Author Topic: The Galaxy's Starship Emporium  (Read 2655 times)

WestAG

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The Galaxy's Starship Emporium
« on: March 14, 2015, 06:12:35 pm »
Well I have decided to Set up shop in the site as starship designer. These will be ships will be base templates and will include some originals that have either been fan based or concept art. I will also except requests for any campaigns that might be needed for the Saga Edition games.

First Products:

The VY-929 Light Freighter


How it got pass BoSS no one will ever know, but CEC decided to create an armed freighter that it could go anywhere while carrying battle scars. In the core worlds customs agents will stop you at any turn just because it looks like a gunship. Though the further rimward you go the easier it is. The Ship is favored by fringe elements, mercenaries, or merchants that want some extra firepower.

EP available: 5Pts                                                                                                                                                            Base CL: 12
Colossal Space Transport
Init: -2;  Perception: +6

Defense   Ref: 19(17),  Fort: 29;  +17 armor
hp 180;  DR 15;  SR 50;  Threshold 79
Speed fly 12 squares (max. velocity 800 km/h), fly 3 squares (starship scale)

Ranged  2 Double Medium Laser Cannons +4 (see below) and
 2 Medium Ion Cannon +4 (see below) and
 3 Light Concussion Missile Launcher +4 (see below)

Cover Total;  Grp +41
Abilities    STR 48, DEX 14, CON --, INT 14
Skills Initiative -2, Pilot -2, Perception +6, Mechanics (Engineer) +6, Mechanics (Sys.Op.) +6, Use Computer +6

Crew 4 (Skilled);  Passengers 7

Cargo 150 tons;  Consumables 3 months
Carried Craft None
Hyperdrive x1.5 (backup x5)
Availability Licensed;  Cost 150000 (45000 used);  Current Market Value 297000

Double Medium Laser Cannons (Gunner)
     Atk +4 (-1 autofire), Dmg 5d10x2
Medium Ion Cannon (Gunner)
     Atk +4, Dmg 5d10x2
Light Concussion Missile Launcher (Gunner)
     Atk +4, Dmg 9d10x2, 4-square splash


Tandem X-Wing



What started as a pet project became one of top custom starfighters of its time. With an integrated navicomputer it allows to fight on its own no matter what. Recently the New Republic decided to pursue further research into this idea. However at most only a couple of squadrons were made, though the prototype schematics could be obtained through illegitimate means.

Tandem X-Wing                                                                                                Base CL: 11
Gargantuan Starfighter
Init: +11;  Perception: +8
Defense   Ref: 23(15),  Fort: 29;  +10 armor
hp 135;  DR 10;  SR 35;  Threshold 44
Speed fly 16 squares (max. velocity 0 km/h), fly 5 squares (starship scale)

Ranged  Advanced Double Heavy Laser Cannons +10 (see below) and
 Double Proton torpedo launchers +12 (see below)

Cover Total;  Grp +39
Abilities    STR 48, DEX 26, CON --, INT 16
Skills Initiative +11, Pilot +11, Perception +8, Mechanics (Engineer) +8, Mechanics (Sys.Op.) +8, Use Computer +8
Crew 2 (Expert);  Passengers None
Cargo 50 kg;  Consumables 2 days
Carried Craft None
Hyperdrive x1
Availability Common;  Cost not available for sale;  Current Market Value 0

Advanced Heavy Laser Cannons (Pilot)
     Atk +10 (+5 autofire), Dmg (7d10+5)x2
Double Proton torpedo launchers (Pilot or Gunner)
     Atk +12, Dmg 10d10x2, 4-square splash
4 torpedos per tube

The Swords of Corellia, Corellia-Class Cruiser



Corellia known for its civilian starships more so than their warships. Though nevertheless they can rival what the empire's leading shipwrights can produce. The Corellia-Class cruiser was in development for years and only a few of these advanced cruisers were ever built, all of which were confiscated by the empire. After the empire was removed from the system the people were able to recover these ships. There are rumors that Corellians are building more of these ships for its defense though the people of the New Republic view it as a sign of aggression.


Corellia-Class Cruiser
Stock Cruiser                                                                               Base CL**: 18
Colossal (Cruiser) Capital Ship
Init: +1;  Perception: +8
Defense   Ref: 19(16),  Fort: 55;  +16 armor
hp 1620;  DR 20;  SR 150;  Threshold 245
Speed fly 4 squares (starship scale)

Ranged  2 Optional Fire-Linked Double Medium Turbolasers +12 (see below) and
 Advanced Optional Fire-Linked Double Medium Ion Cannons +12 (see below) and
 Double Proton torpedo launchers Battery +22 (see below) and
 Optional Fire-Linked Quad Heavy Laser Cannons +12 (see below)
   
Cover Total;  Grp +70
Abilities    STR 100, DEX 16, CON --, INT 24
Skills Initiative -1, Pilot -1, Perception +6, Mechanics (Engineer) +6, Mechanics (Sys.Op.) +6, Use Computer +6
Crew 500 (Expert);  Passengers 1000
Cargo 8000 tons;  Consumables 2 years

Carried Craft 24 Gargantuan Starfighters
Hyperdrive x1 (Backup x10)
Availability Common;  Cost not available for sale;  Current Market Value 0

Optional Fire-Linked Double Medium Turbolasers (Gunner)
     Atk +12 (-8 vs. targets smaller than Colossal), Dmg 7d10x5
Advanced Optional Fire-Linked Double Medium Ion Cannons (Gunner)
     Atk +12 (-8 vs. targets smaller than Colossal), Dmg 9d10x2
Double Proton torpedo launchers Battery (6 gunners)
     Atk +22 (+2 vs. targets smaller than Colossal), Dmg 10d10x2, 4-square splash
Optional Fire-Linked Quad Heavy Laser Cannons (Gunner)
     Atk +12 (+7 autofire) (-8 vs. targets smaller than Colossal), Dmg 9d10x2

Interdictor Class Star Destroyer



A rare variant of the star destroyer this class combines the ability of the interdictor with the power plant of Imperial-1 class. Though it had to get rid of most of the capital ship combat weapons it must still rely on escort craft for this. Lord Vader during the start of his career as used one as his flagship, before changing to the standard Imperial Class.

