NationStates Jolt Archive


Mithgard Engineering & Spaceworks Corporation (FT Storefront)

Mithgardia
27-05-2006, 16:51
Mithgard Engineering & Spaceworks Corporation

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MESC
Mithgardia
27-05-2006, 16:52
Welcome To MESC, Mithgardia's No. 1 Defense Company

News
Mithgard Engineering & Spaceworks Corporation has just opened interplanetarily and will soon be looking to do business with interested nations. Please remain patient as we fully inventory our stocks and decide upon final pricing.

Sales Information

Orders Confirmed: 0
Revenue: 0 Credits
Profit: Confidential

Blacklist
No Nations Blacklisted


Discounts
Coming Soon
Mithgardia
27-05-2006, 16:54
Catalogue
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Section I: Droids & Clones
Section II: Personal Weaponry & Armor
Section III: Ground Vehicles
Section IV: Spacecraft
Section V: Naval Craft
Section VI: Unconventional Technologies
Section VII: Miscellaneous
Section VIII: Construction
Section IX: Packages
Mithgardia
27-05-2006, 16:55
Mithgard Droid Manufacturers & Cloning Inc.
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A Wholly Owned Subsidiary of Mithgard Engineering & Spaceworks Corporation
Mithgardia
27-05-2006, 16:56
Mithgard Personal Weaponry & Armor Inc.
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A Wholly Owned Subsidiary of Mithgard Engineering & Spaceworks Corporation

Fire Arms

Name: B-18 Bowcaster
Description: A bowcaster is essentially a magnetic accelerator with twin polarizers. Alternating polarity pulses travel along a metal bowstring, which in turn launches an explosive quarrel at extremely high speed. The quarrel is enveloped in energy that channels its explosive force directly into the target. Thus, the bowcaster is an incredibly deadly weapon. However, tremendous strength is required to cock the weapon and load a quarrel from the ammo cartridge.

Bowcasters have an optimum range of 50 meters and a maximum range of 70 meters. In the event that the bowcaster depletes its power pack or suffers some malfunction, a meter-long length of kthysh vine can be attached to the weapon's reserve spring. The vine functions as a crude bowstring and can fire either energy quarrels or wooden crossbow bolts, although the weapon's maximum range is significantly reduced when using this primitive alternate mode.
Price: $1,200 Credits

Name: M90 Shotgun
Description: The M90 fires 3.5', 8 gauge magnum rounds. Like any shotgun, the round, once fired, disperses shot pellets in an ever widening cone. This means that it works great close up, but loses power with distance as the volume of shot lessens. But up close - it's devastating. Another disadvantage is the long reload times - make sure you have enough rounds before you get into anything major.
Price: $1,700 Credits

Name: MA5B Assault Rifle
Description: A gas-operated, magazine-fed, fully automatic assault rifle, fires continuously, but is much more accurate in short, sharp bursts. A compass is fused onto the top to help you navigate, and a neat little display also shows you how much ammo you have left. It's very useful at short range, if all the rounds are pummeling a single target, but its efficacy diminishes rapidly with distance.
Price: $1,600 Credits

Name: Sonic Blaster
Description: This sidearm uses oscillators to produce a devastating sonic blast. The energy is enveloped in a plasma containment sphere shaped by emitter cowls that channel the sonic beam. This stabilizes the sonic effect until it impacts against its target, resulting in a powerful omnidirectional blast.
Price: $1,800 Credits

Name: S2 AM Sniper Rifle
Description: The Sniper rifle is a powerful gun, but also a useful tool. Magnification steps from 2X up to 8X and it can be used as a spotting scope on bigger levels for the more strategic among you. Its 14.5mm armor piercing rounds are fin-stabilized for accuracy and speed, and a headshot from this weapon is always lethal. Two rapid hits to any other body part are equally deadly.
Price: $1,700 Credits

Name: DEMP Blaster
Description: DEMP Blasters are weapons specially designed to incapacitate droids. The small rifle that connects to a belt-worn powerpack emits a smoky blast of energy that envelops a droid in an electric blue haze. By the time the discharge has worked its way through a droid's body, the automaton is rendered inactive.
Price: $1,350 Credits

Melee/Miscellaneous Arms

Name: B-18 Vibro-Axe
Description: A vibro-axe is a type of bladed weapon that uses a compact ultrasonic generator to create vibrations along the cutting edge's surface. This drastically increases the weapons lethality, allowing it to lacerate with minimal exertion from the wielder.
Price: $450 Credits

Name: Thermal Detonator
Description: The heart of a thermal detonator's explosive power is the compact sphere of volatile baradium found inside a thermite shell. Once the thumb trigger is activated, the baradium enters a state of fusion reaction that creates an expandable particle field capable of disintegrating everything within a 20-meter blast radius. The detonator is typically set on a timer, since the explosive radius is quite large and represents an extreme hazard to the weapon's bearer.
Price: $100 Credits

Name: M9 HE-DP Grenade
Description: e M9 high explosive, dual purpose grenade, or pineapple for short. Toss it, cram it or wing it, but make sure you're not around when it bears fruit. This grenade is one of the most versatile weapons in the game. It can be hurled over obstacles, down holes and through foliage. The timer starts after the first bounce, so bear that in mind for long throws. It can be artfully bounced off a wall, or simply flung into a crowd. Use it to scatter foes in open landscapes, or inflict massive harm in closed environments.
Price: $150 Credits

Name: Saberdart
Description: The fork-shaped saberdart is a dart which includes a small poison reservoir at its base and the central tine acts as the injector needle.
Price: $10 Credits

Name: Electrostaff
Description: The electrostaff is an impenetrable pole-arm charged with lethal energy.
Price: $550 Credits

Name: HX2 Antipersonnel Mine
Description: An ancient battlefield staple, mines are concealed explosives littered across the ground to restrict or deter enemy approach. Minefields are easy and inexpensive to set up, require almost no maintenance, and are exceptionally difficult for enemy forces to clear. The primary drawback is the explosives are completely indiscriminate, and will cripple or destroy friendly forces or civilians as easily as the enemy.
The coupling of sophisticated sensor technology with basic explosives have helped diminish this basic drawbacks of the mine, but in order to be effective, mines must be distributed in large numbers. These numbers limit the sophistication and expense of the sensing units -- most mine sensors are crude, only sensing approximate size, mass and direction of an approaching subject, if even that.
Antipersonnel mines contain an explosive charge of detonite, which explodes when tripped by a proximity sensor.
Price: $1,350 Credits

Personal Artillery/Heavy Arms

Name: HH-15 Projectile Launcher
Description: HH-15 is still dependable and potent enough to crack through enemy fortifications. The shoulder-fired rocket launcher can carry varying payloads -- from concussion missiles to small proton torpedo warheads -- and is rugged enough to survive climate extremes. It lacks the sophisticated targeting sensors found in similar Imperial models, but Rebel vanguards pride themselves on their ability to eyeball a target manually.
Price: $1,700 Credits

