Specif-tech Workshop

Darasuum

RANCOR SQUAD!
SWRP Writer
Joined
Dec 1, 2015
Messages
8,877
Reaction score
4,851

11bKdel.jpg

Original Gundark

AFFILIATION
Pellios Reverence.

MANUFACTURER
Corellian Engineering Corporation

CLASS
Heavy Freighter

ROLE
Bulk Frieghter

COMPOSITION
Durasteel and Transparisteel

DIMENSIONS
Length - 110 meters.

CREW
8

PASSENGER CAPACITY
26 passengers.
4 prisoners.

CARGO CAPACITY
19,980 Tonnes

HANGAR CAPACITY
4 starfighters
1 shuttle

CONSUMABLES
6 standard months

SPEED/MANEUVERABILITY
60 MGLT/Excellent Maneuverability

ARMAMENT
  • 1x Forward-Mounted Heavy Laser Cannon.
  • 1x Forward-Mounted Heavy Ion Cannon.
  • 6x Quad medium laser turret.
  • 2x grapple line.
  • 2x Internal concealed light repeater/laser cannon.

EQUIPMENT
  • 1x class 2 primary hyperdrive, 1x class 12 backup.
  • 1x heavy deflector screen generator.
  • 1x long-range sensor suite.
  • 1x long-range communication suite.
  • 4x docking ring with integrated docking tube and hull cutting tools
  • 2x 4-being escape pods.
AFTERMARKET MODIFICATIONS

DESCRIPTION
The latest purchase, pride and joy of Pellios Reverence is the Original Gundark. This otherwise inocious bulk freighter is the main method by which the Devaronian ship Captain directs his transport business. The hangar of the ship normally carries at least one T-4A lambda shuttle. It has the capacity for carrying four starfighters which is currently being filled by four Cutlass 8 light starfighters.

Military grade manuevering jets have been added to the ship to make it more nimble than its average model. The slight decrease in overall speed is secretly mitigated by a thrust de-limiter normally disabled by default. Numerous smuggling compartments reside across the ship to hold contraband, hide passengers or other secrets that Pellios does not want authorities to learn about.

Four cells have been added to the ship in the hold to have a brig in case they need to transport dangerous prisoners or come across some people that need separation from the rest of the crew. The Captain has made to the hyperdrive, de-limiting it and allowing them to travel exceptionally fast if necessary. However Pellios does not keep this enabled unless called for. Last but not least are a pair of ground sweeper light laser cannons mounted internally in the ceiling of the ship's hangar. The controls are connected to the bridge and allows internal defense but are normally concealed and powered down.

C R E W _ & _ P A S S E N G E R S


The following are consistent crew members and passengers onboard Bughtonnr and treat it as their home.

Crew

  • Pilot: Jaecar Algyr
  • Co-pilot: Empty
  • Flight Engineer: Empty
  • Loadmaster: Empty

Passengers

  • Hraun - Arkanian dragon

W E A P O N S _ L O C K E R



Pistols
  • N/A

Rifles
  • Bow and arrow
  • plasma bow

Melee
  • Vibroblade


E X T R A _ G E A R




LEGALITY
Legal. Bulk freighters such as this model line are considered innocuous enough under most jurisdictions, and are not restricted in most systems. Pellios has acquired forged/legal documentation where it applies. Some of these modifications though are illegal and may be used in the commissioning of crimes.

INTENT
Reskin of the this ship to give it open availability. Provide a mobile HQ for Pellios's arms dealing business and other adventures. Reskin of the CEC-550 Armed Freighter. Based off of CEC-2011 bulk freighter.

RESTRICTIONS
Though not especially rare, these can carry a phenomenal amount of cargo, and are not ideal for personal ownership, as they are much more expensive to maintain and operate than a standard light freighter. They are typically faction assets, although they could also serve as the focal point of a player-run business venture.
 
Last edited:

Darasuum

RANCOR SQUAD!
SWRP Writer
Joined
Dec 1, 2015
Messages
8,877
Reaction score
4,851

sovetskiisoyuzbattleship.png

BARREL II

AFFILIATION
Guerrilla Group

MANUFACTURER
Domel-Berger Yards

CLASS
Heavy Cruiser.

ROLE
Capital ship.