Tactical Fire: For going all attacks this turn the Interdictor Class Star Destoryer can cause a massive gravity well within a 6 square radius of the ship preventing ships from escaping. However it will take a turn to reroute power to the weapons array other than the gravity well projectors.

Interdictor Class Star Destroyer
Imperial I Star Destroyer                                                                               Base CL**: 19
Colossal (Cruiser) Capital Ship
Init: -2;  Perception: +6
Defense   Ref: 21(19),  Fort: 56;  +19 armor
hp 2100;  DR 20;  SR 150;  Threshold 256
Speed fly 3 squares (starship scale)

Ranged  3 Medium Turbolaser Batteries +17 (see below) and
 5 Medium Ion Cannon Batteries +17 (see below) and
 10 Point-Defense Medium Laser Cannon Batteries +13 (see below) and
 10 Tractor Beam +7 (see below) and
 6 Gravity well projector +7 (see below)

Cover Total;  Grp +68
Abilities    STR 102, DEX 14, CON --, INT 20
Skills Initiative -2, Pilot -2, Perception +6, Mechanics (Engineer) +6, Mechanics (Sys.Op.) +6, Use Computer +6
Crew 12362 (Skilled);  Passengers 8160
Cargo 36000 tons;  Consumables 6 years
Carried Craft 72 TIE fighters (any variant), 8 Lambda-class shuttles, 20 AT-ATs, 30 AT-STs, various support vehicles
Hyperdrive x2 (backup x8)
Availability Military;  Cost not available for sale;  Current Market Value 0

Medium Turbolaser Battery (6 gunners)
     Atk +17 (-3 vs. targets smaller than Colossal), Dmg 5d10x5
Medium Ion Cannon Battery (6 gunners)
     Atk +17 (-3 vs. targets smaller than Colossal), Dmg 3d10x5
Point-Defense Medium Laser Cannon Battery (4 gunners)
     Atk +13 (-7 vs. targets smaller than Colossal), Dmg 2d10x2
Tractor Beam (Gunner)
     Atk +7 (-13 vs. targets smaller than Colossal), Dmg none
Gravity well projector (Gunner)

"Suicide Ships for Sale", Vengeance-Class Frigates



If anything can be said about the Zann Consortium they are resourceful, but sometimes don't think through with their designs. The Vengeance-Class Frigate is a ship that was meant to be a front line warship with the black market weapons and everything. While intial test were promising there was one flaw that emerged. The abysmal shields on the ship so much that a squadron of starfighters can take it out. With no point defense weaponry to speak of the only way this frigate can deal with fighters is to hide using its cloaking device or self destructing to take out any ships in the vicinity. While controversial among the loyal crews of the organization it will certainly take a small task force of cruisers with it... Well hopefully.

Tactical Fire: You can forgo all attacks and set the ship to self destruct this will take 2 rounds to finalize after start up and a blast radius of 3 around the ship. Those that past the reflex roll will recieve half damage.

Vengeance Class Frigate
Stock Frigate    EP:1                                                                           Base CL**: 14
Colossal (Frigate) Capital Ship
Init: +0;  Perception: +5

Defense   Ref: 20(15),  Fort: 35;  +15 armor
hp 1040;  DR 15;  SR 40;  Threshold 135
Speed fly 2 squares (starship scale)
Ranged  2 Double Medium Turbolasers Batteries +13 (see below)
              2 Mass Driver Missile Batteries +8 (see below)

Cover Total;  Grp +45
Abilities    STR 60, DEX 20, CON --, INT 16
Skills Initiative +0, Pilot +0, Perception +5, Mechanics (Engineer) +5, Mechanics (Sys.Op.) +5, Use Computer +5
Crew 1000 (Normal);  Passengers 200
Cargo 1000 tons;  Consumables 1 year
Carried Craft None
Hyperdrive x1 (backup x10)
Availability Common;  Cost not available for sale;  Current Market Value 0

Double Medium Turbolasers Battery (6 gunners)
     Atk +13 (-7 vs. targets smaller than Colossal), Dmg 6d10x5
Mass Driver Missile Battery (2 Gunners)                                                        (15 EP for Frigates)
     Atk +8   (-13 vs targets smaller than Colossal), Dmg 12d10x5
Self Destruct
    Atk +13 (-7 vs. targets smaller than Colossal), Dmg 20d10sx5

"An upgrade but still", Super Vengeance-Class Frigates



While an improvement over the original design the Super Vengeance-Class Frigate still possess no point defense weaponry  to speak of and only has a modest improvement to engines and keeping its cloaking device. It serves its purpose but a frigate is still a frigate.

Vengeance Class Frigate
Stock Frigate  EP:1                                                                             Base CL**: 16
Colossal (Frigate) Capital Ship
Init: +0;  Perception: +5

Defense   Ref: 20(15),  Fort: 35;  +15 armor
hp 1040;  DR 15;  SR 100;  Threshold 135
Speed fly 3 squares (starship scale)
Ranged  2 Double Medium Turbolasers Batteries +13 (see below)
              2 Mass Driver Missile Batteries +8 (see below)

Cover Total;  Grp +45
Abilities    STR 60, DEX 20, CON --, INT 16
Skills Initiative +0, Pilot +0, Perception +5, Mechanics (Engineer) +5, Mechanics (Sys.Op.) +5, Use Computer +5
Crew 1000 (Normal);  Passengers 200
Cargo 1000 tons;  Consumables 1 year
Carried Craft None
Hyperdrive x1 (backup x10)
Availability Common;  Cost not available for sale;  Current Market Value 0

Double Medium Turbolasers Battery (6 gunners)
     Atk +13 (-7 vs. targets smaller than Colossal), Dmg 6d10x5
Mass Driver Missile Battery (2 Gunners)                                                        (15 EP for Frigates)
     Atk +8   (-13 vs targets smaller than Colossal), Dmg 12d10x5
Self Destruct
    Atk +13 (-7 vs. targets smaller than Colossal), Dmg 20d10sx5
« Last Edit: March 14, 2015, 06:16:12 pm by WestAG »
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WestAG

