Star Wars Roleplay: Chaos

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Firemane Industries and Technology Storefront

Giving You What You Need

(All prices are given as if compared to US$)
(Special thanks to [member="Tegaea Alcori"] for helping set up the storefront)
Important: We do NOT sell to Sith, the Maw or the CIS.
Personal Weaponry
Bolters
MkI Bolter - 1500 credits each. Firemane's signature weapon. Lethal combat weapon with a variety of special ammunition. Excellent against Force users.
MkII Bolter - 500 credits each. A simplified version of the MkI perfect for mass armament of troops. Cannot take special ammunition except buckshot.
Each of the above comes with 4 magazines of bolts. Additional ammunition is purchased at 50 credits a magazine. Buckshot ammunition costs 25 credits a magazine. Special ammunition for the MkI goes for 100 credits per magazine.
APE Boltgun Ammunition - 200 credits per magazine. This lethal munition is deadly against personnel and has no minimum range! It can crack virtually any armour open and is great for long and short ranged action!
Hold-out Bolter: - 1500 credits each. Miniaturised, concealable bolter for personal defence at point-blank range. Fires buckshot, explosive bolts and solid durasteel slugs.
Cylix Bolt Pistol - 1000 credits each. A heavy pistol version of the powerful MK1 boltgun. It fires APE rounds that are devastating against most personal armour at short range.
Wrist Bolter 5000 credits. Developed in partnership with Gotal'veman. Scaled down version of the bolt pistol designed to be mounted in an armoured gauntlet. Inertial dampeners and cyrostabilisiers reduce the recoil to prevent the user from tearing their arm off. Fires APEB rounds. 50% of the profits go to Gotal'veman.

Rifles
High Velocity Kinetic Firearm- Shattergun Rifle-2 The Magnetic Repeater 'Called the Gun That Won The Outer Rim, a powerful shattergun, in rifle form, with faster fire rate than a standard Shattergun rifle and ability to fire in bursts, at the cost of decreased energy efficiency, requires its Power Pack to be switched out after every three bursts or 20 single shots. Two modularity rails allow for customizable attachments to be added over and below the barrel. Comes in lighter Carbine variant, and heavier Rifle variant, although more unruly it fires its projectiles faster, achieving greater armor penetration. Build-in Multicaliber Magazine and Bore to fire special ammunition or ammunition of different calibers than default pellets.' Co-produced with the Guild of Hammers.
Plasma Energy Firearm- Blaster Staff- 1- A magnetized electro-staff capable of raining blaster bolts at high rate of fire, as well as fighting off a lightsaber or other melee weapons and deflect other plasma bolts.
Reaper Plasma Shotgun: Updated shotgun/flechette launcher. Fires energised plasma shards. Extremely strong at relatively close range. Ideal for clearing a room or close quarter combat against Force-users. Not an effective long range weapon.

Agneya Particle Rifle: A powerful particle beam rifle that hits hard and erupts in a small, localised fire, clinging to its target like napalm. Unblockable by lightsabres.

Heavy Weapons:
MK 3 Heavy Bolter - 5,000 credits. A heavy version of MK 1 Boltguns, capable of firing multi caliber projectiles, especially larger calibre explosive bolts, and capable of greater ammunition capacity. Although much heavier the weapons is also capable of being mounted on vehicles or barricades as turrets.
Portable Shattergun Rotary Cannon - 10,000 credits. Effecticely a minigun, a slimmed down version of the shattergun rotary cannon, that can be carried by infantry, making it much more versatile and useful in engagements. It serves anti-infantry and some anti-vehicle purposes.
Sunstriker Plasma Cannon: Extremely powerful plasma cannon commonly mounted on a vehicle or a repulsor platform. Too large and heavy to be carried by most humanoids, such as humans. Can be carried by the strongest of creatures such as Wookiees or Kar'zun. Has a tremendously devastating punch on impact, with enough power to put a hole through a vehicle like an AT-AT and lighter buildings. User should be wary of overheating the weapon.

Small arms:
High Velocity Kinetic Firearm- Shattergun Pistol-3 The Magnetic Revolver- 'Called the Gun That Won The Outer Rim, a powerful shattergun, in pistol form, with faster fire rate than a standard Shattergun pistol and ability to fire in bursts, at the cost of decreased energy efficiency, requires its Power Pack to be switched out after every three bursts or 20 single shots. Two modularity rails allow for customizable attachments to be added over and below the barrel. Comes in lighter Standard variant, and Heavier variant, although more unruly it fires its projectiles faster, achieving greater armor penetration. Build-in Multicaliber Magazine and Bore to fire special ammunition or ammunition of different calibers than default pellets.' Co-produced with the Guild of Hammers.


