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Gir Quee

Gir Quee

Member Since 28 Oct 2014
Offline Last Active Yesterday, 10:50 PM

#1965658 Kom'rk Corvette

Posted by Gir Quee on Yesterday, 08:56 PM

Valdus Bral, that balances out perfectly. :)

#1965505 Contruum Special Warfare Regiment (CSWR) - "Cracken's Legacy"

Posted by Gir Quee on Yesterday, 10:01 AM

"Sure...they totally did that. The next thing you'll be telling me is that they're actually from the moon..." ~anonymous Antarian Ranger




  • Unit Size: Large 

  • Unit Availability: Common 

  • Unit Experience: Trained

  • Combat Function: While many military formations have operational formations that differ from their official organization charts, the CSWR takes that practice to the extreme. While officially commanded by phlegmatic General Scorja and a cadre of senior officers and NCOs, in day to day practice the regiment's operation tempo is instead run by mid-level NCOs because the CSWR performs most of its field work in small platoon and squad level teams. Scorja and his officers typically plan out the strategic objectives and acquire any additional resources, but typically leave actual mission planning and operations to these NCOs. The decentralized nature of this command means that elements of CSWR aren't coordinated with each other, nor is there any cohesive command group ensuring that they can or will cooperate with each other, let alone outside forces. This can be advantageous for maintaining secrecy in many of their missions, but it also means that CSWR elements often do not react effectively or cohesively to the appearance of large enemy forces: they typically retreat when faced with large numbers of conventional forces. However, the CSWR is highly effective in small unit actions, particularly in staging ambushes or executing infiltrations behind enemy lines. Here the CSWR soldier's stealth comes into its own, allowing the troops to conduct effective guerrilla operations to sabotage enemy vehicles and assets or conduct abductions of enemy personnel for intelligence gathering. CSWR soldiers have a fondness for operating in pairs to strike at targets from multiple directions, overwhelming them with converging fields of fire. When faced with a significant threat or prolonged conventional fighting, they typically exfiltrate in the same team pairs, using Shadowcaster grenades to mask their disappearance from their fighting positions.


  • Stealthy: CSWR soldiers are stealthier than the average soldier, having carefully developed movement patterns over the years that makes them difficult to hear. CSWR soldiers are tend to be fairly good at hiding and moving with a minimal chance of being spotted. Being issued Shadowcaster grenades and Interference Boxes only enhance these almost innate abilities. CSWR soldiers consequently excel at executing ambushes and infiltrations in a variety of environments.

  • Tough: CSWR soldiers are picked men from Contruum's Defense Forces, making them already physically and mentally tougher than many of their peers. The selection process and subsequent experience gained afterwards only refines and solidifies these qualities.

  • Jury-Riggers: Taking much inspiration from their distant founder, famed rebel Airen Cracken, the CSWR are excellent if unusually subtle saboteurs because of an extensive skillset of jury-rigging. As an example, while a typical saboteur might destroy a vehicle with a massive, fiery explosion, a CSWR group is more likely to replace a landspeeder's power conduit with a T-44 Power Shunt or "accidentally" connect a negative power coupler with a positive flow detonator. Likewise, they can be quite resourceful in acquiring or repairing any vehicles they find or solving other problems by cobbling together solutions from common technological parts.


  • Loners: CSWR soldiers tend to stick to small groups even within the Regiment. This lack of cohesiveness within the regiment is even worse to outside units within the Contruum Defense Forces or the Silver Jedi, and CSWR soldiers rarely cooperate with those units in the field even if they are near each other.

  • Predictable: CSWR troops take much of their inspiration from Cracken's exploits, and anyone with a passing familiarity will notice that much of their tactics and strategies that aren't direct copies of that man's work are easily guessed variations of the same tactics. This lack of creativity can make them predictable to those who have a good knowledge of Cracken's career or who have encountered CSWR troops before.

