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Darth Fury

PostPosted: Thu Apr 23, 2009 2:03 pm
Entry No: 1988
Subject: Gryphon multi-role starfighter
Status: Fanon
Capsule:

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The Gryphon is a Lyran starfighter design based off of atmospheric fighters, fighter-bombers, and short-range starfighters used in the civil wars that plagued the Lyran system for centuries, some say millenia, before the arrival of Marr Silvertongue. The starfighter incorporates many of the design elements of the republic's Aurek starfighters, and was perfected in the decade of peace preceding the current day. The final result is a multi-role starfighter that is slightly less manueverable than modern Aureks but a little more durable.

Speed: Fast (7)
Manueverability: Good (7)
Shielding: Good (6)
Armor: Moderate (5)
Hyperdrive: Yes (Class 2)
Life Support Systems: Yes
Length: 13 meters
Armament: Heavy Laser Cannons (2), Proton Torpedo Launchers (2, under each wing, 6 torpedoes total)

The best Gryphon pilots currently serve in Lady Marie Celeste's mysterious "Razgriz" squadron.
Further details on this squadron will be forthcoming...
 
PostPosted: Thu Apr 30, 2009 1:51 pm
Entry: 2009424
Subject: Starship Weapons besides Lasers
Status: Canon and Fanon
Capsule:

Projectile Weapons - Kinetic Energy Weaponry
Centrifugal Mass-drivers *Fanon - Nicknamed by some the tumble dryer of doom, a centrifugal mass-driver lobs large projectiles such as proton bombs and asteroids at distant targets. Due to its large size and terrible tracking capabilities they are mostly used as siege platforms to destroy facilities and planetary defenses.

Magnetic Acceleration Mass-drivers *Fanon - Similar in concept as a centrifugal mass-driver, a magnetic acceleration mass-driver fires asteroids or large warheads such as proton bombs by accelerating them along a magnetic rail often times several kilometers in length. As such they are usually deployed on moons around a world that is under siege, however some really large capital ships can carry such weapons.

Railguns *Canon - Much like a magnetic acceleration mass-driver in concept, a rail gun fires a projectile along an electromagnetic rail, however they are much smaller and fire a much smaller bolt of solid metal or antimatter container, as such they can easily fit on most starships, but tend to have slow tracking making them ineffective at close range. However their extreme long range capabilities from the hypersonic bolts is superior to most turbolasers.

The effectiveness of railguns can easily be demonstrated with their most well known example from the galactic civil war. The Galactic Empire extensively used the HVs-1 Hypervelocity Gun. This weapon was an enormous rapid fire railgun system which could deliver massively damaging barrages of projectiles at ships in orbit.

Coilguns *Canon - The long rail of a railgun is the primary reason for its long range, and low tracking rate. In an attempt to make railguns useful in the intermediate ranges most combat occurs at the design was modified. Instead of a rail, the bolts are shot through a barrel with a coil of electromagnets wrapped around the barrel.

The Zahn Consortium made extensive use of small coil-guns in their emplacements. Though they were often labeled as Mass-drivers.

Gauss Blasters *Fanon - Weapons designers took the coil gun one step further, by shortening the barrel and superheating the bolt they created gauss blasters. Similar in function to a wookiee cross-bow, a gauss blaster fires a superheated bolt of metal or an ionized antimatter canister resulting in a dramatically higher damage output then with just an everyday railgun or coilgun. However the bolt tends to cool and deform at intermediate ranges limiting the weapon's usefulness to shorter range.

Chemically Accelerated Projectile Cannon *Canon - A gun pure and simple. Basically an old fashioned slugthrower built big enough to deliver a round damaging to a starship. Often times they fire explosive rounds resulting flak bursts. The flak variant would continue to be used even into the galactic civil war for point defense.

Magnetically Accelerated Projectile Cannon *Canon - A magnetic coilgun modified to fire a more traditional slugthrower shell like a flak shell or heat round. Like the chemically accelerated projectile cannon, it would see service into the galactic civil war for point defense and artillery fire.

Smaller hand held weapons based on the same mechanics became marginally popular during the Second Galactic Civil War. Jaina Solo was reportedly fond of the QuietSnipe which could be called a handheld magnetically accelerated projectile cannon.

Hybrid Weapons - Plasma and ACP Weapons
Accelerated Charged Particle Weapons *Fanon - Preferred primarily by Trandoshan slavers, Accelerated Charged Particle weapons are a hybrid of chemical acceleration, blaster ionization, and superheated ammunition. Starship scale versions either consist of multi-barreled auto-cannons or long range artillery weapons. While slightly less powerful than their turbolaser rivals, these weapons are highly adaptable and capable of using a wide variety of ammo that can be designed to have unique impact properties.

Much more well known weapons based on the same technology are the ACP series of small arms produced by Arakyd Industries.

Plasma Cannons *Canon - These weapons fire a single large blast of superheated and ionized plasma via either biological or mechanical means. They are very similar in function to blasters but tend to be much less complex. Infamous users of plasma weaponry include the Zahn Consortium's Aggressor-class Destroyer and the Vong Coralskipper.

Energy Weapons - Particle Beam Weapons
Pulsed Particle Stream *Fanon - A blast of ionized and superheated hydrogen propelled along a magnetically constrained path. This weapon lacks range but does tremendous thermal damage upon impact, but has rather poor tracking compared to a traditional laser cannon.

Positron Beam Weapon *Fanon - Positrons, or anti-electrons as they are sometimes called are fired through a particle accelerator and impact targets, annihilating the electrons which hold ionic bonds together, resulting in a repellant positive charge in the target which proceeds to tear itself apart. Due to the immense damage this can cause a biological entity if hit it is outlawed and considered a barbaric weapon. Additionally, shielding seems to be unusually effective against the incoming positrons.

