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PaulTheWolf5575

PostPosted: Fri Jan 19, 2007 9:02 pm
Sorry for the double post but here is another creation...and no its not a ship...

The Epona Pursuit Tank

The T-5 Epona Repulsor tank
User Image

Name: Epona Repulsor tank
Role: Light Armor/Pursuit Tank/Light Transport
Manufacturer: Yutrane-Trackata
Product Line: T-5
Length: 10 Meters
Class: Repulsorcraft
Maximum Speed: 250 Km/h
Sensors: Yutrane SensiTrack
Armament:
4 Repeating Blaster Cannons
1 Block 4 Missile Launcher
Targeting Laser
Defenses:
Light Shield Generator
Armor
Crew: 4
Passengers: none

The T-5 Epona is a follow up on Yutane-Trackata’s venerable T-2B line of light Repulsor tanks. The Epona is an improvement over its predecessor in every way. She is faster, and is more heavily armed. Her 4 Repeating Blaster Cannons are more than capable of tearing apart lightly armored targets, while the Missile Launcher, similar to those carried by infantry, but with 4 tubes and a better targeting system gives it an advantage against armor. They are all mounted in the same, quick response turret. She is not a line tank, however, as her defenses are too light. She features a shield generator, comparable to the one featured on the T-2B by modern standards. This allows her some survivability, but she excels in hit and run strikes. The Epona also features a targeting laser for calling down artillery strikes. Her Repulsors are lightly armored from a very low angle, allowing enterprising infantry to slip a grenade under her once her shields are down. (Providing she doesn’t simply outrun the grenade) She also features independent repulsors, allowing her to keep moving even after a repulsor goes offline. They are, however, clustered together, allowing them to still be taken out by heavy weapons. The Epona was produced too late for the GAA/Sith/Imperial War, but due to her cheap price and excellent use, she is being snapped up by rebel groups. She can also be modified fairly easily, but this can sometimes cause equipment problems.  
PostPosted: Fri Jan 19, 2007 11:25 pm
Apologies for the triple post, but I've been busy...

Next up is the All Terrain Tactical Walker

The AT-TW (All Terrain Tactical Walker))
User Image
(Props to WhiteFeatherMoon for the pic)

Name: AT-TW
Role: Armored Cavalry/Assault
Class: Walker
Manufacturer: Balmorran Arms, Rothana Heavy Engineering
Height: 8 Meters
Maximum Speed: 75 Kp/h
Sensors: Balmorra TruTrak VII w/ ECM
Armament:
2 Light Repeating Blaster Cannons
2 Repeating Light Laser Cannons
4 Missile Tubes
Targeting Laser
Defenses:
Armor
Crew: 1; 2 (optional)
Passengers: none

The Galactic Alliance, although renowned for her hover vehicles, did fall back upon Imperial Doctrine, and use Walkers. These Walkers were not nearly as common as their other forces, but they were effective. Several years before the beginning of the War, the Alliance was forced to modernize her Walker forces, but didn’t have the budget to create multiple walkers for both Light and Heavy needs. They needed a middle of the road unit, that could fulfill both adequately. The All Terrain Tactical Walker was born.

This walker would be able to move at a fast speed, and still have enough armor to take a beating. The AT-TW fulfilled both needs, being able to max out at 75 Kilometers per Hour. Her armor is heavier than AT-CW, but is nowhere near the thickness of the AT-RD. She has a good rate of survivability however, partially due to her design, which minimizes exposed points. She’s shorter than the AT-ST, and her frame is more squat, and has none of the balance issues of its predecessors. She also features an ECM suite, making her very hard to track by Active Sensors, oftentimes simply vanishing from enemy screens. They prefer to operate in squads of 3-5, being able to support Infantry Pushes, and a squad of AT-RWs can pose a serious hazard for heavier armor.

As far as weapons go, the AT-TW can be re-equipped with a variety of loadouts, but they all feature a pair of Light Repeating Blaster Cannons in an independent turret, that moves rapidly, and can tear lightly armored targets apart. This turret can either be controlled by the Pilot, a secondary gunner, or the Walker’s advanced Fire Control systems, which allow it to target and engage targets of opportunity and threats to the walker flawlessly, leaving the Pilot to handle the heavier weapons. This does have its disadvantages, because it doesn’t typify targets the same way actual gunners do, which is why several have a secondary gunner position. The heavier weapons are a pair of rapid-fire Light Laser Cannons, which make short work of other walkers and tanks. They can also pulse fire their weapons for a massive spray of energy, which requires cool down time. This is good for hit and run strikes, as the damage generally sows no small amount of chaos. For the real punch, there are a series of 4 missile tubes, which can engage mobile targets with ease, and are especially devastating against air speeders and other targets. Against other walkers and tanks, these warheads can literally obliterate them in a single strike. She also carries a targeting laser to call down Artillery Bombardments when necessary.

There are drawbacks, however. The Missile Tubes are exposed, allowing for critically damaging hits at very unpleasant times. The Magazines for the warheads are located near the warheads as well, so these critically damaging hits are often times fatal. The armor around the Arm joints is weak, so with enough damage at that point, the AT-TW can lose a significant piece of her firepower in a single attack.

