|
|
|
|
|
|
Posted: Wed Jan 17, 2007 8:13 pm
|
|
|
|
|
|
|
Posted: Wed Jan 17, 2007 8:22 pm
|
|
|
|
|
|
|
|
|
Posted: Wed Jan 17, 2007 8:27 pm
|
|
|
|
|
|
|
Posted: Wed Jan 17, 2007 8:47 pm
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 18, 2007 4:28 am
|
|
|
|
ElladanKenet Entry Number: 776-875-400 Subject: CR-120 Corellian Corvette Status: Fanon Capsule:After seing the massive success of the CR 90 during the Galactic Civil War and after, CEC came up with newer models.The latest incarnation easily holds its own in a modern galaxy. The vessel was designed to fit the empty role of anti-starcraft in the greater galaxy. Masive carriers and their wings and Gladius-frigates were the common tool, but there was nothing small enough to maneuver between frigates and ships, and still be able to accurately attack fighters AND fight larger ships at the same time. The CR 120 is just that. Standard crew is 8 officers and 36 enlisted, though this can be as high as 30 officers and 180 enlisted. Passenger room is 600 persons at most. Length is 240 meters, with 30 meters at its skinniest and nearly 180 at its widest. The basic design follows a short, stubby bow similar to star destroyers, but with wings and a tail-end covering the thirteen identical engines. The initial design carries little armament itself, but the manufacturers installed no less than 30 hardpoints onto these babies, earning the nickname "Multi-Task." Because of this feature, there are virtually hundreds of weapons configurations for the ship, depending on the model and role. A military model has this typical weapons configuration: - 10 Class-9 Turbolasers - 5 Class-8 Laser Cannons - 5 Class-6 Ion Cannons - 10 Class-8 Missle Tubes This is fairly standard. All military models come with basic shielding, armor, and hyperdrive, as well as a Point-Defense system. Due to customization though, upgrading is fairly easy for a group of mechanics. Hangar room is limited to space for a shuttle. Shields strength is fairly good for a ship it's size, but its crown jewel is the engines. This baby can crank it up to 2500 MGs with all weapons blazing and hold the course for hours on end. Full throttle, she clocks at 3000 MGs in space, and 2300 MGs in atmosphere when stripped down. Combined with a fast .8 hyperdrive and this, she can literally fly circles around everything else. Of course, there are drawbacks. Using such thrust strains the systems, can cause overheating, and generally diverts power away from weapons to the engines, and can even cut life-support if pushed too hard. Thus, ideal speed is limited to a max of 2750 MGs before straining occurs. The ship also suffers from weak armor, especially in the thin center, where the ship has proven to be blown in half by strong enough turbo-lasers or missles. Even still, these short-comings are minor, at best. When you can fly this fast, alter the ship for a variety of missions and facilities, and can even punch holes in Destroyers in small groups, you don't have much to worry about. Properly equipped, these could even strangle frigates such as Wombat IIs and Gladiuses, which are eternally bound to their components. Thus, this is the vessel to own. They're small, fast, bite hard, cheap, and easy to come by. Every known major organization has at least one, if not a hundred of these, and many are popping up in the hands of crime rings and mercenary gangs. Parts are in extreme surplus, there's no lack of the ship, and when you can arm a ship this size almost as much as a vehicle twice its size. *NOTE- Straight out of the factory, these ships have ONLY hardpoints. Shields, engines, hyperdrive, life supprot, and the computer. That's it. You must buy and install your own weapons.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 18, 2007 4:30 am
|
|
|
|
|
|
|
Posted: Thu Jan 18, 2007 2:20 pm
|
|
|
|
Entry Number: 999-999-998 Subject: Dathomak War-Beast Status: Fanon Capsule:
Just when you think you've seen it all, you meet this big mofo. Taking the concept of warbeasts, and adding modern technology, this joint Mandal Hypernautics and MandalResearch is a big, expensive weapon.
First, you take a Dathomiri Force-with, and her Rancor. The Rancor pretty much gets all but killed, and then super-extensive surgery done to replace all of its flesh, muscles and bone with duranium and quadranium armor and circuitry. The only part of the Rancors not cybernetic are its contained heart, its instincts, and its memory; otherwise, you prety much have a robotic rancor.