Explosives
Devastator Multi-Purpose Mine: A powerful land mine based on the ancient Proton mine. Has encrypted transmitter for arming/disarming, is on shielded and possess three different payloads (conventional detonation, ion blast and devastating anti-vehicle explosion).

Melee Weapons:

Sarix Mk2: Comparable to a Velmorian energy sword. The Sarix possesses some of the qualities of a lightsabre, but is a physical blade and thus has weight. It can withstand a lightsabre while the containment field is active.
Sarzmigar Mk2: Updated version of the traditional Eldorai and Kar'zun polearm. The weapon has reach and can deliver powerful strikes. Can withstand a lightsabre while the energy shroud is active. Can be used two-handed as a halberd or pike or one-handed as a spear.

Gadgets:

ARGH HypnoGaze: Based on the canonical Hypnogazer, allowing Non-Force-Users to 'mind-trick' other beings through use of hypnosis.

Missile Technology:
Deathstrike Concussion Missile: A powerful concussion missile weapon divided in three models: Hand-held and portable by infantry, mounted on vehicles/fighters or AA emplacements and mounted on bombers. Each differs in range, size and yield. All models are guided missiles that move at supersonic speed, feature sophisticated targeting and pressure detonation, While model one can easily cripple a light tank or damage a heavy walker, model two can shoot down aircraft and smash fortifications, whilst model three is a bunker buster and even able to damage capital ships.
Lance Missile Launcher: Hand-held, portable missile launcher that fires the Deathstrike concussion missile. Able to easily penetrate light vehicles and damage heavy walkers. Uses highly accurate homing missiles.

Firestorm Multiple Missile Launcher: Heavy, man portable missile launcher. Has the ability to carry twelve Deathstrike concussion missiles into battle and can fire them in a salvo. However, the launcher must be bolted to heavy armour, cannot reload on the battlefield and is extremely heavy. Requires Ironside Power Armour.

Protection
Personal Armour:
Sentinel Battle Armour 10,000 credits. Duraplast combat armour that grants solid protection to infantry against a variety of conventional threats and environmental hazards. Duraplast provides moderate lightsabre protection against glancing blows.
Lionheart Power Armour: Heavy suit of power armour created in cooperation with the Galactic Alliance. Highly versatile suit, grants excellent protection for the wearer and is ideal for elite troops. The powered exoskeleton boosts the wearer's speed, strength and stamina considerably.
Ironside Heavy Assault Power Armour: Suit of power armour. Excellent for heavy assault forces, grants considerable protection. Heavy weapons can be mounted on the wearer's shoulders. Powered exoskeleton allows the wearer to lift 5 times their own body weight.

Seraph Battle Shield: Limited production cortosis shield. Heavy for a shield, but provides very good protection, especially against energy weapons and lightsabres.

Vehicles and Support
Support Vehicles:
Hydra-class anti air tank 5 million credits. A self-propelled, anti-aircraft gun to protect ground units against air strikes, armed with two rapidly firing dual rotary cannons that it can use to devastating effect. Can provide cover against air strikes and bombing runs for installations and population centres, but also support military units in battle on the front.
Typhoon-class artillery tank 5 million credits. Armoured, self-propelled, multiple rocket launcher meant to support ground units with a barrage of missile fire against enemy fortifications and troops. Missiles can be armed with HE and cluster bomb ammunition, likewise anti-air to protect against enemy air strikes. It has earned the sobriquet Kerrigan's Organ due to the sound produced by its rocket motors.
Manticore-class Heavy Support Tank 5 million credits. A heavy support craft that is primarily armed with powerful dual railguns and serves as an armour buster, devastating or weakening enemy armour to punch a hole through at long range for more mobile units in preparation for an assault.