Solar Ionization Cannon *Fanon - While a Solar Ionization Reactor uses the corona metallic hydrogen of a fusion reaction as a source of power, a solar ionization cannon uses a magnetic field to direct the fusion reaction down a barrel with the corona metallic hydrogen is forced in front to act as a leading edge to the blast. As a result the weapon impacts in two stages, where the wedge of metallic hydrogen burns through the shields and the armor. The following fusion reaction destabilizes as it impacts resulting in a fusion explosion, often times inside the hull of the target, ripping it apart.  

stellarmagic


Sol Walker
Crew

PostPosted: Sat May 02, 2009 3:52 am
Entry: 936-12
Subject: The Tett System
Status: Fanon
Capsule:

User Image


The Tett System is a star system located approximately at the convergence point of lines drawn from Bothawi, Cularin, and Leritor. It is a heavily populated and resource rich system which, during the New Sith Wars, was a System State allied to the Republic, though it fell out of prominence when the wars ended in 1000 BBY.
The Tett System's primary wealth lies in minerals. asteroids and planetoids rich in metals are common in this system with mining operations, remote operated or organically run, cropping up everywhere, much of it government run.
The large number of asteroid fields presents a frequent navigation hazard, as the rocks sometimes scramble sensors or float directly into the space lanes. Colonies close to the fields often have military grade planetary shields to protect against the threat of rogue asteroids. Even jumping into the system is dangerous without frequently updated charts, charts the local authorities are often hesitant to give out due to the threat of a Sith Invasion. The fact that the Tett Space Force regularly conducts maneuvers in and around the fields is a testiment to the skill of Tett Helmsen, Navigators, and Pilots.


OVERALL SYSTEM INFORMATION
Astrographic Information:
Region: Mid Rim
Sector: Zynth
Suns: Tett (Blue Star)
Orbits:
1. Tetta I: Hot, Volcanic Planet. Atmosphere is thin and poisonous to oxygen beathing life forms.;Moons (3) #1 1/5 size of Tetta I with a similar atmosphere. #2 Small ball of Plasma. #3 Small Rock Ball
2. Tetta II: Hot Rock ball.; Moons (1) #1 Small Rock Ball, possesses Silicate based life. Ruins of an ancient civilization can be found here.
3. Asteroid Field
4. Ankara: (Detailed below)
5. Kashsivin: (Detailed below)
6 Corisdra: (Detailed below)
7. Rotilore: Jungle world, Atmosphere.; Moons (2) #1 Volcanic moon. #2 Small irregular shaped rock.
8. Asteroid field
9. Nalaag I: Gas Giant.; Moons (2) #1 Volcanic moon. #2 Ocean moon. Atmosphere. Native Sapient Species. There are large bodies of acid here.
10. Nalaag Prime: Large Gas Giant, possesses visible ring of ice and rock.; Moons (3) #1 Forest moon. Atmosphere. Native Sapient Species. #2 Small irregular shaped rock. #3 Volcanic moon.
11. Nalaag II: Gas giant.; Moons (5) #1 Swamp moon. Atmosphere. #2 Volcanic moon. #3 Small irregular shaped rock. #4 Forest moon. Atmosphere. #5 Volcanic moon.
12. Nalaag III: Gas giant. ; Moons (2) #1 Small rockball. #2 Ocean moon. Atmosphere.
13. Asteroid field
14. Niflem: Large Ice Ball. ; Moons (4) #1 Iceball. #2 Iceball. #3 Iceball. #4 Iceball.
15. Asteroid field
Quadrants/Regions:
1.The Sith Hole: The region of Space where Sith Attackers usually come from. Located between the outer two Asteroid Fields, this area of space is littered with the debris of past battles that local salvage crews either can't use or havent finished scrapping yet. Due to Tett Security efforts, this is the most inward point any ship comming out of Sith Space can manage a safe exit from Hyperspace without immediately being targeted by the Tett Home Fleet. The Tett Fleet regularly mines this area.
2. The Safe Zone: The standard Drop out zone for Ships entering the system from Republic Space. Closely monitored by local patrols and customs agents, it is located considerably closer to the Tett Homeworlds and occupies an area of space between Rotilore's orbital path and the nearby asteroid field. Traffic here is heavy with commercial shipping. Due to several Sith invasion attempts, several Battle Stations are located here and random inspections of incoming and outgoing traffic is frequent and should be expected.
3. The Shootin Gallery: The Tett Military weapons testing grounds. Located in the outermost asteroid field, it is a dangerous, heavily irradiated area prone to sudden violent detonations of experimental Tett Ordinance. Travel here is not advised.
4. The Parade Grounds: This is where the Tett Space Force conducts wargames and practices maneuvers. It is located between Nalaag I and the second asteroid field.

Societal Information:
Native Species:
Nalaagians: a humanoid sized, warm blooded species with bony armor plates and clubbed tails. Found on colonies among the Nalaag Gas Giants' moons, they possessed advanced plasma and electro magnetic based technology before being discovered by Republic Scouts in the early years of Tett Exploration. Believed to have ruled the entire system before some catastrophy drove them to the Nalaag Gas Giants.
Immigrated Species: Human, Bothan, Rodian, Various.
Languages: Republic Basic, Nalaagian
Affiliation: Republic

PLANETARY INFORMATION

Ankara
Region: Mid Rim
Climate: Temperate
Gravity: Standard
Moons: (1) #1 Forest moon, Atmosphere
Length of Day: 19 standard hours
Length of Year: 285 local days
Sapient Species: Humans, Various
Government: Jedi Oligarchy (During New Sith Wars), Constitutional Republic (Other eras)
Capital: Iband
Major Exports: Foodstuffs, Starships, Agricultural Goods
Major Imports: Technology, Weaponry, Medicine,
Information: The System Capital, Ankara is a Steppe world home to plains, mountains and oceans. The Tett System Shipyards, massive drydocks and construction yards, are located in orbit and not only arm the powerful Tett Space Force but also contract out to KDY and produce some of their ships.
The Tett Military Academy is located here, as is the Tett Military's Command Center and primary garrison. Here also is the Blue Castle, the Jedi Training Academy for the system. It is a fortified structure composed of a resiliant blue stone and it is here that Lord Malcom Stryder makes his home. Many Jedi Guardians and Sentinels recieve their training here at this Academy before the Jedi Council shifts all training to Coruscant after the Wars.