Name: CR-1 Blaster Cannon
Description: The CR-1 blaster cannon, an extremely powerful piece of carried blaster artillery. The heavy weapon has a bloated energy chamber that generates a blast far more destructive than a heavy blaster rifle, and that erupts from the weapon's muzzle as multiple bursts per shot.
Price: $1,850 Credits

Name: EWHB-10 Heavy Repeating Blaster
Description: this repeating blaster is handled by a crew of two, and is mounted on a shock-absorbing BlasTech TR-62 tripod.
The weapon comes with a high-demand portable Eksoan Class-4T3 power unit and is fitted with the Gk3 cryocooler to provide continuous fire capability. The limited fire control system features Starvision and IR image enhancers. The E-Web also features a built-in comlink for coordinated attacks. The E-Web repeating blaster has a top range of 500 meters.
Price: $1,650 Credits

Name: Z-6 Rotary Blaster Cannon
Description: The Z-6 uses a rotating multiple barrel assembly to bypass the refresh lag inherent in the galven circuitry that lines the barrels of blaster weaponry. Galven circuitry collimates the excited plasma charging through a blaster. The conductive circuitry refines the plasma into the discreet "bolts" that emerges from the barrel. Galven circuitry has practical limits to its exposure to energetic plasma, which dictate a weapon's fire rate. Too much exposure leads to damaged circuitry, resulting in entire barrels needing to be replaced after overheating.
The Z-6 works around this limitation by incorporating six barrels in rapid rotation, each with alternating galven channels, with the whole assembly wrapped around a coolant-lined core. The alternating galven channels result in longer barrels, but only half of that barrel length has its galven circuitry active with each shot. Furthermore, the time it takes for a barrel to make two rotations is enough to allow the galven circuitry to cool to acceptable levels. This means the Z-6 has a tremendous rate of fire, maxing out at a tremendous 166 rounds per second.
The Z-6 has several notable drawbacks. Its high rate of fire means a high rate of ammunition consumption. An armored disk of blaster reactant gas is housed behind the barrel of the cannon. The lasing process and the electromotors that spin the cannon are powered by chained energy cells that give the Z-6 its common nickname, the "chaingun." The gun is heavy and also suffers from recoil. While Merr-Sonn has experimented with gyroscopic mounts and repulsorlift-powered load balancers, such accessories make the already mechanically-intricate weapon exceedingly complicated and prone to breakdowns, particularly in remote operations with unforgiving natural elements.
The Z-6 has proven incredibly effective in clearing landing zones, but troops in the field have found it to be too cumbersome and glitch-prone for widespread use. It is instead reserved for special missions with specific tactical demands.
Price: $1,650 Credits

Name: Portable Missile Launcher
Description: Armed with a portable missile launcher, a single infantryman can transform into a piece of mobile artillery, capable of taking out enemy armored vehicles and fortifications while still only presenting a small and agile target for return fire. The launcher is an over-the-shoulder device operated by one person. It fires "dumb" rockets in a line-of-sight attack, or can program and fire the smart GAM (gravity-activated mode) guided missile especially designed for the weapon. The Plex chambers one projectile, and holds a second in reserve.
Price: $1,900 Credits

Name: E-60R Missile Launcher
Description: Ths weapon is lightweight enough to be carried by spindly droid infantry, and can carry rockets of varying payloads.
In a cost-cutting effort, early designs that called for direct targeting interfaces were scrapped, and instead replaced by surplus viewfinding scopes. As such, battle droids must sight their targets by actually peering down the scope. They have become adept at targeting the large walkers and tanks have even managed to swat unsuspecting gunships out the air. Clone pilots have learned to fear the presence of E-60R-equipped battle droids on the field.
Price: $1,950 Credits

Name: Reciprocating Quad Blaster/Cip-Quad
Description: The Cip-Quad, transforms a single soldier into a mobile piece of anti-personnel and anti-armor blaster artillery. The quad blaster is mounted on an articulated and powered harness, fitted with microrepulsorlift buoyancy cells that help reduce the overall weight of the heavy cannon.
The four twin-barreled cannons draws power from a heavy duty backpack-mounted power cell. The sleeved barrels vent excess heat with each recoil, drawing coolant from a built-in tank with each barrel's return. Each double-barrel fires one at a time, or two at a time, following a rotation pattern selected by the gunner.
Price: $1,800 Credits

Ammunition

b]Name:[/b] Multipurpose Ammunition
Price: $15 Credits

Name: Mini Proton Torpedo
Price: $100 Credits

Name: Proton Torpedo
Price: $1,500 Credits

Name: Blaster Ammunition
Price: $10 Credits

Name: Artillery Rocket
Price: $50 Credits


Name: Shotgun Ammunition
Price: $10 Credits

Name: Sniper Ammunition
Price: $10 Credits

Name: Blaster Missile
Price: $110 Credits

Armor & Battle Suits

Name: MJOLNIR Mark V Battle Suit
Description: The MJOLNIR Mark V is an advanced armor/weapons system that requires immense physical standards to field. Resulting, it can only be worn by etxreme special forces or genetically modified soldiers. Integrated into this combat suit is a dynamic, self-recharging, sophisticated energy shielding system that repels mass objects and energy bursts, but then regenerates once the soldier moves away from the barrage. The accompanying computer system continuously monitors weapons, shields, biological function, motion (through a intelligent motion-sensing radar), and contains a special partition for an AI, which is intended to assist the soldier in real-time by monitoring communication channels, computer relays, and friendly combat updates. In addition to interfacing with MESC-standard data links, the MJOLNIR armor can also be configured to be compatible with foreign datalinks, allowing the wearer to access foreign weapons and battle nets.
Price:

Name: StormScout Armor Suit
Description: The StormScout suit, aside from the hardened white armor, incorporates a macrobinocular viewplate and sensor array that gives the scout a 180-degree arc of vision. This is extremely useful when operating such high-velocity vehicles as the Aratech speeder bike. The helmets include built-in comlinks, breathing units and computers that map the area a scout traverses.
Price:

Name: BSCA Suit
Description: The Black Storm Commando Armor is based on the lightweight StormScout armor, but is coated with an advanced polymer called reflec which bends light and sensor energy away from the trooper.
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Name: SST Armor Suit
Description: The SnowStormtrooper Armor suit is specially designed for cold climates, in which the weather can be as deadly as the enemy. Like all stormtrooper-based armor, it consists of a basic tough, compact armor. In addition to the hard white armor,this suit incorporates fabric overgarments that help contain heat, and terrain-gripping boots to combat slippery conditions.
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Name: RadArmor Suit
Description: RadArmor suits are standard armor suits, though modified to endure radiation. A lead-polymer substrate in the modified plastoid armor provides the needed protection to withstand lethal Grade 5 radiation zones for hours at a time. RadArmor also provides proof against biological or chemical attack.
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Name: Space Assault Armor
Description: SA armor functions as a personal spacecraft and attack vehicle. A soldier wears a standard storm-armor shell, and then plugs into a larger set of power armor that stands over two meters tall, and is twice as wide across as an unarmored man. For this bulky appearance, SSA-fielding troops are sometimes called "walking tanks."
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Name: Aquatic Assault Armor Suit
Description: The AAA suit was based on the lightweight StormScout design. It is worn over a two-piece environmental body glove that provides protection from uncomfortable temperature extremes, or toxic-water environments.
The armor is more flexible than standard stormtrooper designs, preserving and even increasing a trooper's underwater dexterity. Supplementing a soldier's swimming skills are a back-mounted propulsion unit, and a pair of propulsion boots with snap-down flippers.
Price:
Mithgardia
27-05-2006, 16:57
Mithgard Ground Vehicles Inc.
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A Wholly Owned Subsidiary of Mithgard Engineering & Spaceworks Corporation