Thunderer-class Self-Propelled Artillery: Reliable and cost-effective mobile artillery unit. Equipped with a 155mm howitzer cannon that possesses a great rate of fire and accuracy and can fire a variety of warheads in its shells, such as groundburst, ion and gas. Vehicle can move quite quickly over both road and off-road environments, being designed to function even in rugged terrain and provide close fire support. Can fire powerful and exact Rapier rounds, which has virtually pinpoint accuracy due to GPS guidance and is supersonic.
Hailstorm AA Tank: Fast hovertank that serves as a mobile AA platform. Armed with the highly accurate, devastating Deathstrike missiles to bring down enemy aircraft, and an anti-personnel laser cannon. Deathstrikes can also hit ground targets, but without guidance.
Typhoon Class MLR Mk2: Upgraded version of the Typhoon Mk1. Can deliver a barrage of dumb fire rockets or guided Deathstrike missiles. Ideal for both saturation bombardment and guided penetration. Deathstrike missiles can also be used against aerial targets.

Arbitrator Class Self-Propelled Artillery: A heavily armoured, tracked SPA armed with the powerful Inferno MetaCannon. This allows it to fire a variety of projectiles at targets on the ground and in near space without barrel changes.

Tanks:
Reaver-class assault tank 5 million credits. Firemane's Main Battle Tank, named after the monstrous Reavers that were once the scourge of the western rim before being crushed at the final battle of Gehenna. Versatile and heavily armoured, the tank is armed with a mass driver cannon that supports a variety of ammunition types to devastate enemy armour, while two repeaters and a flamethrower provide excellent anti-infantry capabilities.
Firemaw-class: A balanced anti-vehicle tank equipped with a railgun, a rotary shattercannon and a concussion missile launcher. Good armour buster and potent against infantry, but sacrifices heavy armour in favour of speed and offensive capabilities.
Gehenna Main Battle Tank: Named after a famous battle from Firemane's past, the Gehenna is a good mix of attack and defence, at the cost of speed and agility. It is heavily armed with a heavy laser cannon and guided missiles for armoured threats, while a rotary blaster cannon can deal with infantry. Deflector shield, heavy armour and countermeasures make it a tough nut to crack. Being propelled by repulsorlifts, it is also amphibious and can cross terrain impossible for wheeled vehicles.

Kytharus Heavy Support Vehicle: Heavy combat hover tank. Possesses extremely heavy firepower and defences, at the cost of speed and light weapons. It has quiet engines and camouflage, allowing it to carry out surprise attacks. Has the equivalent of a turbolaser as a main weapon, making it ideal to hammer targets. Can also target starships in low orbit.

Koursores Light Tank: A fast, lightweight tank that can be air-dropped into combat and packs a heavy punch. Ideal in a recon, infantry support or armoured cavalry role.
Kardok Battle Tank: Named after a crocodile native to Dahomey, the Kardok is a heavily armoured and armed main battle tank. Uses tracked propulsion.
Zar'varik Heavy Assault Tank: Heavy, slow and powerful. Named after a Kar'zun god. Armed with the powerful Inferno MetaCannon, which can load a variety of ordnance without barrel changes and inflict tremendous damage. The weight of the cannon necessitates tracked propulsion.

Armoured transport vehicles:
Yazgid Infantry Fighting Vehicle: A fast, resilient and reliable repulsortransport with firepower. Can transport up to ten soldiers into a combat zone and is armed with a shattercannon, Strike Assault Launchers and an anti-tank missile launcher. Shattercannon can be swapped with a laser cannon. Named after a fierce raptor used as a mount by the Tygaran natives.

Bantha Class Armoured Transport: A well-armoured groundcar and military truck that can serve as a troop carrier, ambulance, prison transport or escort vehicle. It can scout, patrol and provide fire support. High cargo capacity, and equipped with potent anti-personnel weapons.
Titan Class Heavy Troop Transport: A modern version of the venerable A6 Juggernaut. Very heavily armoured and well-armed troop transport that can ferry a platoon-sized unit into combat and back them up with heavy firepower. Has room for light vehicles such as airspeeders and speeder bikes at the cost of reduced passenger capacity.
Patriot Class Amphibious Landing Craft: A well-armoured, fast troop transport that can traverse both land and water. Can carry a contingent of soldiers along with cargo and some vehicles. Ideal for amphibious landing operations.

Speeders
Bladesinger Combat Speeder: Very fast, highly manoeuvrable airspeeder. Can be armed with Deathstrike missiles. Ideal infantry shredder and strong against light vehicles. With its speed, agility and low volume engine noise, it is perfect for recon and ambushes.

