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 PostPosted: Wed Apr 09, 2008 9:39 pm Reply with quote  
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  Salaris Vorn
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Name: Sanguine Dawn
Class: Corellian Engineering Corporation YT-2000
Armaments: 2 Quad Laser Turrets, 1 forward firing duel laser cannon, 1 forward firing laser cannon, 1 forward firing ion cannon, 1 missile launcher
Other: Gavin Vendar bought his YT-2000 shortly before leaving the Corellian Military. He bought it feeling that it would be unfitting for a rising officer of his caliber to use an ordinary shuttle for personal transportation as he was sure that he would not be turned down for promotion a third time. It was during this time he made upgrades to the weapons systems. After discovering that he had been passed up for promotion again he began making plans to go into business for himself and began upgrading ship systems with parts “liberated” from pirate and smuggling ships impounded by Corellian military authorities. After resigning his commission with the Corellian Military and joining Skar'la Commando Corps he continues upgrading the ship with the money he earns and what he can scavenge from ships destroyed or captured during missions.

It has a high tech sensor package, a heavily modified communications package and jamming equipment. For defense it has improved armor plating, a more efficient shield system that gives improved protection but chiefly to free up power for the weapons and an engine improved to be more efficient on power and improved speed. The most unique enhancement is the partial integration of some old Buzz Droid software into the targeting computer to improve its efficiency in combat and to compensate for the lack of a second missile launcher.

As part of the Skar'la Commando Corps he typically flies the ship as part of advanced recon parties or on espionage missions. As a recon ship he immobilizes enemy sensor/communication systems with the Sanguine Dawn's high tech equipment shortly before the main attack force reaches the target to make the enemy more vulnerable and less capable of reacting to attack.


Last edited by Salaris Vorn on Fri Apr 11, 2008 3:42 pm; edited 1 time in total


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 PostPosted: Wed Apr 09, 2008 10:59 pm Reply with quote  
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  Darth Skuldren
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Hmm, a gunship isn't so much the design of the vessel as it is the role of the vessel. I don't see anything wrong with the YT-2000, but if you want to really fill the gunship role, maybe a few more weapons would help. Can't really squeeze in anymore quads but maybe two forward mounted dual laser cannons, two ion cannons and two or four concussion missile launchers. That might sound more like a "gunship" however you could still go with what you posted and simply lean toward a fast, light, gunship. Something heavily armored/shielded that can pack a concentrated payload. If we went with that role your ship could be specifically loaded with high end baradium concussion missiles or something to give you a capital ship killer edge. Just some thoughts.
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 PostPosted: Thu Apr 10, 2008 9:15 am Reply with quote  
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  Jedi_Christopher
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The YT2000 could be our trooper carrier. I'm sure we could find some use for it. I don't see why we wouldn't allow it.

Maybe with could make it a really tricked out gun platform?
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Last edited by Jedi_Christopher on Fri Mar 04, 2011 1:44 am; edited 1 time in total


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 PostPosted: Thu Apr 10, 2008 11:04 am Reply with quote  
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  Salaris Vorn
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well my concept for the YT-2000 was that, because my character is a computer/communications expert, its set up as basically a mobile computer slicer/signal interception platform. thats why I only had 1 missile launcher figuring that the equipment took up the space that would be devoted to a 2nd missile launcher.

I guess it basically would be a more stealth oriented gunship using advanced computer and jamming systems to decrease the enemies ability to react efficiently and compensate for the lack of heavy weaponry. Worth noting that's why I had Buzz Droid software integrated into the targeting computer to help compensate for the lack of a heavy armament.

How's this for it's combat purpose: its party of the scouting party that immobilizes enemy sensor/communication systems shortly before the main attack force reaches the target to make the enemy more vulnerable and less capable of reacting to attack.

Hows this for enhancing it for more formal gunship duty for the times when stealth isn't possible: 1 duel forward firing laser cannon, 1 forward firing laser cannon and 1 forward firing ion cannon (plus the 2 quad laser cannons). Improved armor plating, a more efficient shield system that gives improved protection but chiefly to free up power for weapons and engines, engine improved to be more efficient power wise and allowing greatly improved speed.