Name: BARC Speeder
Description: The BARC speeder was initially designed as a vehicle for special forces troops. The vehicle proved so effective in reconnaissance and scouting missions that it was adopted by whole armies, though it still retained its original designation: Biker Advanced Recon Commando speeder.
Price: $2,000,000 Credits

Name: M12 Warthog LRV
Description: LRV stands for Light Reconnaissance vehicle, but in practice, the Warthog is equally at home in the heat of battle as it is on scouting missions. The rear-mounted gun platform provides an unlimited radius of fire. It will carry three marines at any one time, and the passenger can provide covering fire along with the gunner. The vehicle's turning radius and speed are dependent on terrain and acceleration, so mastering the tail-swing is an essential part of Warthog driving.
The Warthog's high-mounted independent suspension does make it prone to rollovers either from optimistic driving or explosions. However, its speed, armament and carrying capacity makes it the ideal getaway vehicle for CTF matches.
Mounted atop the trusty Warthog, the gun turret features three electrically driven barrels, and a linkless drum-fed ammo system. Firing 12.7x99mm armor penetrating rounds is a liberating experience, since a Warthog carries a seemingly limitless supply. The gun is powerful, but its range is limited by your driver's skill and parking abilities. The Warthog is also a relatively vulnerable and visible target.
Price: $2,500,000 Credits

Name: TX-130 Tank
Description:
Faster and more agile than the first generation of walker vehicles developed for soldiers, the TX-130 carried a medium laser cannon as its prime weapon, which featured a balance of power and firing rate. The fighter tank's secondary weapon is a concussion missile launcher, which fires homing projectiles towards enemy units after a lock is established. The tank's armor was heavy enough to ensure durability, but light enough to maintain maneuverability.
Price: $4,000,000 Credits

Name: Seismic Tank
Description:
The massive repulsorlift vehicle contains a powerful weapon. Its name is derived from the huge seismic driver contained in the core of the tank. Magnetic impellors guide the frictionless driver through a central channel; its heavy metal core gives it tremendous inertia. When the driver exits the channel, it strikes the ground with great speed and impact, creating a seismic undulation in even the hardest of surfaces. For mining applications, such strikes would pulverize the surrounding rock and clay found on terrestrial worlds, exposing harder mineral and metal deposits in the dusty wake of the blast. In military use, whatever is not crushed by the hammer-blow itself is invariably destroyed in the shockwave that follows.
The magnetic impellors keep the driver perfectly aligned in the channel. They prevent the shockwave from traveling up the shaft and into the rest of the vehicle.
A quartet of stubby repulsorlift generators carry the tank aloft at heights up to 30 meters above ground level. A skirt of stabilizing repulsorlifts line the vehicle's lower section. The repulsorfields are designed not to envelop the seismic driver itself, so as to ensure that its full gravitic force is intact upon impact. As a result, the tank is very unwieldy and slow.
Price: $6,000,000 Credits



Name: SPMA-T
Description:
Self Propelled Medium Artillery - Turbolaser, or SPMA-Ts are artillery units by every definition -- they are essentially walking turrets. The main cannons have a frighteningly long range and require targets to be sensor-painted in order to hit them. These vehicles are slow moving and not heavily armored, and usually are dispatched with an escort.
Price: $4,500,000 Credits

Name: Flash Speeder
Description: The Flash Speeder's twin repulsorlift engines are fine-tuned to allow a pilot maximum control through Theed's narrow streets. The craft normally has a flight ceiling of less than a meter, but can attain a maximum height of two meters. It is a slightly modified version of a civilian SoroSuub model.
Price: $2,000,000 Credits

Name: AT-AT
Description:
Although its complex leg mechanisms do require constant maintenance and repair, the rugged walker does live up to its all terrain name, being able to plod through most obstacles.
Inside the AT-AT's armored hull is enough space to carry five Aratech bikes and up to 40 troops. The interior space can be reconfigured to carry two AT-ST walkers instead, though they require partial disassembly to fit inside.
Price: $8,000,000 Credits

Name: Turbo Tank
Description:
Affectionately nicknamed the "rolling slab" for its cumbersome, hulking profile, the HAVw A6 heavy assault vehicle is more commonly known as a Juggernaut. On ground, it can reach speeds of up to 160 kilometers per hour on even surfaces.
The 10-wheel propulsion system may seem primitive, but it does have its advantages. The direct ground contact protects the Juggernaut from electromagnetic attacks and shield discharges. Each wheel consists of three independently spinning segments that lets the Juggernaut cover most types of inhospitable terrain. Huge bump flexors provide the turbo tank with impressive suspension over uneven ground, but the lack of traction and independent drive units can leave the Juggernaut stranded if it does not have enough momentum to overcome unstable and shifting terrain types.
Though it has a tight turn radius, the Juggernaut is agonizingly slow to turn, which is why it was designed with twin cockpits. The biggest drawback to the Juggernaut is its difficult control systems. As both cockpits can control the steering systems, pilots in either station need to coordinate to keep the wheels from locking into contradictory positions.
First-generation Juggernauts require a crew of 12, excluding gunners, though automation retrofitted into later models reduced the number of crew to just two -- one for each cockpit. The cavernous interior can fit anywhere from 50 to 300 troopers, depending on cabin configuration and vehicle function.
From the Juggernaut's back extends a tall retractable sensor mast, in which sits a lone spotter and sensor operator. This mast provides a 360-degree field of view, feeding vital battlefield data to the tank commanders. Unfortunately, the mast is also extremely visible, and a favored target of enemy forces.
Price: $5,000,000 Credits

Name: AT-AA
Description:
This four-legged assault craft has a squat gait, supporting the heavy weight of a flak pod turret mounted on its back. The multi-ordnance pod can fill swaths of sky with deadly ordnance, capable of shredding through starfighter armor or disrupting delicate avionics, depending on the projectile type. The walker also carries complex electronic counter measure devices that can scramble missile guidance systems, lowering the risk of incoming missile strikes.
A complete lack of defensive weaponry limited its role on the battlefield. Though troopers aboard the AT-AA sometimes fix blaster rifles mounts on the walker, once an enemy combat craft gets close to an AT-AA, the walker cannot bring its weapons to bear on it, particularly if it is a ground vehicle. For this reason, AT-AAs are rarely deployed alone.
Price: $6,000,000 Credits