Firedancer Landspeeder: Armed landspeeder designed for scouting, patrolling and skirmishing. Ideal for deep reconnaissance.
Swiftstrike Assault Airspeeder: Fast, agile and heavily armed airspeeder. Its main weapon is the powerful Sunstriker Plasma Cannon, which is powerful enough to pierce tanks and walkers and lighter buildings.

Walkers:
Mag'ladroth-Class Dwarf Personal Walker Exoskeleton: Jointly designed by Firemane and ARGH, the Mag'ladroth is a powerhouse that provides heavy fire support for infantry during urban warfare and boarding operations. Comes in two variants, light and heavy, and is equipped with a variety of powerful weapons, such as flamethrowers, heavy bolters and shattercannons, making it ideal for combat against force-users.
Valora-Class Walker: An upgraded, modernised AT-ST named after the Eldorai War Goddess. Ionisation buffers and Graphite Reinforced Durasteel provide greater durability, and it can be equipped with a variety of weapons, including heavy blaster cannons and shattergun rotary cannons. Anti-air defence is provided by a missile launcher. Primarily designed as a scout, recon and light assault walker.

Vehicle or Ship mounted weapons:
Strike Assault Launchers: Grenade launcher pods mounted on the outside of the hull or turret of a vehicle. Provide good suppressive fire and utility support without exposing the gunner and leaving the main weapon free to engage. The pods can be loaded with frag, ion, gas, smoke, stun, cryoban and cluster grenades. They are ideal against infantry and for bombardment purposes.

Inferno MetaCannon: The Inferno cannon loads variable ammunition shells into its breach, such as charric maser beams, Proton, standard anti-armour laser, old-fashioned shell projectiles or ion. It is then able to fire from the same breach and barrel. This is an improvement on the ancient MetaCannon, which required a barrel change. Can be scaled for turret, starship or vehicle use, but cannot be mounted on a starfighter, light or repulsor vehicle.


Gandiva Class Orbital Projectile Cannon: A big hypervelocity cannon mounted on a starship, satellite or similar vessel and pointed right down at a planet or other celestial body. Fires Neuranium rods. Neuranium is super dense, this means more weight, more speed and more power. Not an AOE weapon, but ideal for smashing hardened targets such as underground bunkers, command centres, artillery positions etc. Not suitable for light or small ships.

Defence Systems:
Cannons and defence turrets
Javelin Weapon Emplacement 1 million credits. Laser cannon turret for defence of population centres and key installations against light infantry and starfighters/interceptors.
Ballista Weapon Emplacement 1 million credits. Heavy laser cannon turret for defence of population centres and key installations against bombers, gunships and heavy vehicles.
Keraunos Missile Turret 1 million credits. A powerful anti-air defence turret that is designed to shoot down fast moving craft such as fighters and multiple targets with homing missiles. It is designed to compliment the Ballista and Javelin turrets to provide a strong barrier against assaults. Named after Kaelin Isandros, known as Darth Keraunos, a vicious Sith Assassin who was slain by Siobhan Kerrigan.
Tempest cannon : 5 million credits. Planetary turbolaser cannon to take down capital ships. Can fire at targets within and beyond orbit at considerable range. It cannot be mounted on war ships or used against ground troops and small starships, but has a long range and great accuracy.

Planetary shield:
Aspis Defence Shield: A three-tier energy shield to protect ground targets from aerial and orbital bombardment. Comes in 50m, 50km and 500km sizes, with protection, cost and power needs growing at each level.

Spaceships
Starfighters:
Adril-class Starfighter Fast, nimble and highly manoeuvrable, the Adril-class is a dedicated, standard starfighter named after the powerful and fierce Eldorai Jedi Knight Adril Tythorin, teacher of Siobhan Kerrigan.
Dart Starfighter Interceptor: As the name implies, this dedicated interceptor craft is literally a dart in the void. It is slick, very manoeuvrable and extremely fast, which makes it perfect for hit and run attacks.
Firebird Starfighter: Balanced attack craft. Jack of all trades. Armed with the potent Deathstrike missiles.
Drake Class Elite Fighter: Phrik plated, solid all-around elite starfighter. Equipped with Deathstrike missiles. Perfect for taking on most attack craft.

