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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 ... 13 14 15 16 17 18 19 20 [>] [»|]

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Sol Walker
Crew

PostPosted: Thu Dec 14, 2006 10:04 pm


Entry Number: 999-01
Subject: Crix Madine
Status: Canon/Fanon
Capsule:
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"I've come to the conclusion that those people who truly do great deeds don't feel the need to talk about them all the time."
-General Crix Madine.

The greatest Special Forces Operative of the post Clone Wars-New Republic Era, Crix Madine has served with distinction in the Galactic Imperial Army, the Rebel Alliance, and the New Republic.

He was born a loyal son of Corellia. Later, after he passed through the Imperial Academy and got his comission to the army, he founded the Imperial Stomcommandoes and trained the first lot of them.
Morally objecting to the types of missions that he was being forced to go through with, he provided covert support to the Alliance, then overtly jumped ship on Corellia.

Now a member of the Alliance, Madine swiftly and effectively transformed the fledgling rebel Alliance Special Forces branch from the joke of the fleet to the terror of every Imp in Uniform. His indepth knowledge of the Empire's Military gained him an advisory roll for Mon Mothma. It was his tactical planning that Han Solo and the Comandos followed on Endor, and it was his operatives that aquired the Shuttle Tyderium.

His service continued into the era of the New Republic, where he turned down an Inner Council chair and kept continually in the field, Eventually wnning for himself the title of Supreme Alliance Commander for Intelligence.
In 12 ABY, while investigating the Darksaber Project in Hoth's Asteroid Belt, he was captured and executed by Durga the Hutt.
He faced his fate without fear and died with honor.
In the aftermath of the Vong War, the Crix Madine Military Reserve was comissioned in his honor over Coruscant.

----------------------------------------

Crix Madine was the greatest Soldier in the Galaxy. He could beat down Boba Fett bare handed, smack Kyle Katarn around like a b***h, and he feared no sentinent in the known Galaxy. He was an Ace marksman, could sneak like a Nohgri, and was a master of disquise.
He was the Paragon of the Special Forces Operative.
And he did not die at Durga's hands.
Durga, being a Hutt Lord, had never done his own dirty work before, and as such his aim was poor.
He missed Crix's vitals, and, thinking quickly, Crix played dead.
Once the Hutt's minions had dragged him out of Durga's sight, he made good his escape, taking out several guards in the process.
He ejected in an escape pod to Hoth's surface, where he was picked up by a NR retrieval team.
Having lost several of his closest soldiers in that last mission, and after this latest brush with death, Crix took the opportunity presented by his supposed demise and retired from Active Service. He stayed with the Alliance Special Forces as an advisor and personel trainer, operating under the Codename Red Aak. His continued existance was known only to a handful of New Republic Personel; Mon Mothma, Ackbar, Page, and Leia Organa-Solo among them.
During the Vong War, he disapeared in the Wake of Coruscant's retaking. His current whereabouts are unknown, or even if he is alive, though during the official commisioning Ceremony of the Crix Madine Military Reserve, it was noted that a Certain Crix Aak was on the guest list...

____________________________________
In Gaia's Official Star Wars Guild, there exists a Cult of Crix Madine Worshipers.
Called Madineists, they belive Crix to be the greatest most powerful being in existance and have a series of texts based upon his teachings as a Military Genius.
The current head of this Madine movement is a dashing, clever, handsome Space Pirate and Mod, Cale Darksun.
PostPosted: Fri Dec 15, 2006 7:55 pm


Entry Number: 120-120
Subject: KDY All Terrain-Armored Dreadnaught
Status: Fanon
Capsule:

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The Pinacle of Armored Walker design, the AT-AD Earns its frightening moniker, as it is one of the most heavily armored and armed weapons on the battlefield.
Thicker, taller, and a good deal more heavily equipped than its predissesor the AT-AT, the AD functions as a mobile command post, siege engine, artillery platform, and troop transport.

The AD's primary weapons are the two huge Railguns attached to its sides. These guns, origionally designed to be mounted on star destroyers, are frighteningly efficient at decimating enemy fortifications and armor and do not rely on line of sight to target the enemy, thus giving them impressive range. Both Railguns have an anti arcraft missle moduel mounted on their rear, a precation against airspeeders and starfighters. The Twin auto blasters mounted in a turret on the chin allow it to engage with troublesome infantry too foolish to run away at the sight of this behemoth.