An interesting factor in the AT-RW is her versatility. Her weapons can vary. She can carry heavier weapons or armor, at the expense of speed or armor protection. It takes a week to complete a full switch though, so switches during missions or battles are unlikely. Some pilots prefer to remove the missile tubes for heavier armor and getting rid of that vulnerability. Sometimes they add another pair of laser cannons instead, but this version has a much more difficult time with sustained fire, as the heat and power requirements are unconscionably high. A rarer variant, however, is one that has a thin layer of Optical Camoflauge added to it. This allows it not complete invisibility, but removes the needs for a Camo paint-job. Combined with their ECM capabilities, this makes them dangerously capable of Infiltration. This is a very rare variant, as OC materials have a high price tag.

The AT-RW was never a staple of the GAA’s ground forces. She was expensive, and upkeep could at times be difficult. She did excel where she was deployed, however. There are not many of them left. The surviving AT-RWs are believed to be in the hands of the Galactic Alliance Core Fleet, but sightings of them in Rebel hands have made Imperial Ground Commanders wary of engaging them head on. Engaging a squad of AT-RWs can be a costly mistake…  

PaulTheWolf5575


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PostPosted: Sat Jan 20, 2007 4:27 am
What's with the walker?

As if the GLF really needs yet another ground unit. And that thing is more modifed than anything short of the behemoth cale made.

Hell, even the AT-IW, a reconnasaince walker, doesn't even have half the sensor gadgets you put on it. Not to mention this massive thing can outrun that punty little recon walker...

Plus, where's the weakness? I see two minor drawbacks which could possibly be exploited if someone knew precise schematics on the thing. Other than that, only concentrated firepower seems the option, which is nullified with ECM because they can't be hit by blasters and ECMs jam all missle systems.

So how do you destroy this thing? This massive walker that runs faster than all others in the galaxy, with stealth, jamming, and of course, the ability to destroy every other unit on the ground due to lack of weaknesses?  
PostPosted: Sat Jan 20, 2007 5:43 am
what the hell?
Whats wrong with the equipment we already have?
walkers, tanks, artillery, we had all that before you started posting more.
Modular weapons placement on a walker?
Do you have any idea how complicated that is?
and with heavy armor to boot! That just adds to the complexity!
We're not turning this RP into a Mechwarrior ripoff just so you can stomp around in your own personal battlemech.
Rebels cant afford Walkers. Especially Military walkers.
Walkers need special maintenance that you cant find outside of Imperial service.
You want a walker? Go for the open cockpit gladiatoral walkers that are armed with paper thin armor and a stubby blaster cannon.
I gave you morons Airspeeders for a reason, yet that reason seems lost on you.  

Sol Walker
Crew


Sol Walker
Crew

PostPosted: Sat Jan 20, 2007 6:01 am
Also, I would like to point out that if it carries passengers, its not a tank. Its an APC.
Tanks are like fighters.
You only put in enough space for the crew. Anything else is a waste. They're war machines, not people movers.
Besides, I thought I already took care of the troop movement problem with the Hovertruck.  
PostPosted: Sat Jan 20, 2007 6:21 am
PaulTheWolf5575
Produced by CEC, SoruSuub and a couple of others...
That works  

ElladanKenet
Crew


Sol Walker
Crew

PostPosted: Sat Jan 20, 2007 6:46 am
*Sigh*
It escapes him.  
PostPosted: Sat Jan 20, 2007 6:56 am
*No Comment because for once people aren't on my case*  

ElladanKenet
Crew


stellarmagic

PostPosted: Sat Jan 20, 2007 9:47 am
Yeah... it does escape him. Just refuse to include that class of vehicle. The GA is dead, all that remains are fleet units in the core. Ground forces assembled by the GLF will be real lucky to get an APC or IFV let alone a tank. Their primary force will be infantry, and old fashioned fixed defenses. Their only hope is air support.  
PostPosted: Sat Jan 20, 2007 11:14 am
You are right about the TW, consider that scrapped...

And actually, The AT-ST is 15 k/ph faster than it, just so you folks get the idea...

The Epona is a fast Tank designed to take on Light Targets, and if need be carry a light squad of infantry...I can get rid of the squad room if you want me to...

And Stellar, we already have not one, but two tanks...and the Epona is a direct descendent of the T-2B, which the Rebels had at the very beginning of the GCW.

Don't worry about the defenses...you will learn of them soon enough...  

PaulTheWolf5575


ElladanKenet
Crew

PostPosted: Sat Jan 20, 2007 11:20 am
stellarmagic
Yeah... it does escape him. Just refuse to include that class of vehicle. The GA is dead, all that remains are fleet units in the core. Ground forces assembled by the GLF will be real lucky to get an APC or IFV let alone a tank. Their primary force will be infantry, and old fashioned fixed defenses. Their only hope is air support.
Well, here's how I look at it

The GA's got a fleet

The Loyalists have a clone army.

Do the math  
PostPosted: Sat Jan 20, 2007 11:23 am
And by Legacy 2 we have already rendezvoused with the Core Fleet  

PaulTheWolf5575


Sol Walker
Crew

PostPosted: Sat Jan 20, 2007 11:28 am
did you read the part about no passengers on a tank?  
PostPosted: Sat Jan 20, 2007 11:28 am
PaulTheWolf5575
And by Legacy 2 we have already rendezvoused with the Core Fleet
I wouldn't go that far. I'd say we will within the RP. By now, all we've contacted is Celestia/Freya's group  

ElladanKenet
Crew


PaulTheWolf5575

PostPosted: Sat Jan 20, 2007 11:30 am
No, Freya and Company have contacted the Core Fleet...she told me so herself...

And its edited. Is the Epona approved?  
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