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Ship of the Day
« Reply #1 on: March 15, 2015, 10:50:14 pm »
Valor-Class Cruiser



The Valor-Class Cruiser is heavy the heavy hitter of the Republic Navy. In terms of firepower it could go against a Harrower-Class Dreadnought, but in hands of a capable captain it can emerge victorious using the ships agility to their advantage. Capable of launching multiple waves of fighters and boarding craft nothing will stop this ship from reaching its intended target. It's armor is placed in only the most vital areas so it cannot take as much as a hit as its Sith counterpart. This design would serve well in engagements of The Great Galactic War, Cold War, and the renewed conflict that followed.
The ships interior is honeycomb with large corridors, turbolifts, and rail systems to get quickly across to compensate for the ship's awkward design. Most of crew members on their first day on the ship end up getting lost. Despite these interior difficulties for a seasoned crew they can use its own corridors as a weapon hitting exposed plasma conduits that will not impede the overall function of the ship. After boarding actions have occurred on the ship repair crews, get frustrated at the amount of damage done.
Tactical fire: The Valor-Class Cruiser is the front line ship against any Imperial incursion. Using its above average agility it could even keep up with its bomber wings. Forgoing all attack for this turn all ships within a 1-square radius receive a SR bonus of 10 using the Valor as a temporary shield, taking the punishment other ships would.

Valor-Class Cruiser
                                                                                                                            Base CL: 17
Colossal (Cruiser) Capital Ship

Init: +0;  Perception: +6
Defense   Ref: 24(20),  Fort: 53;  +20 armor
hp 1350;  DR 20;  SR 175;  Threshold 223
Speed fly 4 squares (starship scale)

Ranged  2 Double Medium Turbolasers Batteries +12 (see below) and
 2 Double Medium Ion Cannons Batteries +12 (see below) and
 2 Point-Defense Double Medium Laser Cannons Batteries +16 (see below) and
 2 Proton torpedo launcher +6 (see below) and
 2 Heavy Concussion Missile Launcher Batteries +10 (see below)

Cover Total;  Grp +65
Abilities    STR 96, DEX 18, CON --, INT 18
Skills Initiative +0, Pilot +0, Perception +6, Mechanics (Engineer) +6, Mechanics (Sys.Op.) +6, Use Computer +6
Crew 2167 (Skilled);  Passengers 5000
Cargo 5000 tons;  Consumables 1 year
Carried Craft 7 Assault Shuttles, 30 Garguatun Starfighters, 110 Liberator Starfighters

Hyperdrive x1.5 (backup x6)
Availability Common;  Cost not available for sale;  Current Market Value 0

Double Medium Turbolasers Battery (4 gunners)
     Atk +12 (-8 vs. targets smaller than Colossal), Dmg 6d10x5
Double Medium Ion Cannons Battery (4 gunners)
     Atk +12 (-8 vs. targets smaller than Colossal), Dmg 6d10x2
Point-Defense Double Medium Laser Cannons Battery (6 gunners)
     Atk +16 (+11 autofire), Dmg 5d10x2
Proton torpedo launcher (Gunner)
     Atk +6 (-14 vs. targets smaller than Colossal), Dmg 9d10x2, 4-square splash
Heavy Concussion Missile Launcher Battery (3 gunners)
     Atk +10 (-10 vs. targets smaller than Colossal), Dmg 9d10x5, 4-square splash
« Last Edit: March 16, 2015, 12:18:04 am by WestAG »
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WestAG

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Ship of the Day, March 16,2015
« Reply #2 on: March 16, 2015, 02:56:37 pm »
"Bane of Capital Ships", MC30c Frigate



The people of Dac are known for their luxury liners and impressive star cruisers. However as the Galactic Civil War continues to rage on, the Alliance commissioned the Mon Calamari to design a small but effective attack platform able to go against Imperial Star Destroyers in brief but destructive engagements. The end result was artillery platform in space able to match the firepower of some empire most destructive ships. The MC30c Frigate is loaded to brim with Proton Torpedoes and Space Mines. With this deadly armament no ship of equal size can match it without losing a most of their vessel. The ship suffers from having almost no anti-starfighter capability, it makes up for it with regenerating shields and no actual hardpoint for shields making it difficult to disable the ship.
It is important to note that while on its own it is formidable , in a pack it is terrifying sight for the imperials to see. As its primary armament needs to be replenished after a few engagements it does make an expensive to maintain. To compensate for this the ships will have a resupply ship nearby or engage in high value targets.
Tactical Fire:As stated earlier the MC30c has almost no anti-starfighter capability except one. By forgoing all attacks for the turn the MC30c releases a large amount of mines in hopes of destroying any fighter in the vicinity making 5d10x2 damage to all ships within 2 square radius of the ship. Making a Pilot check with a DC 25 to take half damage.


MC30c Frigate                                                                               Base CL**: 15
Colossal (Frigate) Capital Ship
Init: +0;  Perception: +5
Defense   Ref: 17(12),  Fort: 35;  +12 armor
hp 800;  DR 15;  SR 90;  Threshold 135
Speed fly 4 squares (starship scale)

Ranged  4 Proton torpedo launcher Batteries +9 (see below) and
 2 Double Light Turbolasers Batteries +13 (see below) and
 2 Space mine launcher Batteries +7 (see below) and
 2 Heavy space mine launcher +3 (see below)

Cover Total;  Grp +45
Abilities    STR 60, DEX 20, CON --, INT 16
Skills Initiative +0, Pilot +0, Perception +5, Mechanics (Engineer) +5, Mechanics (Sys.Op.) +5, Use Computer +5
Crew 667 (Normal);  Passengers 200
Cargo 3500 tons;  Consumables 1 year
Carried Craft None
Hyperdrive x1 (backup x8)
Availability Common;  Cost not available for sale;  Current Market Value 0

Proton torpedo launcher Battery (4 gunners)
     Atk +9 (-11 vs. targets smaller than Colossal), Dmg 9d10x2, 4-square splash
Double Light Turbolasers Battery (6 gunners)
     Atk +13 (+8 autofire) (-7 vs. targets smaller than Colossal), Dmg 4d10x5
Space mine launcher Battery (3 gunners)
     Atk +7 (-13 vs. targets smaller than Colossal), Dmg 7d10x2
Heavy space mine launcher (Gunner)
     Atk +3 (-17 vs. targets smaller than Colossal), Dmg 6d10x5
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WestAG