The armor is just shy of starship grade, and the joints are heavily armored to protect against infantry armed with missle tubes. This increased weight and armor gives the AD rather excellent stability. Destroyed AD's have an impressive tendancy to avoid collapsing or falling over, a testament to its sturdy nature.

All this weaponry and armor come at a cost however. The AT-AD is ponderously slow and cumbersome, lacking not only the AT-AT's flexible neck, but much of its agility as well. In addition, the unit is a rather expensive toy. It is rare to see any more than three of these deployed on the same battlefield at once. Anything that three AT-AD's can not take down is cause for a Base delta Zero.

Sol Walker
Crew


Sol Walker
Crew

PostPosted: Fri Dec 15, 2006 9:01 pm


Entry Number: 78-329-6
Subject: Blastech Infantry Support Emplaced Laser
Status: Fanon
Capsule:

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An excellent anti infantry and anti armor weapon, Blastech's portable composite laser, also known as the I-SEL or the less formal term "Beamer", provides the average soldier squad with tank grade punch.
The I-SEL is a composite beam weapon, meaning its emmitted green laser is actually several smaller beams combined within the weapon to produce a powerful line of energy that can litteraly cut through lightly armored tanks, troops, and slow, low flying aircraft.
The device usually takes a team of three to operate and carry; One to aim and fire, one to operate the portable generator that powers the device, and one to help spot for the gunner.
Given the power of the I-SEL, it has an impressive range and can be used to target enemies from impressive ranges. As such, it often is equipped with a range finding scope.
The Rate of fire on this device is slow, and it will over heat if fired too often.
PostPosted: Fri Dec 15, 2006 10:35 pm


Entry Number: 78-329-8
Subject: Krupix Works AA Quad Turbolaser turret
Status: Fanon
Capsule:
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Essentially the quad turbo canon off a Wombat, the Krupix AA Turret is a rather effective way of maintaining air superiority without having your own airforce.

The Krupix AA is a rapid fire quad turbolaser canon with the capacity to spray the air with enough light to make any pilot wary of getting close. The cannon has three fire modes:

Cycle fire-where the gun fires a single bolt from alternating canons
Dual fire-the gun fires two of its four barrels at a time
Full fire- one blast from all four barrels.

Naturaly, cycle fire is the fastest fire mode and, coupled with the relatively quick rotation rate of the turret , gives the cannon the speed to shoot down fighters and airspeeders, while full fire lets it paste more heavily shielded craft at a much slower rate of fire.

Since the end of the war, the price of the AA quad turbo has dropped signifigantly and it is quickly being snatched up by mercenary corps, pirate bands, and criminal syndicates as well as anti-Imperial rebels.

Sol Walker
Crew


Sol Walker
Crew

PostPosted: Fri Dec 15, 2006 10:54 pm


Entry Number: 78-330-0
Subject: Krupix Works Ground Defense Dual Turbolaser turret
Status: Fanon
Capsule:

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The Krupix GD-DT a quality semi-emplaced defensive turret from a company who knows its big guns.

Two heavy turbo canons mounted upon a low profile turret provide an excellent deterent against enemy Armor, while a center mounted, multi-barreled, antipersonel grenade launcher keeps enemy infantry at bay.
It has good range and decent rate of fire for a turbolaser, but with it's cannonsfixed as they are, it cant hit fighters and airspeeders worth a damn.

Like its cousin, the AA Quad turbo, the GD-DT is semi-emplaced, meaning that it can be pulled up and deployed elsewhere when the battle lines change. Unfortunately, this is not a quick process and in the event one has to initiate a strategic withdrawl, you're better off spiking the barrels and rigging the power core to blow rather than taking it with you.
Infact, that should be the first thing you do when a withdrawl is ncessary. Due to it's turreted nature, once the enemy takes your guns, it wont be very damn hard to turn them back upon you.

Like alot of military hardware, this cannon is selling cheap right now and is quickly being bought up by various organizations.
PostPosted: Fri Dec 15, 2006 11:30 pm


Entry Number: 78-0468-77
Subject: Amorioncorp AC-T37 Daedalus
Status: Fanon
Capsule:
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This is your fairly standard Vibrosword, a simple piece of sharpened durasteel with a motion device set in the hilt that vibrates the sword, giving it a much more vicious cutting edge.
Out on the rim, Everyone has some kind of melee weapon, weither its a knife, a stun baton, or even a Gamorrian Axe. And among the varried melee weapons of the galaxy, the Vibrosword is among the most popular.
The Daedalus has a .8 meter length blade and is light and blanced enough to be wielded one handed. It's battery lasts for 24 hours of continual use, afterwhich you loose the vibro aspect of the vibro-sword.
Amorioncorp also makes a vibroblade with a .4 meter length blade thats almost an exact duplicate of the Daedalus. This shorter weapon is called the Icarus.