  • Short-Range Weapons: The vast majority of weapons issued to CSWR soldiers are fairly short-ranged, which can easily become a liability in the field against many foes.


The CSWR trace its heritage to a cell of the Contruum militia organized by Airen Cracken himself during the world's occupation by the Galactic Empire. Later on, during the Yuuzhan Vong War, the group was assigned to the Contruum Moonbase on standby for expected hostilities withthe extragalactic invaders. Since then, the group has steadily grown in size to its current state as a full-fledged regiment, though the group has never forgotten its origins as a much smaller group. In embracing its roots, much of the day to day operations are run on a much smaller level than is normal for a military unit with typical company level activities being run at a platoon level, platoon level activities being run on a squad level, and so forth. This has fostered an independence and self-sufficiency within CSWR troops that while invaluable when fighting in small guerilla groups, has also led to a well-deserved reputation among their allies as being difficult or even impossible to work with. Consequently, the CSWR has not developed as good as a reputation among the other Contruum Defense Forces as it should probably have based on performance alone. Despite this aloofness, the CSWR has seen limited deployments with the Silver Jedi and the ISAF against politically sensitive targets where it was desirable to conceal ISAF involvement. One of these was the destruction of a drug cartel's warehouse in an apparent power generator overload. Another event was the mysterious extradiction of the notorious slaver Y'toul Terel from Nal Hutta to the federal courts on Kashyyyk. While their success's are obscured and not ever likely to be known by the galaxy at large, the warriors of Cracken's Legacy seem content to remain in the shadows whether abroad or in their secret moonbase.

#1965504 Silver Jedi Expeditionary Army Regiments - Northern Command (NORCOM)

Posted by Gir Quee on Yesterday, 09:54 AM

"By the Dark Lord himself...there can't be possibly be so many Jedi among them...can there be?" ~anonymous foe of the Silver Jedi





  • Unit Size: Large 

  • Unit Availability: Common 

  • Unit Experience: Trained

  • Combat Function: 

​The NORCOM Expeditionary Regiments were formed with the intent to use them in a general infantry role, and thus have been structurally modeled on the old Imperial Line Regiment. Notably different from this model is the use of Kaadu APCs instead of general repulsorlift vehicles, which makes more the regiment actually mobile at the cost of firepower and speed. This has the practical effect of turning half of the regiment into mechanized infantry who can rapidly transverse through many battlefields in broad strategic movements before dismounting on foot to fight for tactical objectives. With only a small cadre of organic command staff due to political reasons, the NORCOM expeditionary regiments often act as "meat" or "filler" regiments on the battlefield because the mid-to-low level command linesare undeveloped and uncreative due to synthetic soldier droids filling those roles. This lack of development and creative thinking also means that practical command is decentralized in most instances, as the high level organic command staff can only truly focus on effectively directing small elements of the group on the battlefield. While strategically handicapped by this organization, the average NORCOM platoon and squad are still quite tactically effective. Somewhat unusually, the typical squad practice focuses on squad members supporting an Antiope-series Synthetic Soldier that is outfitted to appeared to be a Jedi 'hero'. Thanks to technology, this droid can appear to use Electric Judgement, Force Push or Pull, and has the acrobatic and sword skills that make it an effective duelist against many Force-users. Two separate fire teams back this synthetic soldier up much like clone soldiers supported their jedi generals in the Clone Wars. The first fire team is outfitted particularly for defending positions and the second outfitted for offensive maneuvers. This allows the two teams to work in a tandem for fire and support maneuvers: the first squad can hold a position while the second team assaults a position for the first team to occupy and hold. The riflemen in these teams are particularly important, as the Antiope-series Droids do not have long-range weaponry of their own. Lastly, a single Auxilia-series Battle Droid follows behind the rest of squad, using its mission specific module to support members of the group as needed. This may include the Auxilia acting as a mobile shield generator for the group as they travel or laying down a barrage of grenades in preparation for an assault on a position. Somewhat unusually for an infantry group, all synthetic soldiers in the regiment are equipped and trained with beskar vibroblades - originally as part of their training to fight the Sith Empire - which makes them unusually dangerous in close-quarters combat.