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Ship of the Day, March 17,2015
« Reply #3 on: March 17, 2015, 03:13:42 pm »
"KDY's  answer to the CR90, The Raider-Class Corvette



Developed by the same person who designed the Venator and Imperial-Class Star Destroyers, it served to fill the tactical void the empire lacked against starfighter-based insurgent groups. The first in its line launched in 6BBY. Though it does serve to fill the void in the imperial navy it lacks the versatility that is common in their enemies' ships. It's armament is standard for a ship that size though it does have a one up other ships, it carries a small squad of tie fighters to assist in its anti starfighter duties as well as serving a small patrol craft.
Tactical Fire: Its anti-starfighter capabilities rivaling the CR90s. By forgoing all attacks for the turn all adjacent squares to the craft if they are Colossal or smaller it must make a pilot check with a DC 20 in order to continue their turn. If failed the craft concludes its turn and is placed in that square. If the square is already occupied place adjacent to that one.

Raider-Class Corvette
Stock Corvette                                                                               Base CL**: 14
Colossal (Frigate) Capital Ship
Init: +0;  Perception: +6
Defense   Ref: 18(14),  Fort: 34;  +14 armor
hp 720;  DR 15;  SR 90;  Threshold 134
Speed fly 3 squares (starship scale)

Ranged  2 Light Turbolaser +5 (see below) and
 2 Light Ion Cannon Batteries +9 (see below) and
 2 Point-Defense Double Heavy Laser Cannons Batteries +7 (see below)

Cover Total;  Grp +46
Abilities    STR 58, DEX 18, CON --, INT 16
Skills Initiative +0, Pilot +0, Perception +6, Mechanics (Engineer) +6, Mechanics (Sys.Op.) +6, Use Computer +6
Crew 50 (Skilled);  Passengers 50
Cargo 1000 tons;  Consumables 1 year
Carried Craft: 4 Tie/LN Fighters
Hyperdrive x1 (backup x8)
Availability Military;  Cost: 1.2 Million;  Current Market Value 0
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WestAG

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Ship of the Day, March 18,2015
« Reply #4 on: March 18, 2015, 12:24:13 pm »
YV-560 Light Freighter



The Corellian Engineering Corporation are known for the popular freighter designs. Though this freighter only filled a niche market in this case. Design for exploration more so than hauling freight the YV-560 boasts an impressive array of sensors and enhanced further to the point this ship can survey entire planets on their own. Because of all these modifications set for this ship in stock format it is not easy to use in the way of customization as the famous YT-series. Leaving only a modest cargo hold to serve in small scale deliveries, it is more so relegated to transport and survey roles. The Rebellion purchased some of these ships to serve as scouts for fleets and surveying planets for possible base locations.

EP:3
YV-560                                                                              Base CL: 10
Colossal Space Transport
Init: -5;  Perception: +10
Defense   Ref: 12(12),  Fort: 26;  +12 armor
hp 120;  DR 15;  SR 30;  Threshold 76
Speed fly 12 squares (max. velocity 0 km/h), fly 2 squares (starship scale)

Ranged  Double Medium Laser Cannons +3 (see below)

Cover Total;  Grp +36
Abilities    STR 42, DEX 10, CON --, INT 18
Skills Initiative -5, Pilot -5, Perception +10, Mechanics (Engineer) +5, Mechanics (Sys.Op.) +5, Use Computer +5 (+5 for sensors)
Crew 1 (Normal);  Passengers 5
Cargo 40 tons;  Consumables 8 months
Carried Craft None
Hyperdrive x2 (backup x15)
Availability Common;  Cost not available for sale;  Current Market Value 0

Double Medium Laser Cannons (Gunner)
     Atk +3 (-2 autofire), Dmg 5d10x2
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WestAG

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Ship of the Day, March 19,2015
« Reply #5 on: March 19, 2015, 12:06:43 pm »
Nebulon-C Frigate



In the aftermath of the Battle of Endor, notable shipwrights throughout the galaxy that were either nationalized or pledged their support to the Empire began to have doubts that they are on the victors side of this conflict. A KDY executive decided to push his luck and make a corvette that would theoretically used to help the empire, but in reality it would be sold through various fronts to the Rebel Alliance. The Nebulon-C is anti starfighter platform that can tear through multiple flights of fighters at once and was given the first class design treatment when it came to equipment. Though pricey the Alliance took some of these ships into their core forces and many were sold to various support groups and local defense forces. The targeting computers on this ship are almost second to none and it leaves any fighter squadron to think twice about attacking or even getting near this ship.
Tactical Fire:With it's advance targeting computers it can place a bead on any target within range of its guns and relay that information to various other ships in its battle formation. Forgoing all attack this turn the Nebulon-C will provide expert targeting solutions to allies within a square radius of it giving them a +3 attack bonus on laser based weaponry.

Nebulon-C                                                                               Base CL: 18
Colossal (Frigate) Capital Ship
Init: +3;  Perception: +5
Defense   Ref: 23(15),  Fort: 43;  +15 armor
hp 750;  DR 15;  SR 90;  Threshold 143
Speed fly 5 squares (starship scale)

Ranged  2 Medium Laser Cannon Batteries +13 (see below) and
 2 Light Ion Cannon Batteries +13 (see below) and
 2 Advanced Quad Heavy Blaster Cannons Batteries +16 (see below)

Cover Total;  Grp +53
Abilities    STR 76, DEX 26, CON --, INT 24
Skills Initiative +3, Pilot +3, Perception +5, Mechanics (Engineer) +5, Mechanics (Sys.Op.) +5, Use Computer +5
Crew 34 (Normal);  Passengers 50
Cargo 300 tons;  Consumables 1 year
Carried Craft None
Hyperdrive x1
Availability Common;  Cost not available for sale;  Current Market Value 0

Medium Laser Cannon Battery (4 gunners)
     Atk +13 (-7 vs. targets smaller than Colossal), Dmg 5d10x2
Light Ion Cannon Battery (4 gunners)
     Atk +13 (-7 vs. targets smaller than Colossal), Dmg 4d10x2
Advanced Quad Heavy Blaster Cannons Battery (4 gunners)
     Atk +16 (+11 autofire) (-4 vs. targets smaller than Colossal), Dmg 10d10x2
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kaitoujuliet

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Re: The Galaxy's Starship Emporium
« Reply #6 on: March 19, 2015, 12:57:20 pm »
These are wonderful!  Thanks for posting!

