Star Wars Roleplay: Chaos

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Ringovinda StarYards & Systems Unified Holo Storefront

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A Tier VI Company​

Headquarters: Ringo Vinda

Locations: Soceras, Gyndine, Pergitor, Bimmisaari, Geonosis, Glyss, Hakassi, Zonju V, Terminus, Dagobah, Tatooine (Systems only), Dulvoyinn (Systems only), Hosnian Prime (Systems only)

Operations: Starship construction, land vehicles


Products:

For sale:

Non-combat starships:

  • Light freighters:
    Pullman-class light freighter - A modular ship that can carry a combination of passengers (in either roommette or bucket-seat configuration) and cargo (smuggling or not); 150,000 credits
  • Neimoidian yacht - A modified version of the Pullman that is faster than its predecessor, designed for the spacer who wants to fly in the lap of luxury (175,000 credits)
  • Premion-class light shuttle - For when the Neimoidian Yacht is too big for you (100,000 credits)

[*]Corvettes:
  • Koopa-class medium transport - Often mistakenly called an AT-AT barge, it is a dropship that can carry or smuggle outsize cargo, such as ground vehicles, as well as carrying passengers at the same time (500,000 credits)
  • Tofolk-class rescue ship - A ship that can pull free ships stuck in hazards as well as rescue their occupants, slated to be available in two configurations: tug/freighter and hospital configurations (1 million credits in tug/freighter configuration, 2.3 million in hospital configuration)
  • Zamboni-class sanitation ship - A ship that can clean up space from fine dust and other space debris that make up navigational hazards, as well as cleaning up mining waste in an asteroid field, slated to be available in two versions: one for harvesting consumables and another one for refining other materials left behind in the debris (1.5 million credits)
  • Dennari heavy freighter - A freighter that can carry up to 75,000 tons of cargo or up to 12,000 passengers, it is built based on the frame of the Zamboni but without the mining equipment or the molecular furnace (1.5 million credits)

[*]Frigates:
  • Novroski-class armored transport - A ship that can carry up to 150,000 tons of cargo or up to 1,700 passengers, designed for use in the most dangerous areas of the galaxy; you can freely choose how much of the internal space to devote to passengers or cargo (11 million credits)
  • Maersk-class bulk freighter - A ship that can carry liquids in bulk, although it can also be used for carrying ores in bulk or as a starliner (12.5 million credits; requires contract)

[*]Cruisers:
  • Rasta Sub-class bulk freighter - A ship that can carry 1.5 million tons of freight in bulk, including bacta and other materials, can also be used for carrying ores in bulk or as a starliner (35 million credits; requires contract)
  • Empyrean-class bulk freighter - A kilometer-long ship designed specifically for the needs of planetary evacuations, it can also carry 5 million tons of freight in bulk or in containers (57 million credits; requires contract)

[*]Star Destroyers:
  • Traquia-class bulk freighter - A Star Destroyer-sized freighter capable of being used by Corporations of tier 3 and above (100 million credits; requires contract)
  • Ultima-class bulk freighter - The largest ship capable of landing on planetary surfaces in the galaxy. A Star Destroyer-sized freighter capable of being used by Corporations of tier 4 and above (200 million credits; requires contract)

[*]Battlecruisers:
  • Madeen-class bulk freighter - A battlecruiser-sized freighter capable of being used by Corporations of tier 4 and above (250 million credits; requires contract)
  • Lucrehulk-X-class bulk freighter - A battlecruiser-sized freighter capable of being used by Corporations of tier 4 as well as by major factions (400 million credits; requires contract)
  • Oxen-class bulk freighter - A battlecruiser-sized freighter capable of being used by corporations of tier 4 as well as bhy major factions (700 million credits; requires contract)


Combat starships:


[*]Corvettes:
  • Trench-class picket corvette - A 66-meter picket corvette, it is designed for small-scale defense against starfighter squadrons and can easily cover for AT-AT barges (500,000 credits)
  • Chikuma-class minesweeper corvette - A 115-meter corvette capable of ELINT, it is also a ship capable of taking hits from mines thanks to its ERA outer layer and of Otherspace operation. Restricted to one per battlegroup. (3 million credits)
  • Doppelganger-class infiltrator dropship - A 115-meter corvette capable of making stealth insertions for up to 500 people in realspace or in Otherspace (3 million credits)
  • Mustafar-class monitor corvette - A 200-meter corvette, it is designed to perform one job: snipe at enemy capital ships from long range (3.5 million credits)
  • Mustafar-II-class heavy corvette - A 200-meter corvette, it is a heavy corvette capable of housing one squadron for escort purposes (3.5 million credits)