Bombers:
Kerrigan-Class Bomber: A well-armoured bomber that can serve as a heavy hitter in space engagements. It is designed to be equipped with the new Skybreaker Torpedoes, which can deliver a powerful punch against unshielded capital ships. Named after Siobhan Kerrigan, Firemane's CEO.
Hastem Bomber Mk1: A heavily armed bomber both effective in space and for attacking ground targets. Able to hold up to eight explosive bombs, torpedoes or rockets. Primary explosive armament are the new Deathstrike concussion missiles. Revolver chamber technique allows the bomber to fire its ordinance very rapidly, allowing the slow bomber to unleash its power within seconds.

Judgement Class Bomber: A heavily armoured bomber armed with both proton torpedoes and the new Deathstrike missiles (Type 3). Not only are these missiles very powerful, they have a far range, meaning the bomber does not need to get up close and personal to deliver its firepower. The Judgement is capable of devastating damage to ground or space targets. Even powerful capital ships have to fear a full squadron volley of these attacks.

Space Ordnance:
Skybreaker Torpedo MkI: A powerful, heavy-hitting, single-shot naval torpedo that can be mounted on a bomber, replacing all ordinance. It can be fired as a guided warhead and is devastating against unshielded targets.

Dropships:
Silaqui-class Dropship variant A standard dropship named in honour of the late Eldorai Star Queen Silaqui, this craft can ferry up to thirty-six soldiers and two speeders to the front, coming equipped with laser cannons and a composite beam turret. It is designed to operate in conjunction with the Gunship variant.
Ghoush Class Orbital Lander: A strong, reliable transport designed for delivering personnel and vehicles wherever they need to go. Not designed for combat, rather to keep its cargo alive for as long as possible. Larger cargo capacity than the Silaqui, but less armed.

Gunships:
Silaqui-class Gunship variant Constructed with a thick hull and strong shields, the Gunship variant of the Silaqui is designed for escort duties and to clear LZs, unleashing a vast array of firepower through laser cannons and turrets, a composite beam turret, concussion missiles and cluster bombs. Both variants bear heavy armour to withstand flak fire.
Archon-class Gunship: A powerful gunship designed act as a ground pounder. Equipped with a dual laser cannon, rotary shattercannons, rocket pods and guided proton missiles, Archon is adept at hammering infantry, vehicles or structures. It is heavily shielded and armoured, but slower than other ships of its type and weaker against aerial threats.
Paladin Ground Attack Fighter: A hybrid gunship that can both dogfight and attack ground targets. Whilst less agile than a starfighter, it is faster than the average gunship, it is very good at bombing ground targets and is armed with ATA missiles to take on aerial foes. Armed with a rotary shattercannon, proton missiles and a concussion missile rack.


Drones:
Nemesis Combat Air Drone: A fast, heavily armed drone that can be utilised for reconnaissance, espionage, target acquisition and aerial bombardment. Perfect for taking out high-value targets and carrying out targeted assassinations. Can be controlled remotely by a trained operator; otherwise it features an advanced droid brain.

Freighters:
Liorre-class Super Freighter: A large freighter that is able to carry vast amounts of people and/or cargo. The ship is modular in design, giving it significant versatility, and has a vast carrying capacity of up to 60,000 passengers or 320,000 cubic metres of space. It is obviously not designed for combat situations. Used by Firemane during the Eldorai Exodus from Kaeshana.

Communications:

Enlightenment Quantum Communicator: A communication device that is able to transmit a text message between two points instantly. The message must be sent to another Enlightenment that has been paired with the sending device and is text only, but cannot be blocked, jammed or intercepted.
Enlightenment Quantum Communicator Stage: A more compact and portable version of the baseline Enlightened, but also more fragile to damage.

Corvettes:
Frontier-Class Corvette: A skirmishing/exploration corvette. It has a strong defensive focus and potent flak, but is almost entirely dedicated to defence guns. Solid recon, exploration and monitoring ship.
Fulminatus Missile Corvette: Small, fast corvette with the punch to hurt capital ships thanks to baradium missile launchers. Can be compared to the old U-boats since it can strike quickly, release a powerful attack, and retreat.
Lykos Class Corvette: A picket and observation ship, named after a mythical Eldorai spirit. The ship is a good scout, fast and agile, equipped with an array of scanners, sensors and transmitters. However, it is almost entirely lacking in armaments.
Nest-class Carrier Corvette: Basically a corvette-sized carrier ship. This ship is a floating hangar that makes up for being ugly in appearance with its ability to transport one squadrons of lighter or heavier attack craft. It also has a potent array of flak guns to protect itself from enemy fighters and bombers.