Name: AT-ST
Description:
Though their light two-legged drive system is more unstable than the four-legged plodding of an AT-AT, AT-STs are faster and more agile, with a top speed of 90 kilometers per hour on even terrain. Because of this speed and mobility, scout walkers spell death to infantry units. Its laser cannons and grenade launchers can cut through troop emplacements. Its foot-mounted steel claws can slice through trip wires or soldiers that close to engage.
Price: $1,500,000 Credits

Name: 2-M Repulsor Tank
Description:
2-M Repulsor Tanks come equipped with deflector shields, repulsolifts, and a rotating laser cannon. They also contain additional power boosters in case the main repulsorlift battery fails. Tank commanders have found another use for the power boosters however and use them to supply additional power to the guns, increasing the tank's damage output for periods of time.
Price: $3,000,000 Credits

Name: AT-PT
Description:
A larger iteration of the successful All Terrain Personal Transport (AT-PT), the All Terrain Attack Pod scaled up much of those systems into a two-man model. Though still too small to be deployed on its own, the AT-AP nonetheless transforms battlefield infantry into mobile medium-range artillery.
The adjustable suspension system gives the AT-AP walker stability and maneuverability over uneven terrain. The third leg lowers in the event of uneven terrain, or when the centrally fixed heavy projectile cannon fires.
The top-mounted swivel blaster has a gunner's saddle, and is best operated by a third soldier, seated outside the walker's armored cabin. Behind the saddle is a supply cage filled with tools to repair mechanical malfunctions within the walker's articulation assembly. Slung beneath the walker's cabin is a pivot-mounted medium laser cannon.
Price: $4,000,000 Credits

Name: AT-RT
Description:
All Terrain Recon Transports (AT-RT walkers) are typically used in police support, civil defense, or after-battle mop-up missions as it is too small to pose a threat against large armored targets. Its lightweight build can outpace the AT-PT (All Terrain Personal Transport), but it lacks the armored cabin that its slower cousin has. The walker is armed with a single nose-mounted repeating laser.
Price: $3,000,000 Credits

Name: AT-TE
Description:
The base AT-TE design was originally built to help mining companies maintain order on far-flung worlds, but the design was extensively revised for combat applications.
The six legs of the AT-TE move the low-built vehicle at speeds of up to 60 kilometers per hour. Contained within its armored hull are 20 troopers ready to disembark for combat at a moment's notice. It requires a crew of one pilot, one spotter, and four gunners or support crewmen. An additional exterior gunner controls the projectile cannon.
The walker's plodding pace allows it to penetrate energy shields, which are effective at deflecting the high-velocity repulsorlift systems of flying or hovering craft. The AT-TE's armor is supplemented by electromagnetic shielding that protects the walker from ion cannon or EMP attacks.
Price: $5,600,000 Credits

Name: M12A Warthog LAAV
Description: LAAV stands for Light Anti Armor vehicle, and apart from a slight weight difference, the LAAV is identical dynamically to the original Warthog. However, in place of the Warthog gun turret is a triple-barreled rocket launcher.
The Warthog's high-mounted independent suspension does make it prone to rollovers either from optimistic driving or explosions. However, its speed, armament and carrying capacity makes it the ideal getaway vehicle for CTF matches.
Mounted atop the trusty Warthog, the gun turret features three electrically driven barrels, and a linkless drum-fed ammo system. Firing 12.7x99mm armor penetrating rounds is a liberating experience, since a Warthog carries a seemingly limitless supply. The gun is powerful, but its range is limited by your driver's skill and parking abilities. The Warthog is also a relatively vulnerable and visible target. Firing an average of 1.2 rounds per second, with three rockets per load cycle, the LAAV can seem slow.
Price: $3,400,000 Credits

Name: M808B Scorpion MBT
Description: The Scorpion Main Battle Tank is designed as an anti-vehicle weapons platform and shielded by heavy duty ceramic-titanium armor. The driver of the tank is also the weapons operator, and must master the use of a 90mm High Velocity gun as well as a secondary coaxial 7.62mm AP-T "machine" gun. The High Velocity 90mm explosive rounds will knock out anything they hit and are not to be underestimated.
The guns, mounted on a swiveling turret are powerful and flexible, however the tank suffers from a deep "dead-zone" - an area close to the tank where it cannot direct fire. This can make it vulnerable to infantry and smaller vehicles.
Price: $4,000,000 Credits

Name: AT-OT
Description: The All Terrain Open Transport is a basic overland troop carrier. Though the other vehicles in their AT-series are still considered transports, they trade armor and offensive capability for troop capacity. The AT-OT, conversely, is not recommended for direct combat. Although armed, it is better suited for behind-friendly-lines battlefield replenishment. It can carry 40 troopers in standard configuration, but the open nature of its flatbed can allow for more troops to pile in should missions require it.
Price: $5,000,000 Credits

Name: Ghost
Description: Anti-gravity levitators and high speed belie the Ghost's two and a half ton weight, but the sprightly, maneuverable vehicle is a force to be reckoned with. It's fast, accelerates brutally, turns on a dime and is armed with a directed energy weapon capable of firing twin bolts of superheated plasma in the 100-250kW range. Its weakness is it passenger capacity - limited to just to the driver.
Price: $1,000,000 Credits

Name: Aratech-74 Z
Description: Soaring at amazing speeds on reconnaissance and patrol duties, the Aratech is a slim, single-person repulsorlift conveyance. The lightweight bike can attain speeds in excess of 500 kilometers per hour. A quartet of small directional steering vanes on twin outriggings afford the speeder its maneuverability. Aratech scouts use two shoulder-level handgrips to control elevation and direction; a pair of rocker-pivoted pedals controls acceleration.
Located just fore of the speeder's saddle is a panel of toggle switches and knobs that control communications and other vital systems. Slung beneath the speeder's frame is a single laser cannon.
Price: $20,000 Credits

Name: Gian Speeder
Description: Gian Speeders are typically only called into service in dire emergencies, as they are heavy vehicles with impressive armaments. The heavy strike cannon and twin repeater blasters are more than enough to handle civilian craft. Medium-grade hull plating allows the Gian to slough off glancing hits from laserfire. Its twin repulsor thrust pods are tucked away behind the main cabin to reduce the vehicle's target silhouette.
Price: $1,250,000 Credits
Mithgardia
27-05-2006, 16:58
Mithgard Spacecraft Inc.
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A Wholly Owned Subsidiary of Mithgard Engineering & Spaceworks Corporation