  • Versatile: Expeditionary regiment formations are designed to be highly versatile and adaptable even at the squad level. Aside from their versatile weaponry, other examples of this inherent versatility include taking defensive positions behind the Akk Dog portable shield or conversely breaching enemy defenses with their detonation charges. 

  • Appearances are Deceiving: The vast majority of the basic foot soldiers in the NORCOM expeditionary regiments are actually droids, despite their human appearance and mannerisms. Perhaps more unusually, squad leader droids are deliberately equipped and outfitted to mimic Jedi in appearance and in fighting abilities, making it difficult for the enemy to determine where the real Silver Jedi are in an actual engagement, as well as demoralizing enemies.

  • Hardened Bladesmen: All synthetic soldiers within the Expeditionary Regiment are equipped with beskar-forged vibroblades and instructed in their use via very clearly Shii-Cho-derived techniques. While not on the level of experienced Jedi or Sith warriors, expeditionary soldiers are quite formidable foes in close-quarters, especially in large numbers.


  • Blaster Reliant: Troops of the expeditionary regiment are largely dependent on blasters for most of their firepower. Consequently, opponents equipped with energy shields or armor that's resilient to energy weapons can prove problematic for expeditionary troops.

  • Unarmed Vehicles: The Kaadu APCs used to transport much of the regiment on the battlefield are entirely unarmed, making them vulnerable to other vehicles and relying on their troops to disembark and fight off enemies.

  • What plan?: Expeditionary Regiments were inherently designed to run on decentralized leadership model in order to allow accompanying Jedi to focus on their missions goals, but this also means that lower unit levels often do not work towards a greater plan than to simply 'defeat nearby enemies'. While the Regiments do have a small organic, command staff, these officers are spread too thin to have direct oversight over most of the droid-based platoons at a single time.


While the Order of the Silver Jedi relocated to Kashyyyk, a faction of the group always considered the possibility of renewed conflict with the Sith Empire: the empire could expand its borders or there could be a call to return to their old worlds. With that in mind, Admiral Quee started a plan to organize and equip a force that could deploy quickly and easily out of their current sphere of influence. In order to maintain the secrecy of these preparations and to simplify the politics of deploying such a force, it was decided that the expeditionary force would be largely droid-based. Under the umbrella of a "Northern Command" (NORCOM) shell project for the Silver Jedi's Fourth Fleet, the first elements of the expeditionary force were formed, equipped, and trained in abandoned asteroid facilities in the Roche Asteroid Field before they were embarked and stationed with Admiral Quee's Fourth Fleet. Since then, more "NORCOM" style regiments have been raised and trained. Most NORCOM regiments serve as garrison units despite their original intent as an expeditionary force, though a sizeable number of regiments are stationed onboard Silver Jedi warships as part of a rapid reaction forces. While the "NORCOM" regiments have not found themselves thrust into any truly galactic-wide events yet, the conflagration of border conflicts with Mandalorian raiders may soon see this shadowy force's true deployment in a large combat theater.

#1965500 Kom'rk Corvette

Posted by Gir Quee on Yesterday, 09:26 AM

It's about five ratings above what's typically considered to be balanced. A lot of people use the excel spreadsheet tool for this, but I admit that I do this the old-fashioned way myself most of the time. Let me break it down on how I see the ratings though. I'm going to put a minus sigh (-) in front of things here that lower the overall ratings, and a positive sign (+) in front of things that overall raise it.


