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Post by Ghev Dralin on Jul 7, 2009 14:46:44 GMT -5
The Sith Initiative "The Brotherhood of Darkness is a pitiful parody of the Jedi Order it so haplessly seeks to resemble. Hiding in shadows and contributing little of consequence to the efforts to bring back Sith supremacy, it is a wounded animal that needs to be put down.
I, Lord Kroenen, am the answer to it's pain. As the Brotherhood chokes out it's last breaths, it will see me, paving the way for a future controlled by the Sith..." [/color][/center] - Darth Kroenen, speaking to devotee's of his vision, prior to his exile from the Brotherhood of Darkness. The Sith Initiative began as a concept, a vision, in the mind of Darth Kroenen. One of the most promising Sith within the Brotherhood of Darkness, he resented the puppet-show that Lord Carnifex was running, and with time, began to plant seeds of sedition within the ranks.
After garnering much mistrust from the Sith Council, Kroenen realised that the time to act was sooner rather than later. Foiling an attept on his life, Kroenen slaughtered his way through the Sith Temple, in an effort to reach Lord Carnifex and eliminate him. What he found, however, was Drake Paladin, who grievously injured Kroenen, turning him into the bio-mechanical monstrosity he is today.
Exiled to the Unknown Regions, Kroenen and the Sith Initiative began enslaving worlds and peoples, forcing them into the painstaking effort of constructing a fleet, or enlisting them in the growing army. Despite resistance from the Chiss Ascendancy, the Initiative was able to carve it's mark into many systems spread throughout the regions, amassing considerable strength and recruiting new Sith Adepts that would have remained unfocused and untrained had the Initiative not arrived.
Before the Yuuzhan Vong arrived in known space, they inadvertently encountered Kroenen and the Initiative in the Unknown Regions. In exchange for their services, Kroenen offered to show them the way to a galaxy in which they might prosper. The Yuuzhan Vong agreed, and helped construct the organic core of what was to become the Omega Array, a mobile Sith Academy and battlestation with the ability to eradicate a planet's atmosphere. The Yuuzhan Vong returned from charted space, defeated and humiliated. Shamed, they offered little resistance to Kroenen when he informed them of their newfound servitude in the name of the Initiative; through him, they would regain their honour, and through them, Kroenen would gain an advantageous addition to his forces.
No longer interested in amassing numbers in the Unknown Regions, the Sith Initiative is planning it's return to the known galaxy, where it's goals will be put into action: to unite the galaxy under one banner, to enslave those who would deny unification, and to eradicate those who would threaten the structured peace.Base of Operations: The Omega Array (mobile), The Initiative Fleet__________
Leader: Darth Kroenen__________
Hands of the SithAlso known as the Hands of Kroenen, these Sith are exemplary and regarded with as much respect and fear as Kroenen himself. They are extensions of Kroenen's will, and entrusted with the most important of tasks. To be elected a Hand is to rise above all others within the Initiative, save for Kroenen himself. The Hands of the Sith are completely devoted to Kroenen, sacrificing their personal whims and goals in order to fully embody the will of their Master.Known Hands of the Sith:Ilanah Thanatos Lord Draven__________
Military Commander (non-Sith forces): Colonel Vahn KramerRuthlessly efficient, Colonel Kramer is renowned for his tactical genius in the Unknown Regions, and commands Kroenen's forces with an iron fist. Capable of throwing his men into a frenzy, Kramer is responsible for many of the Initiative's victories in the Unknown Regions. Unafraid to personally enter the battlefield, his presence usually means victory for the Initiative, and he has become something of an idol to his men.