[*]Frigates:
  • Hardcell-X-class anti-starfighter frigate - A redesign of an ancient 220-meter design, the Hardcell-X is there for occasions where you want an anti-starfighter ship (4 million credits)
  • Krayiss-class escort frigate - Another redesign of the ancient Hardcell, it is made for escorting fleets (4 million credits)
  • Skor-class monitor frigate - Based on the Hardcell-X hull, the Skor is there for sniping at enemy capital ships from long range with its lone big gun (4 million credits)
  • C-9982-class assault frigate - A redesign of an ancient 370-meter landing craft, the C-9980 is best known for being one of the two escorts of choice of the Confederacy of Independent Systems (12 million credits)
  • C-9981-class artillery frigate - Another hull based on the ancient C-9979, the C-9981 is another frigate to use when attempting to mow down enemy capital ships from long range (12 million credits)
  • Duquesne-class heavy frigate - A 500-meter frigate based on the Maersk-class bulk freighter, it is capable of housing 1 squadron of fighters as well as heavy firepower for a ship of its size (20 milion credits)
  • Clicker-class pocket carrier - A 500-meter frigate based on the Maersk-class bulk freighter, it is capable of housing 6 squadron of fighters (20 milion credits)

[*]Cruisers:
  • Lothal-II-class artillery cruiser - A 762-meter artillery ship based on the Rasta Sub, its long-range weapons allow to pelt enemy ships at long ranges (50 million credits, requires contract)
  • Lothal-III-class interdictor carrier - A 762-meter interdictor carrier based on the Rasta Sub, its stealth MIRVs allow to pelt enemy ships' point-defenses at long ranges (50 million credits, requires contract)
  • Mirial-class escort cruiser - A 762-meter escort cruiser based on the Rasta Sub, it allows to escort convoys of capital ships against smaller vessels as well as against starfighters (40 million credits, requires contract)
  • Munificent-X-class heavy cruiser - A redesign of an ancient 825-meter design to modern standard, the Munificent-X is the mainline heavy cruiser of the Silver Jedi Navy (57 million credits, requires contract)
  • Immobilizer 420-class interdictor carrier - A 1 km carrier with interdictors, it can also fly in Otherspace alongside 8 squadrons (70 million credits, requires contract)

[*]Star Destroyers:
  • Providence-X-class carrier/destroyer - A 1088-meter patrol destroyer, based on an ancient design, capable of housing 6 squadrons, it is also capable of overwhelming enemy point-defense (140 million credits, requires contract)
  • Barkhesh-class artillery carrier - A 1088-meter artillery carrier, it is capable of delivering a punch at any practical range (140 million credits, requires contract)
  • Recusant-X-class light destroyer - A 1187-meter patrol destroyer, it can engage most targets at its size or smaller (140 million credits, requires contract)
  • Immobilizer 419-class interdictor carrier - A 1500-meter carrier equipped with interdictors, and also capable of Otherspace operation, it can house 10 squadrons. (250 million credits, requires contract)
  • Immobilizer 422-class interdictor carrier - A 1500-meter carrier equipped with interdictors, it can house 14 squadrons. (250 million credits, requires contract)
  • Potentate-class star defender - A 1500-meter Star Defender with a proton beam designed to hit heavy capital ships at long ranges (250 million credits, requires contract)
  • Tector-X-class Star destroyer - A 1600-meter Star Destroyer that packs a heavy long-range punch with a retractable ventral hangar door, which houses four squadrons. Also capable of leading ground assaults (225 million credits, requires contract)
  • Mateus-II-class fleet carrier - This 2000-meter elite carrier is capable of landing on planets with 15 squadrons in tow. Also equipped with a heavy hypervelocity cannon and other heavy firepower rendering it able to engage other ships its size without relying on escorts (350 million credits, requires contract)
  • Chernobog-class artillery carrier - This 2000-meter elite carrier is capable of landing on planets with 10 squadrons in tow. Also equipped with a heavy hypervelocity cannon and other heavy firepower rendering it able to engage other ships its size without relying on escorts (350 million credits, requires contract)
  • Sionoma-II-class Star Destroyer - Built based on the Ultima chassis, this 2000-meter Star Destroyer also promises atmospheric capability, extreme armament, with 4 squadrons in tow. (350 million credits, requires contract)