WestAG

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Ship of the Day, March 20,2015
« Reply #7 on: March 20, 2015, 12:55:29 pm »
Bakura-Class Destroyer



Bakura a world on the edge of known space. Under the empire the regulation of goods weren't as strict due to population's pacifist nature and therefore able to produce more products mostly ranging from repulsorlift technology and strategic metals used for starship construction. Though after the failed Ssi-Ruuk Invasion the planet adopted a more defense oriented society.  The Bakura-Class serves as the backbone of the Bakuran Defense Fleet. Built around the power core of an ISD II reactor this ship had better power regulation than it's imperial contemporaries of the time. With solid defense in mind when building this ship it has little lethal offensive weaponry save the modified turbolaser batteries preferring to take their targets alive and intact. This has served them in ways of augmenting their own defense forces with captured ships.
Another feature on the ship that was at the time of experimental when the first Bakura Destroyer rolled out the line. The system is called "hyperwave inertial momentum sustainer" (HIMS)[EP: 10 for (Cruiser)] in the event that a ship would pulled from hyperspace by an interdiction field this system allows the ship to power through the field and be out of range of the ambush set up. This allows a ship to enter realspace out of the enemies fleet range. This technology is heavily guarded by the Bakuran, but some intrepid black market individuals and smugglers managed to get their hands on it. While this has been a boon for the smuggler's the technology is illegal to have on anything but a Bakuran Defense Fleet until the Yuuzhan Vong War when the need of this technology to be used against the invaders allowing shipments of goods to make it past the invaders fleets to deliver relief to the galaxies defenders.
Tactical Fire:The effiecient energy transfer systems on board the Bakura-Class are nothing to scoff at. By forgoing all attacks this turn it can divert power from one major system and increase for 2 turns, by one step decreasing the step of another system. This requires a Sys. Operator roll of DC 15 to perform and Engineer DC 15.
Weapons Inc:+1 Die
Shield Inc: 1 Step (175 SR)
Engines: Increase Speed by 1

Bakura-Class Destroyer                                                                               Base CL: 19
Colossal (Cruiser) Capital Ship
Init: +2;  Perception: +6
Defense   Ref: 24(21),  Fort: 56;  +21 armor
hp 2250;  DR 20;  SR 150;  Threshold 246
Speed fly 3 squares (starship scale)

Ranged  3 Fire-Linked Heavy Turbolaser Batteries +17 (see below) and
 6 Fire-Linked Heavy Ion Cannon +10 (see below) and
 3 Point-Defense Fire-Linked Light Ion Cannon Batteries +20 (see below) and
 2 Tractor beam +10 (see below) and
 1 Gravity Well Projector +10 (see below)

Cover Total;  Grp +68
Abilities    STR 102, DEX 22, CON --, INT 24
Skills Initiative +2, Pilot +2, Perception +6, Mechanics (Engineer) +6, Mechanics (Sys.Op.) +6, Use Computer +6
Crew 8700 (Skilled);  Passengers 2000
Cargo 5000 tons;  Consumables 2 years
Carried Craft: Huge Starfighers x20
Hyperdrive x2 (backup x8)
Availability Military;  Cost not available for sale;  Current Market Value 250,000,000

Fire-Linked Heavy Turbolaser Battery (4 gunners)
     Atk +17 (-3 vs. targets smaller than Colossal), Dmg (8d10+5)x5
Fire-Linked Heavy Ion Cannon (Gunner)
     Atk +10 (-10 vs. targets smaller than Colossal), Dmg 4d10x5
Point-Defense Fire-Linked Light Ion Cannon Battery (6 gunners)
     Atk +20 (+15 autofire), Dmg 4d10x2
Tractor beam (Gunner)
Gravity-Well Projector

BONUS:
Hyperwave Inertial Momentum Sustainer: Instead of being ripped back into realspace by an interdiction field the system allows it to brute force its way past it. In order to successfully operate the system it requires a dedicated staff to maintain and keep it running initially, but after starter test it can be fixed with regular repair crews. When a ship with HIMS is brought into real space the Sys OP makes a DC roll of 16 to make it past the interdiction field and reappearing out of range of enemy ships. A failure within -5 the ship flung back into realspace but is within 10 squares of the interdiction field with a pilot check of DC 15 can control where the ship arrives. Between 5-10 the ship is right in the path of the field coming out like any other vessel. With a failure of 10 or greater the force of coming into realspace has caused the ship go through much stress so much that there is internal damage throughout the ship -1 on the condition track. Though the designs are closely guarded secrets few attempt have been made to reverse engineer this piece of tech.

Cost: 45,000 Credits Base
Availability: Military, Illegal (Prior to YVW for non-bakuran ships)
Installation Check: 30 Cruiser, 30 Frigate, 30 Colossal (Heavy Freighter)
« Last Edit: March 20, 2015, 01:15:34 pm by WestAG »
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Re: The Galaxy's Starship Emporium
« Reply #8 on: March 21, 2015, 05:30:36 pm »
Thranta-Class Corvette



The Thranta-Class corvette serves as the workhorse in Republic Navy. It's design is reminiscent of the Hammerhead class cruiser used 300 years prior to this ships introduction. Forming the backbone of most republic engagements with the Sith Empire its almost never on its own save when perfroming scouting missions that could be preform by any craft. The ship is able to engage multiple starfighters or engage ships of its size toe to toe like the Sith Empire Terminus-Class.
Each Thranta serves a multi-role vessel that was unique on it served to keep the vessel in use for most of the Republic's existence even some could be seen before the fall of the republic adding to the longevity of the ship.