Now, when you hear the words rancor, generally you picture something big, mean, and powerful. That's what you get. These Rancors have armor nearly 1/4m thick. The rancor itself has a basic AI added to its systems to help compensate its low intelligence, though this doesn't do much. Standard armaments include two wrist-mounted laser cannons, two shoulder-mounted homing-missle launchers, as well as three more hardpoints on the body to instal ion cannons, Force-nets, tractor beam, or other gear. It's also tacked on each with Ray, Deflector, and Ion shields to protect most types of energy and EMP. The claws are laser-blade enhanced, capable of igniting each cortosis claw with an energy-field similar to lightsabers, and large enough to chop up enemy ships.
Now, at this point you're thinking: that's a $#@!ing big robot. Yes, you're right. It's damn heavy. To compensate the weight, repulsor thrusters were added to each arm and leg, as well as one at the tail to keep the Warbeast above ground and mobile. The controlpit's mounted on the back as well, just behind the head, with the engiens connected behind that to the lower back. Engines are about what you'd find on a large fighter, which greatly helps move this huge animal. This basically gives it enough propulsion to move about as fast as a normal Rancor mount can move on land, and allows it to move half as fast as a T-95 Bomber while in space.
The controlpit's the best part. Here, the Witch rides, with her own Environment suit, as well as life-support and supplies for three weeks. The rancor itself has an energy converter, so it can be 'fed' multiple energy sources, ranging from ion and plasma to tibbana, to standard electricity or fuel cells.
The witch controls the Rancor in two ways.
First is the CPU, which adds to the Rancor's very limited intellect, applying very small tactical moves with its basic instincts, and allows the Rancor to control its new body as well as it would its old one.
The second is through the Force. Because each rancor is intimately boded with its Dathomiri pilot, the two can work as one and benefit each other. The witches are extensively trained in tactics, piloting, rancor instincts, Advanced CPU and Cybenetics, and a load of other applications. In the rancor, the Witch can physically connect her mind into the interface (through a personel computer interface modular), allowing it to make up for the rancor's stupidity, as well as using the Force. Through the Force, the beast and pilot can become 'as one', sharing battle knowledge, experience, memories, and helping each other through inspiration and motiviation. This alone can give the beast nearly Jedi-esque speed and reflexes, even without using the force itself.
Now, the Force is thus its greatest weapon, and can also be its greatest impident. Around planets like Myrkr or in the presence when the Force isn't available, the Rancor can act on its own of the Dathomiri. As long as the beast still recognizes it (which would take erasing its biological memory and senses to disable), the Witch can give it orders, to which it will respond. Often times, the Rancor and witch can develop their own personal code for better cooperation in times like this, but nothing fancy.
Of course, there are the obvious limitations. On land, these things are slow, and on worlds where repulsors don't work, you better hope you don't get caught in the mud. Speed is a very limiting factor, as well as mobility, but it does make up for it.
Because of its speed, and lack of grace, a common feature to these are the addition of homing-weapons and a tractor beam. Between these, the rancor doesn't have to move far to attack, when it can take accurate shots, or reel in an enemy torwards it. With the Tractor Beam, it can haul in Starfighters, Bombers, small vehicles, and anything smaller than itself, thanks to its mass and power. In groups, you could even nab a corvette.
All in all, not a bad... toy. These were designed in mind to prevent boarding parties of most kinds, being deployed in advance to intercept boarders and then disable them, destroy them, or tear them apart. These are obviouslly much better in space, especially in tactical missions, though they need bigger ships as carriers, such as Destroyes. They lack the armor or shields to take on large ships head-on, but these aren't even warships. land one of these on top of a Nemesis or Revenge II, and watch it tear up anything it touches. Typical size of these behemoths is 30m from toe to head, 32m from snout to tail, and mass is about two or three tons.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 18, 2007 2:27 pm
|
|
|
|
|
|
|
Posted: Thu Jan 18, 2007 2:36 pm
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 18, 2007 2:45 pm
|
|
|
|
|
|
|
Posted: Thu Jan 18, 2007 2:47 pm
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 18, 2007 2:49 pm
|
|
|
|
|
|
|
Posted: Thu Jan 18, 2007 2:50 pm
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 18, 2007 3:13 pm
|
|
|
|
|
|
|
|
|
|
|