COMPOSITION
Duranium and Transparisteel

DIMENSIONS
Length - 675 meters

CREW
250-2,500.

PASSENGER CAPACITY
7,500.

CARGO CAPACITY
6 kilotons.

HANGAR CAPACITY

CONSUMABLES
1 standard year

SPEED/MANEUVERABILITY
The Garin I-class star frigate has a top speed of 60 MGLT and has sluggish maneuvering characteristics.

ARMAMENT
  • 4x dual heavy turbolaser casemate.
  • 8x quad light turbolaser casemate.
  • 16x quad medium laser turret.
  • 20x dual light laser turret.
  • 4x medium ion cannon casemate.
  • 4x concussion missile launcher.
  • 2x tractor beam projector.

EQUIPMENT
AFTERMARKET MODIFICATIONS
  • 1x mod
  • 1x mod
  • 1x mod

DESCRIPTION
Th
e Garin I-class heavy cruiser is a capital ship which was developed by the venerable Domel-Berger Yards corporation during the years between the New Republic's fleet abolition and the resurgence of Galactic-scale warfare. Part of the company's Garin line, named for an ancient warlord who was an early adopter of turbolaser technology and one of Domel-Berger Yards' first customers, the Garin I is meant as a formidable but affordable option for independent planets and sector fleets.

The Garin I is 675 meters in length, roughly cigarra-shaped, with large stabilizer vanes at the rare, a raised dorsal command tower containing the main bridge, a ventral secondary tower, and a pair of long communication and sensor masts sweeping back from the bow, giving the ship an appearance reminiscent of certain large reptilian species. The ship is well armed, bristling with turbolasers, missile launchers, point-defense laser turrets, ion cannons and tractor beams. It has a crew of 2,500, with room for up to 7,500 passengers, 6,000 tons of cargo and consumables to last a year in space. The Garin I has hangar space for up to 24 starfighters or similarly sized craft, plus 4 shuttles.

Especially since the outbreak of war, the Garin I has proven popular with Domel-Berger Yards' customers. Considered a safer bet than a clapped-out Imperial-era model, given its modern systems and comprehensive warranty, the Garin I has been acquired by numerous relatively prosperous star systems as a means of assuring their sovereignty.

LEGALITY
Restricted. Garin I-class heavy cruisers are classified as capital ships under Galactic law, and possess heavy weapons. As such, civilian owners will require extra licensing to operate one legally, and will receive increased scrutiny by authorities. Even then, they are ridiculously expensive to operate; only a relatively large faction or decently well-off planetary government would be able to afford it without swiftly bankrupting themselves. An individual would stand no chance.

INTENT
To provide a personal version of this ship. Is a mobile home and HQ for G.G.

RESTRICTIONS
Garin I-class heavy cruisers are large capital ships with heavy weapons, and capital ships cannot be owned or operated by individual characters. They may be acquired as a faction asset with staff oversight.
[/abbr]
 
Last edited:

Darasuum

RANCOR SQUAD!
SWRP Writer
Joined
Dec 1, 2015
Messages
8,877
Reaction score
4,851

303d0c1b39addbc909138d6ff074290b.jpg

MM-22 "Mynock" light attack airspeeder

AFFILIATION
Open Market.

MANUFACTURER
Incom-FreiTek.

CLASS
Airspeeder.

ROLE
strike/light attack repulsorcraft.

COMPOSITION
Durasteel and transparisteel.

DIMENSIONS
6 meters.
CREW
2.

PASSENGER CAPACITY
0.

CARGO CAPACITY
100 kilograms.

CONSUMABLES
1 standard day.

SPEED/MANEUVERABILITY
The MM-22 Mynock has a top speed of 1500 kph. It has excellent maneuverability.

ARMAMENT
  • 2x light repeating blaster cannons.
  • 1x variable ordnance package (oneoption below):
    • 4x concussion missiles per wing (8 total)
    • 4x proton torpedoes per wing (8 total)
    • 2x proton bombs per wing (4 total)
EQUIPMENT
DESCRIPTION

Commissioned after the First Order was defeated at the battle of Exegol, the MM-22 "Mynock" is one of the rare breaks from the T series of airspeeders Incom-FreiTek is known for manufacturing. This airspeeder sticks out for a number of reasons. First and foremost is its humble origins as being small two-seater civilian airspeeder for sport or industry rather than warfare. The increasing need for planetary defense and independent militias popping up has lead to a demand for capable aircraft while being practical.