Production: Limited

(mass to minor(-1), minor to limited (-1))


Armament: Very High

(average to moderate (+1), moderate to high (+1), high to very high (+1)) 


Defenses: Very High

(average to moderate (+1), moderate to high (+1), high to very high (+1)) 


Hangar Space: Base: 0

(Having zero ships in the hangar is the 'average' rating for a ship this size, so it's neither a positive or a negative in this case)


Maneuverability Rating: Average

This an average rating, so it neither raises or decreases anything


Speed Rating: Moderate

This is only one rating above average, so it's only increased by one (average to moderate) 


Hyperdrive Class: Very Slow: 3

This is one of those instances in where starfighters andbig ships are judged differently. Unless a rating is going faster than x1, hyperdrives don't come into play for judging capital starships. You could bring this up to x1 or x2 (more typical speeds) and it won't affect balancing.


So essentially, the low production rating (-2) is the only thing currently balancing out these rating increases. If you're looking at this as mostly an anti-starfighter corvette, I'd recommend lowering the armament rating a lot, to "low" or "average". These ratings would more accurately reflect its current armament listing (which is pretty small for a corvette) and it won't adversely effect it's main purpose in fighting enemy starfighters, as the two aren't directly comparable in terms of ratings. 


I'd then next at slightly lowering the speed or the defense. If the idea is for these to run and find enemy fighters, it'd make sense to lower the defense a rating or two.If the idea is to have these escort larger and slower ships(like cruisers and star destroyers), I'd lower the speed instead, as it'll still be able to easily keep pace with most larger ships, but the extra defense will help it survive attacks from larger ships in traditional star wars battle lines.




#1965112 Firebrand-class Artillery Cruiser

Posted by Gir Quee on 18 July 2019 - 09:51 PM

Hangar Space: Base: 1 Hangar Allocations: Starfighters: 1 squadrons (Standard compliment is GF-3 Talon Fighter for UCM) Support Craft: 0 squadrons


If you're choosing the lowest hangar count for a vessel, the minimum should be dedicated to support craft:


Hangar Allocations: (This is the allocated amounts of starfighters and support craft (dropships, shuttles,gunships,etc) this submission can hold in its hangar based on the maximum hangar space capacity listed above)

  • Starfighters: x squadrons
  • Support Craft: x squadrons (Minimum squadrons lists should match the squadrons listed for the "Base" rating for ship its size)




In your defense, I recently realized that the wording for this section hadn't been updated to match our hangar ratings. It used to say 'the "None" rating' in this last sentence. The "None" rating was renamed to "Base" recently. I do apologize for any confusion this may have caused.

#1964445 Submission Modification Request

Posted by Gir Quee on 16 July 2019 - 09:22 PM

Arcanus Sunstrider, submission moved to Pre-Factory accordingly.

#1963311 Factory Contest 2019

Posted by Gir Quee on 13 July 2019 - 07:01 AM

Oh, of course. Just had some ideas that would work if I broke the droids and maybe used their weapons and such. Like This


That's perfectly legal. It's perfectly fine to cannibalize things for only certain components, or even melt down or otherwise break things down for raw materials. 

#1963208 Tournament of Inventors 2019

Posted by Gir Quee on 12 July 2019 - 08:44 PM



(Please see OOC thread for the Tournament here for basics of the tournament and to ask any questions. Thanks!)


Gir strolled around the corridors of the Wheel, watching as binary load-lifters frantically shuffled and unloaded crates into various laboratories and workshops around the station set up specifically for the event. Talk about last minute... A squib bedazzled in a vest of tools and shiny bobbles poked his head out and yelled in some incomprehensible language to one of the lifters. The droid quickly complied, but not before the inventor's fans saw his face. A throng of fans led by an oily rodian rushed forward, bumping into Gir as they descended on particularly popular engineer's workshop. Gir attempted to peer into the squib's transparisteel viewport to see what the squib's progress, but there where simply too many fans in the way to see much of anything. Well, I guess I'll see how the other contestants are doing...

#1963207 Factory Contest 2019

Posted by Gir Quee on 12 July 2019 - 08:43 PM

We haven't had a Factory Contest in a while, so I'd like to announce the first one of this year.


