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 Post subject: Matt's RPG - Defense and ships for the Organization
PostPosted: Wed Dec 30, 2009 1:31 pm 
The One True Sith Lord
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Ok so this thread is for the ships we have acquired and defense that have been done during the 6 month fast foward.


I will list each one seperately in a post.


Matt I will give you final numbers of what have so you can just look at that instead of adding.

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 Post subject: Re: Matt's RPG - Defense and ships for the Organization
PostPosted: Wed Dec 30, 2009 1:48 pm 
The One True Sith Lord
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Ultio (Latin for Vengence)

Derriphan Class Battleship (Frigate)

Init -4 / Sense Perception +6

Defense: Ref 13 Fort 35 +13 Armor

Hit Points:
Base - 840
Improved Bulkheads - 168

Total - 1008

DR 30

SR 200

Threshold 135

Speed 2

Emplacement (availible 50 points)

Shields - SR 200 (10 Emplacement points)

Reinforced Bulkheads - +20% Hit points (5 Emplacement Points)

Medical Suite - (1 Emplacement Point)

Hypertransceiver - (1 Emplacement Point)

Transponder Disguised - (0 Emplacement Points)

Dock Clamp - (1 Emplacement Point)

Droid Repair Team - (1 Emplacement Point )

Luxury Upgrade extreme - (1 Emplacement Point)

Weapons:

Point Defense Laser (3 Gunners ) Atk +7 (+2 Autofire) Dmg 4 d 10 x 2
(0 Emplacement Points)

Concussion Missle Battery (3 Gunners ) Atk +7 (-13 against Small Ships) Dmg 8d10 x 5
(20 Emplacement Points)

Heavy Turbo Laser (3 Gunners ) Atk +7 Dmg 7d10 x 5
(10 Emplacement Points)

Fighter compliment -

6 Sith Inteceptors (pg 164 Kotor)

The Ultio is the currently the Jainx's flagship for the small growing fleet of the Organization. It has been heavily modified and is nearly equal of a Cruiser class Ship in fire power. The ship has been upgraded to serve also as a floating Headquarters and palace for Bodemaw. The ship can hold passengers and recieve guest.

The docking clamp allows the ship to tow a small ship and dock with any ship. The hyper transceiver allows the organization to communicate while in hyperspace with anyone. It is also fitted with a Medical bay and had a Droid Repair Team that allows for repairs to be made while ship is in space and not drydocked. It's disguised transponder allows the ship to pass for Republic or Sith or Neutral from a distance.

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 Post subject: Re: Matt's RPG - Defense and ships for the Organization
PostPosted: Wed Dec 30, 2009 1:51 pm 
The One True Sith Lord
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Gladius (Latin for Sword)

Corellian Corvette CR90
(Frigate )

Taken straight from Pg 75 from Starship of the Galaxy

Serves as a frigate in the fleet.

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 Post subject: Re: Matt's RPG - Defense and ships for the Organization
PostPosted: Wed Dec 30, 2009 1:53 pm 
The One True Sith Lord
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Ignus (Latin for Fire)

Corellian Corvette CR90
(Frigate)

Taken Straight from Pg 75 of Starships of the Galaxy

Serves as another Frigate of the fleet

Both Corvettes are used in facing large captial ships and used in conjunction with Ultio to bombard.

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 Post subject: Re: Matt's RPG - Defense and ships for the Organization
PostPosted: Wed Dec 30, 2009 1:59 pm 
The One True Sith Lord
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There are several Picket ships I will list them in one Post

Pertinacia (Latin for Determination)
Virtus (Virtue)
Fortitudo (courage)
Veriatas (Truth)

4 Gozanti Cruisers (only a cruiser by the name they are picket ships)

Taken from Pg 90 of the Starships of the Galaxy book

Serve as pickets to assist the Frigates and the other pickets.



Fatum (Fate)
Lux (Light)

2 Skipray Blastboats (Picket ships used for disabling enemies ships)

Taken from pg 131 of the Starships of the Galaxy book

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 Post subject: Re: Matt's RPG - Defense and ships for the Organization
PostPosted: Wed Dec 30, 2009 2:01 pm 
The One True Sith Lord
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Ground Defenses!!!!

Upgraded to Planetary Fusion Power Generator

2 - Planatery Shield Generators

3 Heavy Concussion Missle Battery
+7 Atk 8 d10 x 5

5 point defesne turrets
+7 atk (+2 Autofire) 4 d10 x 2

6 Sith Inteceptors pg 164 from Kotor Book

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 Post subject: Re: Matt's RPG - Defense and ships for the Organization
PostPosted: Wed Dec 30, 2009 2:02 pm 
The One True Sith Lord
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Matt Please take a look and approve.

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 Post subject: Re: Matt's RPG - Defense and ships for the Organization
PostPosted: Wed Dec 30, 2009 5:56 pm 
Name Calling Internet Bully
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Bodemaw looked, and Bodemaw approves :)

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 Post subject: Re: Matt's RPG - Defense and ships for the Organization
PostPosted: Wed Dec 30, 2009 7:28 pm 
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Dean any chance for a Sith Meditation Chamber on the flagship?

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 Post subject: Re: Matt's RPG - Defense and ships for the Organization
PostPosted: Wed Jan 06, 2010 8:09 pm 
Black Sun Thug
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Ok. Lets see... If I'm reading the thing right, hmm.

I really don't think your doing it right as you're not using a stock frigate to build the thing. Hmm... (Insert about half an hour of people arguing at me on Skype here).

Ok you can have everything but the improved bulkheads on the frigate. Despite what you put, the point defense lasers actually require an emplacement point.


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 Post subject: Re: Matt's RPG - Defense and ships for the Organization
PostPosted: Mon Jan 11, 2010 3:21 pm 
Jedi Battlemaster
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From a non player POV.. SR 200 is incredibly difficult to breach. Damage dealt has to exceed 230 for anything to damage the Ship.. and that's in 1 attack! While if we were to get into combat with anything of a star destroyer class we'd get squashed.. we're pretty much invulnerable to anything else.

Scrolling thru the SotG book, the only capital ship with 200 SR was a Venator-Class Star Destroyer, with the Super Star Destroyer type ships having higher.

While I'm all for invulenerability.. SR 125 or 150 would be more reasonable. (plus 150SR costs 7 Emplacement Points which would free up the 3 required for the point defense)

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