METOSPs on a standard comm. channel. Few limited service starports had METOSPs, so spacers need to rely on their sensors and visual scanning to assess whether there are any traffic problems.
Always tune into your METOSP channel when you enter a system. You never know when a METOSP will contain information regarding Imperial Naval activity, starport traffic tie-ups, a continuous piracy threat, or an astrographical problem like meteor showers. METOSPs also provide general information on the starport, including an abbreviated starport profile and often a planetary profile, as well as important landing information and the comm. channel where starport control can be reached.  
PostPosted: Tue May 20, 2008 12:54 pm
Entry Number: 40107-C3-P10
Subject: Space Travel, Regulations and You.
Type: From Platt’s Starport Guide by West End Games.
Capsule:Bureau of Ships and Services, (BoSS)
“The Bureau of Ships and Services (BoSS) is one of the oldest institutions in the galaxy. It has its own customs, traditions, and unique personality. Most of the positions are filled through hereditary mean. BoSS is as much a star-spanning tribe as it is a civil bureaucracy.
“As the decades have passed and one government after another has come into power, BoSS is one of the few bureaucracies to remain relatively unchanged. BoSS has assured itself independence for two reasons. First, the sprawling and complicated files of BoSS are kept in nearly indecipherable codes. Only family members have access to the organization codes of the files. The second reason is BoSS’s longstanding policy of neutrality. Each power that rules or manages the galaxy simply inherits BoSS. Apparently, the BoSS family has no political aspirations, and the Empire seems to be yet another government that accepts BoSS without threatening it.”
-Cracken’s Rebel Field Guide, datapage 58
The Bureau of Ships and Services (BoSS) is the galaxy’s record-keeper when it comes to starship and spacer information. It keeps extensive information on starship registrations and transponder codes, captains’ flight certification, and upgraded weapons load-outs on all ships in the galaxy. It also keeps track of astrographical and navigational information as well as data on hyperspace routes used in nav computers.
Spacers get most of their flight documents from BoSS offices around the galaxy, registering their ships, heavy weapons, and their flight abilities with BoSS databanks. BoSS also matches ship registrations with starship transponder codes and collates all this information for use in the enforcement of spacefaring regulations. BoSS keeps track of these documents as well, noting the transfer of spacecraft between owners as well as any violations against certain captains or starships from various ports. It is also rumored that BoSS keeps a record of certain captains wanted by Imperial and bounty hunting agencies.
The bureau’s databanks are continuously updated and transmitted to starports, systems, and enforcement agencies throughout the galaxy. What information is provided by BoSS and how quickly it is delivered to a particular client depends on subscription fees paid to BoSS for access to updated starship and spacer information.
The Bureau of Ships and Services is perhaps the strangest institution in the galaxy. It doesn’t make sense and it doesn’t pretend to make sense. It basically does a lot of filing and record keeping that the Empire simply doesn’t want to be bothered with.
BoSS has been the keeper of starship information since time began (or so it often seems). It’s not really a bureau attached to any government or other institutions like other bureaus; it doesn’t owe loyalty to anyone.
One would think after years of patrolling the star lanes the Empire would have conducted enough identification verification checks on starships and their captains to compile their own records. It could; it doesn’t want to be bothered, at least for the time being. To say the Empire has to depend on BoSS is like saying the Bantha needs the parasitic fur mite to survive.  

K-Blade


K-Blade

PostPosted: Thu Jun 12, 2008 3:06 pm
Entry Number: 40107-C3-P9
Subject: Space Travel, Regulations and You.
Type: From Platt’s Starport Guide by West End Games.
Capsule:

Imperial Space Ministry.
The Empire inherited most of the Old Republic’s laws, including starship regulations and the general infraction codes – what’s now commonly known as the Imperial Penal References ( ImPeRe among some smuggler circles). These rules are updated and tracked by the Imperial Space Ministry, the Imperial Navy’s regulatory agency monitoring space travel.
The space ministry reviews the immense volumes of the Imperial Spacefaring Regulations annually, updating older rules and creating new ones to encompass new space traffic situations, astrographical features, military controls, and other situations requiring a regulated set of protocols. The Imperial Space Ministry publishes the updates and changes every year in the Spacers’ Information Manual, or SIM, available for a minor 25 credit charge when spacers update or renew their flight certification. Of course, smugglers and others who obtain their captain’s accredited license through less legitimate channels have no easy access to the Spacers’ Information Manual … not that they particularly need it or pay much attention to it anyway.
The Imperial Space Ministry also certifies new starports and occasionally inspects heavily used starports to be sure landing and docking facilities meet with certain Imperial standards for safety and security. The space ministry most often concerns itself with regulating starports with busy or high levels of starship traffic, those starports along major trade corridors, or starports in systems with industrial, tactical, or political importance to the Empire. As a rule, its inspectors don’t even bother with starports classified as landing fields or limited services – even standard class starports are often overlooked if not important to the Imperial military and industrial machine.
The space ministry also coordinates reports from Imperial traders and scouts regarding new or upgraded hyperspace routes, new systems, and worlds discovered. This data is sold as downloads astrogational and informational updates for starships’ general and navigational computers. The download includes updated astrogation charts and routes, new areas mapped, as well as new and updated planet profiles for access through a ship’s computer banks.
The Astrogation update is available from Imperial Space Ministry offices throughout the galaxy – most often found at sector capitals. To receive the update, spacers must show their captain’s accredited license and their ship’s operating license. These documents are checked for authenticity and any violations of the Imperial Penal References on file before the Astrogation update is authorized. A small fee of about 150 credits is also charged for the update.
Offices of the Imperial Space Ministry throughout the galaxy also issue permits for transport of restricted goods, usually at the capital of the sector where the restricted cargo originates. Other petty permits for travel through certain hazardous routes, secure landing facilities and restricted hyperlanes or systems are also issued at space ministry offices in sector capitals.
However, when it comes to keeping track of the innumerable starships and certified spaces out there, the mighty Empire turns the formidable and important task over to an agency seemingly separate from the great military power which controls vast portions of the space lanes – the secretive and clan-administered Bureau of Ships and Services (BoSS)  
PostPosted: Sun Oct 19, 2008 8:01 pm
Entry Number: 50625-E2-G2
Subject: Missile Defense
Status: Canon
Capsule:

Most Outlaws swear by their ray shields and prey for deflector upgrades, but when the enemy is hurling missiles at them they quickly realize that handy though those systems are against blasters and laser fire, they are absolutely useless against warheads.

Missile defense comes in three basic forms: countermeasures, point defense, and evasion. While there is some confusion as to where some forms of missile defense fit, its rather simple to understand how each works.

Countermeasures are systems that are designed to either fool the weapon's guidance package or shield the spacecraft from the explosive yield of the warhead. Most large ships utilize large amounts of sensor jamming and recent advances in tractor beam technology and miniaturization have enabled starfighters to carry bore-sight mounted sensor jammers designed to render the targeting systems on hostile ships useless. Currently these devices are rare and have only been found on fighters flown by the elite pilots of the empire, but starfighters have another countermeasure that is much more commonly mounted on their ships.

Most star-fighters are capable of carrying a number of chaff packets, each chaff packet is designed to release a stream of ionized particles behind the ship effectively creating a particle shield that can neutralize the explosion of a starfighter sized missile or torpedo, however most starfighters can only carry an extremely limited supply of these packets and cannot carry them and flares simultaneously.

The second main form of defense for ships is point defense. Point defense systems are designed to destroy incoming warheads before they impact the ship. On large capital ships these often take the form of batteries of flak guns that are also useful against starfighters, additionally most starships are equipped with starfighter sized missile launchers that are used to intercept capital ship sized missiles and torpedoes as well as engage hostile fighters. Finally, a desperate captain will often order his main batteries to fire on the inbound warheads in an attempt to destroy them. This tactic is also occasionally used by expert pilots to target and destroy missiles coming in during a head-to-head pass.

However there is only one form of point defense available to a starfighter pilot, the flare. Flares utilize the same deployment system as chaff and that means that only one or the other can be carried by the pilot. Each flare is a miniature warhead programmed to intercept and destroy an inbound missile, if no missile is present then it will attempt to impact the nearest hostile starfighter. This allows the system to be used both offensively and defensively, though offensively the missile lacks the punch to destroy even unshielded starfighters and defensively requires the pilot to evade the inbound warhead long enough for the flare to intercept.

Finally there is evasion, and unlike the other means of missile defense this only works for small ships. To evade an inbound warhead the pilot must turn into missile causing it to pass by the craft faster than it can turn. Turning away from the warhead is a common rookie mistake, and unless the pilot has released flares or chaff he is extremely likely to be killed by the missile.