An informal apprentice to Lord Draven, Kramer is force-sensitive and highly skilled with a blade, though he often leaves his lightsaber and the Force as a last resort. Though the highest ranking officer in the Initiative military, he retains the title of Colonel by choice; the reason for this is unknown.Sub-CommandersGeneral HardacIf ever there was a challenger to Kramer's position, it was General Hardac. Considered equally as ruthless as Kramer, Hardac is set aside by his appetite for destruction. Rarely will he command an operation that leads to a successful capture, preferring instead to demolish anything that crosses the path of his army. Commander of the 66th fleet, Hardac finds himself begrudgingly beneath Kramer, despite his personal belief that he is more than worthy of taking Kramer's position.__________
Military Commander (Sith forces): Pending RP decision__________
DeathtroopersThe core soldiers of the Initiative army, these troops wear heavy black-matte armour, adorned with helmets featuring glowing red eyes. Conceived by Colonel Kramer, they form the backbone of Kroenen's military forces.
The standard Deathtrooper carries a rifle and a side arm. All units are equipped with immolation grenades, a weapon conceived and patented by Colonel Kramer. Upon explosion, the napalm inside the grenade ignites and spreads for meters in all directions, setting fire to anything it touches. Due to the sticky nature of the napalm, these fires are immensely difficult to extinguish.
The atmospheric suits of the Deathtroopers are protected against extreme cold, extreme heat and radiation. In addition, each set of armour is flame retardant, due to the pyromania involved in a usual Deathtrooper attack. The gas masks worn by standard troopers serve to protect the wearer from harmful toxins, as well as providing valuable oxygen in a fire-engulfed warzone.
Other variants of the Deathtrooper exist (see next post).Positions: OpenOther positions also available, please send Darth Kroenen a private message with all requests.
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Post by Ghev Dralin on Jul 26, 2009 13:16:43 GMT -5
DeathTroopers The core of the Initiative Army, DeathTroopers are recruited from worlds spanning the galaxy. In most cases, the DeathTroopers are men and women who have joined Kroenen rather than be enslaved by him, though there are a notable few who have joined freely. A variety of humanoid species form the DeathTrooper army, most from the Unknown Regions of space (though in rare cases, prior to the war with the Republic, some were recruited from known space).
Every soldier class is well protected from the fires which he or she will likely start in battle, and has an oxygen (or other, as required) supply that will last for 2 hours before needing replenishment. Despite their strong will and efficiency in battle, the DeathTroopers are well prepared for the worst case scenario, and carry a suicide pill within easy reach, which causes near-instant death.
Progression through the ranks often depends on personal skill, or honours achieved through notable victory in battle.________
DeathTrooper InfantryA soldier equipped with the bare minimal needed to fight and (potentially) survive in battle. The Infantry wear identical suits of flame-retardant atmospheric armour. Heavy and bulky, this armour appears obtrusive and impractical, but deceptively so.Weapons: 1 sidearm slugthrower, 1 Initiative-issue reapeater carbine, grenade belt (containing 5 immolation grenades per soldier).Other items: Comm-link, ration packs, suicide pill.________
DeathTrooper Scout The Scout wears a much lighter variant of the standard armour, and bears a streamlined appearance. It is the job of the scout to ascertain the strength and numbers of enemy forces, or to seek out weaknesses in their defences. Often employing speeder bikes or remote sentry drones, the Scout is always on his or her feet, prepared to make a fast exit. In battle, the Scout remains at a distance, controlling remote sentries which soar over the battlefield, pouring laserfire into strategic targets. Should the sentry fail or be destroyed, the Scout is equipped with a snipers rifle.Weapons: 1 side-arm slugthrower, 1 Initiative-issue carbine, 1 sniper rifle (250m range).Other items: Comm-link, ration pack, suicide pill, speeder bike, sentry control remote.________