[*]Battlecruisers:
  • Immobilizer 421-class supercarrier - A 2500-meter supercarrier capable of carrying 16 squadrons, and also serve as a listening post and as an interdictor, not to mention Otherspace flight (700 million credits, requires contract)
  • Compellor-class heavy battlecruiser - A 2900-meter battlecruiser capable of carrying 12 squadrons and also capable of flying in Otherspace (700 million credits, requires contract)
  • Lucrehulk-X-class supercarrier - A 3000-meter supercarrier capable of carrying 26 squadrons while also able to fend off other battlecruisers while its fighter screen is out on the field (700 million credits, requires contract)
  • Procurator-XI-class Grand Battlecruiser - A 3000-meter battlecruiser that carries all the functions one might expect of a heavy battlecruiser, with 10 squadrons (700 million credits, requires contract)
  • Palace of Justice-class supercarrier - A 4km supercarrier capable of carrying 34 squadrons (1 billion credits, requires contract)
  • Subjugator-X-class heavy battlecruiser - A 4845-meter battlecruiser with 19 squadrons (1.5 billion credits, requires contract)


Space stations:

  • Egroeg-class adjustable drydock- A space station capable of servicing and constructing all manner of ships so long as the ship being serviced or built does not exceed certain width or height constraints, namely 300m wide or high (7 million credits; requires contract) - comes with 100 droids at the client's choice, hyperdrive and 6 tugs
  • Sacul-class adjustable drydock - A space station capable of servicing and constructing all manner of ships so long as the ship being serviced or built does not exceed a kilometer wide or high (100 million credits; requires contract) - comes with 1,250 droids at the client's choice, hyperdrive and 48 tugs
  • Jyn-class adjustable drydock - A space station capable of servicing and constructing all manner of ships so long as the ship being serviced or built does not exceed 2 km (200 million credits; requires contract) - comes with 5,000 droids at the client's choice and 120 tugs
  • Tiplar-class adjustable drydock - A space station capable of servicing and constructing all manner of ships so long as the ship being serviced or built does not exceed 3 km (400 million credits; requires contract) - comes with 10,000 droids at the client's choice and 240 tugs
  • Mobile Drydock 6000 adjustable drydock - A space station capable of servicing and constructing all manner of ships so long as the ship being serviced or built does not exceed 6 km (1 billion credits; requires contract) - comes with 20,000 droids at the client's choice and 480 tugs

Ground vehicles:

  • Non-combat vehicles:
    Wicca flying broomstick - For those Witches (and even non-Witches) who want to fly light in a planetary atmosphere (1,000 credits) Warning: Don't use the broomstick in PvP, even if it doesn't otherwise break balance. Also available as an ultralight swoop for the same price
  • Ol'Macdonald Special - For those SAR operations that require tractoring obstacles out of the way (5,000 credits)
  • Bluth stair truck - A hovering stair truck that was originally developed for Bluth Company to service its groundside facilities in planet-based spaceports (20,000 credits)
  • Math 25000 refrigerated speeder truck - A heavier truck that can cross almost any terrain and keep its contents chilled (25,000 credits)
  • Ocktor heavy speeder truck - A trailer truck that can carry intermodal containers across planets (35,000 credits)
  • Schfein light speeder truck - A light truck that can cross almost any terrain; ideal for any couriers or companies dealing in light deliveries (10,000 credits)

[*]Combat vehicles:
  • Zamboni minesweeping main battle tank - A vehicle that can be at once a main battle tank as well as a minesweeping vehicle (100,000 credits; also sold for 1 million credits for a squadron of 12)
  • Malachor minesweeping main battle tank - For when you are engaging Sith Lords entrenched behind a minefield or otherwise expect to be fighting Force-sensitives (350,000 credits; also sold for 4 million credits for a squadron of 12)
  • Barataria main battle tank - A shielded MBT effective for most armor jobs (100,000 credits; also sold for 1 million credits for a squadron of 12)
  • Hwacha MLRS - A multiple launcher rocket system capable of being used for anti-aircraft jobs as well as mobile artillery (70,000 credits; also sold for 1 million credits for a squadron of 18)
  • Tango APC - An APC that can be configured to camouflage as a civilian delivery truck (90,000 credits; also sold for 1 million credits for a squadron of 14)
  • Hailfire-X droid - A multiple launcher rocket system capable of firing three proton rockets in a single salvo (100,000 credits; also sold for 1 million credits for a squadron of 12)
  • MTT-X - For when you are expecting heavy artillery to get the job done (500,000 credits)
  • Centipede-class assault walker - For when you need a mobile headquarters with heavy firepower capable of holding off enemy regiments by itself (2 million credits; requires contract)
  • Radama mortar carrier - Equipped with explosive-reactive armor, the Radama is for when you need to rain down destruction using indirect fire from a Jairdain mortar (70,000 credits; also sold for 750,000 credits for a squadron of 12)
  • Tartarus mortar carrier - The Tartarus is for when you need to rain down destruction using indirect fire from two Dunkirk mortars (150,000 credits; also sold for 1 million credits for a squadron of 8)
  • Sabre heavy mortar carrier - The Tartarus is for when you need to rain down destruction using indirect fire from two Dunkirk mortars (200,000 credits; also sold for 1.5 million credits for a squadron of 8)
  • M6 Annihilator mobile bunker - The Annihilator is for infantry units to advance under protection (200,000 credits; also sold for 1.5 million credits for a squadron of 8)