Obliterator Class Bombardment Corvette: A lightly armoured, but very heavily armed corvette specifically designed for bombardment of ground or capital ship targets. The Obliterator is a terror against ground targets. Anything not beneath a secure shield is likely to be turned into rubble by the massed targeted missiles of the corvette. It can also launch volleys against capital ships.

Palisade Class Minelayer Corvette: A fast, unbotrusive minelayer with lots of explosive ordnance to ruin someone's day.

Frigates:
Illyria-class frigate One of Firemane's newest designs and the start of its move into constructing battleships. Named after the Eldorai Goddess of the Death, the Illyria is intended for frontline operations and for use in planetary and installation defence. It can take a heavy amount of damage while exchanging salvoes with enemy ships, while still maintaining a number of defensive emplacements to defend itself against enemy starfighters and bombers.
Vigilance-Class Frigate: Frigate designed to prey on escorts, breaking them up so that they cannot support enemy ships. Fast, flexible and heavily armed for frigate.
Guardian-class Flak Frigate Mk2: The new, upgraded version of the old Guardian. Now with 100% more flak. Yes, that's right! Hideously powerful on the defensive front, it is not designed to go on the offensive, but support larger ships. Trades space for plenty of defence guns.
Caraval-Class Heavy Lander: A heavily armoured, shielded transport vessel that can deploy an entire army division to a planet's surface. It is very hard to crack and its defences make it almost immune to any land based weapons. While only the heaviest weapons have a chance of piercing its armour and shields, it is a large boxy target, undergunned and requires mostly flat ground to land.
Elaris Class Medical Ship: Named after Coryth Elaris, a famed healer. Limited production frigate with fully equipped hospital facilities. Perfect for triage and immediate care of the wounded and sick. It has a large hangar for support craft and is quite fast, allowing it to evade danger and transport a large number of wounded.

Cruisers
Thuella-class Cruiser A mainline warship that mostly serves the purpose of a command ship for fleets. It has a wide field of fire and powerful shields, along with a compliment of starfighters and gunships aboard to be utilised in a space battle. It is built to be used in conjunction with the Illyria class frigate and the Ariane class assault cruiser.
Ariane-class Assault Cruiser Slow and powerful, the Ariane is an offensive tool named after the most famous Queen in Eldorai history who achieved greatness by repelling a race of alien invaders who threatened the Eldorai's very existence. It is somewhat slower than most cruisers, but able to sustain a heavy amount of damage while bringing lethal firepower to the front to unleash upon enemy warships. While lacking starfighter support, it is a potent offensive weapon and ideally suited to defend companion vessels.
Argent-class Carrier A dedicated carrier to support more aggressive battleships. Able to deploy a swarm of attack craft. Scores of defence guns make it a strong bastion against any attack craft which get close, allowing it to perform flak support. Removal of the attack craft allows the ship to transport an entire division, enabling it to perform the role of a landing vessel.
Warden-class Interdictor Cruiser: An interdiction ship designed to catch fleeting raiders and ambush potential invaders. Based on the old Imperial interdictors, but equipped with more defence guns and attack craft. Redundant shield generators allow it to survive a bit longer if hit, but it is a dedicated support ship.
Sentinel-Class Cruiser A solid, standard cruiser that can deliver a decent kick against escorts and carries a fighter contingent. It is a good, all-around escort and can even provide support against heavy capital ships for a while.
Hunter-Class Heavy Cruiser Effectively an artillery heavy cruiser. It is equipped with the powerful Vortex Cannon, which can inflict horrific damage upon the enemy and has a long range and lethal projectiles. Moreover, it is heavily armoured. However, it requires support since it lacks close range weapons and is rather slow.
Gladius-Class Heavy Cruiser: A powerful heavy cruiser that is primarily armed with heavy, close range weapons. It closes in on the enemy and engaging them directly, acting like the sword of a fleet. It has heavy armaments and is faster than the average ship of its size, but as a tradeoff it has a weaker defences and sacrifices a hangar.

Star Destroyers:

Paladin-Class Star Destroyer: A very powerful star destroyer that is both heavily armed and armoured. The dual Vortex Cannons and its regular batteries allow it to unleash devastating firepower. However, it lacks a fighter contingent. Is equipped with the formidable Colossus Reactor.
Vindicta-Class Star Destroyer: A well balanced, versatile ship of the line. It has a powerful array of weapons, including the new Harbinger emplacements, and is able to fire in most directions rather than having a limited firing arc. Heavy armour plating and redundant shields make it a tough nut to crack in combat. As a tradeoff, it possesses a smaller hangar than battleships of a comparable size and is overall a jack of all trades.