Sol Walker
Crew


stellarmagic

PostPosted: Fri Jan 05, 2007 4:44 pm


Entry: 45-980-12
Subject: Force Forgery
Status: Canon/Fanon
Capsule:

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The applications of the force seem almost infinite, from the manipulation of minds and the lifting of objects to the absorption and release of energy. Thousands of abilities have been found and lost, their existence only hinted at by traditions and small skills. Many of these skills are only hints of much deeper and forgotten techniques. Force forgery, like Battle Meditation is among the lost arts of the force, it is also among one of the most powerful of techniques ever discovered.

Force Forgery is a technique which is taught in a basic form in the Sith Order, considering the initiation to knighthood includes the forging of the Sith’s Lightsaber Crystals, but this form of Forgery is extremely basic requiring a furnace to perform. There are other examples of Force Forgery, among which the most renowned comes from the history of the Old Republic and its Jedi Order, the Star Forge.

This wonder of engineering built by the Rakata Empire is the largest known example of Force Forgery. Endowed with the force and built with dark side techniques the station is a machine that wields the force and drains it users. Drawing basic hydrogen from the surface of Rakata’s primary star the device compresses the element to create nuclear fusion and additional heavier elements. Through the force this process is reduced to mere seconds, and with the raw materials and the energy of the dark side the elements can swiftly be assembled to build any piece of technology imaginable within minutes for small items and mere hours for capital ships. While the technologies and skills that the Star Forge were lost and buried other cultures living beyond known space could well learn a form of force forgery all its own.

The Rapora, a race living within the unknown regions has created its own brand of force forgery, this time a technique that removed the requirements of external energy sources and technologies was created enabling the creation of items by a lone individual so long as he or she has the requisite raw materials.
PostPosted: Sun Jan 07, 2007 7:16 pm


Entry: 129-776
Subject: Detre clan Eikh'mir
Status: Fanon
Capsule:
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"If it's broke, don't fix it. Make it better."

Such can be said of Detre clan Eikh'mir. Once, he lived on Wayland, born in the fourth generation since his people, the Noghri, moved there from their devasted world of Honoghr. He has no known family, and for the most part lived a normal Noghri life... until he met a chiss captain named Elshae'ken'etnaruodo.

For a good while, the Noghri lived under the rule of the New Republic and Galactic Alliance, governing the world as they saw fit. Before hand, they lived on Honoghr, where they lived under Imperial rule. Their planet had been wounded in the Battle of Honoghr, after a Seperatist ship crashed to the planet and spread a deadly toxin, choking the planet to near-death. To compensate, many Noghri were brought into the service of the Empire to serve as the Death Commandos, an elite branch of assasins notorious for murder and espionage, and rivaled only by the Mandalorians and Iridonians in skill. Detre's clan Eikh'mir was prominant in the Death Commandos; his ancestor, Cahkmaim, served the Death Commandos, and later joined Leia Organa Solo in the liberation of his world, and went on to become her bodyguard.

Detre, however, wasn't a legitimate Death Commando; the organization had long-since been abolished, even after Cahkmaim's untimely death. The training and nature of the organization, however, stayed true and firm, and each year dozens of Noghri used these skills to become police, bodyguards, and assasins, Detre among them. When he met the chiss leader of the Imperial base on Wayland, Detre was convinced into a Noghri life-debt with the man (while not actually saved by the man, he promised his honor and skills to serve him nonetheless).

Detre remained the chiss' favourite bodyguard after the consolidation of the Loyalist Empire (known to the Imperials as the "Kenet Empire"), watching as the Noghri, Mynerish, and Psadans were joined by the Mandalorians, Onderonians, Tarisonians, and Dathomiri. He served a rank and power similar to that of Darth Vader to Emperor Palpatine, with him being a sort of 'Executor', and Sven Da'courti the favorite 'Grand Moff' (in this case, the captain of Elladan's command ship).

He served through many minor conflicts during the Empire's rise, including the descovery and construction of the prototype LT Transverter. His career, however, seemed like it came to a screaching halt in the Second Battle of Wayland, when the Conquerer was boarded by a team of Maki-clan Bright Metal Strillers. Detre failed to prevent the capture of Elshae'k, and in the intrusion he was attacked by one of the beast, burnt to a cinder, and thrown into a wall. He barely survived, however, thanks to his will to protect and save the chiss, as well as the Battle Meditation being administered by Kathleen.