Kashsivin
Region: Mid Rim
Climate: Arid
Gravity: Standard
Moons: (3) #1 small rock ball, #2 Small rock ball #3 Irreguar shaped rock
Length of Day: 31 standard hours
Length of Year: 225 local days
Sapient Species: Humans, Nalaagians, Baragwins, Sullustains
Government: Jedi Oligarchy (During New Sith Wars), Constitutional Republic (Other eras)
Capital: Nurum
Major Exports: Technology, Weapons, Processed goods, military Hardware
Major Imports: Foodstuffs, Medicne, Raw Materials
Information:
This is the Armory for the Tett War Effort. Blasters, missiles, tanks, battle droids, vibroblades and armor are produced either on the surface of this arid, rocky world or in the orbiting factory yards. It is here that local salvage crews and mining concerns bring the ore and material they have collected. Blastech and Sorosuub both have corporate offices here and the largest population of Nalaagians this side of the Gas Giants lives here as well. Large scale mining is conducted on the airless moons. In the wastelands here, the Tett Army conducts training exercises.

Corisdra
Region: Mid Rim
Climate: Temperate
Gravity: Standard
Moons: (3) #1 Ocean moon. Atmosphere. #2 Volcanic moon. #3 Volcanic moon
Length of Day: 31 standard hours
Length of Year: 225 local days
Sapient Species: Various
Government: Jedi Oligarchy (During New Sith Wars), Constitutional Republic (Other eras)
Capital: Kalis City
Major Exports: Food stuffs, Medicne
Major Imports: Technology, Trade Goods, Consumer Goods, Luxury Goods
Information:
The Comercial Center of the Tett System and the destination of most ships heading to Tett, Corisdra handles most of the insystem trade. Kalis City has a massive comercial starport, rivaled only by the Naval Base on Ankara. Tett Customs opperates from this world and has a strong presence here. In Orbit are large cargo handling stations as well as smaller manufacturing plants for system local goods.
The Planet itself is a lush forest world and many wealthy Tettans own vacation homes here.
The Blue Castle Academy has a small campus on planet where Jedi Sentinals and Consulars study and train.

System History: (As of 1500 BBY))

After the conclusion of the Republic/Sith Cold War and its resulting hostilities, the Republic once again reached out to explore and expand. among the new systems charted out was Tett. Republic Probes discovered the system soon after the War but Scouts did not get around to charting the system until much later in 2400 BBY The Astrographical lay out of the system and its rich mineral resources led to a land rush as Rodian, Republic, and Bothan concerns converged upon the system.
Hot on the trail of legit interests came the criminal element. Soon the mining concerns of Tett were jeopardized by pirates inhabiting the numerous asteroid belts. The Pirates became such a hazard that the Republic Navy needed to interviene.

The Resulting Battle of Rotilore in 2120 resulted in a surprising victory for the assembled rag tag pirate fleets. In the wake of their triumph over the Republic, one enterprising Pirate Captain, a Bothan named Pesk Yab'ag, struck a deal with the three colonized worlds of Tett and his pirate brethren which made the Pirate Fleets the official navy of an Independent System State. When the republic came back for round two a year later, they found the Pirate Fleets organized and well armed and the civilian populace against them. Again the Republic were pushed out of the system.

The Independence Wars between the Republic Navy (who viewed the Tett system as a haven for pirates) and the recently established Confederacy of Tett became a decade long series of raids, border skirmishes, and general unpleasantness until a Duros Jedi Master named Kom Yona encouraged the Republic to recognize Tett Independence. After much negotiation, The Confederacy of Tett was offically recognized by the Republic in 2100 BBY.

In 2000 BBY, the Nalaagians were discovered by Republic Survey parties. Relations between the Confederacy and the Locals in their own back yard were tense until Master Yona, now the Watchman of the Tett System, conviened negotiations between the Nalaagian President Purvis and the Confederacy's representative, human former pirate Vocil Kampfer. The Nalaagian Territories became a Protectorate of the Confederacy and were allowed dominion over the Gas Giants.

As the New Sith wars kicked up, the Tett Confederate Navy found itself ironically hunting pirates. A surge in Sith Sponsored Piracy threatened the stability of the Confederacy until it was extinguished by a combined Confederate/Nalaagian fleet in 1830 BBY, the pirate survivors imprisoned on Niflem. Thanks to their efforts the Nalaagians were granted full membership into the Confederacy.

The peace and prosperity of the Tett system was ultimately destroyed, however, by the great Midrim Push of 1710. The Sith, amassing a huge fleet, blitzed the Midrim and pushed coreward, snapping up as many systems as possible before a fierce counter attack started pushing them back. Among the systems taken early on was Tett. Led by the Falleen Sith Lord Ghahslef, the Sith jumped in from near Bothan Space and began a ruthless and rapid conquest of the system. Unused to such methods, the Confederate Navy was smashed to pieces over Tetta II. Ghahslef set up staging areas over Kashsivin for his fellow Sith pushing Coreward. He declared the Tett System to be his domain and made Ankara his capital, moving the system Government from Corisdra to a more defensible location.

