Star Wars Roleplay: Chaos

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Assets Manifesto

I N C A P A C I T A T E D
ARMORY


SHIPS:

STAR DEFENDERS (REQUIRE ADMIN APPROVAL- PC CAPTAIN)
PRINCEPS BATTLECRUISERS (REQUIRE PERSONAL PURCHASE-PC CAPTAIN)


  • Shield Class Star Defender: Advanced Star Defender. Same as the destroyer just wayyyy bigger and with more guns. No fighter capacity.

STAR DESTROYERS:
  • Jast Disabler Destroyer: A 900M Warship featuring 2 squadrons of fighters over 200 Ion cannons, a few Connor nets and an interdictor field. Made for trapping your foes, and disabling their vessels with pounding Ion fire. Pair it with a K type for a nasty surprise
  • Jast Kinetic Destroyer: A 900M Warship with 2 squadrons250 Mass Driver cannons and missile tubes to round it out. Pairs well with a Disabler. Slow, but ready to bring brutal Kinetic damage to the fight.
  • Jast Missile Destroyer: A 900M Warship, sporting 2x Squads of Fighters and Feth Ton of Missile tubes. Rapid fire missiles to blow holes in the enemy. Use twins of these to overwhelm point defenses and litter the battle space with HE!
  • Jast Carrier Destroyer : Featuring 900M and 3x Squadrons. Bout a hundred guns. Standard Jast Destroyer lay out. Can bring tons of fighters into the fight. Pairs well with other Jast Models.
  • Jast Elite Destroyer: The Big boy. Featuring 3x Squadrons, heavy Arms and Defense, and clocking in at 1000M. Limited production, but definitely a staple in a fleet. Can be used as a Flagship or a heavy hitting Warship escort.
FIGHTERS
  • J-96 Headhunter: A very fast Scout fighter with advanced sensors and navigation gear. Laser Cannons swapped for Kinetics. She can fly fast, scout, and engage at extreme ranges. The J-96 can only take a few glancing hits however.
  • Jast Medium Fighter: Slower but well armed, the Medium has nice options. Lasers have been swapped for Mass driver auto cannons, with a choice of fast smaller caliber, or larger caliber but slower rate of fire. In addition it carriers six concussion missiles, and is the first Jast Fighter to have an Astromech slot, for repairs on the fly! Lends itself well to modding and mixing with other fighters.
  • Jast Heavy Fighter : A Heavy Fighter. As the name suggests. Slow Speed, a slew of heavy mass Drivers and Light mass Drivers, topped off with Missiles and a Plasma Cannon to bypass shields at extremely close ranges. Also has Shields and an Astromech. A bomb heavy hitter. As always Mod-able.
  • N1-Hawk Star Fighter: A very balanced Starfighter. Good counter or screening force to highly specialized Star Fighters. Has Laser and Torpeoes.
GUNSHIPS





CRUISERS
  • Typhoon Cruiser: 650M with some heavy hitting cannons. A good artillery piece in any fleet. Has the ability to carry massive amounts of supplies, low hangar space.

FRIGATES


  • Jast 1st Rate A heavy Frigate. Stock parts and such, slower and less handling. It's weapons are Kinetic focused. This baby sports a hundred guns for 400M worth of vessel. Also carries a squadron of fighters. Built as a Ship of the Line
  • Jast 2cnd Rate: A medium frigate. Stock parts again but she has some punch to her. A balanced warship, she is Kinetic focused, sporting 94 weapons on deck. A split between Mass Drivers, Ion and Missiles for a cheap cost, she is any Captains go to support Frigate!
  • Jast Starfighter Killer Frigate: The last in the line of Jast Medium Warships. The JSK is what it says. A fully loaded star-fighter killer. Flak cannons, 30mm Chain guns, Warhead tubes, and Quad laser cannons make this suburb point defense vessel. It is weak to the big guns though. Keep it key areas to smash star-fighter screens.