Many planets have little interest in aiding neighboring systems or going on the offensive and for those systems the MM-22 has a great appeal. While normally the two light repeating blaster cannons are enough mow down infantry, tangle with other airspeeders and lightly armored targets, the true strength is in the versatility the Mynock is capable of. The Mynock can be outfitted with four concussion missiles or proton torpedoes. These can alternatively be armed with proton bombs depending on the needs of the mission.

Most often the MM-22 is found in the hands of backwater worlds that seldom have the need to travel into space. The MM-22 maneuvers exceptionally well in atmosphere compared to most starfighters. The Mynock's is far from the fastest airspeeder but can keep up with most starfighters and even outpace some ill-equiped for atmospheric travel. In the hands of a good crew they can take out multiple starships using atmosphere and home terrain to their advantage. However, like the TIE/SK they cannot effectively chase starships into space and loose much of their maneuverability, leading to many pirates and would-be invaders to make hit and run attacks. The Mynock is capable of making vertical take-off and landing as well as maintain a hovering position.

The Mynock is almost a starfighter in many respects but lacks many features found on modern day starships. Pilots must wear any life support they require rather than use the airspeeder's systems. No hyperdrive, navicomputer or astromech keeps this vehicle firmly in the airspeeder category. The Mynock lacks a deflector shield and is relatively lightly armored and armed with only a pair of light blaster cannons. However the airspeeder makes an excellent light strike speeder that can cripple enemy movements and artillery. The most notable cost about these airspeeders is the price of replacing warheads though for many planets that use this airspeeder, they have a plentiful supply. Often these are found in the hands of law enforcement or military groups though pirates and criminals have been known to pilot these airspeeders.

LEGALITY
Restricted. The MM-22 Mynock are military airspeeders, and are subject to extra licensing requirements and increased scrutiny by authorities.

INTENT
Creating an airspace superiority airspeeder for relative cheap compared to interstellar starships and also a relative match for the TIE/SK. Inspired by the sky warden.

 
Last edited:

Darasuum

RANCOR SQUAD!
SWRP Writer
Joined
Dec 1, 2015
Messages
8,877
Reaction score
4,851

d04md6d.jpg

TRADE GROUP BLACK OPS ARMOR

TYPE
Light.

COVERAGE
• Head: Plastoid helmet protecting front and back of the head and neck.
• Torso: Plastoid plates protecting chest and abdomen.
• Back: Plastoid plates protecting upper and lower back.

FUNCTIONS
Function 1: Jump Boots (feet)
  • This rare and expensive technology is able to propel a person up to 10 meters beyond what a normal person would normally be able to jump, especially when armored. It is not capable of sustained flight, and requires a brief engine cool-down before it can be used again (1 post cool-down). These do NOT function mid air.
  • Force User Compatible?: No
Function 2: Armorweave Accessory (throughout)
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
  • Force User Compatible?: Yes
Function 3: Vision Modes (helmet)
  • This Allows a Helmet HUD to cycle to low-light and thermal vision modes.
  • Force User Compatible?: Yes


DESCRIPTION
The Perlemian Trade Group or just "The Trade Group" has solidified their military strength as of late. Many of their funds have gone into improving the equipment and gear their members use on the day to day. A very rare and technically still classified suit of armor has been designed and assigned to the elite members of the Trade Group when special circumstances call for it.

The Black Ops Armor first and foremost has jump boots encorporated into their design. Sometimes this is swapped out with magnetic boots if operating in zero gravity. Each of the suits can be customized for mission specific needs. Only the helmet, front torso and back are protected, to prioritizing vital areas while allowing for maximum mobility in the field.

The rest of an operator's body is protected by armorweave and relatively thin protective padding. This helps against some environmental threats or hostile attacks and work in concert with functions that work in vacuum to prevent the loss of breathable air.

Because low light or sight can be obstructed with various tools the Trade Group has vision modes integrated into their Black Ops suits. The fourth and fifth function are often selected based off the the mission requirements. But Black Ops armor sets are the only suites in the Trade Group that regularly use scatterweave and still only in small numbers.