Ghahslef's occupation of Tett would last for 165 years. It would not be a quiet occupation, however. Resistance cells sprang up accross the system, especially in Nalaagian Space and in the Asteroid Fields with the Tettans resorting to their ancestors pirate tactics to disrput Sith Rule.

Ghahslef became obscessed with crushing all resistance to his reign, sending fleets into the fields after the Raiders only to have them get chewed up by the asteroids or ambushed by the superior Tett Navigators.
Ghahslef's obssecion became his undoing, as these frequent Raider Hunts left his fleet in poor condition to deal with the sudden appearance of the Republic in 1545.

Under the command of a bold young Jedi Knight named Malcom Stryder, the Republic force surprised the Sith Fleet over Ankara and immediately engaged in a combined space and land action on and above Ankara with Stryder leading a small Jedi Army to attack Ghahslef's fortress and Stryder's Mentor Calanon directing the space battle. Stryder slew Ghahslef in hand to hand combat, shattering the Moral of the Sith Forces and winning in a single, brutal battle what Ghahslef was unable to secure during his entire reign. The people of Tett, liberated from a century and a half of Sith Rule, immediately threw their support behind Stryder and his force as they systematically purged the Sith from the System.

Stryder established the roots of a Republic Government on Tett, reorganized the Military, and built the Blue Castle over the broken remains of Ghahslef's fortress to clense Ankara of its dark side Taint. A new jedi Academy was founded on Ankara and with Republic Trade the newly liberated worlds began to prosper again.

Stryder would continue to work for Tett's defense and protection, making the system a Fortress against further Sith incursions. Tett became a front line system in the New Sith Wars, becoming a strong military power in response to the Sith Threat.  
PostPosted: Fri May 08, 2009 2:45 pm
Entry: 2009508
Subject: Ships of the Mercenary Coalition
Status: Fanon
Capsule:

Rothana Starworks LC-85 Punisher
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A popular vessel with both the sith and mercenary forces, the LC-85 Punisher is a fast maneuverable light corvette with sufficient onboard space and life support to accommodate a up to thirty people, though its more commonly operated with up to twenty passengers. Base line models used by the sith are fitted with four auto-blaster turrets and two concussion missile launchers. However the ships are easily modified for custom work, and it's extremely rare to find an example vessel that hasn't been tweaked for its prescribed mission.

Those Punisher-class Corvettes used by Body Count Inc. are modified for use as dedicated troopships. As such the concussion missile launchers have been removed in favor of a pair of flare and chaff countermeasure systems. Additionally the thrusters mounted near the cockpit have been replaced with a pair of remotely operated ACP Heavy Repeaters for use against hostile infantry while delivering its cargo while cutting its maneuverability slightly.

Ship Model: Rothana Starworks LC-85 Punisher - Standard Production Model
Speed: High
Maneuverability: High
Shielding: Low
Armor: Moderate
Hyperdrive: Yes
Life support systems: Yes
Armament: 4 Auto-blaster Turrets, and 2 Concussion Missile Tubes

Ship Model: Modified Rothana Starworks LC-85 Punisher - Body Count Inc. Troopship
Speed: High
Maneuverability: Moderate
Shielding: Low
Armor: Moderate
Hyperdrive: Yes
Life support systems: Yes
Armament: 4 Auto-blaster Turrets, 2 ACP Heavy Repeaters, and 2 Countermeasure Dispensers

Seraphin Technologies Thanatos-class Star Cruiser
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With the increasingly commonplace appearance of planetary shields and even shield bubbles around orbital installations the designers at Seraphin Technologies began searching out ways to punch through these defenses, as corporate contracts to strike down rival corporate facilities protected by such defenses had become quite lucrative. While classed as a Star Cruiser due to its tonnage, the ship is in fact a dedicated siege platform.

Its primary weapon is a single bore-sight mounted mass-driver that runs the length of the vessel, this system is capable of firing a wide variety of rounds, including hyper-velocity sabot proton bomb rounds and kinetic energy rounds that can reach a velocity as high as an eight of the speed of light, or low velocity antimatter and concussion bombs useful in supporting a general assault. This system is only usable when the vessel has entered "Siege Mode" which requires the vessel to cease all attempts of course corrections and fly ballistic. Additionally when entering "Siege Mode" the power normally directed to the engines is sent to the shields and magnetic sealing system resulting in a twenty percent boost to shield output and structural integrity.

If engaged the ship is capable of fending off all but a determined foe thanks to its 12 turbolaser turrets, 4 railgun emplacements, and 30 Point Defense Lasers. As standard the ship lacks a hanger bay and must rely on escorting Sin-class Star Frigates for starfighter support.

Ship Model: Seraphim Technologies Thantos-class Star Cruiser
Speed: Low
Maneuverability: Low
Shielding: High
Armor: High
Hyperdrive: Yes
Life support systems: Yes
Armament: 1 Bore-sight Magnetic Accelerated Mass-driver, 12 Dual Turbolaser Turrets, 4 Dual Rail-gun Turrets, 30 Point Defense Laser Cannons

The Pazak Deck serves as both the military and corporate headquarters for the Mercenary Coalition, and as a result was modified from her baseline class to incorporate equipment and talents from all parts of the coalition. Among the modifications was the inclusion of experimental weapons and corporate facilities for meetings and briefings. Body Count Incorporated offered up a crack security team, whilst other corporations offered officers and weapons. Her engine's output was increased, and much of the internal structure that wasn't part of the armored hull was replaced by carbon nano-fiber materials, this increased speed slightly but greatly improved maneuverability. To further improve speed and maneuverability power was rerouted from the shields to the engines.