FREIGHTERS


  • Jast 1 Freighter : Fast Small Freighter. Good for running guns, smuggling, what have you. Built in smugglers hatches that are shielded from scans. Low weapons, but the speed makes up for it. This baby can turn easy and is super modifiable. A bit rickety though, keep her tuned up!
  • Jast 2 Freighter Still Pretty fast, with a heavier load out on the armaments. Decent speed.This one is less modifiable, but can haul more cargo in her holds than the Jast 1. Holds are still lead shielded to prevent easy scanning. Sturdier, but still keep her tuned up!
  • Jast 3 Freighter: It's bigger and heavier armed. She's got a few tricks to keep folks off her back, but she's super slow. With so much weapons cargo space was cut down, but it's extra room for mods was part of the cargo hold sacrifice. As usual still has the lead shielded holds, still need to do upkeep or some things might...... Explode?
  • Jast 4 Freighter: A Heavy Freighter with little guns but tons of cargo and 3x Shields. This baby can roll through a blockade and get hit over and over. Shields holding! Definitely a must have for a Captain who likes a ship that survives and hauls, but does not care too much about his weapons options.



CARRIERS
  • Jast Pocket Carrier :A Decent Carrier. 500M, 38 Fighters, and few guns. Not super special, but enough of these can put plenty of fighters into the battle. Keep it near the back. It's average but very slow handling.

NPC'S

OTHER



  • Jast Blackout: A specialized support ship. The Jast Blackout is super fast, has no arms, but can hack like a pro. If you drop one of these in system things become very finicky. She can shut down commo channels, scramble sensors, and hack systems. Be aware of limitations.
  • Jast Shredder: A support ship that is heavy on the missiles. Decked out with multiple rapid fire missile tubes, and repeater Ion/Kinetic cannons, the Jast Shredder can put a lot of firepower downrange for a very cheap cost. The limitations to such a nice vessel are it's abysmal defences. If the shields fall, bug out. Best as a pack hunter, support ship role.
  • Jast Whisperlite Shuttle :One of the fastest vessels in the Galaxy. The Whisperlite has Reflec to foil sensors, and untraceable comms. In addition she sports double hyperdrives and lots of engines. Made for going from point a to b as fast as possible. No weapons and low defenses.

STATIONS

  • Jast Salvage Station :A huge Salvage platform with hundreds of docking bays. Haul one of these into a debris field and recycle everything with the buzz droids on board. Can refuel ships, provide medical services, repair and refit vessels as well as serve as mobile manufacturing station. Grab one of these to improve your economic output in a system.
  • Jast Trade Station: A Huge trade platform. With banks, bars, quarters and hundreds of airlocks and docks. You can refuel and refit, get medical services, visit a watering hole, stop off for leave in one of the space motels. Basically a small booming trade city rammed into a space station. Also can hos swoop and Podraces. Grab one of these to make money hand over fist!
  • Jast Defensive Platform: A medium defensive station, sporting over 700 guns and missiles in her arsenal. Meant to be parked outside of major systems with a fleet garrison or in pairs. Can hold off attack for a while, refuel and refit vessels, as well as provide medical aid to wounded.
  • Jast Service Support Station: A Jack of all trades station. Designed with an Agri Dome, a manufacturing plant, trade ports, material processing plant and med facilities, it can add significantly to your economic welfare.
  • Jast Mining Station: A large mining platform that can be parked in orbit of gas giants and asteroid fields. Captures both, breaks them down and processes them into fuels, gases or building material. Good for those who need lots of raw materials. As with all Jast Stations packs a med bay and refit facilities.
  • Jast Orbital Shipyard: A massive shipyard that can be parked anywhere. It can build up 1000m ship at a time or several variants of smaller vessels at the same time. A power house for those looking to expand their fleeting capability. Refuels, repairs, refits and provides med services as well.


WEAPONS:


  • Wild Space Outback Long gun: A solid slug thrower rifle Holds 30 rounds, can engage at 600m. Reliable, barely ever breaks or jams. Iron Sights only without a separate tech sub to mod. Weighs a fair amount. All in all a god ranged weapon for a cheap cost. Used by Spacers, Militia and Backwater folks. Excellent accuracy.
  • Wild Space Outback Rifle: An old timey lever action rifle that fires a .308 round. Can hold 18 rds per load, loading into a breech system. Good accuracy and penetration, just very impractical in a prolonged firefight. will operate in the crappiest of conditions and can be used as rifle or pistol.
  • Wild Space Outback Revolver: A Solid old school revolver with a longer barrel. Shoots a .45 slug, Iron sights, with inertial compensator to kill recoil. Will operate in just about any conditions, easy to maintain and repair. Typically used by Militia, Spacers and Backwater folks. Want a solid sidearm that packs punch and don't break? This is it.
  • Wild Space Deck Sweeper Shotgun: A Full auto shotgun that can spray 30 rounds in a minute. Can accept any gauge of shell. Operates poorly in below zero environments and high sand environments. Typically the Deck Sweeper is used for CQB aboard ships or urban terrain. All in all a god full auto Shotgun!
  • Doomhammer Sniper Rifle: A fifty caliber sniper rifle with a good range. 20 shots per clip. A staple among the troops.
  • Raven Gauss Rifle: Propels a hexagon slug with mass driver tech. Can rip through adversaries well. Requires extra power packs and is the front-line weapon of the Confederacy.
  • Negotiator Blaster Pistol: Heavy hitting Blaster Pistol. 50 shots per cannister.


