Neith Shell
Jedi and (ethical) Smuggler
- Intent: To create a smuggling vessel for Neith
- Image Source: Wiki
- Canon Link: Wiki
- Permissions: N/A
- Primary Source: N/A
- Manufacturer: Neith Shell
- Affiliation: Neith Shell
- Market Status: Closed-Market
- Model: Barloz-class medium freighter (Actually a Light-Class Freighter)
- Production: Unique
- Material: Duralloy, Dallorian Alloy, Alusteel, Durasteel, Glasteel, Titanium, Duramentium and starship components.
- Classification: Light Fighter
- Length: 41m
- Width: 20.5m
- Height: 10.5m
- Armament: Average
- 02 Medium laser canons (on either side of cargo ramps)
- 01 Quad-Laser Canon (on top of cargo, rotates 360. Retracts into the ship when not in use.) (Seen as 'turret' on the map)
- Defenses: Extreme
- Heavy Armor
- Shields: Molecular and Particle Shielding
- Squadron Count: None: 1
- Maneuverability Rating: Average
- Speed Rating: Very High
- Hyperdrive: 0.5 main | 08 back-up
- Standard Communications Array
- Standard Sensor Array
- Standard Hyperdrive: Back-up
- Standard Repulsorlift Engines
- Standard Targeting Systems
- Standard Medical Care: Basic supplies
- Standard Life Support Systems
- Standard Holographic Terminal Interface
- Standard Solar Recharging Collectors
- Functions in Atmosphere, Water and Land
- Speakers, lights and searchlights inside and outside
- Deflector Shield Generators: Molecular and Particle Shield layers
- Droid Brains: 02
- Escape Pods: 02 (Often used as cargo compartments)
- Consumables for 04 months (Less if with a crew/passengers)
- Ion Engines: Higher speed limit
- Reinforced Armor
- Extra Astromech Sockets
- Advanced Navigational Systems: HYIMS (Hyperwave inertial momentum sustainer)
- Anti-Ion Emission Tracer: Anti-Hyperspace Tracking
- Illegal Upgrades:
- 4x-Phantom sensor jammer
- 0.8 Hyperdrive
- Quad-laser canon
- Encryption Module
- Transponder codes
- HYIMS
- Reinforced armor to ensure survival and cargo delivery
- 120 ton cargo capacity
- Solar collectors are kept under the armor at the back/stern. Eject out like parachutes. (Recharge energy/solar propulsion).
- Max speed 1250 km/h (less with full cargo and planet-side)
- Underwater Mode (temporary)
- Molecular shields useful against energy projectiles
- Cannot be pulled out of hyperspace by Interdiction fields
- The hyperdrive is capable of reaching below 1.0 capacity because it was tinkered with to be as effective as it possibly could.
- Needs some effort to take sharp turns quickly
- Illegal upgrades (Either from being classified so by governments or from how they were acquired. Neith never made questions).
- The hyperdrive, due to tampering to increase it's power, has lost the capacity calculate precise landing destinations. Usually there's a margin of error in any direction.
- Solar collectors can recharge energy OR control the ship's propulsion. Not both at the same time. The collectors are incredible fragile to damage.
- Cargo ramps are not wide enough for all starfighter models (8m wide or less)
- Can sink safely a maximum of 60m and moves/maneuvers at a slower pace. Vanishes from sensors with the jammer. But depending on how clear the water is and how bright is the day it might still be detected By looking out a window.
- Passenger quarters often used as cargo. Any crew/passenger will probably share it with several crates or things Neith refuses to throw away.
- HYIMS is not active all the time. The ship recognizes a gravity well trying to force them out and warns the pilot, who must activate it.
It looks just another Barloz-class ship because the upgrades, legal and illegal, kept it's basic appearance so it can land on most spaceports as incognito as possible. It is clearly an older model, probably one of the first of it's class built, but then it was abandoned in a shipyard and forgotten. Neith was eventually able to buy it. At the time it was an useless carcass but there was potential on it, so she started the tiresome and expensive task of making it flight-worthy again. With her own alterations, of course.
The ship is old and sometimes makes so much noise it looks like there are ghosts partying aboard, but it is fully functional. It is the very personification of the saying 'Back then things were made to last'. In a fight it has little maneuverability, but enough armor, shield and speed to keep running and fighting to escape. To deliver the cargo is all that matters. Two more astromech socket was installed, so both astromechs can work with the ship's droid brains to compensate for a lack of proper crew with each handling a task (sensors, weapons, communication and shields) and sending reports to Neith. The sockets are located: Cargo area (Two sockets purely for recharging stations) and Cockpit (The ones to control the ship. Located on the walls between points A-C and B-D).
The Underwater Mode is more of a desperate attempt at hiding than a feature to be used constantly. The ship seals up and can move underwater to hide and/or to wait for the danger to pass. Anything below 60m will cause breaches and damage the engines. While underwater all entries and exits are sealed. Note: 60m underwater, with the ship's height at around 40m so there's "only" roughly 20m from the ship to the surface.
All in all, the Cracked Shell's main purpose is to survive and escape.
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