Because we haven't had a board-wide event in a while, this one is going to be a little bit more unorthodox and free-form: a Tournament of Inventors (idea and some wording shamelessly stolen from Jorus Merrill's past events of the same name (past example thread here)). 


Many of us have not had a chance to participate in the past versions, and the submissions in the past have been very creative and entertaining for participants and the community at large. Unlike past versions of the event, our judging team will be composed of several Admins and RPJs who will give out three separate awards at the end of the contest: most entertaining, most practical, and most creative. 


We have an offbeat non-canon, in-character exhibition thread for people to roleplaymaking their inventions, see the inventions, try them out, and interact with inventors/competitors until the final announcement of the winners on August 14th. This roleplay thread is strictly optional tor participants. As with past Tournament of Inventor threads, you can link a private thread where you are building your invention if you so choose to.


But I'm getting ahead of myself.


Here are the basics of the contest:


Each submitter has the following components to try and make an invention out of:



Other competition rules to make note of:


  • One entry per writer

  • Please give your submission the tag "Tournament of Inventors 2019" so that we know to track it

  • Contest judges may not submit entries or actively advise contestants except in enforcing board rules

  • All entries must be submitted to Factory between July 12th and August 13th

  • In-character, your character and a small team of helpers have thirty consecutive hours inside a private lab at the competition center on the Wheel to make their invention

  • No outside technology or materials can be included in the final product. It's acceptable to bring and use specialized tools and equipment.

  • Entries may be disqualified or deemed non-functional by the contest judging team based on common sense (Example: Do not try to make a superlaser that summons legions of Force Ghosts out of a set of silverware, a quartz crystal, and a nine-volt battery)

  • This is about originality and creativity, not making uberweapons. If you DO manage to make something nasty, more power to you, but alchemists, we don't want to see another shield talisman or flaming sword.

  • The functions of the finished invention must have a clear and substantial connection to the materials given. For example, alchemists, slapping on arbitrary Force powers wouldn't be appropriate. Show your work; make connections.

  • You retain rights to your inventions and can submit them with any manufacturer and level of production you feel is reasonable and appropriate.

  • You do not have to use every single component on the list.


Feel free to ask any questions about this contest below. Thanks everyone!


#1961852 LPD-36 Hammerfire Heavy Blaster Rifle

Posted by Gir Quee on 08 July 2019 - 06:25 PM


  • Intent: To provide a long blaster-style rifle in the Lucerne Personal Defense line-up
  • Image Source: here
  • Canon Link:  N/A
  • Primary Source: N/A



  • Classification: Blaster Rifle
  • Size: Large
  • Weight: Heavy
  • Ammunition Type: power pack, gas canister
  • Ammunition Capacity: 80 (power cell), 300 (blaster gas)
  • Reload Speed: Slow
  • Effective Range: Long Range
  • Rate of Fire: Average
  • Stopping PowerHigh
  • Recoil: High



  • Stun Setting: Like most blasters, the Hammerfire does have a stun setting.

  • Picatinny Rail: The Hammerfire does have a Picatinny rail on its upper and lower receivers, which allows it to use a variety of over the counter weapon's attachments such as aftermarket sights, scopes, lasers, secondary weapons, etc.


  • Long Range: The Hammerfire has a longer range than many of its blaster rifle counterparts, and effectively fills the classic battle rifle role in a manner similar to the A280 or GLX Firelance.
  • Heavy Hitter: The Hammerfire packs a heavy punch with good penetration, making it exceptionally useful against armored soldiers or targets taking cover behind various barriers.
  • Durable: The Hammerfire is built to be extremely sturdy, using a phrik-condensed-matter composite frame and barrel shroud along with Hadrium internals (for thermal control) and shock-resistant Permex furniture. A Hammerfire can be subjected to a wide variety of abuses in a myriad of environments and still function reliably.