Wing-Group Starfighters

Name: E-Wing Starfighter
Description: The E-wing is very similar in appearance to the X-wing starfighter. A narrow, pointed spaceframe rests between two aerodynamic foils that not only stabilize the craft, but extend weapons coverage. The streamlined nosecone contains the craft's primary sensor array. Midway through the body is the cockpit, with a concealed R7 astromech socket behind it.
The sturdy foils are locked into place by support struts. The articulated s-foil mechanism of the X-wing fighter was eliminated in the E-wing to reduce costs and machining complexity. The foils also serve as mounts for the powerful drive engines slung below them.
The E-wing is capable of incredible speed, nearly achieving the top sublight speeds of an A-Wing starfighter. The fighter is very maneuverable despite its heavy armor. The E-wing's Class Two hyperdrive is complimented by a streamlined astromech interface. Industrial Automaton and Frietek together developed the R7 specifically for this fighter. The E-wing cannot operate with anything less than an R7, since its internal systems and control units are so complex.
While speedy, the E-wing's true strength lies in its ability to absorb and deliver firepower. Three laser cannons are fire-linked to form an impressive primary weapon. Two of these cannons are foil-mounted, while the third is directly over the cockpit canopy. The E-wings rival the older B-Wings in their ability to damage capital ships and ground-based installations.
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Name: Y-Wing Starfighter
Description: There are two basic types of Y-wings, the single-seater BTL-A4 and the double-seater BTL-S3. In the two-seater S3, the gunner sits facing rear, controlling the turret-mounted ion cannon. Both pilot and gunner are protected by a pair of Koensayr ballistic ejection seats that automatically eject both crew members. The A4 features Guidenhauser ejection systems like their X-wing counterparts.
The twin massive Koensayr R200 Ion Jet engines (rated at 250 KTU) propel the starfighter in realspace, and each engine nacelle is topped with sophisticated sensor arrays. In an atmosphere, these ion fission engines work in conjunction with recessed repulsorlift generators to attain speeds of 1,000 kilometers per hour. The Y-wing's maneuverability comes from a pair of thruster control jets in the aft-face of the central spar. Additional agility is afforded by disk-vectrals set in the end of the engine nacelles to redirect thrust.
The Y-wing's R300-H hyperdrive motivator yields a Class One performance on standard astrogation routes. The S3 model does not have a hyperdrive backup. In the BTL-A4 Longprobe variant, the gunner's station is replaced with a nav computer and backup systems. The slower backup is equivalent to a Class Six hyperdrive.
Hyperdrive, repulsordrive, and sublight systems are controlled via the Subpro NH-7 flight control avionics package. The Y-wing draws power from Thiodyne O3-R cryogenic power cells which fuel the internal ionization reactor.
Perhaps the one thing fighter jockeys on both side of the war will agree on is that the Y-wing can take a beating. Its durable titanium reinforced Alusteel alloy hull proved a surprise to early enemy pilots who, confident that they had lined up the Y-wing in their targetting crosshairs, failed to destroy it with a snap-shot. Only by repeatedly dogging the Y-wing will a pilot's lasers cut through its hull.
This reputation for being tough, as well as its ground-hugging attack bomber mission profiles, have caused faster fighter pilots to nickname the Y-wing a "wallowing pig."
The Y-wing is designated an attack fighter, giving it a wide range of combat applications. Capable of respectable performance in one-on-one fighter engagements, its durable spaceframe is also well-suited to carry heavy-armaments. With little or no modifications, many units use Y-wing fighters as bombing craft.
In many cases, Y-wings have been relocated from front-line combat service to base protection and on raids on outlying Imperial convoys. Many Y-wings have been pushed into courier duty for Intelligence services. This is where the most interesting Y-wing variants can be found. Some courier Y-wings have done away with the ion weapons, replacing the cannon power systems with luggage space. These fighters feature special split canopies for faster ingress or egress when landed (or even, as reported by some, high-altitude exits). Some modified Y-wing fighters have detachable cockpits that served as repulsor-powered escape vehicles.
Y-wing componentry has made itself into other Alliance hardware. The cockpit of the modified T-47 snowspeeder is a modified Y-wing fighter cockpit refit. This expedites training due to the familiarity most pilots have with the control layout. The T-47 also features refitted sections of Y-wing armor along its hull.
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1-Seater =
2-Seater =