Starship components:

For sale:
  • Weapons:
    Bulkhunter heavy ion cannon - Want to roast enemy electronics to a crisp, even being able to damage hulls in the process, no matter the power cosumption? This heavy ion cannon, counting for 12 standard turbolasers, is for you! (50,000 credits per tube)
  • Scarif heavy long-range ion cannon - For when you need to deep-fry enemy electronics to a crisp at long range. Counts for 18 standard turbolasers (100,000 credits per tube)
  • Gatling rapid-fire turbolaser - Feel like firing faster than your enemies will give you an edge? This rapid-fire turbolaser, firing 4 times as fast as regular turbolasers, counts for 4 standard turbolasers (20,000 credits per tube)
  • Guernica ordnance launcher - For those who plan on using different types of ordnance of different calibers on a starfighter (6,000 credits)
  • Galidraan heavy hypervelocity cannon - This 203mm HVC can deliver kinetic hellfire at long ranges. Counts for 50 standard turbolasers (75,000 credits)
  • Lusankya super-heavy turbolaser - For when even Bulkhunters or Nekogals can't get the job done: counting for 30 standard turbolasers, prepare to be forking over the money to get one (100,000 credits per tube)
  • Ziost super-heavy long-range turbolaser - For when you need the punch of the century to be packed at long range. Counts for 50 standard turbolasers (200,000 credits per tube)
  • Nekogal heavy turbolaser - Comes with 7 power settings, it can be used in a variety of situations. Counts for 12 standard turbolasers (50,000 credits per tube)
  • Toprawa heavy long-range turbolaser - Comes with 7 power settings, it can be used in a variety of long-range situations. Counts for 18 standard turbolasers (100,000 credits per tube)
  • Kami 88 mm hypervelocity cannon - Firing explosive rounds, the Kami can be fitted to any capital ship. However, turreted Kamis require rigates and larger, counts as 10 standard turbolsers (25,000 credits)
  • Summer heavy long-range hypervelocity cannon - Firing explosive rounds, the Summer is the weapon of choice when you need to blow big holes on an enemy starship hull. This triple 380mm/50 can only be mounted on heavy cruisers or larger due to the large size of the magazine; counts as 90 standard turbolasers (300,000 credits)
  • Sardun heavy long-range hypervelocity cannon - Firing explosive rounds, the Sardun is the weapon of choice for when you need a big gun that can be mounted on smaller ships than what otherwise be the case. This triple 420mm/50 can be mounted on ships as small as 150m; counts as 100 standard turbolasers (300,000 credits)
  • Volksgrenadier assault concussion missile launcher - The only launcher capable of launching the Volksgrenadier cloaking heavy MIRV missiles, can also launch regular assault concussion missiles and Volkswagens, with the proper sabots in the last case. Light one counts for 3 heavy launchers (100,000 credits), heavy one counts for 14 heavy launchers (300,000 credits)
  • Finalizer point-defense missile bank - Fires up to four point-defense missiles at targets coming in from any direction. Counts for 4 point-defense emplacements (10,000 credits)
  • Ison surface-to-orbit turbolaser - Fires a bolt allowing it to hit capital ships in orbit from a planetary surface. Counts for 150 turbolasers (300,000 credits)
  • Hoth surface-to-orbit ion cannon - Fires a bolt allowing it to disable capital ships in orbit from a planetary surface. Counts for 150 turbolasers (300,000 credits)