Because of this attack, Detre was all but killed, and his body broken. Once the tactical retreat was called from the area, the remaining defenses of the by-now conquered Wayland had retreated to Mandal, with the Noghri elite amidst a bacta tank.

To rebuild Detre was a job very much akin to the surgery done to Darth Vader, and before him, General Grievous. The Noghri's body was fairly burnt, and none of his limbs worked. His lungs were fine, by he'd lost all of his flesh and clothing, and several of his nerves were ruined. The body that would be made for him, however, had to fit his body. Unlike Darth Vader, Detre lacked the Force.

The nerves in his arms, legs, and lower abdomen (where the strill grabbed him) were replaced by an updated cyber reaction system
and several additions of cybernetic nerve attachments to rebuild the damaged systems. His flesh was replaced with a Noghri version of sythskin, and his lungs were given an added respiratory system matrix, to compensate for the armor he'd need to wear anyway. He lost none of his limbs, but several of his joints and bones were damaged, and were replaced or repaired with metalic joints and structure. Most of his arm and leg muscle, as well as his diapragm, was ruined, so a good bit of his muscle tissue was replaced with a cardio-muscular package, as well as a modern cybernetic muscle, part- metal and part-synth.

Aside from the cosmetic changes, there was also the matter of his protection. Even with the extensive repairs, his body was still extremely vulnerable even in mild atmospheres. To compensate, body extensions were given to his body so that he could fit into a new moble-life support armor. The suit itself was a tri-layer of padded cusion, and then a double layer of thin, yet durable durasteel and plastoid. The suit, however, offered some limitations. Unlike Vader, his suit could never be removed; nurishment was given through packs that could be attached directly to a retractable hatch on his left arm, and fed into like an IV. Wastes were delivered and removed through a simple duct and waste-removal system implanted in his lower regions. The suit also needed regulation, so a built in heater-cooling unit was given for climatization, as well as several grounders to limit the effects of EMP and electrocution, though the suit could still be harmed by them.

Combined with the addition of power gauntlets, the suit itself gave Detre newfound strength and agility. The loss and replacement of much of his bones and muscles gave him a much stronger and flexible body, able to perform agility feats he could not before. An example would be being able to do back-flips, hand-stands, being able to jump five meters into the air, and being able to lift nearly thrice his weight with steroids.

Even with the body extensions and maasive body, he was still nowhere near as bulky as Vader ever was; he was at most 5'6" if he stood completely tall, and he weighed half as much due to the thin and light but durable armor. Other modifications including durasteel claws on his gauntlets and the ability to provide steroids in extreme situations.

Personal equiptment included a larger assasin's blade, wrist-mounted lasers, a sound-dampening system, a hard-fixed lightdagger on his left-arm and a refillable flame-thrower on his right arm. Many of these weapons were attachments, that could be switched out in favor of more mission-specific weapons.

The final touch was a massive black cloak, similar to the one he used before, to hide his body from surrounding people. Combined with his red eyes, enhanced with retinal implants and a filter, gave him an almost Sith-like appearance, as well as an even more raspy and hissy voice making him hard to understand to anyone but people accustomed to him and translators.

He may be 'more machine now, than man' but the result is an almost complete improvement. The new Detre was now as powerful and stealthy as the top assasin droids, still with his Noghri skills and honor, and armable to the teeth; all for the price of a Lancer frigate. (He's still paying off MandalMotors and BioTech Industries the seventeen million credits he owes them.)

ElladanKenet
Crew


PaulTheWolf5575

PostPosted: Mon Jan 08, 2007 2:33 pm


Devourer class Mobile Artillery Hover Tank
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Name: Devourer
Purpose: Mobile Multi-purpose Artillery Tank
Armor: Durallex Special Light Composite A (Moderately Thick)
Shields: None
Engines: Paired Starwind Engineering Hovermasters
Maximum Speed: 120 KM/H
Maneuver: Excellent
Weapons:
2 BlasTech N-17 Light Repeating Blaster Cannons
2 Dual BlasTech C-12 Mk.2 Anti-personnel Blaster Turrets
Varies, pictured without weapons and with Paired CR-3 Lancer Heavy Turbolaser Cannons on a Type 3 Turret Assembly.