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 PostPosted: Thu Apr 10, 2008 11:25 am Reply with quote  
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  Jedi_Christopher
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That sounds like a good idea to me. I think you should run with that idea.

So far we've got two starfighters, a freighter and a gunship. We need atleast two more gunships. Also, I wanted to point out that not all the ships in our armada have to be controlled by one of us. We could have a few assault vessels that are in the background, possibley ships we can kill off.

Our armada so far:

Sanguine Dawn, Corellian Engineering Corporation YT-2000

Sando Eight, Cygnus Missile Boat Starfighter

The Star Wing, Alpha-class Xg-1 Star Wing

Crimson Mynock, Incom X4 Gunship
________
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Last edited by Jedi_Christopher on Fri Mar 04, 2011 1:44 am; edited 1 time in total


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 PostPosted: Thu Apr 10, 2008 12:18 pm Reply with quote  
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  Salaris Vorn
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Great I'll be updating my ship's description to reflect the changes today.

To create more fighters how about the characters who fly starfighters can be in control of a flight (say 6 ships to a flight), each flight having fighters tailored to the flight leader's ship specs (so we don't have a fighter interceptor with 5 fighter-bomber wingmen). That way we have more starfighters total, most of which can be expendable. that way there also wouldn't be any issues of "who get's to be the squadron leader" or have a bunch of lone-wolf starfighters.

As far a gunships go if we need extra gunship we can do the same thing with gunships as we do with fighters. In this case it would be the player's gunship with a non-player wingman.


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 PostPosted: Thu Apr 10, 2008 1:47 pm Reply with quote  
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  Jedi_Christopher
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If you want, my character can be in command of, say, the Crimson Mynock and two other gunships to round out a gunship group. Then we'll need someone to be in charge of the carrier ship, and lots more starfighters.
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Last edited by Jedi_Christopher on Fri Mar 04, 2011 1:44 am; edited 1 time in total


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 PostPosted: Thu Apr 10, 2008 4:23 pm Reply with quote  
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  Darth Skuldren
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Did some research on wookieepedia. Typical starfighter squadron is made of 12-16 ships. Each squadron is composed of around 3 flights (around 4 ships per flight) which are further broken down into two elements (two elements per flight, two ships in an element). Thought that might help in forming up our fighter groups.

I like the idea of the YT-2000 being a specialist unit. That sounds pretty cool and would be a major asset to our merc force.
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"I believe toys resonate with us as humans, we can hold them them, it's tactile, real! They are totems for our extended beliefs and imaginations. A fetish for ideas that hold as much interest and passion as old religious relics for some. We display them in our homes. They show who we are. They are signals for similar thinking people. A way we connect with each other...and I guess thats why I do toys. That connection." -Ashley Wood


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 PostPosted: Sat Apr 12, 2008 9:24 am Reply with quote  
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  Darth Judicar
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Name: Fist of Fury
Class: Imperial-II Class Star Destroyer
Crew: 75
Armaments: Octuple barbette turbolaser cannons (Cool Additional turbolaser cannons and batteries (40) Ion cannons (20) Phylon Q7 tractor beam projectors (10)
Other: This Star Destroyer was salvaged by Judicar after the Galactic Civil War. Over the next five years, he gathered a mercenary crew to command it--until the Empire requested its service.
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 PostPosted: Sat Apr 12, 2008 10:40 am Reply with quote  
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  Jedi_Christopher
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I thought we were going to have a smaller fleet Shocked . An Imperial Star Destroyer is a little big for a mercenary combine. I think we should keep the ships small.
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Last edited by Jedi_Christopher on Fri Mar 04, 2011 1:45 am; edited 1 time in total


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 PostPosted: Sat Apr 12, 2008 11:15 am Reply with quote  
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  Salaris Vorn
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Jedi_Christopher wrote:
I thought we were going to have a smaller fleet Shocked . An Imperial Star Destroyer is a little big for a mercenary combine. I think we should keep the ships small.