Missile defense is an essential skill to outlaws, you never know when that bounty hunter on your tail is sporting a couple proton torpedo tubes after all.  

stellarmagic


Cale Darksun

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PostPosted: Thu Dec 11, 2008 9:25 pm
Entry Number: 44782
Subject: Ashla Class Dreadnought
Status: Fanon
Capsule:
User Image

Produced in limited numbers Mid way through the period of conflict called the New Sith Wars, the Ashla Class Dreadnaught is the Standard Command ship of the Tett System, Corewards of Bothawi. At this time in the history of the Tett System, the three worlds that made up the United Tett System were one of the dominant Military powers in the area with a large space force and army to defend themselves from Sith Invasion.

In the United Tett System Navy, the Ashla Class was queen. It was powerful, but costly to build, and only a small number were ever made with Republic Intelligence eight present at the Republic Naval Review of the United Tett System Navy in 1500 BBY. Rumors abounded among Sith and Republic Forces at the time that up to 16 more had been built or were secretly in service under the orders of the Jedi Watch Circle of the Tett System. Such rumors have been widely disregarded by Modern Military Historians, citing the rumors as an example of Tett Propaganda and Sith exaggeration.

In her day a Dreadnaught, in Modern Classification the 2 Kilometer long Ashla Class was the equivalant in firepower and design of a Heavy Star Destroyer, a ship purpose built to dominate fleet actions. It possessed 15 Double heavy turbolasers, 4 double heavy ion cannons, and 4 assault concussion tubes. For Point and Fighter Defense, she bore 42 point defense cannons, two flack cannons, and was equiped to house a wing of Aurek Fighters.

One of the trademark features of the Ashla class, however, was her bow weapon: a triple Solar Ionization Cannon mounted in a special housing on the ventral side of the nose. This high powered beam weapon could devistate most of her contemporaries and even strike ground installations from extreme planetary Orbit. Among Tett Forces it was refered to as a Lightlance and, while an extremely effective weapon, suffered from a low fire rate and needed frequent maintenance. The Barrels would melt and need frequent replacing between battles.

Armor wise she was well protected and shielded with powerful engines and Hyperdrives. these strengths came at a cost, however, as the Ashla Class was not known for its maneuverability. Furthermore, her aft sections were relatively under defended.

For the time, the Ashla possessed a rather sophisticated sensor and communications suite, its computer capable of advanced tactical and strategic proccessing. To fully operate the vessel, a crew of over 6,000 men were required. Two Battalions of Marines could be housed on board as well.

The Tett Military's usage of Unconventional Military Tactics meant that at various points in the lifetimes of these ships, sections were retooled and equipment swapped out. Known modifications include Cloaking Devices, Expanded Troop Space, and a greater number of Assault Concussion Missiles.  
PostPosted: Sun Feb 15, 2009 2:39 am
Entry Number: //4573R
Subject: The Sith Council, era 1500 BBY
Status: Predominantly Fanon
Capsule:
User Image - Blocked by "Display Image" Settings. Click to show.

-canon parts-
During the New Sith War, a sith council was erected by Kaan, and this governing body of the legislature was to help assist the Dark Lord of the Sith, the absolute ruler of the sith. Unlike previous councils, each member of the council was named the Dark Lord of the Sith in his own right, and succession was difficult to predict. At any time, only 10 lords were seen on the council, although 16 others were known to exist too at any given time.

-Fanon, as per Cloak of the Sith-

History:
Around 1670 BBY, the sith in an attempt to try to help establish a more respected governing body, eliminated the head of the sith empire and ruled their order with a purely legislative body. Predating and insipering Kaan's decree that "All are equal in the Brotherhood of Darkness", they established a ruling council of 30 members, seperated into two groups known as the Upper (or high) and the Lower (or lesser) councils. These people were, as a rule of civilized conduct, stripped of their religeous title of 'Darth' while in the presence of each other, though this rule was rarely stable.

Setup:
The entire council was made up of thirty members, a symbolic guesture to the original thirty who had started their order. These thirty were split further into the two councils. The high council consisted of 12 members, partly to help compensate for the loss of a true Dark Lord, but to also parody and laugh at the jedi's own system at the time, although some historians believe this is also an admission of a working system. The members were each considered specialists in various fields. While it helped distinguish areas of expertise, no true specialty was needed to serve on the high council, though often it was seen as an easy ticket to knowing where one would end up. The higher council dictated major issues, such as strategem, logistics, religeous dogma, and finance, often reflecting what was 'orthodox' thought.