The ship's most important feature was its armament. In the original hull there was a bore-sight mounted mass-driver as its primary weapon for use in both siege warfare and capital ship combat. This was removed in favor of an extremely powerful Positron Beam Cannon. The energy needs of this weapon was enormous forcing the installation and upgrade of the main reactor, but its ability to slice through armor like soft butter made it indisputably useful. Additionally the standard turbolaser complement of twelve dual mounts was replaced with twelve quad ACP Artillery Mounts. This served too purposes, cutting the energy usage of weapons systems besides the main cannon and increasing the ship's secondary armaments effectiveness against shields. Finally the ship's four long range rail-gun dual-mounts were retained. Instead of point defense lasers the ship utilized six batteries of six ACP Gatling Auto-cannons which proved highly effective. Additionally the hangar bay can accommodate up to thirty-six starfighters plus a number of support ships.

Ship Model: Seraphim Technologies Thantos-class Star Cruiser Pazak Deck
Speed: Moderate
Maneuverability: Moderate
Shielding: Low
Armor: Moderate
Hyperdrive: Yes, x1.5
Life support systems: Yes
Armament: 1 Heavy Bore-sight Positron Beam Cannon, 12 Quad ACP Artillery Turrets, 4 Dual Rail-gun Turrets, 36 ACP Gatling Auto-cannon Turrets

Seraphin Technologies Sin-class Star Frigate
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In order to provide fighter escort to the large siege ships, Seraphin Technologies began work on a new hull, known commercially as the Sin-class Star Frigate. In addition to being a popular ship among its mercenary crews, it is also a commercial success for the shipbuilding interests of the corporation in that multiple orders have been made by planetary governments for their own use and already the orders have outstripped production. Due to this demand only a few of these vessels are available for mercenary work. Currently only five of these vessels are in service with the Mercenary Coalition

Clocking in at 550 meters long it is sitting upon the border line destroyers and frigates in terms of tonnage, but its armament its significantly sub-destroyer. The standard production model delivered to foreign orders only features eight turret hardpoints, which are split four-four between ion cannons and quad lasers. Despite that the ship features ample room for starfighters and can carry up to thirty-six starfighters, thus its primary function is that of an escort carrier to provide fighter support.

As is common for shipbuilders, those vessels produced for their own use have slightly different stats. While retaining the initial eight hardpoints, the ships feature five coil-gun turrets and three quad lasers, additionally the ship manufacturer is currently experimenting with replacing all eight turrets with Gauss Blasters, but thus far such experiments have proven unsuccessful.

Ship Model: Seraphin Technologies Sin-class Star Frigate
Speed: Moderate
Maneuverability: Low
Shielding: Moderate
Armor: High
Hyperdrive: Yes
Life support systems: Yes
Armament: 5 Coilgun Turrets, 3 Quad Laser Turrets

Dosh Metalworks Sleipnir-class Star Frigate
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Dosh Metalworks is a relatively unknown Trandoshan manufacturer of everything from swoops to spaceships. This boat is a favorite among FRICK Inc. captains thanks to high speed and aggressive setup.

Of course in the Mercenary Coalition, its widely acknowledged that only a FRICK captain would fly such an ugly beast. Measuring in at 138 meters in length, it is a small ship that is also extremely dubious in appearance. While the main hull consists of a fairly conventional dagger shape, reactor radiators line the sides of the ship and the ship comes from the manufacturer already a rusty red hue. In addition to an overpowered set of engines requiring the aforementioned radiators the ship is equipped with an emergency chemically fueled rocket system for emergencies. Moreover its small size precludes any hangar bay.

Despite these draw backs the ship is popular for two simple reasons, its fast and packs a decent punch. Equipped with six Gatling ACP cannons and two proton torpedo tubes it can quickly demolish freighters and small corvettes which are its preferred prey.

Ship Model: Dosh Metalworks Sleipnir-class Star Frigate
Speed: High
Maneuverability: Moderate
Shielding: Low
Armor: Moderate
Hyperdrive: Yes
Life support systems: Yes
Armament: 6 ACP Gatling Turrets, 2 Proton Torpedo Tubes  

stellarmagic


Sol Walker
Crew

PostPosted: Fri May 08, 2009 3:26 pm
Entry: SNK-2028
Subject: SV-001 "Metal Slug"
Status: Fanon
Capsule:
User Image - Blocked by "Display Image" Settings. Click to show.


The Origins of the somewhat immortal fighting vehicle known as the Metal Slug is unknown. Military designers and Warrior races across the stars claim to have designed the Metal Slug but its true origins are lost to the mists of time.
Metal Slugs are light assault tanks that seek frequent use in mercenary forces and militaries accross the outer rim. Even the Republic and later the Empire used them, despite efforts to surpass them with the development of the AT-PT.
Small, agile, durable and well armed, the Metal Slug may not be able to outclass Repulsor tanks in speed or heavier tanks in firepower or armor, but it gets the job done with surprising effectiveness.
As the design has been reproduced many times and with many modifications to the origional product, it is best to describe a Metal Slug class tank in the following manner:
The Typical Metal Slug Class tank, in Military Engineer slang usually refered to as an SV-001, is a a one man tank with magnetic, wall climbing treds, a high powered main gun, and twin repeating cannons in ball turrets. Repulsors located under the tank allow the vehicle to jump over obstacles, while a special hydralic system allows it to crouch and duck under fire. The Armor, while resilient against small arms, would not hold out long against more powerful weapons, usually surviving only three shots before exploding. Nonetheless, the machine maintains its popularity due to its durability in the field and minimal maintenance needs.
In its earliest form, in the days of the Old Republic, the main gun was a low pressure 127mm Rifled cannon firing HE shells. The rapid fire cannons were triple barreled 12.6mm vulcans. As history progressed, however, changes in technology as well as available materials altered the equipment, producing several varients though the Early Armament Package is still seen today. Many of the more extensive refits have the drawback of making the machine much more complex and more difficult to maintain and keep operational.