I agree. I also think in terms of capital ships it should be restricted to types that could more easily be bought in the regular or black markets. While stealing a single fighter or shuttle might be possible I have serious doubts that stealing an ISD or Mon Cal for permanent use would be possible. We should also probably keep in mind the crew requirements for capital ships as a mercenary army probably wouldn't have the numbers to crew a ship that required more than 500 personnel.

A Nebulon B Frigate (minimum crew 307) is probably the one of the largest in capital ship class we should go. Might be better though if we go with Corellian Corvettes (or similar sized ships.
For example:
CEC CR90 corvette (Rebel Blockade Runner): crew 30-165, depending on configuration
CEC DP20 frigate (Corellian Gunship): Crew (45) Gunners (46); Minimum crew 10


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 PostPosted: Sat Apr 12, 2008 11:23 am Reply with quote  
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  BlueX-WingPilot
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I'm not sure what kind of ship to be in command of. I need something a bounty hunter would have used. Any suggestions?

I should probably also mention that the character I will use is going to be a skilled technician.
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 PostPosted: Sat Apr 12, 2008 11:39 am Reply with quote  
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  Salaris Vorn
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well if you're a bounty hunter you preumably need a ship with cargo space for at least one prisoner.

There is the classic Firespray (Slave I) or Pursuer-class enforcement ship (Slave II) if your looking for something more in the line of a fighter; probably any Corellian Engineering Corp. light freighter class (YG, YT and YV series) and most shuttle craft if you want something bigger.

I would suggest looking at the wookiepedia entries for named bounty hunters seeing what type of ships they use. Then decide which model/class of all those ships you like best and go with that as the class of ship you'll modify for your character's personality.


Last edited by Salaris Vorn on Sat Apr 12, 2008 9:16 pm; edited 1 time in total


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 PostPosted: Sat Apr 12, 2008 8:28 pm Reply with quote  
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  Jedi_Christopher
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I think we should start a thread and see just how many people are actually going to be participating in this.
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Last edited by Jedi_Christopher on Fri Mar 04, 2011 1:45 am; edited 1 time in total


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 PostPosted: Sat Apr 12, 2008 9:15 pm Reply with quote  
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  Salaris Vorn
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For the sake of simplicity should we just make the capital ship that serves as a base of operations as a CR90 or Nebulon B Frigate that isn't under the command of any one player character. That way we can at least get the RPG underway without concerns of lacking a full task force assuming that when/if more people join the fighter, gunship and special duty craft slots occupied by NPCs will be replaced by their characters. And we can always add new characters figuring that either they just joined or were off assigned to some other mission to explain their absence earlier.

I would be up for starting the RPG soon with the people who have posted accepted characters. I think we should give BlueX-WingPilot and MizzeeOH at least a few more days (I think a minimum of 3 days would be fair) though to establish characters before starting the RPG since they seemed interested in playing but haven't posted any character bios yet. It wouldn't be fair to start without at least giving them a warning that we wanted to start in X days so they could post their character info or ask us to just wait a few extra days to give them some more time to finalize everything. We also need to give everyone who has posted a character but got voted down a warning so they can either revise their character or opt to drop out for this RPG.

How will we start the first mission though? My vote would be to start the RPG in the briefing room getting briefed for our first mission (the first mission being the one you and I were creating earlier in this thread about attacking a convoy). We can then just build it from there sort of going from generic missions to more specific elite missions as we prove our worth.

We still need to finalize what the first mission will be. If we go with the convoy attack idea posted earlier in the thread where is the convoy headed? We should at least establish that to make it more structured and less arbitrary. Unfortunately I'm not very familiar with the Thrawn era so I don't really know what battles are taking place so I can't really say what system the convoy could be in or what battle the supply convoy is heading towards to reinforce the troops there (or mass supplies for the impending attack).

I think before anything is done with starting the RPG we should get a green light to do this from an admin first.


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