The lower council was made up of 18 members. Unlike the high council, the lesser floor was much more diverse, rarely containing true specialists in specific areas of thought. Their focus was to help carry out the interpretations of the high council, as well as execute their commands and settle lesser disputes, especially concerning inter-fiefdom relations. In reality, the lesser council served to be a pool for distinguished sith who had great potential for entering the high council, and served more as secondary rulers in the heirarchy.

Induction:
The higher council was predominantly made up of members elected for 'life', although the term was highly subjective. The members of the high council were to be elected by a majority vote, although this is rarely how things went. In reality, a sith became a high lord by picking one particular member, incriminating his job, proving he could do better, and then securing a majority vote from the other 11 members to swiftly and permanently remove the being from the council. While this was a brotherhood, political backstabbing and subterfuge was often extremely prevalent in attaining political power within the governing body. A lesser lord's ability to remove his superior from his seat and still hold favor amongst the various lords was a test of survival and wit, a feature which may have helped form the rule of two later on under Bane's guidance.

The lower council was less structuerd and organized, primarily made up of alliances and committees to help produce results, but this was also a ploy to get into the higher echelons of government. The lower councilmen were extremely mutable; usually one or two new sith would remove others from the circle per year. Unlike the static stability of the higher council, who were removed from their positions permanently (at least, no high lord ever made it back to the high council after removal, often due to being murdered), the lower council had no such practice. Removal and admittance was as common as anything else, as long as you maintained favor. Often, a person sought approval of 2 high councilmen, and performed deeds to secure an injunction against a particular 'weak link'. At least one sith a year was cast out by decree of the high council, often times a second or third by ordered injunction.

Members:
As of 1500 BBY, mid year, the reigning councilmen on the upper echelon were thus-

Lord Ku-Ran Ce, Lord of financial matters, Munn
Lord Shai Styr, Lord of Commercial matters, Nemoidian
Lord Cyneticus, Lord of Cybertechnological Research and weaponry, cyborg
Lord Dhgar, Lord of Espionage and Intelligence gathering, Bothan
Lord Festus, Lord of Biotechnological Research and Development, Arkanian
Lord Johnes, Lord of Historical documentation and Archaeology, Snivian
Lord Kardunal, High priest and mystic, Ziostian Human
Lady Maeranda, High Inquisitor of the Sith State, Kuati Human
Lady Keetch Nah, Lord of Sociopolitical Propaganda, Fallen
Lord Blakgard, Enforcer of Dogmatic Practice, Sith hybrid
Lord Cao Cao, Lord of Military strategem, Seroccoan human
Lord Chay'nee, Overseer of the Lesser Council, Elomin  

Nelowulf
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Sol Walker
Crew

PostPosted: Tue Apr 21, 2009 11:21 am
Entry Number: 45-TY-56
Subject: Rendili Hyperworks Hammerhead class AS Gunship
Type: Fanon
Capsule:
User Image


As the New Sith Wars raged on across the galaxy, Sith privateer attacks and fighter raids became a frequent nusence to the Republic. Long range patrols to catch or intercept these raiders would stretch defense posts thin and make them vulnerable to opportunistic Sith Forces.
Rendili Hyperworks, still producing the ever successful Hammerhead Cruiser, provided an answer: a Gunship capable of strong fighter and light ship defense that was introduced 150 years into the conflict.
A descendant of the Hammerhead cruiser, the Hammerhead Gunship is capable of a frightening volume of fire. It's Two sets of gun arms, tipped with two sets of double rapid fire lasers, are capable of rotating around the ship's central column and tracking the fire of incoming missiles, starfighters, and bombers. Her engines grant her an impressive speed and she has the endurance to engage in long border patrols or lengthy escort missions.
Her weakness, however, is the same as any other dedicated anti fighter gunship: against ships even in her 150m weight class, she can reasonably be outmatched, her guns designed for anti fighter roles, not capital ship engagement. Furthermore, to increase her speed she is lightly armored and her central column is an obvious target for any gunner.
Nonetheless, this model of ship has seen heavy use over the years and on both sides of the conflict. The sith are incredibly frustrated by Aurek Fighters and they take great enjoyment destroying them with a knock off republic design.