DeathTrooper IncineratorThe Incinerator is a testament to the destructive and annihilitive mind of Colonel Vahn Kramer. Wearing thick, heavy suits of armour, the Incinerator is propelled across the battlefield by a repulsor pack. Unable to move while on the ground due to the weight of their load, the Incinerator is vulnerable at most times to enemy fire, though their armour can withstand a lot before succumbing to the constant assault. Carrying a flame thrower and two large, heavy tanks of napalm, the Incinerator's job is to lay waste to the environment and enemy alike. A properly-deployed unit of Incinerators can reduce the battlefield to ashes in minutes, turning the odds in favour of the Initiative.Weapons: Flame ThrowerOther items: Repulsor pack, Flame Thrower fuel________
DeathTrooper RavagerPossibly the most feared of the DeathTrooper classes, the Ravagers wear armour constructed with the Vonduun Crab's of the Yuuzhan Vong. Wielding railguns, the Ravager will often seek the highest vantage point, before unleashing a deadly hail of laserfire into the enemy ranks from above. The Ravager, rather than carrying the suicide pill like most other units, is equipped with a bomb designed to kill him and anyone around him. This is to prevent information, or the Vonduun Crab armour from falling into enemy hands.Weapons: 1 Slugthrower side-arm, 1 railgun.Other items: Self-destruct device, ration pack, grenade belt (containing 5 immolation grenades).________
DeathTrooper WraithThe most covert and lethal of the DeathTrooper Corps, these men are personally trained and evaluated by Colonel Kramer. Suited for most situations, they are prevailant in ranged and melee combat, and fear only one thing; Kramer's wrath. Their stealth is aided by their personal cloaking devices, provided by Kramer, who is also known to make use of one. While Kramer can remain cloaked while on the move, however, the devices belonging to the Wraith will short-out should the wearer move around too much. Wearing form-fitted, resin-coated Vonduun Crab armour, one thing is certain; when the Wraith are deployed, Kramer has a special interest in the mission, and is likely not far behind.Weapons: 1 slugthrower side-arm, 1 Initiative-issue rifle, 2 combat knives, phrik alloy katanaOther items: Various poisons, grenade belt (containing 5 grenades, with various effects), personal cloaking device (limited movement), comm-link, and in some cases, a jetpack.
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Post by Ghev Dralin on Jul 28, 2009 6:24:44 GMT -5
Warships of the Sith Initiative The Sith Initiative have been busy while in the Unknown Regions, enslaving entire species and putting them to work on its fleet. Before allying with the Yuuzhan Vong, the Initiative built a formidable fleet and an armada of ground assault weapons. The alliance with the Yuuzhan Vong, however, led to the construction and growth of the Initiative's most feared weapon: The Omega Array.________
The Omega ArrayPart organic, part machine, the Omega Array is an immense mobile battlestation, and an acting academy for the Sith. Imposing and frightening in it's ragged construction, the Omega Array possesses a super-weapon capable of rendering a planet uninhabitable.
Yuuzhan Vong technology allows the Omega Array to withstand extreme temperatures, allowing the vessel to approach closer proximity to a sun than any other. Organic skins absorb the sun's energy, and store it in huge protected cells behind the weapon's focusing emitter. After 24 hours of recharging, the weapon can be fired only once, however once is enough to obliterate the atmosphere of most planets, exposing it to harmful heat and radiation from that planet's sun. Tests of the weapon have proven effective, as entire civillisations have burned to the ground, their people killed by lethal doses of radiation. Those who survive are drowned, as the polar ice caps of the planet rapidly melt, flooding the land masses and producing hostile weather conditions.Length: 100 kilometers Height: 50 kilometers Armament: 1 solar beam, 375 double heavy turbolasers, 75 ion cannons, 40 Dovin Basals, 50 missile tubes, 20 tractor beam emitters Shielding: Dovin Basals, Duranium plating, cooling skins Hyperdrive: 2.0
Crew: Minimum of 75 pilots, 50 communication officers, 90 engineers, and 375 gunners. Passengers: Upto 1,200 Hangar capacity: 20 mid-sized transports (e.g. Corvettes), 300 fighter units. Docking capacity: Can support 50 mid-sized transports, or 20 large transports/cruisers________
Scythe-class Super DreadnoughtThe Scythe-class Super Dreadnought is the Initiative's answer to the super-class vessels used by the Republic. In anticipation of facing these immense vessels, the Initiative engineering experts came up with an innovotive design which turned their new warship into a vertical city. Positioned upright rather than lateral, the Scythe-class vessel is capable of assault on an 18 kilometer tier, while presenting a thinner targeting area on the front view than most ships of it's size.
