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[[File:tearsofthefallen.jpg|right]]
[[File:tearsofthefallen.jpg|right|500px|Tears of the Fallen]]
[[File:tearsofthefallen2.jpg|right|500px|Tears of the Fallen]]


=='''Tears of the Fallen'''==
'''Name''': Tears of the Fallen<br />'''Craft''': Gromek Terentatek Systems Class Destroyer<br />'''Type''': Destryoyer<br />'''Scale''': capital<br />'''Length''': 3,613 meters<br />'''Skill''': capital ship pilot<br />'''Crew''': 1,953; Gunners: 1,660; Skeleton: 195/+25<br />'''Passengers''': 20,000 troops<br />'''Cargo Capacity''': 50,000,000 metric tons<br />'''Consumables''': 5 years<br />'''Hyperdrive''': x1<br />'''Hyperdrive Backup''': x3<br />'''Nav Computer''': yes<br />'''Maneuverability''': 3D<br />'''Space''': 12<br />'''Hull''': 30D<br />'''Shields''': 12D<br />'''Sensors'''
 
*Passive: 175/3D+2
'''Craft'''-Gromek Terentatek Systems Class-Destroyer (GTSC-D)<br />'''Type'''-Destroyer / Carrier<br />'''Scale'''-Death Star<br />'''Length'''-3,613 meters<br />'''Auto Pilot Skill'''-capital ship pilot 4D+2; capital ship shields 4D+2; sensors 4D+2; planetary systems 4D+2; astrogation 4D+2<br />'''Crew'''-1,953<br />-'''Gunners'''-1,660<br />'''Passengers'''-10,000<br />-'''Troops'''-25,000<br />'''Cargo Capacity'''-50,000,000 metric tons<br />'''Consumables'''-5 years<br />'''Hyperdrive'''-x1<br />'''Hyperdrive Back '''up-x3<br />'''Nav Computer'''-yes<br />'''Maneuverability'''-1D<br />'''Space'''-12<br />'''Atmosphere'''-450; 1300kmh<br />'''Hull'''-14D<br />'''Shields'''-1D<br />'''Sensors'''
*Scan: 525/5D+1
*Passive-150/2D
*Search: 1,575/7D
*Scan-200/3D
*Focus: 18/8D+2
*Search-250/4D
*Focus-10/5D
'''Weapons'''
'''Weapons'''
*'''6 Mark IX Mauler Devices''' (sets of 2 fire linked)
*'''6 Mauler Devices''' (sets of 2 fire linked)
: Fire Arc-fore<br />Crew-60<br />Scale-capital<br />Skill-capital ship gunnery<br />Fire Control-2D<br />Space Range-1-75/150/300<br />Atmosphere Range-100-7,500/15,000/30,000 meters<br />Damage-16D
: Fire Arc: forward<br />Crew: 10<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 2D<br />Space Range: 25-150/300/450<br />Damage: 24D
*'''100 Mark VII Missile Launchers'''
*'''100 Energy Cannons'''
: Fire Arc-50 port; 50 starboard<br />Crew-5 each<br />Scale-capital<br />Skill-capital ship gunnery<br />Fire Control-3D<br />Space Range-1-150/500/1,000<br />Atmosphere Range-50-150,000/500,000/1,000,000 meters<br />Ammo-250 each<br />Damage-15D (10D if replaced with modern warhead missiles at a cost of 3000 credits per missile)
: Fire Arc: 50 port, 50 starboard<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 4D<br />Space Range: 1-15/35/75<br />Damage: 6D
*'''100 Mark III E.C.A.C.s'''
*'''100 Missile Launchers'''
: Fire Arc-50 port; 50 starboard<br />Crew-1 each<br />Scale-star fighter<br />Skill-starship gunnery<br />Fire Control-5D<br />Space Range-3-15/35/75<br />Atmosphere Range-300/1,500/3,500/7,500 meters<br />Damage-5D
: Fire Arc: 50 port, 50 starboard<br />Crew: 5<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 3D<br />Space Range: 3-75/150/450<br />Damage: 25D
*'''100 Mark III tractor beam projectors'''
*'''100 Tractor Beams'''
: Fire Arc-25 port; 25 starboard; 25 fore; 25 aft<br />Crew-10 each<br />Scale-star fighter<br />Skill-starship gunnery<br />Fire Control-6D<br />Space Range-5/10/15<br />Atmosphere Range-will not work inside an atmosphere<br />Damage-15D
: Fire Arc: 25 forward, 25 port, 25 starboard, 20 aft<br />Crew: 10<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 6D<br />Space Range: 1-5/10/15<br />Damage: 10D
 