  • High Recoil: The Hammerfire packs a punch, and with that punch comes a corresponding recoil. While not unmanageable with some practice, this recoil effectively reduces its practical rate of fire to below that of an average blaster rifle.
  • Bulky: The Hammerfire is a fairly large and bulky weapon, making it more tiring to carry and slower to track against close-range targets than many blaster rifles, especially compact weapons like the classic E11.
  • Reduce Ammunition Capacity: The Hammerfire needs more reloads than the average assault-style blaster rifle because it uses up more gas and power per shot in order to obtain its high power.



The Hammerfire is Lucerne Personal Defense's version of a 'long blaster', known for their long range and high power. Originally conceived as yet another attempt to recreate the StarAnvil, the Hammerfire project quickly turned from simple duplication to adapting existing components to try and mimic its performance. To that end, the designers enlarged the XCiter to handle more blaster gas per shot and added a long series of precisely formed galven coils to improve bolt cohesion. This leads to improved damage per bolt and long range respectively. In order to match the StarAnvil's legendary durability, the design team veered far away from the original Star Anvil's design and used material advances such as synthetic Phrik and condensed-matter composite to improve basic receiver durability. Permex furniture added another layer of environmental and shock resistance. Internally, the Hammerfire uses Hadrium castings which are then precisely machined in order to better regulate thermal changes, making it reliable in a variety of extreme climates. Unfortunately, these changes also make the Hammerfire bulkier and kick heavier than the average blaster rifle.


These tradeoffs make Hammerfires exceptionally valuable when fighting in wide and open terrain, particularly on wild and untamed worlds.It has consequently become popular with wilderness fighters and expeditionary forces, many of whom like to style themselves as accomplished marksmen. Because of that, LPD sells the rifle with a variety of off the shelf scopes to its customers. With some practice, many users can hit targets at long ranges. More accomplished shooters or those with deeper pockets often upgrade the rifle's scope. Unsurprisingly, large numbers of Hammerfires have been sold to Silver Jedi and Directorate affiliated forces, but it has also seen moderate and steady sales to planetary security services and big-game hunters.

#1961287 Minor Factory Update

Posted by Gir Quee on 06 July 2019 - 09:29 PM

After consultation with the Factory Staff and the Admin team, from here on out, Forcesabers will be treated in a manner similar to lightsabers. The tech forum rule #1 now reads as follows:


Fully constructed lightsabers and Forcesabers are restricted to a maximum of Semi-Unique production.