Name: A-Wing Starfighter
Description: Twin Novaldex J-77 Event Horizon engines push this tiny craft through realspace, giving it phenomonal sublight speed and performance. Though its Microaxial LpL computer worked hard to make the powerful vessel controllable, only the best pilots can take full advantage of the A-wing's velocity and weapons systems.
Bracketing the craft is a pair of linked laser cannons that can elevate and depress 60 degrees. Some models even carry weapons that can rotate completely around to fire at pursuing targets. An A-wing typically carries concussion missile launchers in recessed slots along its forward edge.
The A-wing also carries a powerful sensor jammer that wreaks havoc on the detection systems of small fighters. Against larger vessels the jammer is useless. In fact, it is a greater risk, as the jammer's powerful frequencies show up on a capital ship's sensor grid as a large and tempting beacon.
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Name: B-Wing Starfighter
Description: the B-wing starfighter is a bizarre-looking craft. Like other Verpine vessels, the B-wing has a complex gyroscopic control system that keeps a pilot along a single orientation during maneuvers. Though this stabilizes the ship as a weapons platform, the gyroscope is an engineering and maintenance nightmare.
The B-wing carries an extremely powerful array of weapons, including a heavy ion cannon, proton torpedoes, auto-blasters and a trio of laser cannons. Alternate configurations feature three laser cannons, three ion cannons, and twin torpedo launchers. Since the vessel is designed to engage capital ships, it has phenomonal firepower, but lacks speed and maneuverability.
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Name: X-Wing Starfighter
Description: The X-wing fighter has a compact life support system of compressors, temperature regulators, and oxygen scrubbing filters. A series of acceleration compensators help isolate the pilot from deadly g-forces generated by high speed maneuvers. There is enough oxygen, fuel and power in an X-wing for a week of non-combat operations. Additional consumable tanks can be affixed to the S-foils at a cost of performance.
Behind the cockpit, accessible from both behind the pilot's chair and a belly hatch, is the cargo compartment. It has a capacity of two cubic meters, and is rated for 110 kilograms. Pilots generally store survival and repair gear in this compartment. The newer T-65AC4 can carry 150 kilograms of cargo.
In emergencies, the X-wing's Guidenhauser ejection seat can throw the pilot clear of the fighter. Separator charges blast the cockpit canopy free, and also launch the astromech unit from the socket.
A fully integrated Torplex Rq8.Y flight computer translates flight data from control surfaces to engine performance. Like most starfighters, X-wings don't come equipped with slave circuits. Power for the X-wing is generated by a centrifugal vapor fusion and ionization reactor housed behind the astromech socket. The generator's initial spins are powered by Novaldex O4-Z cryogenic cells housed in the ship's aft engineering section. These power cells are recharged through a super-conducting port. Once powered, the four Incom 4L4 fusial thrust engines propel the starfighter. Some models were equipped with Incom 4j.4 engines rated at 300 KTU. The newer T-65AC4 can attain an impressive sublight speed comparable to the A-Wing. Maneuverability is afforded by a system of etheric rudders that change thrust vectors.
In an atmosphere, the X-wing's RDA repulsorlisft drive adaptor provides an airspeed of 1,050 kilometers per hour. The fighter handles nearly identical to a Skyhopper in an atmosphere. The New Republic-era fighter can attain speeds of at least 1,300 kilometers per hour.
For hyperspace transit, the X-wing is equipped with an Incom GBk-585 motivator HCU (hyperspace control unit). The motivators on each engine provide a class one performance.
The X-wing's main fuselage houses most of its essential electronic components. The nosecone contains the primary sensor array, consisting of a Fabritech ANs-5d "lock track" full-spectrum transceiver, a Melihat "Multi-imager" dedicated energy receptor and a Tana Ire electrophoto receptor. An alternate configuration typically contained a long range Phased Tachyon Detection Array model #PA-9r, and a short range Primary Threat Analysis Grid model #PG-7u. The array feeds information through a shielded multiplexer relay to the ANq 3.6 sensor computer. The unit can track up to 1,000 moving sublight objects, acquire 20 possible targets, and can be programmed for extra sensitivity to 120 specific sensor signatures. At the very rear of the craft is a Fabritech k-blakan mini sensor providing the pilot a view of the ship's rear arc. One of the X-wing's primary weaknesses is a blind spot at the rear of its belly.
A Bertriak "Screamer" active jammer is the standard sensor jammer employed by X-wing fighters. The Screamer isn't powerful enough to jam capital-scale sensor systems, but it can interfere with homing warheads and jam starfighter sensors.
Four identical Taim & Bak KX9 laser cannons are mounted on each S-foil wingtip. During combat situations, the S-foils split into attack position, deploying in an "X" configuration. This increases the fighter's field of fire, and ensures that all lasers target in to a specific "zero" point, typically half a kilometer from the fighter. The lasers are powered by the engine power converters and are fed by dynoric energy lines that run the surface of the S-foils. A number of X-wings used Taim & Bak IX4 laser cannons instead. The New Republic era fighters employ even more powerful cannons. The laser cannon efficiency is one of the hallmarks of the X-wing starfighter. At full recharge, this allows for continuous fire.
For long range targeting, the fighter has two Krupx MG7 proton torpedo launchers housed in the main fuselage. Each launcher fires from a three-torpedo magazine for a total payload of six warheads. For added accuracy in bombing runs, a targeting computer screen mask extends on a mechanical arm to assist the pilot with precise firing data. The refitted X-wing recon fighters have had the proton torpedo launcher removed and replaced with high-gain long range sensors, processors and high-speed hypertransceivers.
Some X-wings were equipped with decoy and carbon-fiber chaff mines that could be fired in dogfight situations. The decoys would broadcast a sensor signature similar to the X-wing, confusing enemy scanners. The carbon-fiber chaff mines would create dangerous clouds of sensor-opaque debris that could damage pursuing vehicles or prematurely detonate incoming warheads.
The X-wing's deflector shield generator is in the aft section of the vessel. It produces basic shield matrices through a catalyzation process, and then feeds deflector ducts scattered along the fighter's surface. The Chepat "Defender" projectors along the S-foil surfaces generate the starboard and port shields. This supplements the hardened titanium armor alloy of the X-wing. The expensive and high-strength alloy sedrellium is used to reinforce the X-wing's hull.
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TIE-Group Starfighters

Name: TIE Scout
Description: The familiar TIE fuselage almost disappears in the Scout's outsize frame; its extended mission profile requires larger fuel and consumables storage that causes its hull to bulge outward unlike any other TIE model. To supply the craft's power needs, elongated bent-wing panels constantly gather stellar energy while in space. The scout required a single pilot, and had room for three passengers.
Another great difference between the TIE/sr and its sister vessels is that it was equipped with an extremely reliable Class Two hyperdrive. Its extended mission in the poorly charted reaches of the Outer Rim Territories required the TIE scout to operate independently of a launch ship or base. The TIE scouts saw service in the Imperial Navy, where they were assigned to surreptitiously scan ahead for reconnaissance, spot and survey mine fields and other potential ambushes prior to fleet arrival.
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Name: TIE Interceptor
Description: This is a space superiority craft with greater speed and firepower than the standard TIE starship. For economic and training ease, the ball-shaped TIE cockpit and many of the control interfaces have been retained, but souped up the TIE's performance to impressive levels.
The dagger-shaped solar gather panels afford the pilot increased visibility and greater power. A new system of ion stream projection modulated by tiny deflectors gave the TIE interceptor exceptional maneuverability.
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Name: TIE Avenger
Description: TIE advanced, dubbed the "avenger" by several zealous officers, features fast-recharging Novaldex shields and an extended twin ion engine capacity. An SFS I-s3a solar ionization reactor powered the fighter, and twin P-sx7.4 ion engines propelled it through space. It featured a pair of L-s9.3 laser cannons, and could be outfitted with a pair of warhead launchers.
Though successful in combat operations, the costly TIE avenger has occasionally phased out with the increasing popularity of the more economical TIE Interceptor.
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Name: TIE Bomber
Description: The development of the TIE bomber took the robust TIE/gt starfighter variant as a starting point and ended up with a formidable light space bomber capable of delivering devastating attacks of pinpoint accuracy against ground and space-based targets.
Previous to the bomber's development, orbital bombardment was handled by the weapons of the capital starships such as Star Destroyers. While no one would argue against the lethality of such methods, capital ship bombardments would often result in unwanted colateral damage adjacent to the targets. For more refined attacks, such as when it is desired to take a target intact, the surgical precision of the TIE bomber excels.
The TIE bomber marks one of the few Imperial starfighters to come equipped with an ejection seat. Given that this vessel often operates within planetary atmospheres, a pilot stands a good chance of surviving should he need to eject.
The port pod contans two bomb bays that can carry a variety of payloads -- proton bombs, guided missiles, orbital mines, free-falling thermal detonatorss, for example. Advanced sensors developed by Nordoxicon's Micro Instruments divisions grant the TIE bomber unerring accuracy.
The bomber's greatest drawback is its speed and sluggish handling. It is not a vessel meant for twisting, jinking aerobatic dogfights.
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Name: TIE Defender
Description: Eschewing the swarming wing maneuvers that were a staple of Imperial combat doctrine, the TIE defender would instead empower a single pilot to operate as a formidable fighting force. Unlike the standard TIE fighter, this model featured sturdy deflector shields and a hyperdrive engine, and packed incredible firepower.
Three sets of angled quadanium solar gather panels cluster around the familiar circular cockpit. Using the latest in Sienar Fleet Systems technologies, a robust I-s4d solar ionization reactor powers the starfighter, while twin P-sz9.7 ion engines provide propulsion at an impressive 40 percent higher yield than the standard TIE/ln.
An SFS F-s5x flight avionics system translates the pilot's instructions into twisting acrobatic maneuvers. A triple array of maneuvering jets on the branching tri-wing assembly allows the TIE defender to tumble through seemingly impossible dives and jinks, outshining the impressive TIE Interceptor in sheer agility.
Each wingtip holds powerful weapons. The two lower wings each hold a pair of SFS L-s9.3 laser cannons which can be fired singly or linked. The upper wing carries two Borstel NK-3 ion cannons, while the main hull of the craft supports a pair of M-g-2 general purpose warhead launchers. Enveloping the craft are forward and rear-projecting Novaldex shields, which protect the reinforced titanium hull.
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Name: TIE/gt Fighter
Description: A modified standard TIE fighter with a reinforced hull and elongated cockpit to support a bomb bay, the TIE/gt fighter gets its two-letter suffix from its role as a ground-targeting starfighter bomber.