LEGALITY
Restricted. These specific armor designs are still classified and only elite members of the Perlemian Trade Group are allowed to use them. These are considered a type of Trooper Armor with influences from Clone Wars era armor and Mandalorian Armor designs. They will certainly draw attention in public for a variety of reasons.

INTENT
This is one of the types of units in the Perlemian Trade Group. They will be used as NPCs or can be worn by PCs if acquired IC unless they are a legitimate member of the Perlemian Trade Group.

RESTRICTIONS
This is a classified suite design and is extremely rare. Only a small number of people in the whole galaxy know these exist and even fewer wear them.


 
Last edited:

Darasuum

RANCOR SQUAD!
SWRP Writer
Joined
Dec 1, 2015
Messages
8,877
Reaction score
4,851

6rceWK6.jpg

TRADE GROUP PARATROOPER ARMOR

TYPE
Light.

COVERAGE
• Head: Plastoid helmet protecting front and back of the head and neck.
• Torso: Plastoid plates protecting chest and abdomen.
• Back: Plastoid plates protecting upper and lower back.

FUNCTIONS
Function 1: Jetpack (back)
  • Jet packs are back mounted units used by elite troops increase their mobility on the battlefield. The jet pack's maximum speed is 50 kph and it carries fuel for up to five minutes of continuous flight (flight mode), but can also be fired in short bursts triggered by jumping (combat mode). The wearer can control the system to switch between modes and/or disengage it from their armor via wrist controls. These packs are cumbersome, adding an additional 8kg for the average human (larger individuals will have heavier jet packs to support their weight). While the fuel is stable enough not to explode, direct hits from weapons can trigger the system inadvertently, after which it is rendered useless.
  • Force User Compatible?: No
Function 2: Armorweave Accessory (throughout)
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
  • Force User Compatible?: Yes
Function 3: Inertial dampeners (beneath covered areas)
  • Integrated Inertial dampeners help reduce impacts imparted wearers body, situated under the armor panels, they help the absorb the shock of weapon impact through the armor and most other forms of blunt force trauma, for example, a fall or impact that might have fractured bones would only give them intense bruising.
  • Force User Compatible?: No


DESCRIPTION
The Perlemian Trade Group or just "The Trade Group" has solidified their military strength as of late. Many of their funds have gone into improving the equipment and gear their members use on the day to day. A respected sight among their ranks are the Skyborne Corps, a paratrooper unit specializing in aerial operations.

The Paratrooper armor primarily relies on a sleak jetpack design to maneuver around in the field. Sometimes this is swapped out with magnetic boots if operating in zero gravity or another type thruster pack. Each of the suits can be customized for mission specific needs. Only the helmet, front torso and back are protected, to prioritizing vital areas while allowing for maximum mobility in the field.

The rest of a trooper's body is protected by armorweave and relatively thin protective padding. This helps against some environmental threats or hostile attacks and work in concert with functions that work in vacuum to prevent the loss of breathable air. Inertial dampeners were added to the design to help mitigate injuries when traveling at high speeds though it also serves to protect the wearer when directly engaging with an enemy. The fourth and fifth function are often selected based off the the mission requirements.

LEGALITY
Restricted. This armor design is only available to elite members of the Perlemian Trade Group. These are considered a type of Trooper Armor with influences from Clone Wars era armor and Mandalorian Armor designs. They will certainly draw attention in public for a variety of reasons.

INTENT
This is one of the types of units in the Perlemian Trade Group. They will be used as NPCs or can be worn by PCs if acquired IC unless they are a legitimate member of the Perlemian Trade Group.


 
Last edited:

Darasuum

RANCOR SQUAD!
SWRP Writer
Joined
Dec 1, 2015
Messages
8,877
Reaction score
4,851

8uVgAxi.jpg

TRADE GROUP VANGUARD ARMOR

TYPE
Heavy.

COVERAGE
• Head: Plastoid helmet protecting front and back of the head and neck.
• Torso: Plastoid plates protecting chest and abdomen.
• Back: Plastoid plates protecting upper and lower back.
• Upper Arms: Plastoid plates protecting front and back of upper arms, elbows, and shoulders.
• Lower Arms: Plastoid plates protecting hands, wrists and forearms.
• Upper Legs: Plastoid plates protecting groin, front and back thighs
• Lower Legs: Plastoid plates protecting feet, shins and calves, knees.