Tactical Fire: Due to its multi-role capabilities no two Thrantas are ever alike with some minute difference here and there or even more significant. However they do share their roots in the fact they are the most ubiquitous ship in the republic navy as the Hammerhead before sharing the same command and control systems but with some improvements. By forgoing all attacks this turn to provide tactical support to surrounding friendly ships within 2 square radius and provide a bonus to the friendly ships Reflex Defense of +3 or Fortitude Defense +3. (This is to Thranta's commander's discretion)

Thranta-Class Corvette                                                                              Base CL**: 18
Colossal (Frigate) Capital Ship
Init: -1;  Perception: +6
Defense   Ref: 17(14),  Fort: 37;  +14 armor
hp 1100;  DR 20;  SR 125;  Threshold 127
Speed fly 4 squares (starship scale)

Ranged  4 Double Light Turbolasers Batteries +15 (see below) and
 2 Medium Turbolaser Batteries +15 (see below) and
 2 Point-Defense Medium Laser Cannon Batteries +15 (see below) and
 Tractor Beam Battery +11 (see below)

Cover Total;  Grp +49
Abilities    STR 65, DEX 17, CON --, INT 21
Skills Initiative -1, Pilot -1, Perception +6, Mechanics (Engineer) +6, Mechanics (Sys.Op.) +6, Use Computer +6
Crew 300 (Skilled);  Passengers 200
Cargo 4000 tons;  Consumables 8 months
Carried Craft 12 Huge Starfighters, 2 NR-2 Light Transports, various support craft
Hyperdrive x2
Availability Military;  Cost 10000000 (not available used);  Current Market Value 13600000

Double Light Turbolasers Battery (5 gunners)
     Atk +15 (-5 vs. targets smaller than Colossal), Dmg 4d10x5
Medium Turbolaser Battery (5 gunners)
     Atk +15 (-5 vs. targets smaller than Colossal), Dmg 5d10x5
Point-Defense Medium Laser Cannon Battery (5 gunners)
     Atk +15 (+10 autofire), Dmg 3d10x2
Tractor Beam Battery (3 gunners)
     Atk +11 (-9 vs. targets smaller than Colossal), Dmg none
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Ship of the Day, March 23,2015
« Reply #9 on: March 23, 2015, 12:45:42 pm »
"Sullustan Engineering at its Finest", Liberator-Class Cruiser



Throughout the years of the preceding and during the Galactic Civil War the Mon Calamari are attributed with supplying the Alliance with their impressive star cruisers. Yet they contributed the bulk of heavy cruisers, another species, The Sullustans, have contributed the Alliance with ships before actually aligning with the Alliance. When the planet Sullust officially joined they contributed ships that not only rivaled Mon Calamari Designs but surpassed them. One of these contributions were the most advance warship ever fielded throughout the conflict. The Liberator Cruiser is equipped with enough armor, weapons, and shields to rival a star destroyer even though it is diminutive in size would say otherwise. Built compact and sleek it carries enough hanger space for 6 Starfighter Squadrons with room to spare for troop deployments.
All around the ship is able to hold key systems on its own. With no notable design flaw it would be commonplace in the Fleet because its controls can be used by most species. However the price tag for producing these battle platforms was about 187 million credits. Nevertheless the engagements these ships performed in was enough to keep this class in production and went on to serve in private and third party groups though not at same quality as before during wartime, until it was phase out by the Nebula-Class Star Destroyer
Tactical Fire: This battleplatform performs what ever duties it is assigned to whether it is frontline engagement or beginning occupation. Using its advance technology and small profile that make it difficult for enemy gunners to get a clean hit on the ship. As a standard action, a Liberator Cruiser can forgo all attacks and provide tactical fire in a 2 square radius. Enemy Ships within this area will take a -2 penalty on attack rolls.

Liberator Cruiser                                                                          Base CL: 24
Colossal (Cruiser) Capital Ship
Init: +4;  Perception: +8
Defense   Ref: 24(18),  Fort: 63;  +18 armor
hp 2250;  DR 20;  SR 200;  Threshold 263
Speed fly 4 squares (starship scale)
Ranged  4 Optional Fire-Linked Double Heavy Turbolasers Batteries +19 (see below) and
 3 Optional Fire-Linked Double Heavy Ion Cannons Batteries +17 (see below)

Cover Total;  Grp +75
Abilities    STR 116, DEX 22, CON --, INT 24
Skills Initiative +4, Pilot +4, Perception +8, Mechanics (Engineer) +8, Mechanics (Sys.Op.) +8, Use Computer +8
Crew 4000 (Expert);  Passengers 3000
Cargo 10000 tons;  Consumables 2 years
Carried Craft: 2 A-Wing Squadrons (24), 2 X-wing Squadrons (24), 2 Y/B-wing Squadrons (24), 2 Rebel Heavy Assault Transports
Hyperdrive x1 (backup x6)
Availability Military;  Cost not available for sale;

Optional Fire-Linked Double Heavy Turbolasers Battery (5 gunners)
     Atk +22 (+2 vs. targets smaller than Colossal), Dmg 10d10x5
Optional Fire-Linked Double Heavy Ion Cannons Battery (4 gunners)
     Atk +20 (-0 vs. targets smaller than Colossal), Dmg 6d10x5

« Last Edit: March 23, 2015, 01:08:39 pm by WestAG »
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fairytalejedi

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Re: The Galaxy's Starship Emporium
« Reply #10 on: March 23, 2015, 04:44:41 pm »
Thank you for doing a thranta-class write-up. I can use that, though to be honest, they cheat a lot when it comes to giving hangar bays to frigates. I typically ignore that part of the official description and just give them a couple of docking clamps.
« Last Edit: March 23, 2015, 04:46:17 pm by fairytalejedi »
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Re: The Galaxy's Starship Emporium
« Reply #11 on: March 24, 2015, 04:03:13 pm »
CC-7700, Corellia's Interdictor