Geared at being more than just an assault vessel, the Scythe-class is capable of docking with ships during battle and providing them with protection while they replenish their expended resources. While not capable of landing on a surface without constructed docking supports, the vessel can enter a planet's atmosphere and synchronise it's orbit, providing an airborne base of operations during longer skirmishes, and raining laserfire on valid targets.
One of it's most interesting weapons is it's ion web emitter; two pylons situated at the top and bottom of the vessel emit a burst of ion energy, which fries the systems of enemy fighters that are too close to the ship, preventing them from damaging vital systems. With a recharge time of one hour, this weapon is used sparingly and only as a last option.
Owing to the sheer number of crew required to operate the Scythe-class Dreadnought, very few have been produced. The most famous vessel of it's type among the Initiative is 'Revenant', the flagship of Colonel Kramer.Length: 7 kilometers Height: 18 kilometers Armament: 350 heavy turbolasers, 100 ion cannons, 400 point-defense cannons, 150 missile batteries, 2 ion-web pylons, 20 tractor beam emitters Shielding: Reinforced duranium hull plating, energy shields Hyperdrive: 2.0
Crew: Minimum crew of 30,000, maximum crew of 250,000 Passengers: Upto 15,000 Hangar capacity: 300 SLR Fighters, 125 Titan Walkers, prefab command bases, varying number of Initiative speeders and ground artillery Docking capacity: Can support three Exile-class dropships for on-site transfer of forces, or two Sonic-class Destroyers for resupplies. Capable of docking with five Requiem-class weapon platforms to replenish ammunition.________
Duuvhal-class 'Cruciform Hunter' BattlecruiserInspired by the venemous Duuvhal from the planet Yashuvhu, the 'Cruciform Hunter' is a tactician's nightmare. Deployed in pairs, these vessels use unconventional tactics in battle; each locking onto enemy ships with their tractor beams, and literally pulling them apart, like two predators fighting over prey.
The reason they prove to be headache-inducing for enemy tacticians is their extreme durability. Manned with a skeleton crew and assisted through a computer 'brain', the ship is capable of operating it's weapons and tractor beams even if it's engines are knocked offline due to it's integrated secondary power source. After locking onto a target, both ships will seek to weaken the hull integrity by repeatedly attacking with it's pinpoint precision lasers, while fending off any enemies coming to assist by deploying spacial mines and launching mortars.
Acting in tandem, these ships also provide the perfect support vessels for the mammoth Scythe-class Super Dreadnoughts; Colonel Kramer himself is known to win smaller skirmishes with only his own ship and a pair of Cruciform Hunters in tow.
Though slow-moving, these vessels more than make up for it in strength and endurance.Length: 12 kilometers Height: 4.5 kilometers Armament: 22 Heavy Pinpoint Precision cannons (11 port, 11 starboard), 75 turbolaser batteries, 40 mortar launchers, 40 point-defense turrets, 12 quad laser cannons, 12 Tractor-beam emitters (6 ventral, 6 dorsal), 7 aft-mounted heavy turbolasers, spacial mines (dispersed through opening hatch spanning most of the underside of the ship) Shielding: Reinforced duranium hull plating, negative-ion energy shields (provides protection from ion cannons) Hyperdrive: 1.5
Crew: Skeleton crew of 4,000 (computer assisted) Passengers: Upto 6,000 Hangar capacity: 270 SLR Fighters. Underside hangar capable of holding captured ships upto 7km in length and 1km in height. Docking capacity: None________
Sonic-class DestroyerA heavily armoured destroyer, this is one of the largest mass-production war vessels in the Initiative fleet. Armed with sonic-charge torpedo's, this cruiser initially enters the fray first, unleasing a volley of explosives with similar qualities to a depth charge. Intended to weaken the enemy from the start of the battle, these torpedo's detonate and send a violent shockwave in all directions, indiscriminately wreaking havoc on anything that gets in their path.