'''Notes''':
=='''The Tears of the Fallen'''==
*'''Mauler Devices''': These weapons' energy detonates on impact. The explosion radius is equal to the weapons current damage Die code.
 
*'''Missiles''': The missiles use by this ship are made of an unknown material and have a massive yeild. Initail tests have yielded a 25 gigton yield on a planetary body. When detonated within a vacumm, the yield is significantly less but still far exceeding anything in the galactic arsenal.
==='''History'''===
*'''Main Computer''': The ship's main computer has a "Ghost A.I." in it. Be warned.
 
The ship originated from a species known as the Gromek. The Gromek come from an Elliptical galaxy that is unknown to the galactic empire. The ship arrived in known space just under 25,000 years ago. Granted the ship was built roughly 200 years BBY, it suffered a accident while entering hyperspace while a sister ship's core was detonated nearby. This caused a fluctuation in the hyperspace window and upon entering, inertial dampeners failed, killing the crew. Before the ship exited hyperspace, the auto pilot restored the inertial dampeners.
 
After exiting hyperspace the ship collided with a massive asteroid composed almost entirely of Cortosis and ice. Stuck to the asteroid, and without a crew, the auto pilot went into hibernation mode. 24,813 years of drifting in space and being possessed of great mass, the ateroid grew into a rogue planet capable of sustaining life.
 
The ship stayed unknown and dormant within the planet until it was discovered by a group of mercenaries.
 
==='''Design'''===
This ship was designed to be a system wide destroyer. It carried 300 starfighters, inside of 30 different launch bays. Each launch bay contains 10 slots for a starfighter roughly 21 meters long by 19 meters wide.
 
To accommodate the role of system destroyer and carrier it was equipped with landing gear. These were added as a means to land in dry dock. While in dry dock, the ship could undergo annual maintenance.
 
The Systems-Class Destroyer's designers always fully expected the ship to encounter ships of like strength, so they fitted the internals accordingly. All internal doors have the strength of starfighter scale blast doors (6D strength). The height of all doorways, is 4.8 meters, the height of all rooms hallways etc. is 5 meters.
 
The cargo hold is massive in size and can hold roughly 50 million metric tons. The cargo hold is 150 meters long by 150 meters wide by 50 meters tall with a cargo door of 50 meters wide by 25 meters long. The cargo hold door is on the bottom of the ship.
 
==='''Power Systems'''===
 
Gromek power systems are high output systems. In short, the power systems are much more stable than other space faring species. As such the Gromek are able to create larger, faster, more powerful starships than most other species encountered.
 
The long version of how Gromek power systems work is much more complicated. At the very center of its design, the power core creates a quantum gravitational singularity. It is contained within a permanent containment field. This field is powered by the singularity in a manner that requires no physical components after the field is created. Because the singularity would constantly be pulling upon the containment field, the field had to be designed to prevent this. It actually does not prevent it but rather "directs" the gravity to another device that uses some of it for movement and most of it is then harnessed for use in the rest of the ships systems.
 
===='''Game Notes'''====
 
Because of the singularity's size, should the ship be destroyed, the singularity will not be destroyed in a similar manner as the tractor beam's micro singularity would be. Instead the singularity with "grab" onto normal space and grow into a standard quantum gravitational singularity, in other words a black hole will be formed.
 
Gromek power cores are immune to ionization damage.
 
==='''SENSORS'''===
 
Gromek sensor systems work upon a more refined Tachyon system than the standard human systems typically used within the "Galactic Empire."
 
===='''Game Effects'''====
 
Due to the extreme age of the ship, the sensors have begun to "wear out" and cannot identify the specific kinds of life forms but can still detect individual life forms.
 