Capsule: The Devourer Mobile Artillery Hover Tank was designed to fulfill the Artillery role in the Galactic Alliance’s Military. Instead of heavily armored monstrosities such as the AT-AD, the Alliance chose to have a much more mobile, maneuverable vehicle to deliver its heavy, long range hitting power. But more important than its speed is its Versatility. It has a modular weapons arrangement, allowing for all manner of heavy weapons to be mounted in different turret arrangements. It can house Missile Launchers, Rail Guns, Turbolasers of varying sizes and shapes, but can only hold a single Superheavy Capital Grade weapon of whatever type. She can’t hold the same massive weapons as her larger, Imperial Counterparts. When firing such heavy weapons, or any weapon that might preseent Sizeable Recoil, the Devourer deactivates her Repulsors, and extends braces into the ground. It can take an hour in a repair bay to switch out turrets and weapons, while in the field, if parts are available, it’ll take up to 6 hours.

The Devourer is fast and maneuverable, but cannot stand up to much of a beating. It has a pair of Light Repeating Blaster Cannons mounted forward to deter infantry and light armor, with a pair of Dual Anti-Infantry Blaster Turrets, but when given the choice between fight or flight, it almost always chooses the latter, unless the Heavy Weapon(s) can be used to engage the encroaching opponent. A favorite tactic of Devourer commanders is to fire their artillery until the opponent’s artillery has them dialed in, at which point the squad guns it and races to another venue of bombardment.

The Devourer is light, fast, and relatively cheap. The combination of her speed and versatility make her a very deadly opponent. She is generally deployed in squads of 3-5, and can really make a ground battle spectacularly unpleasant to be around.
PostPosted: Sun Jan 14, 2007 2:19 pm


Entry: 18273
Subject: Cassus-class Star Destroyer
Status: Fanon
Capsule:

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Named after the Mandalorian strategist of old, the Cassus-class is the latest incarnation of Mandalorian capital ships. While by no means a big ship, especially when compared to Beldons, Revenges, and Pellaeons, a Cassus is considerably larger than Stalwarths, Wombats, and Gladiuses.

Now, this ship was designed pre-Loyalist Rebellion, as a rival ship against the Imperial Nemesises. The designer itself was MandalMotors Chief Designer Sigil Thetf.

These ships were made mainly as a revival of the older Kedalbe models. These ships were a tad bigger, comparable to the Nemesis in size, and carried the same quad engines as the Kedalbe, giving it a whopping 25 Gs, and making its competitor as slow as a Krayt Dragon on Hoth in the middle of winter. The ship itself is designed with a 2 1/2 hull, giving it more armor than the other ship, while abandoning the second layer of shielding.

Countering this measure is the sheer lack of weapons. 120 Class- 11 Turbolasers, 230 Class-9 Turbolasers, 100 Class-7 Laser Cannons24 Class-11 Proton Torpedo Tubes, and 32 Class-12 Mass Drivers makes this a hell of a ship. The drawback to the sheer number of guns; three squadrons of fighters makes even the Nemesis seem comfy. The hyperdrive is a Class .75, and combined with it's nearly 4 layers gives it respect and awe only reserved for the largest ships.

The kick to the head, however, is its special weapon. Like the Kedalbe of old, the Cassus can fire and utilize an energy leach on other vessels, draining shield and systems power to power their own ship. Sound great? There are down-sides, though. The system itself has a maximum range of 5 miles, forcing it to come within range of other ships. The system can also only be used efficiently for thirty seconds, then needs to recharge for another five minutes. Basically, this gives you the chance of only draining about half the shield-power and disabling most ion cannons for about ten seconds. The upside, is that the device uses virtually none of the Cassus' own power, instead using a battery that stores siphoned energy from the enemy ship, and can then distibute excess energy into the host ship's own power systems. It also has a Pioint-Defense system, situated to defend the bridge, shields, and special weapon, but it doesn't completely defend the ship.

The second draw-back is fighter control. The ship's size and lack of fighters make it an easy target for T-97s without the proper support. The only good news here is the mass drivers cannons will probably take out most of the enemy squadrons by the time they make another run. Of course, by then it could be too late.

All in all, not a bad ship. It serves the role it was made for quite well; not good for fighters, really good for frigates - destroyers. Too bad the Mandal construction yards could only make nine of these in the four years they were making them.

ElladanKenet
Crew


ElladanKenet
Crew

PostPosted: Thu Jan 18, 2007 7:39 pm


Entry Number: 776-875-400
Subject: CR-120 Corellian Corvette
Status: Fanon
Capsule:

After seeing 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 small almost as much as a vehicle twice its size, who needs anything else?