After the initial volley, it is practice for the Sonic-class Destroyers to form a perimeter around the enemy fleet, unloading their complement of starfighters, while the rest of the fleet advances.Length: 14 kilometers Height: 5 kilometers Armament: 70 double heavy turbolasers, 20 ion cannons, 15 point-defense cannons, 10 sonic torpedo tubes, 1 tractor beam emitter Shielding: Duranium plating, energy shields Hyperdrive: 1.5
Crew: Minimum of 15 pilots, 10 communication officers, 12 engineers, and 90 gunners. Additional crew of 150. Passengers: Upto 600 Hangar capacity: 2 mid-sized transports (e.g. Corvettes), 90 fighter units.
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Exile-class Carrier/Assault Cruiser[/b] The function of the Exile-class Cruiser varies, depending on the situation, though it primarily functions as a Carrier. Whether it be carrying Sith fighters into combat, or transporting ground assault vehicles to the surface, the Exlie-class is a simple yet functional vessel. Eschewing missile capabilities in order to house a secondary shield generator, the purpose of the Exile-class is to survive for as long as possible, even with all systems failing, and to empty its bowels of fighters or vehicles. In space combat, the Exile-class accelerates toward the enemy fleet, attempting to penetrate their formation before unloading its fighters and letting loose with its flak cannons. For ground assaults, the Exile-class emerges from hyperspace as close to the planet as possible, it's additional shielding protecting it from the sudden stresses caused by gravity and atmospheric burn-up. Free-falling to the ground, it launches pods containing sentry droids, and as it's repulsors activate, it glides to a gentle stop before releasing it's artillery.Length: 6 kilometers Height: 3.5 kilometers Armament: 40 double-barelled flak cannons, 10 forward and rear-mounted turbolasers Shielding: Thick armour plating, double energy shields Hyperdrive: 1.5
Crew: 2 pilots (plus computer-controlled pilot assist), 2 communication officers, 140 deckhands and engineers, and 50 gunners. Additional crew of 75. Passengers: Upto 120 pilots Hangar capacity: 120 fighters, 50 Heavy fighters OR 50 Titan Walkers, 12 skiffs
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Requiem-class Gun PlatformThe Requiem-class is primarily a weapons platform, with barely any hangar capacity. Operating with a skeleton crew, the platform sports an array of weapons, and is designed with one thing in mind: destruction.Broader than it is thick, the Requiem-class proves a difficult target to hit from far away, and it's thin sensor shadow causes difficulties with pinpointing exactly how many platforms are participating in the battle.Length: 6 kilometers Height: 1.2 kilometers Armament: 150 single-barrelled flak cannons, 100 turbolasers, 20 ion cannons, 10 mine layers, 10 missile launchers (retractable) Shielding: Thick armour plating, energy shields Hyperdrive: 1.5
Crew: 2 pilots, 2 communication officers, 300 gunners. Additional crew of 100 engineers and gunner support. Passengers: 12 Hangar capacity: Room only for 5 fighters, or 2 heavy-fighters (or equivalent)
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SLR 'Strafe' FighterThe Strafing Long Range multi-purpose heavy starfighter, otherwise shortened to SLR or Strafe Fighter, is an all-purpose tactical unit deployed on a variety of missions. It is the most widely-used fighter within the Initiative, as it's design rendered other small ships obsolete, and it's hyperdrive capabilities make it a versatile attack craft. In combat configuration, it is steered using a series of armoured vanes located on it's aft section. With the vanes extended, the SLR is capable of hovering and strafing erratically, to evade enemy fire and deliver it's own payload. This makes it an ideal and efficient weapon in ground warfare as well as space combat. In space, the SLR is surprisingly agile despite it's bulky appearance. It's rotating gatling cannon, located beneath the forward-slung cockpit, is controlled by the pilot and can fire continuously for fifteen seconds, or in short bursts for thirty seconds, with a cooldown period of five seconds.
