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Hyperspace Pulsemass Generators
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Whill
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PostPosted: Mon Feb 03, 2014 11:25 pm    Post subject: Reply with quote

crmcneill wrote:
Well, based on the information available on the Star Wars Technical Commentaries, it seems that objects can remain stationary in hyperspace. Of course this presupposes that you accept the events of the Black Fleet Crisis as official. In addition, based on the HOS capsule, it would seem that objects that are not equipped with hyperdrives can still be equipped with hyperdrive fields so that they can survive for extended periods in hyperspace even if they can't enter it or leave it unaided.

I don't see the need for anything to remain stationary or slow-moving in hyperspace. It is well-established that information can be sent through hyperspace in the form of energy, so these devices can be floating in realspace and still be connected with hyperspace.
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CRMcNeill
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PostPosted: Tue Feb 04, 2014 1:02 am    Post subject: Reply with quote

For myself, I believe I will take the opposite approach. The description of stasis probes was quite specific that they were jumping into hyperspace, remaining immobile in hyperspace (and the coterminous real space, by extension), and then jumping back into realspace. Ultimately, as with so much else, it all comes down to how you want things to work in your SWU.
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Amazing. Everything you just said was wrong.


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Corise Lucerne
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PostPosted: Tue Feb 04, 2014 11:36 am    Post subject: Reply with quote

I think I may have found something even more conclusive: Hyperwave Transceiver.

Hyperwave transceiver satellites remain "tethered in static positions within hyperspace".[/url]
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CRMcNeill
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PostPosted: Tue Feb 04, 2014 1:43 pm    Post subject: Reply with quote

See, for me, this description falls flat with the word "tether", which implies it is tied off to or linked to something. What could it possibly be tethered to? I like the idea of the holo net relay satellites (which essentially what these are) being in hyperspace, as it makes for great security. Any unmanned satellite in deep space would be vulnerable to sabotage or theft, but if it is floating in hyperspace and must be retrieved ala the HOS, or requires a transmitted password to drop into realspace, it would be practically impregnable to physical tampering.

I do like the added detail on the S-Threads; the description works better for my Observer Class Cruiser than the tachyon streams I used. Since S-Threads are fictional, their behavior can be altered to suit the needs of the plot.
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atgxtg
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PostPosted: Tue Feb 04, 2014 1:58 pm    Post subject: Reply with quote

Quote:

See, for me, this description falls flat with the word "tether", which implies it is tied off to or linked to something. What could it possibly be tethered to?


Hyperspace!

A "tether" does not have to be a physical link, like a anchor, but instead could be some sort of computerize or electronic link, the way one can tether their laptop to their smartphone.

I see the tether ans some sort of method of keeping the transceiver in hyperspace at a fixed location. Perhaps it could be tethered to a mass shadow?

One interesting bit to me is that the HT has "no mass" outside of hyperspace. That implies that it is either not a an actual physical object, or that it can only exist as such in hyperspace.
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PostPosted: Tue Feb 04, 2014 4:06 pm    Post subject: Reply with quote

But the idea here is that they are tethered to something, and thus unable to stray too far from it: a difficult task when factoring in the magnified nature of movement in hyperspace. After some consideration, I think my objection is more one of terminology than anything else; tether implies a link between two separate objects, while anchor implies a more solid connection to something larger than one's self. Considering the myriad of ways that anti-gravity technology features in the SWU, I'm okay with the idea of a gravity anchor, which fastens a ship or satellite into a specific position relative to its surroundings.

On a related note, since it has been officially established that objects can be immobile in hyperspace, should there be a device separate from hyperdrives that allows ships to enter and exit hyperspace without actually moving it? I would think that keeping something immobile in hyperspace would present a new set of challenges, as even the slightest drift in position in realspace would be greatly magnified in hyperspace.

Static Hyperfield Generator? Thoughts?
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atgxtg
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PostPosted: Wed Feb 05, 2014 10:21 am    Post subject: Reply with quote

crmcneill wrote:
But the idea here is that they are tethered to something, and thus unable to stray too far from it: a difficult task when factoring in the magnified nature of movement in hyperspace. After some consideration, I think my objection is more one of terminology than anything else; tether implies a link between two separate objects, while anchor implies a more solid connection to something larger than one's self. Considering the myriad of ways that anti-gravity technology features in the SWU, I'm okay with the idea of a gravity anchor, which fastens a ship or satellite into a specific position relative to its surroundings.


I just assumed that the tether is just a hyperdrive motivator without any sort of propulsion unit (see below for clarification).