The TIE/gt hull can carry 12 concussion missiles, but the modular launcher can also handle other special payloads, such as six proton torpedoes, 18 air-deployed mines, two cluster bombs and -- for special propaganda missions -- 20,000 plastic leaflets.
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Name: TIE/rc Vanguard
Description: The TIE/rc is a special reconnaissance craft. Extra-sensitive sensors and long-range communications gear allow the TIE/rc to serve as remote spotlights for larger capital ships. Not equipped with hyperdrives, TIE/rc fighters are still short range craft, but can often extend the reach of carrier ship or launch base sensors. TIE/rc fighters are sometimes dispatched into asteroid fields or areas of dense starship traffic that may limit a larger vessel's mobility, for example. In squadron activities, a TIE/rc may range ahead of a main starfighter force and send back vital pre-engagement data.
To make room for the added equipment, the TIE/rc only has a single laser cannon. The TIE/rc is a ship often pressed into scouting and spy missions. This model features slightly angled solar gather panels to increase sensor visibility, and has limited deflector shields to protect whatever intelligence it may have gathered.
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Name: TIE/fc Fighter
Description: A TIE/fc Fighter is a modified standard TIE fighter equipped to provide accurate fire control and target designation for long-range naval bombardment of ground or space-based targets. A TIE/fc will maneuver near the target, and transmit precise aiming adjustments back to a fleet ship that is safely out of the target's counterfire range. These fighters carry laser target designators to "paint" an enemy target, and are equipped with practically jam-proof data comlinks.
Though primarily designed to aid capital ship gunnery, a TIE/fc can also provide targeting data to fellow TIE fighters. A TIE/fc only carries a single laser cannon. Although this variant fighter is 20 percent slower than the standard TIE, it is considerably more maneuverable.
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Name: TIE Fighter
Description: This standard TIE starfighter's hexagonal solar panels supply power to a unique propulsion system. Microparticle accelerators propel Ionized gasses at a substantial fraction of lightspeed. These gasses are then expelled from rear vents to generate thrust. The ion streams can be directed along amost any vector, allowing for the TIE's incredible velocity and maneuverability. The twin ion engines have few moving parts and require comparably less maintenance to the starfighters of the Wing-designation.
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Other Starfighters

Name: ARC-170 Starfighter
Description: Heavily armed and more than capable of surviving and succeeding in battle operations, the ARC-170 (Aggressive ReConnaissance) fighter also functions as a lone recon scout, with extended consumables for five standard days of remote operations. It is one of the few starfighters of this era to carry an onboard class 1.5 hyperdrive engine, with a range of 5,000 light years.
The ship's heavy nose contains sensitive long-range sensors for its snoop missions. Its extendable s-foils radiate heat and serve as a conduit to deflector shield energy. They also help stabilize atmospheric flight, making the ARC-170 an effective aerial fighter as well as a space superiority vessel
The narrow spaceframe flanked by large engines is common in Incom/Subpro designs, and can be seen in PTB-626, NTB-630 and Z-95 starfighter models.
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Name: N-1 Starfighter
Description: The N-1's spaceframe is handcrafted by MESC engineers, and its high tech interior components come from a wide variety of offworld sources. Twin J-type Nubian-221 engines propel the craft at sublight speeds. These are specially configured to reduce pollution in their environment. A Nubian Monarc C-4 hyperdrive increases the ship's range once astrogation coordinates are supplied by an R2 unit or similar.
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Transport Shuttles

Name: TIE Shuttle
Description: The TIE Shuttle, or TIE/sh, is a variant of the basic TIE bomber/ TIE boarder twin-pod starfighter dedicated for the transport of personnel. It is used to transport command level officers from ships of the fleet. Lower ranking officers typically use the TIE/sh, while flag officers usually use the larger Lambda-class shuttle. The TIE/sh has passenger space for two, plus a pilot. It can carry a metric ton of cargo if necessary. It is not built for combat, as it is not very maneuverable and only sports a single laser cannon.
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Name: Lambda Class Shuttle
Description: Though designed primarily for space travel, the shuttle's broad wing surfaces give it stable atmospheric maneuverability. Its large interior hold can carry 20 soldiers, or 80 tons worth of cargo. Since the craft is hyperspace-capable and well-armed, Lambda-class shuttles do not require a military escort
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Name: Theta Class Shuttle
Description: The Theta-class T-2c is a well armed craft, sporting two forward-mounted quad laser cannons and an aft laser cannon. Its broad wing surfaces distributed powerful deflector shield energy, making the vessel remarkably tough. The vessel is also lined with sensor masks that prevented scanners from peering inside the shuttle's private cabins.
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Carriers

Name: CR20 Republic Carrier
Description: At 60 meters in length, the CR20 is smaller than a Carrier, but its internal volume is designed to carry more passengers. Two pilots, a communications officer, and three engineers make up the ship's required crew. When fully loaded, the CR20 can carry up to 40 clone troopers, 12 speeder bikes, and corresponding supplies.
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Name: CR26 Republic Attack Carrier
Description: The wedge-shaped warship was not primarily a cargo transport, troop carrier or other replenishment or supply vessel; it was developed and honed for ship-to-ship combat. Its huge armored shape had an aggressive, dagger-like profile, studded with heavy weapons emplacements capable of punching through powerful shields and sturdy armor. From its twin elevated conning towers, the crew of troops and other Republic military officers oversaw the craft's operations.
The front half of the ship's dorsal surface contained a massive flight deck capable of scrambling the latest in starfighters. The huge hangar doors opened to allow ships to land or takeoff from the deck; the vessel also had a smaller docking bay entrance on its ventral surface.
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Name: Sentinel Class Landing Ship
Description: The Sentinel, though, is a much more powerful vessel built for combat insertions. Its enlarged cargo hold can carry six squads (a total of 54 soldiers) as well as a dozen repeating blasters and six speeder bikes. The ship boasts four deflector shields, four retractable laser cannons, two concussion missile launchers, an ion cannon, a bank of rotating repeating blasters, and optional combat armor plating. It requires a command crew of five, which includes the pilot, the copilot/sensor officer, and three gunners.
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Cruisers