FUNCTIONS

Function 1: Armorweave Accessory (throughout)
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
  • Force User Compatible?: Yes
Function 2: Inertial dampeners (beneath covered areas)
  • Integrated Inertial dampeners help reduce impacts imparted wearers body, situated under the armor panels, they help the absorb the shock of weapon impact through the armor and most other forms of blunt force trauma, for example, a fall or impact that might have fractured bones would only give them intense bruising.
  • Force User Compatible?: No


DESCRIPTION
The Perlemian Trade Group or just "The Trade Group" has solidified their military strength as of late. Many of their funds have gone into improving the equipment and gear their members use on the day to day. A common sight among their ranks are the Vanguard, an infantry unit specializing in extremely hazardous situations. Trade Group service members usually first serve in the Vanguard before choosing a specific career path like Black Ops or joining the Skyborne Corps. There are several iterations and design variations that can be seen in use by current Trade Group officers.

The Vanguard armor primarily relies on its coverage of armor to protect its wearer. Each of the suits can be customized for mission specific needs. A vanguard trooper's body is protected by armorweave and relatively thin protective padding wherever there are not armor plates. This helps against some environmental threats or hostile attacks and work in concert with functions that work in vacuum to prevent the loss of breathable air. Inertial dampeners were added to the design to help mitigate injuries when traveling at high speeds though it also serves to protect the wearer when directly engaging with an enemy. The, third, fourth and fifth function are often selected based off the the mission requirements.

LEGALITY
Restricted. This armor design is only available to elite members of the Perlemian Trade Group. These are considered a type of Trooper Armor with influences from Clone Wars era armor and Mandalorian Armor designs. They will certainly draw attention in public for a variety of reasons.

INTENT
This is one of the types of units in the Perlemian Trade Group. They will be used as NPCs or can be worn by PCs if acquired IC unless they are a legitimate member of the Perlemian Trade Group.


 

Darasuum

RANCOR SQUAD!
SWRP Writer
Joined
Dec 1, 2015
Messages
8,877
Reaction score
4,851

vT8MYgc.jpg

Chewy's Plate

AFFILIATION
C1-13U "Chewy".

MANUFACTURER
Corellia Stardrive.

CLASS
Light Freighter.

ROLE
Transport.

COMPOSITION
Duranium and Transparisteel

DIMENSIONS
45 meters long

CREW
1 minimum
2 optimal.

PASSENGER CAPACITY
8 passengers.
2 prisoners.

CARGO CAPACITY
110 standard tons.

CONSUMABLES
6 standard months.

SPEED/MANEUVERABILITY
Chewy's Plate has a top speed of 25 MGLT and has average maneuvering characteristics.

ARMAMENT

EQUIPMENT

AFTERMARKET MODIFICATIONS

DESCRIPTION


W E A P O N S _ L O C K E R



Weapons

Melee

E X T R A _ G E A R




Chewy is a chef, first and foremost and as such he has always dreamed of starting his own kitchen. With money saved up from numerous jobs, the droid finally purchased an old rustbucket of a ship and turned it into his personal culinary crafting headquarters. The quartermaster series transport is perfect for his first vessel and he hopes to build a crew and network across the galaxy as he progresses in his pursuit for food based perfection.

Chewy named the ship "Chewy's Plate" simply for branding simplicity. The ship has had a new transponder and all the appropriate licenses have been acquired allowing the ship to pass through most civilized places without so much as a glance. The vehicle is old and Chewy has found some secrets here and there that even some of the previous owners may have no known about.

The ship has only a single concealed light laser cannon to rely on for defense and it is placed on the tail in the event the ship is being chased. Aside from that, quartermaster transports normally did not have decent deflector screens and thus has been upgraded at the expense of maximum speed. Seeing as Chewy intends to traverse relatively safe areas of space alone and the others with escorts this hopefully will be enough. A class 3 hyperdrive came with the transport but Chewy has added a backup class 9 hyperdrive just in case the primary one should fail.

LEGALITY
Legal. Star skiffs such as the BD-510 are considered innocuous enough under most jurisdictions, and are not restricted in most systems. The aftermarket modifications were legally requisitioned and licensed for Lariska's use.

INTENT
To create a personal beginning transport for my character. Reskinned and customized version of this ship.