Quote:

On a related note, since it has been officially established that objects can be immobile in hyperspace, should there be a device separate from hyperdrives that allows ships to enter and exit hyperspace without actually moving it? I would think that keeping something immobile in hyperspace would present a new set of challenges, as even the slightest drift in position in realspace would be greatly magnified in hyperspace.


I always figured that's what the sublight engines did.

The way I viewed it, the hyperdrive motivator transported the ship into hyperspace. Once in hyperspace the sublight drives propelled the ship to faster than light velocities, as they were no longer subject to the normal laws of physics.

This would also explain why when we see ships in hyperspace, their ion drives are running.

Now if we look at it that way, we might wonder why ships have a hyperdrive multiplier. My thinking on that is that not all hyperspace motivators are the same, and that some push the ship into a deeper layer of hyperspace, where the ship can reach higher speeds.

But that's just one way to look at it.


Quote:

Static Hyperfield Generator? Thoughts?


I figure all hyperfield generator are static. It's sorta like opening a wormhole. The generator opens up the hole, but you still need an engine to provide thrust to move you into the hole.
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CRMcNeill
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PostPosted: Wed Feb 05, 2014 12:46 pm    Post subject: Reply with quote

I prefer to keep the drive types separate. Assuming a sublight drive will work in hyperspace seems almost on par with assuming a jet engine will work underwater. And recall the line in ANH when the Millennium Falcon arrived at Alderaan. As it was coming out of hyperspace, Han told Chewie to cut in the sublight engines. Seems pretty clear to me that the sublight engines weren't operating while the ship was in hyperspace.
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lurker
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PostPosted: Wed Feb 05, 2014 2:11 pm    Post subject: Reply with quote

crmcneill wrote:


....

On a related note, since it has been officially established that objects can be immobile in hyperspace, should there be a device separate from hyperdrives that allows ships to enter and exit hyperspace without actually moving it? ...



Ok, I might be a nob on this, but couldn't a ship being chased by someone jump into hyperspace, try and hold their position, and then after a given time, drop back into real space and be in (or close to) the location they started from?

If so, that could be useful when trying to lose a ship hot on your tail ...
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CRMcNeill
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PostPosted: Wed Feb 05, 2014 2:58 pm    Post subject: Reply with quote

Except that you would be immobile in hyperspace, and the pursuing ships would be able to deduce that by your sensor signature when you jump. They would know exactly where you are and would just have to wait you out. They could even just seed the area around you with proximity mines then sit back and wait for the fireworks.

In the interests of avoiding excess complication, I would rule that a ship can either jump into hyperspace to move from A to B or it can jump into hyperspace while holding a static position, but it can't do both at once. Furthermore, each requires a specific and separate drive. That way, a static hyperfield generator becomes a more limited-use item that's good for a few select situations (mostly just for allowing the existence of things like stasis probes and such).
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal
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PostPosted: Wed Feb 05, 2014 3:47 pm    Post subject: Reply with quote

Agreed. Heck if that 'tactic' was usable, i would see more mention of it through out the EU..
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PostPosted: Sat Oct 03, 2015 8:19 pm    Post subject: Reply with quote

It's been awfully quiet around here lately, and since I've been meaning to come back to this (as part of a larger push to stat out my own Interdictor variants), here is the...

Destructor-Class Hyperspace Blockade Cruiser

The Destructor-Class Hyperspace Blockade Cruiser is the Imperial Navy's experimental hyperspace pulse-mass projection platform. Where gravity well projectors are used to pull ships out of hyperspace, pulse-mass projectors are used to either destroy ships in hyperspace or cut them off from hyperspace with the threat of destruction if they jump into hyperspace.

The hyperspace pulse-mass projector produces tiny spheres of hyperenergy that are fired into an area of space. When ships traveling through hyperspace cross the equivalent area of realspace, they come into contact with the hyperenergy spheres. The spheres overwhelm the blocking capacity of the ship's shields and shred the craft. The spheres do not affect ships in realspace, but if a ship jumps into hyperspace while within the affected region, it suffers the same effect. The energy spheres quickly, and power constraints do not permit a single generator to operate continuously, so multiple generators are required to produce a continuous effect.

The Destructor serves as either an ambush platform (by projecting its field across a known hyperspace route, affecting all ships who pass through it) or as an escape cut-off, forcing enemy ships to remain in realspace and fight, as opposed to escaping into hyperspace.

Apart from the pulse-mass projectors, the Destructor is equipped with dual turbolasers and quad-laser cannon for defense, as well as two squadrons of TIE fighters. In a high-threat environment, it will be accompanied by capital ship escorts.