Introduced around the waning days of The Old Republic, the CC-7700 was the successor to the CC-2200 Detainer and CEC's attempt to beat Kuat Drive Yards in terms of Interdictor ships. This along with the Immobilizer 418 served along the Republic's Hyperlanes pulling out enemy ships from hyperspace. However after the conclusion of the clone wars the limited numbers that were produce for the Republic joined the same fate as the Venators, in favor of the terror styling that was common for the Empire. Though production of the craft has not been stopped with a steady stream of buyers from the Corporate Sector Authority, Mercenary Groups, and even the Rebel Alliance. This design would continue to persist even serving in the ship-strapped New Republic Fleet, because they had very few interdictors.
While not as powerful as the Immobilizer 418 the fact that it was smaller and not a sitting target as most ships that would have a gravity well, it was produced in larger numbers with the Gravity well projector not installed although through the black market and paperwork that might have been lost it was easy to obtain these devices.
Tactical Fire:Even though it is smaller than most interdictors it still is willing to pull the same tricks that it's larger rivals can. By forgoing all attacks (std action) the ship can increase the gravometric anomalies around the ship by using the gravity well generator disrupting the guidance all projectiles coming towards or around it. Within a 1 square radius any targets of torpedo or missile within this area take -4 penalty on its atk roll.


EP: 5

CC-7700                                                                   CL: 14
Colossal (Frigate) Capital Ship
Init: +0;  Perception: +6
Defense   Ref: 18(14),  Fort: 35;  +14 armor
hp 960;  DR 15;  SR 100;  Threshold 135
Speed fly 3 squares (starship scale)

Ranged  Gravity well projector +5 (see below) and
 4 Medium Turbolaser Batteries +9 (see below) and
 2 Advanced Medium Laser Cannon Batteries +11 (see below)

Cover Total;  Grp +47
Abilities    STR 60, DEX 18, CON --, INT 16
Skills Initiative +0, Pilot +0, Perception +6, Mechanics (Engineer) +6, Mechanics (Sys.Op.) +6, Use Computer +6
Crew 800 (Skilled);  Passengers 200
Cargo 1000 tons;  Consumables 1 year
Carried Craft None
Hyperdrive x2 (backup x10)
Availability Common;  Cost not available for sale;  Current Market Value 0

Gravity well projector (Gunner)
     Atk +5  4x4 Square
Medium Turbolaser Battery (3 gunners)
     Atk +9 (-11 vs. targets smaller than Colossal), Dmg 5d10x5
Advanced Medium Laser Cannon Battery (4 gunners)
     Atk +11 (+6 autofire) (-9 vs. targets smaller than Colossal), Dmg 8d10x2
« Last Edit: March 24, 2015, 04:57:35 pm by WestAG »
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Re: The Galaxy's Starship Emporium
« Reply #12 on: March 25, 2015, 12:01:05 pm »
Tapani-Class



The Tapani sector... Oh how it's bloated aristocracy though of its self importance in the imperial hierarchy give way to one of the most expensive ships produce for its elite noble houses. Costing nearly 7 times that of an Imperial Star Destroyer it is more so a monument to wasteful spending than anything else. What contributes to its cost is the outsourcing of parts by other shipbuilders within the Empire, only the main hull is Tapani design. This causes a lot difficulties for repair crews on board the ship due to nature of how the vessel was designed (-5 to repair and move up the condition track).
What it makes up for it in this nature is the fact that it loaded with a number of treasures that its crew and noblemen have on board the vessel. The vessel is a mobile palace for the nobles even including the typical vestments, lots of recreational areas, including a artificial environment that resembles a Tapani place garden and field. For pirates this vessel would be a tempting target if it wasn't as armed.
Tactical Fire:Due to the nature of this hodgepodge vessel it is unable to hold up a strong attack front, relying on its defenses. By forgoing attacks (std action) it increases powers to the shield generators increasing the SR +25 and act like it has regenerating shields.



Colossal (Cruiser) Capital Ship
Init: -2;  Perception: +6
Defense   Ref: 17(15),  Fort: 56;  +15 armor
hp 1650;  DR 20;  SR 125;  Threshold 246
Speed fly 3 squares (starship scale)
Ranged  4 Quad Light Turbolasers Batteries +10 (see below) and
 2 Medium Turbolaser Batteries +8 (see below) and
 2 Advanced Heavy Laser Cannon Batteries +8 (see below)

Cover Total;  Grp +68
Abilities    STR 102, DEX 14, CON --, INT 20
Skills Initiative -2, Pilot -2, Perception +6, Mechanics (Engineer) +1, Mechanics (Sys.Op.) +1, Use Computer +6
Crew 4000 (Expert);  Passengers 1000
Cargo 12500 tons;  Consumables 2 years
Carried Craft None
Hyperdrive x.75 (backup x3)
Availability Military;  Cost not available for sale;  Current Market Value 1 Billion Credits

Quad Light Turbolasers Battery (5 gunners)
     Atk +10 (+5 autofire) (-10 vs. targets smaller than Colossal), Dmg 7d10x5
Medium Turbolaser Battery (4 gunners)
     Atk +8 (-12 vs. targets smaller than Colossal), Dmg 5d10x5
Heavy Laser Cannon Battery (4 gunners)
     Atk +8 (+3 autofire) (-12 vs. targets smaller than Colossal), Dmg 7d10x2
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Ship of the Day, March 26, 2015
« Reply #13 on: March 26, 2015, 01:56:53 pm »
Corellian Destroyer-10



Few worlds in the Republic could afford their own private defense fleets for their protection opting for mercenary or sector judicial forces. Corellia is one of the worlds that decided to use it's own ship designs to defend their sovereignty. Before the outbreak of the Clone Wars the CD-10 was that ship, with its slim profile in more than one dimension it is difficult target to hit. These ships were the pride of Corellian Defense Fleet, with unprecedented speed thanks to years of fine tuning engine design it was able to keep up with any starfighter or blockade runner. What limited them from taking aggressive action against other systems was the limited hyperdrive capability. With the Rise the Empire, Corellian Defense Force Officials were already acting against the empire in the most subtle of ways. Under the belief that these powerful vessels were going to strip down in order to abide by new regulations set by the Empire. Requiring the help of senator Garm Bel Iblis and CEC officials they purposefully set the drydock these ships were in to destroyed by an accident in one of CECs remote facilities in the system. Though imperial officials were pleased at the destruction of a potential threat the Emperor felt something was amiss about it.
All 15 of these Cruisers managed jump into hyperspace with skeleton crews to a deep space station that served as a cache of ships and weapons in the event should Corellia be threatened. From there the were refurbished and modified slowly, by the time they were needed again they were a welcome addition to the Alliance Fleet. After the design was further modified for carrier duty and fine tuned making the ship design last well into the Legacy Era. At any given time there has been a minimum of 12.
Tactical Fire:It is ship with unparalleled maneuverability for a ship its size most enemies think just firing a barrage will keep the ship from pursuing them, however the small profile allows it dodge most attacks allowing for a tighter formation from other ships. By forgoing all attacks this turn (std action) the CD-10 can put all power to engines allowing friendly fighters that can keep up with it in close proximity almost overlapping into its space. Any Gargantuan size ship or smaller receives +2 Reflex Defense if they are within 1 square radius of this vessel.