ARMOR:


  • Helltrooper Armor: A stock armor, capable ofbeing mass issued, repaired and maintained. Protects against most ballistics and small arms. Older grand fathered template. Not extensively field tested.
  • Thor Class Armor: A hardy armor for Operatives in the field. Has a plasma torch, wrist rockets, air and regenerative underlays built in. 30mins reserve oxygen as well.
  • Judicator Armor: A Solid armor with resistance to Lightsabers and Energy weapons. Unpowered, lots of viewfinders.
  • Pallisade Shield Emitter: Deployable shield emitter. Emits an Energy Shield to create cover.
  • Cabur Deflector Shield: Large area deployable shield. Think Gungans in TFM. Only two owned by TCP
  • Myhtosaur Assault Powersuit: PC only. Super heavy Power Armor with lots of bells and whistles. High resistance to Lightsaber, Kinetic and Blaster. vulnerable to Electricity. Can fly.




VEHICLES:


  • ZRX Speeder Bike: A fast medium sized bike with both a Laser Cannon and Chaingun mounted to the front. You can ride 1 person on it, carry fifty pounds worth of gear in your saddlebags and light folks up with a dual Laser, Kinetic storm of rounds! Standard issue for all Red Devil Members
  • The Armadillo: A fast dune buggy, heavy armor, twin mass driver guns on a turret and space for hanging gear and rucksacks. Fits two
  • Privateer Class Mulcher: A Hover tank with auto-cannons, big guns and up to six personnel. Good for mowing down enemies.
  • Nothmiro F-1a Devastator: Solid droid that can Air, Ground and Sea. Has a Chaingun, Shields and Rocket Launchers.
  • Jaro Assault Walker: A very Large Assault Droid. Has lots of missiles and Ion Cannons. Think Artillery droid on legs, bigger than a building. We own exactly 1.
DROIDS:

  • F1-Med Droid: A standard medic droid, that can take on medical duties with ease.
  • SOD-S1:Cannon Fodder droids to fill out crew on ships.
SHIP PARTS

  • J1-Trident Kinetic Cannon: Good Capitol ship cannon. Fires bursts of Tungsten rounds, like a railgun. Three barrels, drawbacks apply.
  • Artemis PDC: A solid point defense cannon, modeled after a mini gun. Shoots mad bullets to kill missiles and fighters.


COMPANY'S:


  • Zanareth Holdings
    Anvil Interstellar Holdings (100% Rights to Goods- 50%Share)
    90% Shares and Rights

    100% Shares and Rights
  • Raider Defense Industries: A small Pirate Company, formerly RC 212's Company. Bought out at secret auction, due to RC's untimely demise off the edge of the map. Makes a few mechs and other odds 'n' ends.
  • Cathar Trade Union: A smaller company. Does Shipping, Acquisitions of Companies and Goods, Trade, Resale of said goods! Run by Ferris Longtail (Unsubbed NPC- Prior PC
  • Gypsy Star Corp: Small company ran by Jack Raxis. Passed on to Nathan. Produced a few small time items. Oldies but goodies,
  • Ticon Defense Industries: Created by Colap Ticon (PC Deceased). Created arms and Armor for the Red Ravens. Still has some good products.
  • Twin Suns Enterprises: A smallish Company that has shady deals. Makes a few goodies but is really a front for hawking any and everything they can get their hands on.

[*]Jast Shipwright Co. : A Vast Shipwright Company Leading from small to heavy designs. Both Closed and Open Market products.



PROOF OF PURCHASE LINKS:

http://starwarsrp.ne...al-engineering/
 
I N C A P A C I T A T E D
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