[*]Non-combat components:
  • Roto-Rooter autochef - For when you lack cooking skills but can still pilot a ship (5,000 credits)
  • Castameer tactical display - This is a must-have for any ship that is to be used in large-scale combat, due to its ability to display information about a large number of ships at once (10,000 credits)
  • Kirishima regenerative cap drain - Enhances shield recharge rate using Hijarna stone technology (price negotiable on the size of the ship)
  • Watchtower collision avoidance system - You want variable geometry landing gears to actually make use of their variable geometry features? This piece of technology will allow you to! (2,000 credits for the small craft version, 6,000 for the corvette version, 10,000 for the frigate version, 25,000 for the cruiser version; the cruiser version can also be mounted on Star Destroyers. The system can accommodate three landing gears in its stock configuration, add 500 credits for each additional landing gear on a ship)
  • Otherpilot navicomputer - The Otherpilot allows you to fly non-linear trajectories in both hyperspace and Otherspace. For Limited-production ships or less. (6,000 credits)
  • Hedeek intermodal cargo container - When you want fast loading and unloading of cargo in a crate whose format can fit into a wide variety of cargo ships (300 credits stock coniguration, 500 credits for reefer or for tanker configurations)
  • Jessica variable geometry landing gear - For those times when you want to land on uneven planetary surfaces and ordinary landing gears won't do. Can be equipped by frigates, cruisers and Star Destroyers, a minimum of three per ship (100,000 credits)
  • Marcia repulsorlift generator - Landing gears alone won't get the job done on cruisers and larger ships, a repulsorlift generator is required to ensure that a cruiser or Star Destroyer can actually land. The alusteel casing makes containment of repulsorlift generator failures easier (300,000 credits)
  • Ship-wide neural net (jointly with Meran Mechanics) - Usable on a lot of different ships, the number of droid brains required allows decentralization of the ship's computer infrastructure (cost varies by the size of the ship, ask for a quote)
  • Hammurabi artificial intelligence (jointly with CTAE) - When you want ships to fly themselves, power armors (or droids) to avoid accidentally harming people. May develop personalities pretty quickly
  • Sabrina waste heat recovery device - For when you want to reduce the strain of life support systems on the reactor: it is recommended to mount 1 unit per reactor or sublight engine and 1 unit around the hyperdrive (500 credits per unit on a subcapital, 1,500 per unit on a corvette, 2,500 per unit on a frigate, 5,000 per unit on a cruiser, 10,000 per unit on a Star Destroyer, 25,000 per unit on a battlecruiser)
  • Nadion Otherdrive - For when you need an elite (semi-unique) or unique ship to fly to Otherspace and that you can endure flight with a class-4 hyperdrive (5,000 credits per unit on a subcapital, 15,000 per unit on a corvette, 25,000 per unit on a frigate, 50,000 per unit on a cruiser, 100,000 per unit on a Star Destroyer, 250,000 per unit on a battlecruiser)
  • Griet-II self-sealing hypermatter tank - Swells when the hypermatter is taking hits, minimizing hypermatter leaks (cost variable by the size of the ship)

[*]Engines:
  • Vanderhing linear ion drive - For when you want a destroyer engine with an emergency mode, allowing 2x thrust in a pinch (100,000 credits)
  • Zak sublight drive - For when you want a battlecruiser engine with an emergency mode, allowing 50% extra thrust in a pinch (300,000 credits)


Weapons systems:
  • Space ammunition:
    Asmeru MIRV missile - For when you want to overwhelm enemy point-defense or to fight several enemies using one heavy launcher (10,000 credits per round)
  • Atrisia APFSDS - For when you need to operate hypervelocity cannons with little collateral damage (88mm: 50 credits per round, 380mm: 1,000 credits per round)
  • Deathball proton bomb - For when you need to rain down destruction on the ground. Available in three sizes: light (which is the standard size; 1,000 credits), medium (weighs 500 kg; 2,500 credits), heavy (weight 1,000 kg; 5,000 credits)
  • Morcus heavy proton torpedo - A guided 533mm heavy proton torpedo (10,000 credits per round)
  • Rakieh guided cluster bomb - For when you want to spread as much destruction as possible when you have limited space to load ordnance (2,000 credits per round)
  • Janick ion bomb - For when you want to fry their electronics, while also wanting to roast them to a crisp. Available in three sizes: light (which is the size of a standard proton bomb; 2,000 credits), medium (weighs 300 kg; 6,000 credits) and heavy (weight 1,000 kg; 16,000 credits)
  • Tearstunner crowd control bomb - For when you are engaging an army on the ground, and want to incapacitate them before moving in for the kill. Available in three sizes: light (which is the size of a standard proton bomb; 2,000 credits), medium (weighs 300 kg; 6,000 credits) and heavy (weight 1,000 kg; 16,000 credits)