In the Clone Wars, the main gun was replaced with an EMP Charged Plasma Mortar for use against Droids and Z-6s replacing the vulcans.

Trandoshans frequently replace the Vulcans with quick firing ACP guns to batter down enemy shields for the main gun.

Mandalorians often put heavier armor on these tanks, increasing their protection at the cost of being able to crouch.

Replacing the dependable treads with repulsor systems produces a swift scout variant. It is impossible to shoot the main gun and keep the speed up however, and the repulsors draw heavily from the main powerplant, negating the option of replacing the guns for blasters.

A Mass Driver main gun allows for a greater range, though such a gun is prone to breaking down.

One of the most successful weapon load outs is the "Republic" Configuration, replacing the slug firing cannons and repeaters with Blaster weapons. While this decreases the vehicle's weight due to the ammo change, the repeaters replacing the vulcans do not fire nearly as quick and the models are more prone to exploding. During the Galactic Empire, this refit is known as the "Imperial" Configuration.  
PostPosted: Fri May 08, 2009 5:08 pm
Entry: 7855
Subject: Sith HISS
Status: Fanon
Capsule:

http://www.yojoe.com/reviews/vehicles/attackoncobraisland/hiss.jpg

Produced during the begining of the New Sith Wars, the HIgh Speed Sentry assault vehicle is a mainstay of Sith Ground Forces. While tracked, it is capable of 120 Kilometers an Hour with a range of 442 Kilometers. Its primary weapon is a 30mm Double Laser cannon set in an open turret on the vehicle's top. Sith soldiers, being expendable in their masters' eyes, usually man the turret and provide accurate fire until someone shoots them in the head. Oddly enough, Sith Field Commanders enjoy the open air turret, which allows them to be visible to their troops and demonstrates their contempt of death. Of course they usually have lightsabers to deflect incoming blaster fire so they have less to worry about exposing themselves. When the turret is unmanned, it is usually locked to cover the forward fire arc.
The cockpit, protected by a sturdy transparisteel canopy, is simple enough that even the greenest conscript can operate it, a boon to Sith Forces. The vehicle itself is decently armored, modular and cheap to produce, ensuring it a place in every Sith Army.
Variations of the Sith HISS have emerged over the years.
The Mark II arms a triple blaster cannon, foward blaster guns, and side mounted concussion missile launchers.
The Mark III is a smaller, swifter machine designed for scout duty, mounting lighter armor and weapons for an increase in speed and range.
The Mark IV is a well armored vehicle with two forward missile launchers, a side mounted anti-personel flechete gun, and two side mounted blaster cannons. The Turret is a high powered Heavy ACP Repeater, though the standing turret has been replaced with a seat.  

Sol Walker
Crew


Sol Walker
Crew

PostPosted: Fri May 08, 2009 5:33 pm
Entry: 7857
Subject: Republic MOBAT
Status: Fanon
Capsule:

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Uninspired in design, effective in execution, the Main Offensive Blaster Armed Tank of the Republic Army takes reliable technology that works and puts it together for a potent armored vehicle.
Designed in the manner of antique battle vehicles the MOBAT has a low profile, turreted and treaded body, and sporting a massive 130mm Heavy Laser Cannon as its primary weapon. As a secondary weapon it utilizes a heavy repeating blaster. It requires a 4 man crew to operate and though possessing a 547 klick operating range, its max speed is just 70 Kilometers an hour. Its slow, but well armored, easily maintained, and the Republic has little trouble producing them due to its more primitive design compared to the advanced Sith HISS. Sith Field commanders enjoy using the MOBAT as a symbol for the archaic and outdated Republic it fights for. They're a bit more quiet on the subject when facing these solid vehicles in the field.  
PostPosted: Sun Jun 28, 2009 6:49 am
Entry: 5634
Subject: Silphium
Status: RP Fanon
Capsule:
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Silphium is a large fennel-like plant native to Celtros. In the Cellana sector, this spice is king, outselling even Glitterstim and Ryl. The Zeltron have had centuries to experiment with the plant before having a market for it and have found it to have many valuable qualities. It is a rich seasoning, even flavoring the meat of livestock that feed on it. Its more famous use is as a medicine, as it is used to treat a host of maladies from coughs to fevers. Furthermore, the Zeltron have even discovered that it makes a good herbal contraceptive and, strangely enough, aphrodisiac.
Less law abiding individuals have discovered that, when processed and milled a certain way, Silphium becomes a potent smokeable narcotic with euphoric and hallucinogenic effects. Among the criminal underworld, this narcotic form of Silphium is known as Loa.

The Empire severely restriced the trade of Silphium, to the point that, outside Celtros, most people have not heard of it. The vast majority of Celtros' Silphium crop was sent to the core worlds where it was the exclusive domain of the upper class. The demand for it among the many wealthy Imperial Nobles and Officers caused the Empire to almost overfarm it to extinction. The withdrawl of the Empire to its current holdings was what saved the remaining Silphium and now, with Ithorian aid, the Zeltron are slowly recovering their trade in Silphium.

The current price for the plant is through the roof and with its reintroduction, many Cellana sector systems have put extensive tariffs on it to regulate what they see as a potent drug. Because of its value and questionable legality, this is a favorite cargo of Cellana sector smugglers, who take great risks entering and leaving the Cellana system. Sector Ranger Headquarters, located in that system, has had to expand on their prison wing, impound yard, and evidence storage just to keep up with all the smugglers they catch.  