==='''Sub-Light Space Drive Systems'''===
 
Gromek sub light drives are not ion drives, but more closely resemble gravity drives in how they function. This also makes them resistant to ionization weapons. Due to current technology levels within the Gromek Empire, the faster sub light drives currently suffer from maneuverability issues based upon "gravitational shift projectors" being too slow to match the needs of the more skilled pilots.
 
===='''Game Effects'''====
 
When the ship moves at "high speed" or greater speed there is an ever increasing chance that they will fail due to the extreme age of the ship. At "cruising" speeds there is a one in six chance the sub light drive will fail every time it is brought up to this speed. At "high speed" speeds there is a two in six chance the engines will fail. At "all out" speeds there is a four in six chance the engines will fail. When the engines fail, a successful moderate difficulty capital ship repair roll will restart the engines, though they still have a chance to fail.
 
=='''Defenses'''==
 
==='''Shields'''===
 
Gromek shielding systems actually rule along the same basic principles as standard galactic imperial shields. The main difference between the two is a matter of power. Because Gromek ships have significantly more power, they are able to generate shields that are significantly more powerful. Some of the larger vessels' shields are noticeably visible when something comes into contact with them.
 
===='''Game Effects'''====
 
Over the 25 millenia the ship was stuck on the planet, the shield emitters have become less effective. Though they are still recieving the same amount of power as they originally had, the emitters are not able to create as powerful a shield as they once did. Should a competant crew of shield engineers fix the emitters, they maight be able to bring the shields back up to their original strength of 12D.
 
==='''Armored Hull'''===
 
Gromek armored hull plating is composed of a material that has been quantum shifted at the sub-sub-atomic levels. The armor is then permanently energized, requiring no further energy from any power source. Standard armor plated military ship contain numerous layers of armor. Because of the nature of this armor, all ionizing weapons have ZERO effect. Should enough ion cannon energy be released upon this kind of hull plating, it will actually temporarily increase the hull strength. In game terms this effect translates to for every 10 times the ship's hull rating in like scaled ion cannon damage the ship sustains per round, the hull will actually gain 1D in hull the following round, for one round.
 
===='''Game Effects'''====
25,000 years of sitting on a planet has taken its toll upon the armored hull. though still stronger in effectiveness than Imperial hulls, it is significantly less than its original strength.
 
=='''Weapons'''==
 
==='''Mauler Devices'''===
 
A Mauler Device is similar to a point singularity weapon. Such vast quantities of energy are required to fire the weapons that most are always mounted on capital and death star scale vessels. Unlike the Energy Compression Acceleration Cannon, the Mauler Device will “expand” upon impact causing similar damaging effects to a missile or torpedo, with an explosion radius in space units equal to half its damage code. A Mauler Device is a sub-atomic particle encased in energy; it is then fired in a similar manner as a mass driver. The device never needs to be reloaded.
 
===='''Notes'''====
 
Unlike an ECAC, the Mauler Device will not over penetrate the target. The damage caused is 5D weapon scale damage (capital/starfighter) with a minus one pip in damage for every space unit away from the point of impact.
 
===='''Game Effects'''====
 
The Mauler Devices have numerous foreign deposits trapped within the barrels. Because the weapons were fired numerous times after the ship's long slumber, capital ship weapons engineers won't be able discern between weapon and mineral deposit. These deposits will cause a (+2) should any mishap occur.
 
==='''E.C.A.C.'''===
 
Energy Compression Acceleration Cannon (E.C.A.C.): "An E.C.A.C. is a weapon grade device requiring a minimum level of power equal to what a city of 10,000+ people would consume during an average 22 hour period per shot fired. Due to the massive power requirements of an E.C.A.C., Gromek Weapons Regulators have deemed that no E.C.A.C.'s will be mounted on any ship with a power core rating less than 18Z593-68K9GF-32MG89." -Weapons Regulation Department
 
"The weapon works by compressing large amounts energy then releasing it upon a controlled vector. If an object is struck, the energy will not dissipate over the surface of the object. Rather it will penetrate the object until either the energy is fully expended or it penetrates through completely. Should it pass fully through the object, it will continue on until its energy is fully expended.
 