Ship Model: Rendili Hyperworks Hammerhead class AS Gunship
Speed: Very Good
Manueverability: Good
Shielding: Moderate
Armor: Low
Hyperdrive: Yes
Life support systems: Yes
Armament: Eight Rapid Fire double Lasers turreted on swinging gun arms, Two Proton Torpedo Launchers(1 port, 1 starboard), 4 Flare Launchers (2 port, 2 starboard)  
PostPosted: Tue Apr 21, 2009 11:53 am
Entry Number: 10210
Subject: KDY Longhorn class Escort Cruiser
Type: Fanon
Capsule:
User Image


450 meters of run and gun is an adequate description of the Longhorn.
An Intimidating sight to many an enemy, this KDY ship is capable of melting the flank off an enemy in a rather short amount of time.
Capable of engaging targets outside her weightclass, the Longhorn has eight heavy double turbolaser cannons to a side and her bow is graced with eight Mass Driver cannons. Her fighter defense is dependant on the Aurek squadron she carries, however, and her aft is under gunned.
On the plus side, her bridge section is a life boat in of itself and her huge powerplants are well armored.
Introduced 250 years into the New Sith Wars, she is mostly a Republic Ship, the Sith not producing, purchasing, or stealing as many of these as other Republic designs. Fringe elements, however, prize the extremely powerful generators of these ships, often the one part that survives the destruction of the rest of the ship. Because its powerful enough to feed the energy requirements of her super strong guns, its sought after as the main power source for newly established shadow ports.

Ship Model: KDY Longship Escort Cruiser
Speed: Moderate
Manueverability: Low
Shielding: Low
Armor: Good
Hyperdrive: Yes
Life support systems: Yes
Armament: 16 Heavy Double Turbolasers ( 8 to a side), Eight Mass Driver Cannons (Bow), 12 Aurek Fighters.  

Sol Walker
Crew


Sol Walker
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PostPosted: Tue Apr 21, 2009 12:16 pm
Entry Number: 109999
Subject: Backstabber Class Assault Frigate
Type: Fanon
Capsule:
User Image


No one knows where this 300m ship comes from or how the plans fell into so many hands, and that points to the Hutts, who probably sold the designs to any interested party, perhaps giving the class its distinctive name.
A common Freelance ship that sees use in both Republic and Sith Fleets, The typical Backstabber is a swift, well armored ship that shows up, deploys fighters, and then trades blows with her targets usually in rapid succession. It is a good medium weight ship, capable of being outfited for a number of roles. Often with less important commands that dont warrant a Hammerhead, it serves as a command ship.

Ship Model: Backstabber Class Frigate
Speed: Good
Manueverability: Moderate
Shielding: Moderate
Armor: Good
Hyperdrive: Yes
Life support systems: Yes
Armament: 8 Turbolaser cannons, 6 ion cannons, 8 laser cannons, 2 tractor beams, 6 point defense mass drivers, 12 Fighters or bombers, 4 shuttles.  
PostPosted: Tue Apr 21, 2009 12:41 pm
Entry Number: 999910
Subject: Arrowhead-class Fleet Carrier
Type: Fanon
Capsule:
User Image


In 500 years of regular war, Commanders tend to avoid asking questions about things that get the job done. This is one of those things.
The Kilometer long Arrowhead is believed to be another Hutt Design, but with it seeing regular use on all sides of the conflict, most fleet officers are beyond carring.
Its sleek, narrow profile makes the otherwise lengthy ship a difficult target to hit at the ranges used to deploy fighters, and with the capacity to carry six squadrons, it can certainly bring a powerful punch to the fore. Its handling capabilities allow the Arrowhead the ability to rapidly deploy its fighters and with its wings it can maneuver quickly to scoop them back up.
However, she is lightly armed and slow at sublight.

Ship Model: Arrowhead class Fleet Carrier
Speed: poor
Manueverability: Moderate
Shielding: good
Armor: Poor
Hyperdrive: Yes, x1
Life support systems: Yes
Armament: 4 double turbolaser cannons, 6 turbolasers, 8 double laser cannons, 8 ion cannons, 10 point defense cannons, six tractor beam projectors, 60 starfighters/bombers, 10 supply shuttles  

Sol Walker
Crew

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