Sol Walker
Crew


ElladanKenet
Crew

PostPosted: Sun Jun 28, 2009 3:13 pm
Entry: Aurek-Nimbus
Subject: Beskar
Status: Canon
Capsule:

There's a reason Mandalorian armor is unparalled in quality. That reason is beskar.

Also known as Mandalorian Iron, beskar is a rare metal found naturally only on the planet Mandalore, as it's name implies. As if this didn't make it rare enough, the metal is also one of the hardest materials in the known galaxy, being indestructible on some level against even lightsabers.

The secret to beskar was twofold: not only was the metal itself an amazing element, but the way it was forged. Mandalorian metalurgy was a legendary practice, and the way they managed to make beskar into the galaxy's toughest material was an art only they perfected. Only Mandalorian metallurgy was capable of turning the dense, indestructbile metal into the light element known only as beskar.

Beskar could also come in a variety of colors, ranging from bronze to dull grey and black.

Beskar thus found it's way into pretty much every aspect of Mandalorian life. It was they key component of their armors, and also served as materials for various weapons and ships as well.

This, of course, attracted the attention of the Galactic Empire. Though Beskar had been mined and refined for millenia, it was at least still available on the market. But, like they did with stygium crystals, the Empire strip mined the planet of all known beskar, leaving the only available beskar as being extractable only by harvesting it from other items.

The Mandalorians lucked out, though, when in the waning days of the Yuuzhan Vong War, the planet was bombarded, and fresh veins of beskar were revealed, and the metal once again was back on the market.

But, it did have it's weaknesses. The force ability Shatterpoint allowed force users to sense out the imperfections within anything, including beskar, and by concentrating, could shatter the object with raw kinetic power.

Beskar was used in several notable places. Sith Lord Darth Rivan lined his training room floor with the stuff, as well as the door to his ritual chamber, and a treasure chest. Boba and Jango Fett were infamous for NOT using it, until Boba Fett had a new set of armor commissioned in 40 ABY. In addition, Boba Fett also commisioned a set of armor plates, some crushgaunts, and a knife, all made of beskar, as a gift for longtime rival han Solo, over the anguish caused by his son.

In short, if you have to know anything, know this: Beskar is the best damn metal in the galaxy, worth more than your life if you should ever get your hands on some.  
PostPosted: Thu Jul 09, 2009 10:22 am
Entry: Aurek-4
Subject: Alpha-class XG-1 Star Wing Assault Gunboat
Status: Canon
Capsule:

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Created by Cygnus Spaceworks, the same geniuses behind the Lambda-class shuttle, the XG-1 was the Empire's unofficial high-tier fighter.

Though it was designed for the Empire, it was never officially added to the Empire's cadre of starfighters. Nevertheless, it was their only shielded, hyperdrived fighter, up until the TIE Avenger and Defender reached production... years later.

The ship was armed with six hard points: twin chin-mounted laser cannons, two ion cnanons above the cockpit, and a pair of general-purpose ordinance launchers. Depending on mission configuartion, she could carry 16 concussion missles, 12 proton torpedos, 8 heavy rockets, or 4 proton bombs.

Because of the sheer size and weight of the craft, the ship's maneuverability and speed were comparable to the Y-Wing. It never saw wide-spread production, though.

On a good note, these ships were renown for their resilience. Between their impressive defences and their heavy armament, a single squadron of five of these ships could take down ships as large as frigates, with full missile salvos.

Because they have hyperdrives, they are capable of operating without larger carrier ships. They are commonly used with Interdictors to help neutralize potential threats before capture and boarding.

Nevertheless, if you ever have to fly one of these things, count yourself lucky, because your odds of surving the mission went up dramatically. On the flipside, don't think you'll be outflying anything faster than a T-65.  

ElladanKenet
Crew


ElladanKenet
Crew

PostPosted: Fri Aug 21, 2009 2:15 pm
Entry: OOM-2
Subject: Droideka Mk-II
Status: Canon/Fanon
Capsule:

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The next stage in making Republic soldiers s**t in their pants.

The Q-series Droideka was bad enough, with it's repeating blasters and energy shield, allowing it to stand up against basically anything except heavy artillery, and resourceful suicidals. Of course, it has it's flaws, like any battle droid.

Most of these were rectified. The Mark II is consideably larger than the Q, P, or W series, and has heavier, sturdier body. It can still roll around like no tommorow, and has an added fourth leg for increaed stability and mobility when deployed.

The shield is of course stronger, able to take more and stronger hits. Additionally, the droideka features a third set of twin blasters, with the two original ones now being in a tighter position. While it does make it more difficult to aim far away and adjust, it has less of a forward blind spot, and more forward firepower.

Most impressive of all is the fact that it can switch it's blasters to a secondary mode: ion cannons. As if shredding infantry were bad enough, now it can disable other hardware with ease. These cannons are located at the head (3) and down at the base (2). The other four on the arms are blasters.

If you want to kill one, your best bet are explosives: grenades and rocket launchers.

Best thing about it? The CIS can build them for the same price as the Q-series in 22 BBY. Ouch.