Produced in limited numbers, the Destructor is even more rare than its cousin, the Interdictor. Destructors are almost always assigned directly to the Sector Group's HQ, and are deployed as circumstances dictate.

Craft: Sienar Fleet Systems' Destructor-Class
Type: Hyperspace Pulse-Mass Projection Platform
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Mobilizer-Series
Crew: 2,795 (1,500 @ +10) & 40 Gunners
Crew Skill:
Astrogation 5D
Gunnery 5D
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 80 (troops)
Small Craft Complement:
--24 Starfighters (2 squadrons)
--4-8 Utility Craft
Cargo Capacity: 5,500 metric tons
Consumables: 1.2 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere:
Hull: 5D
Shields: 3D
Sensors:
Passive 30/1D
Scan 75/2D
Search 150/3D
Focus 5/4D
Weapons:
10 Turbolaser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
10 Quad-Laser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
4 Pulse-Mass Field Projectors
Fire Arc: Turret
Scale: Destroyer (+12D)
Crew: 10
Skill: Capital Ship Gunnery
Fire Control: 7D
Space Range: 1-5/50/100
Fire Rate: 1 (Full Round)
Damage: Target's Hull +4D, -1D for every point by which the To Hit roll missed. Target will only take damage if it A) passes through the Pulse-Mass Field while in hyperspace, or B) attempts to jump to hyperspace through (or while inside of) a Pulse-Mass Field. Pulse-Mass Fields can not be detected in hyperspace, but are detectable on an Easy Sensors roll if in realspace.
Time to Use:
    A Pulse-Mass Field takes a few seconds to form, so once the Projector is fired, the comes into effect at the beginning of the next round. Once the Projector is deactivated, the Field dissipates at a rate of -1D per round. Once shut down, the Projector requires one minute (12 rounds) to reset its processor and shunt power to its capacitors. The gunner may attempt to short-cut that time, at a penalty of +5 per round (up to a maximum of +60). On a failed activation roll, compare the result to the Damaged Weapon Chart on page 95 of the 2R&E Rulebook.
Steering the Pulse-Mass Field:
    While a Pulse-Mass Field is relatively easy to target when first projecting, trying to steer an existing Field onto a maneuvering ship is much more difficult. Fire Control drops to 0D, and the gunners must make a Capital Ship Gunnery roll every round to stay on target (see the above chart). In addition, if the Gunners missed on the previous round, they suffer a penalty equal to the degree of miss from that round (For example, a Projector misses its shot by 16 points. When attempting to steer the well in the following round, they suffer a penalty of +16 Difficulty on their To Hit roll).
Effect on the Ship:
    For every Pulse-Mass Field projected, the Destructor suffers a penalty of -1D to Maneuverability and -1 to Space. Attempting to steer a Field increases this penalty to -3D to Maneuverability and -3 to Space.

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
Amazing. Everything you just said was wrong.


Last edited by CRMcNeill on Mon Jan 22, 2018 1:07 am; edited 3 times in total
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CRMcNeill
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PostPosted: Fri Nov 24, 2017 10:12 pm    Post subject: Reply with quote

Obstructor-Class Hyperspace Intercept Cruiser

The Obstructor is an attempt by the Empire to create a more versatile hyperspace weapons platform, capable of faster response times and better able to assist local units in capturing and subduing targeted vessels. It features a faster hyperdrive with improved nav-computer, and the standard defensive armament is augmented by ion cannon and tractor beams. For hyperspace weaponry, the Obstructor is equipped with two gravity well projectors and two pulse-mass projectors, giving it the option of either trying to force the target ship out of hyperspace where it can be boarded and captured, or simply destroying it outright.

The Obstructor-Class went into limited production a few months prior to the Battle of Endor, so it is much rarer than the Immobilizer and Destructor-Classes, but its potent mix of weaponry makes it very popular with Imperial commanders fortunate enough to have one under their command.