Corellian Destroyer                                                                              CL: 21
Colossal (Cruiser) Capital Ship
Init: -1;  Perception: +6
Defense   Ref: 25(22),  Fort: 56;  +22 armor
hp 1980;  DR 20;  SR 175;  Threshold 220
Speed fly 5 squares (starship scale)

Ranged  3 Quad Heavy Turbolasers Batteries +17 (see below) and
 2 Advanced Fire-Linked Double Heavy Laser Cannons Batteries +17 (see below) and
 2 Optional Fire-Linked Proton torpedo launcher Batteries +17 (see below) and
 Tractor beam +7 (see below)

Cover Total;  Grp +68
Abilities    STR 102, DEX 16, CON --, INT 20
Skills Initiative -1, Pilot -1, Perception +6, Mechanics (Engineer) +6, Mechanics (Sys.Op.) +6, Use Computer +6
Crew 6000 (Skilled);  Passengers 2000
Cargo 20000 tons;  Consumables 2 years
Carried Craft: 12 HLAF-500 Starfighters
Hyperdrive x1 (backup x8)
Availability Common;  Cost not available for sale;  Current Market Value 0

Quad Heavy Turbolasers Battery (6 gunners)
     Atk +17 (-3 vs. targets smaller than Colossal), Dmg (11d10+5)x5
Advanced Fire-Linked Double Heavy Laser Cannons Battery (6 gunners)
     Atk +17 (+12 autofire) (-3 vs. targets smaller than Colossal), Dmg 9d10x2
Optional Fire-Linked Proton torpedo launcher Battery (6 gunners)
     Atk +17 (-3 vs. targets smaller than Colossal), Dmg 11d10x2, 4-square splash
Tractor beam (Gunner)
     Atk +7

Bonus Ship:

The HLAF-500



HLAF-500                                                                              Base CL: 9
Gargantuan Starfighter
Init: +7;  Perception: +6
Defense   Ref: 18(12),  Fort: 26;  +7 armor
hp 140;  DR 10;  SR 25;  Threshold 46
Speed fly 21 squares (max. velocity 1300 km/h), fly 5 squares (starship scale)

Ranged  Double Light Laser Cannons +6 (see below) or
 Double Proton torpedo launchers +4 (see below)
 
Cover Total;  Grp +33
Abilities    STR 42, DEX 22, CON --, INT 14
Skills Initiative +7, Pilot +7, Perception +6, Mechanics (Engineer) +6, Mechanics (Sys.Op.) +6, Use Computer +6
Crew 1 (Skilled);  Passengers None
Cargo 50 kg;  Consumables 2 days
Carried Craft None
Hyperdrive x2 Navicomputer
Availability Licensed;  Cost 70000 credits;

Double Light Laser Cannons (Pilot)
     Atk +6 (+1 autofire), Dmg 4d10x2
Double Proton torpedo launchers (Pilot)
     Atk +4, Dmg 10d10x2, 4-square splash
« Last Edit: March 26, 2015, 03:48:44 pm by WestAG »
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Re: The Galaxy's Starship Emporium
« Reply #14 on: March 27, 2015, 12:26:24 pm »
The Bes'uliik



Developed by Mandalmotors after the Yuuzhan Vong War, this starship is without a doubt one of the best starfighters in the galaxy.  Used in the Second Galactic Civil War in small numbers these vessels went toe-to-toe with GA Navy and other factions emerging victorious in every engagements.  Part of the reason why this ship proved well was the protective layer of Mandalorian Iron that allowed the ship to take shots from larger more powerful foes.  These ships serve as one man fleets in hands of ace pilots though it is not surprising that most of the initial pilots were chosen by Mandalore Boba Fett himself. 
This next-generation fighter serves as standard in which starfighter technology will be developed for decades to come. As of right now most of these are advance prototypes so the maintenance costs are time consuming. Though the versitility of its weapon mount system allows it to attach the appropriate gear for the situation at hand. Though in order to get your hands on the original versions you must be part of Mandalore. The Mandalorians did sell an export version that is not as strong as the ones used by the people of this sector for "Defense purposes"

Bes'uliik (Advance, Prototype)                                                                              Base CL: 14
Gargantuan Starfighter
Init: +11;  Perception: +8
Defense   Ref: 23(15),  Fort: 32;  +10 armor
hp 205;  DR 20;  SR 40;  Threshold 47
Speed fly 16 squares (max. velocity 0 km/h), fly 4 squares (starship scale)
Ranged  4 Medium Blaster Cannons +12 (see below)

Cover Total;  Grp +39
Abilities    STR 54, DEX 28, CON --, INT 20
Skills Initiative +12, Pilot +12, Perception +12, Mechanics (Engineer) +12, Mechanics (Sys.Op.) +12, Use Computer +12
Crew 2 to 3 Pending Configuration (Expert);  Passengers None
Cargo 50 kg;  Consumables 2 days
Carried Craft None
Hyperdrive 0.5
Availability Common;  Cost not available for sale;  Current Market Value 0

Medium Blaster Cannons (Pilot)
     Atk +12 (+7 autofire), Dmg 5d10x2

3 EP for additional Weapons

Light Concussion Missile Launcher
     Atk +9, Dmg 7d10x2, 4-square splash
Proton Torpedo Launcher
     Atk +9, Dmg 9d10x2, 4-square splash
All Hard Point Weapons
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