The missile launchers are it's primary weapons, though each can only fire a single pair of missiles (only by returning to it's capital ship can a SLR be replenished of it's ammunition in order to fire further missiles). Initially concealed within the fighters chassis, each missile launcher extends when the fighter enters combat configuration. During battle, a co-pilot or engineer will work to load the missile launchers and bomb dispensers, with the releases controlled by the pilot. Should the pilot be killed, the co-pilot is able to access the cockpit from the aft section, which also provides room for cramped quarters during long-term travel.
Armoured and agile, the all-purpose SLR fighter forms the backbone of any Initiative fleet battle.Length: 25 meters Height: 15 meters Armament: 8 single-shot double missile launchers, ventral-mounted gatling laser cannon, bomb dispensers (upto two bombs per ship)
Crew: 1 pilot, 1 co-pilot/crewman Passengers: Room for two additional passengersVariants:SLR RaiderDesigned with boarding enemy ships in mind, the SLR Raider takes the basic SLR Fighter, strips it of two of it's eight double-missile launchers, and equips it with two wing-mounted ion cannons. The underside of the aft section contains a docking hatch, which will seal either with the docking ring of an enemy ship, or against the hull, in which case the soldiers onboard will use high-yield contained explosives to rupture the hull downwards into the ship. With extra room for passengers via the gutted missile section, the Raider can carry an extra two soldiers, bringing the total to six potential boarders. SLR Raiders are rarely employed in battle, and are reserved for specific missions, such as infiltration. Colonel Kramer is known to pilot an SLR Raider to great effect, and often infiltrates enemy ships to destroy them and their crew from within.Length: 25 meters Height: 15 meters Armament: 6 single-shot double missile launchers, wingtip ion cannons, ventral-mounted gatling laser cannon, docking hatch (replaces the bomb dispenser)
Crew: 1 pilot, 1 co-pilot/crewman Passengers: Room for four additional passengers________SLR IntruderThe SLR Intruder is a dropship and gunship rolled into one. Based on the designs of the SLR Fighter, it is slightly larger, and lacks the weapons capacity of it's smaller brother. When in combat configuration, the wings of the vessel fold down rather than up, concealing the troop bay and shielding them from enemy fire and debris. It's only armaments are wing-tip pinpoint beam cannons, and a belly-mounted heavy laser cannon. Although the closed configuration provides protection from the vaccuum of space, the Intruder is rarely deployed until it's carrier vessel - usually an Exile-class carrier - is within a planet's atmosphere. The Initiative designed the Intruder to detach it's lower-aft section in intense combat zones, providing a quick, safe exit for every soldier onboard, though in safer environments the soldiers will usually rappel to the ground.Length: 30 meters Height: 17 meters Armament: 4 wingtip pinpoint beam cannons, 1 ventral-mounted heavy laser cannon
Crew: 1 pilot, 4 gunners Passengers: Room for twenty additional passengers________Known Fleet CommandersCommanders of the Initiative Fleets are often made to adhere to the orders of their superiors, unless given free reign to win a battle on their own accord.Commander RabocFormerly a soldier in the Yashuvhu Military, Raboc went into exile with his trusted superior Vahn Kramer, and subsequently joined the Initiative with him. Initially working as the commander of Kramer's flagship 'Revenant', Raboc was re-assigned to bring some order to the 66th Fleet under General Hardac. Constantly over-shot by the over-assertive General, Raboc grows frustrated with the number of humiliating defeats he almost suffers through following orders.