Ship Components
Colossus Reactor: A powerful, secondary, hypermatter reactor for large capital ships. It allows a battleship to maintain all normal power requirements through the normal reactor, while this one provides the necessary energy for special shipborne weapons. More than one can be installed on large vessels. Can only be installed on a ship over 1000 km.
Aegis Molecular Shielding: A new spin on an old piece of tech, the molecular shield, designed for use on warships. Can absorb some of the damage taken by a ship's shield and allocate it to other systems in the vessel in the next round. Colossus Reactor is absolutely vital, as it provides a storage area for the absorbed power to be collected and distributed safely. Sudden influx of damage can overload the system, absorbing all the damage a ship's shield sustains is not possible.
Vortex Macro Cannon: Ship-mounted mass driver/rail-gun. An extremely powerful, long range cannon that can cause devastating damage. Cause as 100 capital guns per cannon. Supports three ammunition types: Slug (5 tonne lump of shaped durasteel accelerated to ridiculous speed, standard round, very hard to stop with defence guns), Vortex Cluster Round (giant cluster bomb like munition, ideal against fighters, bombers and light ships) and Apocalypse Round (giant thermal detonator, vaporises targets it hits up to fifty metres).
Harbinger Super Heavy Weapons Emplacement: An extremely heavy cannon which combines the power of sixty-four turbolasers or ion cannons into a single massive weapon. It can be dual mounted for even more excessive firepower.

Surface Ships
Triton-class Surface Corvette: Designed to scout, explore and patrol the oceans, the Triton is equipped with a variety of scanning equipment and sensors that make it ideal as a patrol ship and is fast enough to escape most threats it cannot handle. It is armed with turbolasers, heavy bolters, torpedoes and a few Keraunos missiles for attacks on air targets, but is not designed for heavy combat. It can transport a small unit of troops.
Wayfarer-class Surface Patrol Boat: The Triton's smaller sister ship, the Wayfarer is a dedicated patrol, exploration and rescue craft for the seas. Fast and agile, it has a wide operational range, good sensors and escape most threats. It is lightly armed with heavy bolters, a laser cannon and two Keraunos anti-air missiles.

Protector Class Surface Frigate: A heavily armed surface frigate to guard the seas and oceans. Can perform in an anti-submarine, anti-air and anti-surface warfare role as well as support amphibious landing operations through coastal bombardment. Its biggest gun is an Inferno MetaCannon.

We also offer raw materials and processed ores through our mining interests.
We can supply:

  • Gold
  • Gemstones
  • Iron and other basic metals.
Contact us for details.
 
Last edited:

Lex-El

An Honest Man
Anti-Force User Grenade Series - 10,000 for a box of 10. Based on pre-Collapse Galactic Empire tech courtesy of Hevana Martin, these grenades are meant to be more effective against forcers through a mechanism that ensures that any change in acceleration causes them to explode, while at the same time they are wired to only detonate after reaching a safe distance from the thrower, thus making them more difficult for those pesky telekinesis masters to stop. Has four types: Frag, incendiary, gas and flash.

Eaters - 25,000 for a box of 10. Acquired by Firemane during the collapse of the Sith Empire, these grenades release aggressive, hungry parasites that literally eat and chew through armour at rapid speed. Production is very limited at present.


Two crates of each. [member="Tegaea Alcori"]
 

Tegaea Alcori

Back to Square One
1,000,000 credits each, 10% discount if over 10 are purchased in 1 order.

(As always, prices do not line up with canon, but to a quasi $ comparison.)
[member="Geneviève Lasedri"]
 
[member="Tegaea Alcori"]

I can buy one. And I have backers, so I can afford another two of them outright.

But I want six.

Can we make a down payment on the remaining three? We should be able to pay it off within the next couple months if we can buy them on credit.
 

Tegaea Alcori

Back to Square One
[member="Iraek Kas'trem"]
That comes out at 20,000 credits. I trust you can pay that amount?

Would you like any special ammo with your order?
 

Tegaea Alcori

Back to Square One
[member="Mao"]
Let's call it 25,000 credits, Major. I've heard a lot about your exploits, and I know this is going to the right place, so I'll throw in a box of extra bolt ammo and some special rounds too.
 

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