 
Last edited:

Darasuum

RANCOR SQUAD!
SWRP Writer
Joined
Dec 1, 2015
Messages
8,877
Reaction score
4,851


Courscant class Heavy Courier

AFFILIATION
Open Market.

MANUFACTURER
Corellia Stardrive.

CLASS
Heavy Courier.

ROLE
Armed transport.

COMPOSITION
Durasteel and transparisteel.

DIMENSIONS
110 meters (collapsed)
150 meters (extended).
CREW
1-2.

PASSENGER CAPACITY
6 Passengers.

CARGO CAPACITY
25 tons.

HANGAR CAPACITY
N/A

CONSUMABLES
2 standard months.

SPEED/MANEUVERABILITY
The Coruscant class Heavy Courier has a top speed of 75 MGLT and has decent maneuvering characteristics

ARMAMENT
  • 3x forward rotating medium laser cannons.
  • 2x twin-linked proton torpedo launchers. (6 warheads ea, 24 total)
  • 1x forward pulse-wave cannon.
  • 2x concussion missile launcher. (8 wargeads, 16 total)
EQUIPMENT

DESCRIPTION

To many the Coruscant class Heavy Courier is a ship seldom seen these days and belongs in a museum. It was used frequently by the Galactic Republic 4,000 BBY. IT was used to explore and travel to frontier territories. They were used for civilian and military operations alike. However the Coruscant class Heavy Courier still sees rare use in the modern day. They are now just as rare as they are strange. Corellian ship builders are capable of replicating the archaic design and keeping existing models running.

Many more modern vessels outmatch the Coruscant class Heavy Courier but it still has features that make it an attractive acquisition. First and foremost, the vessel has surprisingly little crew requirements. The ship can be maintained and operated with only two passengers, provided they are educated in starship maintenance and engineering. One crew members is needed to fire the majority of the weapon systems though these can be linked to the pilots controls these days.

The Coruscant can carry 25 tons which is less than what one might expect for a ship of its size. Its interior allows for comfortable living of eight individuals onboard, two crew members and six passengers. The ship can survive for extended trips at 2 standard months. If coupled with modern upgrades, this can allow the ship to make long haul trips or extended patrols. A class 11 and class 17 backup hyperdrive are far from ideal in today's galaxy and are usually upgraded by private owners.

The abnormal design of the ship allows it to be surprisingly manueverable without the need of manuevering jets. This also assists with atmospheric flight and is powered by six AlderaanMotors engines. The canted wings are set at a 45 degree angle on the starboard side of the Coruscant and make up a bulk of the ship's mass. The wing design partially folds inward when landed or depending on atmospheric and vacuum based flight.

To add to the ship existing unique features, it is outfitted with 8 shield generators. These were powerful and each considered 'heavy' rating however none of them are normally left active like most contemporary vehicles. Leaving on a shield generator will drop the ship's speed by 15 megalights and eat up fuel supplies at a faster rate. Only when a combat scenario presents itself does a crew usually activate the shield array. Then when it is damaged, they cycle and raise a new deflector array. This is not ideal in the middle of an activate dogfight but if used properly can make it a powerful long range skirmishing vessel.

In terms of armament, the Coruscant Heavy Courier is close to contending with gunships. All of the ship's weapons are directed forward though some owners have added turrets or rear-facing ordnance. The standard design has two rotating medium laser cannons on each of the Coruscant's wingtips with a third cannon on the port side of the engine array. Four proton torpedo launchers are fitted to the ship and loaded with six warheads each. Each pair of launchers are linked to fire simultaneously when desired allowing a devastating double torpedo. Furthermore a nose mounted pulse-wave cannon sits just above the cockpit and is an archaic heavy laser cannon capable of devastating most pirate vessels new and old. Two mandible mounted concussion launcher is better suited for smaller fast moving targets. This impressive weaponry is primarily why this ship is limited to military organizations.

LEGALITY
Restricted. Coruscant-class Heavy Couriers are large ships and are also heavily armed even by modern standards. Because of their old design they may also scrutiny to make sure they match current galactic safety protocols. Licensing is needed for these due to their weaponry and often are owned by player run businesses.

INTENT
To have a vessel from legends be brought to the site. I'm rediscovering old and weird starship designs. One such vessel was used on Onderon in legends and I would like to have it make an appearance to connect to one of my character's stories.