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Post by Ghev Dralin on Aug 18, 2009 8:35:30 GMT -5
Ground AssaultThe Initiative War Machine isn't limited to space combat; huge walkers and nimble speeder bikes are only part of the combined strength of the Initiative ground-assault armada.Titan WalkerThe T1-TAn (or Titan) Walker is the most dominant vehicle in the Initiative's ground armada. Towering above the battlefield, it moves slowly on four legs, bulldozing and crushing the opposition's own ground vehicles. It's rotating body is armed with pulverising weapons, and despite it's slow pace, it's legs have an incredibly far reach.
Unfortunately, the generator required to power such a vehicle needs to be ventilated, and so it's power source remains exposed and vulnerable.Length: Varies (150 feet with all legs outstretched) Height: 120 feet (average operating height) Armament: 6 mortar launchers, 6 missile launchers, 12 rotating turrets, 12 automated belly-mounted point-defense turrets
Crew: 2 pilots, 24 gunners Passengers: 20 soldiers________Sentry DroneThe sentry drone is an independant droid armed to the teeth with weaponary. Summoned via remote, the drone can either be commanded to patrol a certain area and fire at enemies on sight, or to follow the signal source, providing covering fire for DeathTrooper forces. In battle, the sentry is favoured by the Scout, who will activate a remote, embed it deep in enemy territory then retreat to a safe distance. While not terribly accurate, the drone fires it's primary weapons at a near-constant rate, showering the enemy with laser blasts. Their chassis is armoured, though not heavily, and it is possible to defeat one with persistance.
Intimidating to behold on the battlefield, the sentry drone announces it's presence with the shrieking of it's servomotors and the high-pitched power up sequence of it's twin cannons.Length: 3 meters Height: 1.75 meters Armament: 2 machine blasters, 1 point-defense cannon (slow rate of fire), self-destruct mechanism
Crew: n/a________
Initiative Speeders
Recon/Patrol VehicleThe Recon/Patrol Vehicle, or 'RPV', is a one-man speeder bike favoured by most classes within the Initiative. Ideal as a scout bike, the RPV is customisable to suit the riders needs. Protected in a low-slung seat and behind a shield visor, the rider is mostly vulnerable to attacks from the sides, though in most pursuit situations this is not a likely occurrence. Extendable and retractable drag vanes give the RPV an unbeatable response time when turning, and makes the vehicle more manuverable.
While scouting vessels eschew weapons (other than a front-mounted blaster) in favour of speed, the RPV can be fitted with a heavy repeating blaster which has a left-to-right firing arc of 140 degrees.Length: 4 meters Height: 1.8 meters (ground to uppermost vane) Armament: Customisable (most commonly a heavy repeating blaster)
Crew: 1 pilot Passengers: None________Initiative Armoured Assault SpeederThe Initiative threw visual design out of the window when it came to their Armoured Assault Speeder, producing a vehicle that wasn't aesthetically pleasing, but was more than suited to it's task. Repulsorlifts combined with starship-grade thrusters propel this heavy behemoth at speeds that some smaller, more agile speeders cannot even attain, though the vehicle is difficult to control at high thrust. The armour protects the vehicle from most attacks, lending the speeder an edge in battle; it can charge through continuous onslaughts of laser fire, taking minimal damage as a result.
Doubling as a troop transport, the Armoured Assault Speeder has passenger room for 6 DeathTroopers, a driver and a gunner. The speeder's weapon is located on it's roof; a fully rotating double-barelled turret with a gunners chair, though many will choose to operate the weapon while standing. It is common for these vehicles to travel in packs of three, usually accompanied by a triad of Sentry Drones.Length: 10.5 meters Height: 2 meters Armament: Double-barelled rotating turret
Crew: 1 pilot, 1 gunner Passengers: Maximum of 6
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