Fanon Info
~~~~~~~~~
In Canon, the Droideka II wasn't discovered until 3 ABY, on Hypori by the Zann Consortium. The CIS had apparantly started producing the droids, but never got the chance to release them. Zann got ahold of them, and used them himself.

In the Galaxy Divided universe, the CIS is still alive and well long after 19 BBY. The Droideka II was being tested just as the armistice was agreed upon, and is due to be brought to the battlefront by late 9 BBY. No differences between fanon and canon in the droid's stats.  
PostPosted: Fri Aug 21, 2009 2:23 pm
Entry: OOM-1
Subject: B1-X Battle Droid
Status: Fanon
Capsule:

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20 years after the B1 saw failure at Naboo, and 10 after the B2 debuted at Geonosis, Baktoid Automata decided it was time for the next upgrade in it's line of infantry droids.

The niche had had it's problems for sometimes now. The B1 was stupid and flimsy, hardly worth its cheap cost. The B2, although more agressive and stronger, still paled in comparison to clone troopers. Droidekas, B3s, and Scorponeks were better served as assault fighters and weapons platforms.

The new model then was a hybrid. Years ago, the BX-series droid commando was the top of the line when it came to automated commando units. While not quite the par with their opposite Clone Commandos, they were still quite a threatening face on the field. The problem? Expensive, more than 20x the value of a B2, and 100x the value of a B1.

That has since changed, however. The B1-X is nearly identical to the B1 aesthetically, except with reinforced armor, similar in hardiness to the BX-commando. While it does lack some of the finer infiltration software, it featured a modern version of the BX-series combat programming and enough tactical and battle training to make it the equivalant of a Carida graduate.

Better yet, the B1-X is considerably cheaper than the BX; years of research and refinement have made the B1-X nearly as cheap to produce now, as the B1 was to produce in 22 BBY. Combined with their programming, heavy armor, and their weapons (including new E-6 Blaster Rifles, SE-15 Blaster Pistol, stun batons, and grenades), the B1-X is the thing Republic soldiers now fear.

Of course there are downsides. The B1-X is a tad larger than the B1, meaning ships can carry fewer of them. They're still vulnerable to headshots and EMPs, and are the most expensive infantry units in the CIS. And while they are far and above superior (B1-X is to B-1 as Clone Trooper is to B-1), capable of as much as a 5-1 ratio against sentient forces, they lack ingenuity. If you have the money and connections, you're still better off hiring a Mando.

Even still, factories across Confederate space are cranking these babies out by the millions each day.  

ElladanKenet
Crew


ElladanKenet
Crew

PostPosted: Fri Nov 18, 2011 4:22 pm
Entry: 04567-2
Subject: Harrower-class Battlecruiser
Status: Canon /w RP Addendum
Capsule:

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Following the Jedi Civil War, the Sith Empire learned that, in order to best combat the Republic, they needed a military that was up to date, and up to the task. Descended from the Centurion-class and Interdictor-class of three centuries ago, the Harrower-class Battlecruiser is the standard ship-of-the-line for the Imperial Navy.

Originally designed by Grand Moff Odile Vaiken during the foundation of Dromund Kaas, the Sith battlecruiser quickly became a staple of the Sith military. Though the model is some three hundred years old, it has been updated enough to be quite powerful even as far as the Cold War.

The model itself looks like a mix between a typical destroyer and a broadside cruiser. While it has a typical wedge shape, the center line is broken by a hangar bay that is able to unleash station craft at point blank trajectory.

The ship features the signature ISD engine configuration: three primary engines and four minor engines.

Though formidable in it's own right, Harrow-er battlecruisers function best when serving in large numbers, or in tamdum with the Oppressor class battle crusiers.


RP Info
~~~~~~~~
Class: Destroyer (approx. 1600m)
Hyperdrive: Class 2 (Back-up 7)
Armor: Heavy
Shield: Medium
Armament: 24 Turbolasers, 24 Heavy Turbolasers, 12 Heavy Ion Cannons, 12 PDF lasers, 6 tractor beams, 4 Proton Torpedo Launchers
Fighter Complement: 1 Wing (Six squadrons of 12 ISF Interceptors, based on ISD stats), 1 squadron of Fury-class Interceptors, assorted transports
Troop Complement: 7,500 Troops (3 Regiments), various vehicles
Crew: Between 28,000-31,000  
PostPosted: Fri Nov 18, 2011 4:38 pm
Entry: 04567-3
Subject: Oppressor Battle Cruiser
Status: Canon /w RP addendum
Capsule:

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Serving alongside the Sith battlecruiser was another vessel, the Oppressor-class. Though smaller, it was still heavily armed for its size. These vessels helped ravage many worlds, including Coruscant during the Sacking. Darth Angral would use one of these as his personal vessel during the Treaty of Alderaan.

Though no specs for the ship, beyond being blocky, dark, and having five engines exist, if the guns are any indicator, the ship isn't very large by any means. If I had to be the judge, this would serve a role similar to an escort frigate, such as a Wombat-class or Acclamator-class, designed for ferrying important personel with a lot of firepower, and also providing support to Sith battlecruisers.

RP
~~~~
Class: Frigate (approx. 400m)
Hyperdrive: Class 2.5 (Back-up 10)
Armor: Medium
Shields: Medium
Armamant: 20 Turbolaser cannons, 8 ion cannons, 4 photon torpedo launcher
Complement: 1 Squadron of 12 ISF Interceptors, 2 shuttles
Troops:400
Crew: 300  

ElladanKenet
Crew


ElladanKenet
Crew

PostPosted: Fri Nov 18, 2011 6:17 pm
Entry: 04568-1
Subject: ISF Interceptor
Status: Canon
Capsule:

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The ISF, or Imperial Star figther, came into existance during the founding of Dromuund Kaas. One of the first military endeavors was to create a replacement to the aging Sith Starfighter. Though it had proven powerful, fast, and easy to mass produce, without the Star Forge, the Sith Empire simply could not keep their numbers up.

The ISF Interceptor is an improvement. Much newer, faster, and more powerful. the design is reminiscent of the V-wing Interceptor, and holds the same role.

RP Info
~~~~~~~~
Class: Interceptor
Hyperdrive: No
Shielding: Minimal
Armor: Minimal
Armament: Laser Cannons
Engine: Twin Ion Engine
Crew: 1 pilot, no passengers
Life Support: Yes  
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