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Imperial Dungeon Ship
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beaumont sebos
Lieutenant
Lieutenant


Joined: 21 Jun 2005
Posts: 97

PostPosted: Fri Jun 23, 2006 1:15 pm    Post subject: Reply with quote

My campaign is set well after RotJ and only the movies are canon.

Therefore, this Imperial Prison Ship would have been serving another pupose beyond transporting Jedi.

In fact, I'm thinking that it was hauling maximum security prisoners and only one force user when... happened. And as a result, the ship is now...

Oh, the possibilities...
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Beaumont Sebos

"Saving the multiverse, one Gamorrean Ale at a time."
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darthomer09
Commodore
Commodore


Joined: 10 Jan 2005
Posts: 1392
Location: Virginia, USA

PostPosted: Fri Jun 23, 2006 11:27 pm    Post subject: Reply with quote

Hmm. I'm thinking I'm gonna use this. An entire prison ship lost in space (think the katana fleet), filled with worker droids and hundreds of carbonized Jedi.
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Rebel Uprisings

In Soviet Russia, RPG plays you!!
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Vartax
Lieutenant Commander
Lieutenant Commander


Joined: 13 Oct 2003
Posts: 203
Location: Salem, OR

PostPosted: Sun Jun 25, 2006 2:57 pm    Post subject: Reply with quote

Imperial Dungeon Ship
Craft: Rendili StarDRive's Lictor-class
Type: Mandalorian Dungeon Ship
Scale: Capital
Length: 764 Meters
Skill: Capital ship piloting: Lictor-class
Crew: 860, gunners: 46, skeleton: 370/ +15
Crew Skill: Astrogation 2d, Capital ship gunnery 4d+1, capital ship piloting 4d, capital ship shields 4d, sensors 3d
Passengers: 400 (security wardens), 8,000 (prisoners in standard cells), 1,000 (prisoners in special holding cells)
Cargo Capacity: 1,500 metric tons
Consumables: 2 months
Cost: 7.8 Million credits
Hyperdrive Multiplier: x2
Nav computer: limited to two jumps
Maneuverability: 3d
Space: 3
Hull: 5d
Shields: 1d+2
Sensors:
Passive: 40/0D
Scan : 70/1D
Search: 150/3D
Focus 4/4D+2
Weapons:
10 Quad Turbolaser batteries
Fire arc: 2 front , 4 left, 4 right
crew: 3
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150KM
Damage: 4D
2 Tractor Beam Projectors
Fire Arc: 1 front/left, 1 rear/right*
* May be used on only one fire arc per round
Crew: 8
Skill Captial ship gunnery
Fire Control: 2D
Space Range: 1-15/20/35 (did say 15 for medium range thought 20 was more realistic)
Atmosphere Range: 2-10/30/60 KM
Damage: 4D

Also something to keep in mind if you are transporting Jedi per the comic books Dark Empire (which is the source book where I got the stats from) It says that for the special cells that they are Mandalorian walls that Jedi powers can't penetrate. With the above mention of the ships they would most like use the Jedi Force cages on ships other than this one to force hybernation. Or I guess some jedis can still use there powers while in hybernation so having a ship that limits that would be good too.
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Jedi Skyler
Moff
Moff


Joined: 07 Sep 2005
Posts: 8440

PostPosted: Mon Jun 26, 2006 12:00 pm    Post subject: Reply with quote

It IS a fearsome ship... definitely something a hard GM could bring into his game if he thought the campaign was being taken over by Jedi in the party...

...or at least use some of the stats from this ship to modify lesser ships to handle Jedi sufficiently.
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