[*]Ground:
  • 3t4 man-portable missile - For when one needs explosive firepower to be fired from a ground-based position (500 credits)
  • 3t5 thermobaric charge - For when one needs to roast a target to a crisp. Comes in three sizes: man-portable (500 credits), fighter-mounted (1,000 credits), bomber-mounted (2,000 credits)
  • 3t6 thermobaric charge - For when one needs to roast a target to a crisp (1,000 credits)
  • Anoat electromagnetic plasma cannon - Firing electromagnetic plasma rounds at 3 rounds per second, the Anoat can be mounted in attack craft, in which case it is worth 2 laser cannons, or as a point-defense emplacement worth 2 regular emplacements (8,000 credits)
  • Chalacta anti-matériel rifle - Powered by electromagnetic plasma, the Caluula can penetrate up to 200mm of reinforced duracrete (2,000 credits)
  • Kaeshana light hypervelocity cannon - Firing 20mm high-explosive armor-piercing rounds, the Kaeshana can be mounted in attack craft, in which case it is worth 2 laser cannons, or as a point-defense emplacement worth 2 regular emplacements (8,000 credits; 300 credits per belt of 100 rounds)
  • Asadal light mortar - This 60mm mortar is for when one needs to rain indirect fire (1,000 credits)
  • Torun medium mortar - This 81mm mortar is for when one needs to rain indirect fire (2,000 credits)
  • Jairdain heavy mortar - This 120mm mortar is for when one needs to rain indirect fire (3,000 credits)
  • Dunkirk heavy mortar - This 160mm mortar is for when one needs to rain indirect fire (6,000 credits)
  • Adywan heavy mortar - This 220mm mortar is for when one needs big explosions with indirect fire (10,000 credits)
  • Korriban heavy machinegun - For when you need to deploy suppressive slugthrower fire at range against Sith Lords: it fires 12.7x108s at an effective rate of 80 rounds per minute at a muzzle velocity of 3 km/s. May also be used in starfighters, worth 1 laser cannon or as a point-defense emplacement, worth 1 point-defense emplacement (2,000 credits; 100 credits per belt of 100 rounds)
  • Weasel retractable rotating flail - Having made their debut in the Zamboni minesweeping tanks, the mine detector comes with a rotating flail and will extend the rotating flail to take out enemy mines (10,000 credits)
  • Hexheim explosive reactive armor - Allows a vehicle to project shrapnel upon taking hits; however tiles are one-hit wonders (30 credits per tile)
  • Mario non-explosive reactive armor - Allows a vehicle to shrug off small arms fire, and even have small slugs bounce (20 credits per tile)
  • Kushibah all-purpose turret - Equipped with Kreelan ERA, two missile launchers and two Anoats, it allows one to fend off infantry, artillery and aircraft (30,000 credits)
  • Ventooine electromagnetic plasma machinegun - For when you need to deploy suppressive fire at range: it fires the EM plasma equivalent of a 12.7x108 at an effective rate of 80 rounds per minute. May also be used in starfighters, worth 1 laser cannon or as a point-defense emplacement worth 1 quad-laser (2,000 credits)
  • Trian ion machinegun - For when you need to deploy suppressive fire at range: it fires the ion equivalent of a 12.7x108 at an effective rate of 80 rounds per minute. May also be used in starfighters, worth 1 laser cannon or as a point-defense emplacement worth 1 quad-laser (2,000 credits)
  • IM-456 modular fortress - For when you need to place a radiation-resistant fortress in a hurry (10 million credits)
  • Balamak medium machiengun - Capable to serve as an electromagnetic plasma squad automatic weapon (2,000 credits)


Droids:
Previous incarnations of the marketplace can be found here (Ringovinda StarYards) and here (Ringovinda Systems)

Disclaimer: Ringovinda StarYards and Ringovinda Systems do not sell to the Galactic Empire, the First Order or the Sith Empire!
 

Nyxie

【夢狐】
I'd like to purchase one of each of the following:
Otherpilot Navigation Computer
Nadion Otherspace Engine
Watchtower Collision Avoidance System (spec: starfighter, four gears)
 

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