Name: CR29 Republic Cruiser
Description: the Republic Cruiser is typically unarmed, but does feature three powerful Dyne 577 radial atomizer engines, a Longe Voltrans tri-arc CD-3.2 hyperdrive, and sturdy deflector shields as protection.
Mounted on the ship's dorsal spine is a wide range of dish and antennae-communications systems, which are manned by two communications officers who specialize in deciphering strange languages and decoding complex alien signal pulses.
An interchangeable diplomatic salon pod rests in the forward section of the ship, just below the bridge. In this insulated safe haven, critical negotiations take place and crises are averted. In the event of attack or other emergency situations, the entire salon pod can break away from the cruiser and rocket the diplomatic party to safety.
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Name: Dreadnaught Heavy Cruiser
Description: Though outdated, the Dreadnaughts continued to see use due to simple economics: they were readily available and effective cruisers, if not the most efficient and advanced models.
The Dreadnaught is plagued by a number of design flaws that prevented it from becoming a preeminent ship of the line. Inefficient power generators resulted in slow sublight and hyperdrive performance, weak shielding, reduced firepower and frequent surges within the computer systems.
Perhaps the Dreadnaught's biggest drawback is how crew-intensive the ships are. Standard operating procedure recommends an optimum crew that numbers over 2,200 personnel. The consumable supplies required to maintain that crew took up enormous cargo space. A modification of the ship's hyperdrive that increased its performance to class two allowed for more frequent victualing stops, and some of that cargo space was converted for hangar use. In the Empire a standard Dreadnaught carried a squadron of TIE fighters. The Imperials employed Dreadnaughts to maintain a presence in the Outer Rim Territories, as convoy escort vessels and ensuring dominance over primitive worlds.
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Gunships

Name: Corellian Gunship
Description: Schewing the versatility typically found in Corellian designs, the gunship is designed solely for space combat. Its array of fast weaponry and respectable sublight speeds make it ideal as a mid-sized anti-starfighter starship, but it is vulnerable in engagements with larger, more powerful capital ships.
The gunship is 120 meters in length, from cylindrical cockpit to triple bank of sublight engines. There is very little room aboard for passengers, troops or storage. Its basic crew requirements are 45, with additional 46 to operate the weapons systems. The weapons systems include six quad laser cannons, eight double turbolaser cannons, and four concussion missile tubes. The weapons are manually operated and cannot be fired from the bridge, requiring precise coordination among the gunnery crews for optimal effectiveness.
Fully fueled and loaded, it can operate for eight months before restocking. Nearly half of the ship's volume is taken up by its engines. The ship has a class two hyperdrive.
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Name: Attack Gunship
Description:
The two primary armaments are mass-driver cannons capable of propelling projectiles to hypersonic velocities. Once airborne, a rocket's internal guidance systems take over, allowing it to home in on designated targets. The gunship's belt-fed rocket launchers allow for specialized ordnance payloads for specific mission requirements. Though standard explosive yields are common, gunships have been fitted with corrosive antimatter shower warheads, radiation burst missles and EMP rockets.
The troop cabin is open to the air, allowing infantry to fire their rifles at targets, further supplementing the gunship's arsenal. The passenger section is equipped with an IM-6 battlefield medical droid and other survival gear. In the case of catastrophic damage, the entire cockpit section can eject from the rest of the craft.
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Name: Assault Gunboat
Description:
Powerful positional rockets help the Assault Gunboat (designated HAET-221) reach its target drop site, as does a sophisticated targeting array that quickly maps a planet's topographical features. This mapping system also serves in reconnaissance and search missions, which the HAET-221 can perform at varying heights -- from lofty flight ceilings of several kilometers to a more common cruising height of just a few meters.
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Star Destroyers

Name: Super-class Star Destroyer
Description: The surface of the 19,000 meter Star Destroyer is dotted with all sorts of weaponry. Its front arc was covered by 200 heavy and light turbolaser batteries, 50 concussion missile launchers, 100 ion cannons, and 20 tractor beam projectors. Its side arcs each boasted coverage by 75 light turbolaser batteries and 50 heavy turbolaser batteries, as well as 75 missile tubes, 50 ion cannons and 10 tractor beam projectors. The rear arc, traditionally the least defended area of a vessel, had an impressive weapons array of 50 heavy turbolaser batteries, 50 missile tubes, and 50 ion cannons.
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Name: Recusant Light Destroyer
Description: The Recusant-class capital ship is a basic light destroyer. Relatively inexpensive to construct, the support destroyers are often unleashed in groups, harrowing individual Star Destroyers in teams of four to six. It is heavily armed for its size. It features a bottom-mounted heavy turbolaser at its prow, four heavy turbolaser cannons, six heavy turbolaser turrets, five turbolaser cannons, 30 dual laser cannons, 12 dual light laser cannons and 60 point-defense lasers.
The hull of the ship seems largely skeletal -- the thin areas of superstructure only support a small habitable volume given that the ship's crew should mostly consist of droids. The ship can carry up to 40,000 deactivated battle droids in space-optimizing stowed format.
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Other

Name: N-B Escort Frigate
Description: the Nebulon-B escort frigate was designed as an affordable capital ship meant to handle the threat of starfighters. It came as response to repeated raids on convoys. Accompanied by escort frigates, the rich prizes of shipping suddenly became risky ventures to tacticians. The escort frigate's launch bays can hold two squadrons of starfighters and the ship carries specialized weaponry designed to hit small targets..
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Name: Shieldship
Description: The shieldship's dish-shaped deflector is 800 meters across, and is lined by thick armor plating honeycombed with coolant chambers. The shadowed side of the shields has huge cooling fins. Trailing from the shield is a 400-meter pylon with a drive tug that provided sublight and hyperdrive thrust.
Normally, one of the twelve shieldships would take control of the escorted vessel via slave circuit, and jump into the system. Vessels without slave circuits had to proceed at sublight, a trip that would take about 10 hours.
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Mithgardia
27-05-2006, 17:00
Mithgard Naval Craft Inc.
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A Wholly Owned Subsidiary of Mithgard Engineering & Spaceworks Corporation
Mithgardia
27-05-2006, 17:01
Mithgard Unconventional Technologies Inc.
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A Wholly Owned Subsidiary of Mithgard Engineering & Spaceworks Corporation
Mithgardia
27-05-2006, 17:02
Mithgard Special Goods Inc.
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A Wholly Owned Subsidiary of Mithgard Engineering & Spaceworks Corporation
Mithgardia
27-05-2006, 17:02
Mithgard Construction Inc.
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A Wholly Owned Subsidiary of Mithgard Engineering & Spaceworks Corporation

Name: Immediate Spaceport
Contains:
- 10-Gated Terminal (x5)
- Space Traffic Control Tower (x1)
- Administrative Building (x1)
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Name: Immediate Colony
Contains:
- Prefabricated Shelter (x5,000)
- Government Building (x10)
- Military Garrison Barracks (x5)
- Guard Tower (x20)
- Hospital (x2)
- Power-supplying facility (x1)
Price:
Mithgardia
27-05-2006, 17:03
Mithgard Special Packaging Inc.
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A Wholly Owned Subsidiary of Mithgard Engineering & Spaceworks Corporation