Craft: Sienar Fleet Systems' Obstructor-Class
Type: Rapid-Response Hyperspace Weapons Platform
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Mobilizer-Series
Crew: 2,783 (1,500 @ +10) & 90 Gunners
Crew Skill:
Astrogation 5D
Gunnery 5D
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 80 (troops)
Small Craft Complement:
--24 Starfighters (2 Squadrons)
--4-8 utility craft
Cargo Capacity: 5,500 metric tons
Consumables: 1.2 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes (-5 to Astrogation Difficulty)
Maneuverability: 1D
Space: 6
Atmosphere: 330; 950 kph
Hull: 5D
Shields: 3D
Sensors:
Passive 30/1D
Scan 75/2D
Search 150/3D
Focus 5/4D
Weapons:
10 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
4 Ion Cannon
Fire Arc: 2 Front, 1 Left, 1 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Rate of Fire: 1
Damage: 4D (ionization)
10 Quad Laser Cannon (Fire Separately)
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
4 Tractor Beam Projectors
Fire Arc: 2 Front, 1 Left, 1 Right
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/10/20
--Orbital: 2km-6km/20km/40km
--Atmosphere: 100m-300m/1km/2km
Rate of Fire: 1 (Full Round)
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
2 Gravity Well Projectors (Fire Separately)
Fire Arc: Turret
Scale: Destroyer (+12D)
Crew: 10
Skill: Capital Ship Gunnery
Fire Control: 6D
Range:
--Space: 1-5/75/150
Rate of Fire: 1 (Full Round)
Effect: Blocks Hyperspace Travel.
    Compare the result of the To Hit roll to the following chart:
      To Hit Result misses by = Difficulty to Target's Astrogation
      0 (Hit) = +50
      1-6 = +40
      7-12 = +30
      13-21 = +20
      19-33 = +10
      34-50 = +5
Time to Use:
    A gravity well takes a few seconds to form, so once it is fired, it comes into effect at the beginning of the next round. Once deactivated, it dissipates by the beginning of the next round. Once shut down, the projector requires one minute (12 rounds) to reset its processor and shunt power to its capacitors. The gunner may attempt to short-cut that time, at a penalty of +5 per round (up to a maximum of +60). On a failed activation roll, compare the result to the Damaged Weapon Chart on page 95 of the 2R&E Rulebook.
Steering the Gravity Well:
    While a gravity well is relatively easy to target when first projecting, trying to steer an existing gravity well onto a maneuvering ship is much more difficult. Fire Control drops to 0D, and the gunners must make a Capital Ship Gunnery roll every round to stay on target (see the above chart). In addition, if the Gunners missed on the previous round, they suffer a penalty equal to the degree of miss from that round (For example, a gravity well misses its shot by 16 points. When attempting to steer the well in the following round, they suffer a penalty of +16 Difficulty on their To Hit roll).
Effect on the Ship:
    For every gravity well projected, the Obstructoror suffers a penalty of -1D to Maneuverability and -1 to Space. Attempting to steer a gravity well increases this penalty to -3D to Maneuverability and -3 to Space.

2 Pulse-Mass Field Projectors
Fire Arc: Turret
Scale: Destroyer (+12D)
Crew: 10
Skill: Capital Ship Gunnery
Fire Control: 7D
Space Range: 1-5/50/100
Fire Rate: 1 (Full Round)
Damage: Target's Hull +4D, -1D for every point by which the To Hit roll missed. Target will only take damage if it A) passes through the Pulse-Mass Field while in hyperspace, or B) attempts to jump to hyperspace through (or while inside of) a Pulse-Mass Field. Pulse-Mass Fields can not be detected in hyperspace, but are detectable on an Easy Sensors roll if in realspace.
Time to Use:
    A Pulse-Mass Field takes a few seconds to form, so once the Projector is fired, the comes into effect at the beginning of the next round. Once the Projector is deactivated, the Field dissipates at a rate of -1D per round. Once shut down, the Projector requires one minute (12 rounds) to reset its processor and shunt power to its capacitors. The gunner may attempt to short-cut that time, at a penalty of +5 per round (up to a maximum of +60). On a failed activation roll, compare the result to the Damaged Weapon Chart on page 95 of the 2R&E Rulebook.
Steering the Pulse-Mass Field:
    While a Pulse-Mass Field is relatively easy to target when first projecting, trying to steer an existing Field onto a maneuvering ship is much more difficult. Fire Control drops to 0D, and the gunners must make a Capital Ship Gunnery roll every round to stay on target (see the above chart). In addition, if the Gunners missed on the previous round, they suffer a penalty equal to the degree of miss from that round (For example, a Projector misses its shot by 16 points. When attempting to steer the well in the following round, they suffer a penalty of +16 Difficulty on their To Hit roll).
Effect on the Ship:
    For every Pulse-Mass Field projected, the Obstructor suffers a penalty of -1D to Maneuverability and -1 to Space. Attempting to steer a Field increases this penalty to -3D to Maneuverability and -3 to Space.

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
Amazing. Everything you just said was wrong.
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