*NOTE- Straight out of the factory, these ships have ONLY hardpoints. Shields, engines, hyperdrive, life support, and the computer. That's it. You must buy and install your own weapons.

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PostPosted: Thu Jan 18, 2007 8:48 pm


Entry: 5279
Subject: Vorzyd V
Status: Canon
Capsule:
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Vorzyd V, the Gambler's World.

Any self respecting outlaw who calls themselves a gambler needs to stop on Vorzyd V at some point during their runs. They have casinos at every corner and and swoop races at every turn. Feel free to put some creds on that next shockball or gravball game. You can go up against some of the best high rollers around if you can keep a sabaac face. Besides sabaac, you can find seven card comet, trin sticks, jubilee wheel, and hell even pazaak (if you like that old game). If you don't think your good enough for the casinos, then you can visit one of the many amusement parks on planet.

Just don't rack up a big gambling debt, or you might end up owing someone your ship.

Ral Roke

Dangerous Hunter


PaulTheWolf5575

PostPosted: Sat Jan 20, 2007 11:36 am


Entry: 205
Subject: T-5 Epona Pursuit Tank
Status: Fanon
Capsule:
The T-5 Epona Repulsor tank
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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: Sat Jan 20, 2007 1:28 pm


Entry: 7121215
Entry: Kuat Drive Yards Glaive class Frigate
Status: Fanon
Capsule:

The Glaive class Frigate
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Name: Glaive class Star Frigate
Role: Light Fleet Roles/Light Carrier, Others
Manufacturer: Kuat Drive Yards
Length: 350 Meters
Maximum Acceleration: 50 MGLT
Engines: 4 KDY MaxThrust Ion Engines
Hyperdrive: 1X/8X
Hyper Drive: KDY Mk.VII hyperdrive
Shields: KDY Class III generator (Moderate)
Armor: Moderate
Sensors: KDY Mastersuite Class IV
Comm: Full Suite
Weapons:
20 Class 7 Turbolasers
10 Class 7 Ion Cannons
12 Class 6 Quad Lasers
4 Class 8 Warhead Tubes
2 Tractor Beams
Fighter Complement: 3 Squadrons, shuttles
Crew: 750
Passengers: 100 (Troops)
Cargo Capacity: 5,000 Metric Tons
Consumables: 2 years


The Galactic Alliance, almost a decade ago, faced a conundrum. Their current Star Frigate was fast becoming a thing of obsolescence, and they could either modernize all of them, or craft a new vessel to fulfill the need. The Senate Military Committee seemed deadlocked on the issue until Kuat Drive Yards proposed a new design. They took their cues from the old Nebulon B, a work horse of the Rebellion and New Republic. Their new ship was comparatively cheap, and fulfilled all the roles that were needed of it.

They christened the new ship the Glaive, and she is an excellent choice for the roles she was designed for. Created to fulfill the Light Fleet role, and thus she is fast, well shielded and armored for a vessel of her size, and carries enough weapons to match vessels in her weight range and challenge some Heavy Star Frigates while dominating smaller vessels. A fifth of a hundred Turbolasers dot the frame, while 10 Ion Cannons are in place for disabling enemy vessels. She also has a dozen Quad Laser turrets designed to deal with enemy fighters and warheads. The centerpoint of her anti-capital ship armament is, however, the quartet of heavy warhead tubes located in a cluster on the nose of the vessel.

She also can carry up to three squadrons of fighters, an improvement on the Nebulon B’s original two. This makes her, when paired with some transports, an excellent convoy raider.

She does have some drawbacks, however. For instance, when faced with anything heavier than a Heavy Star Frigate on the lighter end of the spectrum, most Glaive skippers do the smart thing and run. Also, with all the Warhead Tubes in one location it makes them easy to take out, which, in the middle of a fight, can definitely hamstring the Frigate. She also only has one fighter bay, located in the rear of the vessel , and knocking that out can mess with her to no end.

The Glaive however, made a good showing of herself during the war, outnumbering both Wombats and Gladiuses, and on many occasions beating them soundly. The Empire, however, would often times simply role over the Glaive with heavier vessels. The Frigate is still fairly prolific throughout the Galaxy, as the design has been manufactured by several other design interests. Some have varying configurations, but the most common is still the original Alliance config. She is almost a decade old now, but is still keeping up with the more modern vessels afield. She is a common sight in Sector Defense Fleets and Rebel Groups.

PaulTheWolf5575

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The Outer Rim

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