Due to issues with fake accounts being created all account creation is now managed by the Systems Operator and Manager of the D6 Holocron. If you wish to have an account created at all please be sure to E-mail bsdoblivion@d6holocron.com with your requested alias. (((>*.*<)))

Lictor Dungeon Ship

From D6Holocron
Jump to: navigation, search
Dungeonship1.jpg
Dungeonship.png

Lictor Dungeon Ship
Craft: Rendili StarDrive’s Lictor-class
Affiliation: General / Empire
Era: Rise of the Empire
Source: Dark Empire Sourcebook (pages 95-96)
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: 75/1D
  • 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: 6-30/70/150 km
Damage: 4D
  • 2 Tractor Beam Projectors
Fire Arc: 1 front/left, 1 right/back (May be used on only one fire arc per round)
Crew: 8
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-5/15/35
Atmosphere Range: 2-10/30/60 km
Damage: 4D

Capsule: Imperial dungeon ships were introduced at the height of the Purge in an attempt to control Jedi Knights and other dangerous prisoners. Originally designed by the Mandalorians, the majority of the ship’s cells were devoted to common prisoners. Sections were partitioned off to allow for variable gravity, lighting, atmosphere and other factors — often prisoners were held under uncomfortable conditions (such as heavier than normal gravity) to keep them docile during the prisoner transfer. Other tactics of control included mild electric shocks (painful but causing no permanent damage), sirens and hallucinogenic gases. Prisoners were guarded by droids along with normal organic guards (who were heavily armed and ordered to maintain order no matter what happened). Since the prisoners knew that disobedience meant death, there were few uprisings aboard the dungeon ships. When it came to Jedi Knights, the prison ships were designed on the principle that the best way to keep a Jedi Knight under control was to keep him disoriented and preoccupied with survival. Traditional restraints were useless against those who could call upon the Force. Super-dense alloys lined each cell to prevent any physical escape and, it was (erroneously) hoped, to screen out any telepathy. Eventually, the energy shields used on the Universal Energy Cages had to be installed around the perimeter of the cells to prevent the Jedi from using their abilities. Life support settings were set extremely low to force the Jedi into hibernating for the duration of the voyage. To prevent prisoners from commandeering vessels, the dungeon ships lack a normal nav computer. The computer can only hold two sets of coordinates at any given time: the jump to the prisoner transfer planet and the final destination. If a dungeon ship had to make multiple jumps, it would have to get new jump coordinates at each stop over. The bridge is located at the bottom of the ship in a self contained and detachable command chamber equipped with emergency rations and a signal beacon.