RESTRICTIONS
These ships are very old and very large. They are not capital ships and considered a step below corvette. These can be owned and operated by individuals but are primarily for player owned businesses. A story or faction with multiple characters is needed to own one of these ships.
 
Last edited:

Darasuum

RANCOR SQUAD!
SWRP Writer
Joined
Dec 1, 2015
Messages
8,877
Reaction score
4,851

9f188c9ebe0f59c078e8eadf5a815935.jpg

Wyrm class spy ship

AFFILIATION
Open Market.

MANUFACTURER
Bakuran Shipyards.

CLASS
Starfighter.

ROLE
Reconnaissance
Long range patrol.

COMPOSITION
Doonium and transparisteel.

DIMENSIONS
9 meters (length)
CREW
1-2.

PASSENGER CAPACITY
N/A.

CARGO CAPACITY
60 kg.

HANGAR CAPACITY
N/A

CONSUMABLES
3 standard weeks.

SPEED/MANEUVERABILITY
The Wyrm class Spy Ship has a top speed of 155 MGLT and has excellent maneuvering characteristics

ARMAMENT
  • N/A
EQUIPMENT

DESCRIPTION

The Wyrm class spy ship is Barancar's shipyards latest in fast ship designs. Manufacturers have voiced concerns about the risk of the demilitarizing of planetary defenses. After the Free World Alliance was dissolved they recieved an influx of orders for their BSV-01 "Newt" interceptor. but customers were asking for faster ships to keep up with the numerous superiority starfighters popping up around the galaxy. After a lot of trial and error they created the lightening fast Wyrm spy ship.

First and foremost the Wyrm is a spy vessel and not meant for direct combat. The vessel is similar in shape, size and design to starfighters however it lacks any armament and is incapable of receiving any after market weaponry. Aside from its blinding speed both in space and in atmosphere, the Wyrm also boasts a humble light deflector screen. This is primarily as a safety measure against environmental dangers rather than enemy weapon fire. In the event the pilot flies directly into space debris the shield giving them a chance to recover and steer to safety.

The Wyrm lacks a hyperdrive, forcing it to rely on the hyperdrive booster rings or carrier ships if they wish to efficiently travel between star systems. Otherwise they are restricted to space stations and ground bases. With at least three standard weeks of supplies onboard the two person crew can travel sublight to neighboring systems without the assistance of a hyperdrive and make the return trip.

A crew of two is most optimal for the ships performance. A co-pilot assists with navigation and monitoring the ship's systems while the pilot flies. A two person crew also provides an assurance of effectiveness on extended missions and can provide a sense of useful redundancy.

In the long nose of the Wyrm sits the second most important equipment in the ship and is also what gives it its primary role. The sensor array incased in the protective hull of the starship can collect and record thousands of hours of footage in numerous spectrums. Furthermore the shipboard sensors can quickly analyze captured data and transmit said information over long range encrypted communication to better inform the rest of their supporting military force.

Last but certainly not least are the Wyrm's mobility. The spy ship was designed to have speed be its main defense against any and all threats. This came at the cost of weapon systems and stronger shields. But the end result is a ship that can outrun any interceptor, starfighter and will even give missiles a run for their credits.

The Wyrm is a recently new addition to the galaxy and as such most people have never seen one. These are very few in number and sold with discretion to well paying customers. The Wyrm is used by neutral parties thus far and has not been spotted or heard about by most of the galaxy. Backwater planetary defense forces, corporations and mercenary companies are the types to make purchase orders from Barancar's shipyards.

LEGALITY
Restricted. Wyrm - class spy ship are technically classified as "unarmed" starfighters and are subject to extra licensing requirements and increased scrutiny by authorities.

INTENT
To type of "spy plane" that is not meant for combat. Inspired by the SR-71 Blackbird for the purposes of surveillance and simply "outrunning" the enemy as its primary means of defense.

RESTRICTIONS
These ships are are highly sophisticated, highly expensive craft, although they are less expensive than a corvette or similar capital ship. They are not really intended for large factions which already have sizeable fleets, but are meant for groups seeking to counter such assets. Regardless, the resources of at least a small faction would be required to acquire them, and they are not intended for individual use.

The Wyrm class spy ship cannot receive aftermarket modifications.
 
Top