#1960998 LPD-36 Fire Pillar Detonation Charge

Posted by Gir Quee on 05 July 2019 - 10:58 PM


Intent: To provide a large and powerful detonation device in Lucerne Personal Defense's inventory
Image Source: here
Canon Link:  N/A
Primary Source: N/A
Affiliation: Directorate, Silver Jedi, Closed Market
Model: LPD-36 Fire Pillar Detonation Charge
Modularity: Detonation trigger
Production: Mass-Produced
Material: Durasteel shell and secondary Farraday Cage, Baradium-Collapsium core, electronics, typical explosive charge components
Classification: Heavy Explosive "Shaped" Charge
Size: Large
Weight: Heavy
Ammunition Type: explosive charge
Ammunition Capacity: 1
Reload SpeedAverage
Effective RangeAverage
Rate of FireAverage
Stopping Power: Very High
Recoil: None
  • Focused Fire: Fire Pillars use technology similar to seismic charges to create an implosion-explosion that only effects a singular plane. While a seismic charge generates a disc that expands horizontally, the Fire Pillar's detonation produces a 1- 5 meter circular blast radius that expands upwards vertically much like a pillar. This essentially trades immediate area of effect for increased penetration, making Fire Pillars excellent for penetrating through thick defenses or creating spaces for vertical movement.
  • Variable Blast Radius: The width of the Fire Pillar's blast radius can be precisely dialed into the charge's control panel. To accomplish this, the Fire Pillar uses technology similar to a thermal detonator to limit its blast field. This allows for relatively precise destruction, which is particularly useful for controlled demolitions or if the device is used in field engineering operations like blasting new mining tunnels.
  • Magnetic: Each Fire Pillar has a pair of strong magnets on the side opposite of the weapon's control panel which can be activated and placed against a metallic surface such as a floor, wall, or structural support. Each magnet can be activated/deactivated by flipping the "A" or "B" switch respectively. This allows for precise placement for maximum effect.
  • Farraday Cage: The Fire Pillar's control panel and detonating charge are encased in a durasteel farraday cage in order to prevent it from being deactivated by distant EMP or Ion weapons.
  • Modular Detonation Device: The Fire Pillars are usually detonated by time delay, especially in non-combat situations. The weapon's control panel allows users to input a variety of times, from several minutes to several days. This can only be set and cancelled by inputting the proper authorization code into the control pad. However, the Fire Pillar does also have a information jack that can allow it to be detonated remotely by accepting either a standard demolition wire or wireless detonator. This latter option is typically used when Fire Pillars are set up as part of traps.
  • Precision Tool: The LPD-36 is a precision explosive in that its blast radius can be precisely dialed in to prevent collateral damage while concentrating that power to produce an impressive penetrating effect. Similarly, the inclusion of a magnetic strip and modular detonation options allows the LPD-36 to be set off exactly where and when it needs to be.
  • Heavy Firepower: Fire Pillars are exceptionally powerful, having the size and firepower of several Class-A Thermal Detonators combined. Unsurprisingly, a Fire Pillar can typically penetrate through around 60-80 meters of most common starship and building materials.
  • Bulky: The LPD-36 is a fairly large and heavy device, being roughly the size of two human heads but being considerable heavier. Most beings can only carry one or two of these devices, especially if carrying common combat gear.
  • Volatile: Baradium is notoriously unstable, and being subjected to enemy fire or sudden impacts on hard surfaces can cause the device to spontaneously and prematurely explode. 
While Lucere Personal Defense had provided a number of smaller explosives to its customers, it became aware through inquiries from its customers about the need for a larger and more controlled device for larger demolitions projects. While it was relatively simple to pile up a bunch of smaller, loose explosives and detonate them to obtain a large explosion, military customers found themselves were finding it much more difficult to get a large but focused blast. Seeing a potential side market for mining and sapper applications, Lucerne Personal Defense decided to focus on making an explosive with a narrow blast radius but with a long penetration effect. To that end, the designers turned to traditional seismic charge technology but inverted the blast parameters to create the core of their new weapon. Combined with traditional explosive charge detonation and placement technology, the Fire Pillar entered its current form.
The resulting weapon uses a baradium-collapsium core to create a small explosion to trigger an implosion which then creates a larger but much more focused explosion that takes the form of a rapidly expanding column of white-light blue energy. Users can fine tune this detonation's blast rardius and detonating time via a built-in keyboard. Maintaining proper placement can be similarly be controlled from this control pad by activating built-in magnets, ensuring that this "shaped"charge is not misaligned before detonation.
Fire Pillars are exceptionally powerful and consequently aren't typically used as individual, tactical weapons. Instead, Fire Pillars are typically used as organizational assets or strategic devices. Commandos and saboteur teams often use them to demolish specific structural supports in buildings or components. Starship boarding teams and combat engineers often use them to quickly penetrate through dense defenses in preparation for assaults. Some more daring users employ them to create sudden field obstacles or traps such as fougasses or impromptu anti-vehicle mines. Such a variety of uses has caused the Fire Pillar to experience steady sale to a variety of customers, though their high explosive power makes the volume of individual sales rather small.


#1959873 Valkorion Class Cruiser

Posted by Gir Quee on 02 July 2019 - 08:30 PM


#1959872 Thexan Class Assault Frigate

Posted by Gir Quee on 02 July 2019 - 08:30 PM


#1959767 Ne'tra'galaar II

Posted by Gir Quee on 02 July 2019 - 03:57 PM