The level of power remaining after passing through the first object directly correlates to the structural resistance of the first object. And as such the remaining energy levels of the stream may still be capable of penetrating numerous objects, leaving a hole exactly the same size as the power level of the E.C.A.C. fired.
 
It has been Theorized that if a physical object were at the center of focus for the compressed energy, then it might be capable of holding exponentially greater amounts of energy, and if the theory holds true would be capable of greater range and greater damaging characteristics. It is further theorized that with a physical object at the center that there is a small chance it could release all of the compressed energy upon any physical object the stream may come into contact with, thus creating a massive explosion of pure disruptive energy." -Locek Weapons Testing Facility
 
"General accepted use of an E.C.A.C. is by firing the weapon upon a target and "peppering" the target with numerous holes until either the target is disabled or destroyed. Though it is recommended to use it to destroy targets and not to disable them. The military theory of disabling and capturing a ship has been proven to be tactically unsound and unsafe, also having a reputation for such will further encourage dissemination among G.E. citizens throughout the galaxy. Rather, using the threat of maximum force upon dissidents has proven to be a much more effective deterrent." -Soldier's Identity has been Classified
 
===='''Game Terms'''====
 
If fired upon an object, the target will resist will its current shielding code, if it has any on that fire arc. Do this independently of the hull. Next, if any has penetrated the shields, resist with the object's current hull code. If any damage is left, the ship will take the remaining damage as per normal ship damage rules as listed in the Star Wars Core Rulebook 2nd Ed (Revised). If there is enough damage remaining after the object has been destroyed, the energy stream will pass directly through the object. Its new damage code will then be the resisted shielding code and the ships undamaged hull code subtracted from the original damage code of the E.C.A.C. modified by range.
 
'''Example''': The Crying Thunder fires its fire linked Dynamic Assault Class E.C.A.C.s at an Imperial III Star Destroyer. The ISD III has all shield power on the forward arc. 5D shields front. The hull of the ship is 8D. The Damage code of the E.C.A.C. is 22D, damage is 85. The ISD III will first resist the 85 damage with its current shields of 5D, getting 19, leaving 66 for the hull to resist. With a hull of 8D to resist, the ISD III rolls a 27. Thus allowing 39 points of damage to get through, and simply put, destroying the ISD III. But the E.C.A.C. will now continue on after the ISD III with a current damage code of 9D(22D base - 5D shields -8D hull = 9D), further modified by range, continuing on until the remaining energy is expended fully by either range or contact with an opposing force.
 
'''Optional''': Since the E.C.A.C. is a powerful weapon designed to pierce armor, GM's should consider rules for disabling ships that have received "destroyed" levels of damage from E.C.A.C.s. I recommend that this option only be used against capital scale ships because the weapon would cause significantly greater amounts of damages to starfighter scale ships. I recommend that the number of shots required to destroy a capital ship should be the number before the "D". I.E. an ISD III has a hull of 8D, so 8 fully penetrated shots will destroy the Imperial III Star Destroyer. After each shot GM's should disable a major system on the damaged ship to reflect the damage sustained.
 
'''Note''': While firing the E.C.A.C. and should a mishap occur, roll normally on the mishap tables in the main book and subtract 2 from any result. This is to reflect the high level of precision technology involved inside an E.C.A.C.


===='''Game Effects'''====
'''Description''': This ship has a mostly unknown past. What is known is how it came to be where it is today.


These E.C.A.C.s are in need of heavy maintenance. There is a (+1) on any mishap rolls due to the lack of maintenance. Should they be fixed, they mishap penalty will go away and a +1D to damage will be added as well.
A group of adventurous individuals claim to have stumbled across the ship while trying to escape several force devouring monsters. They claim they had crashed on a rogue planet after a terrible nav computer mistake. They claimed to have barely survived. Using what little equipment survived the wreckage, they went in search of anything useful.


==='''Warhead Launchers'''===
Having come upon the remains of a battlefield strewn with thousands of dead combatants, one side of which they claimed were Rebels. (File notation: Neither the Rebel Alliance nor the Empire have any files pertaining to this planetoid or this Rebel Base.) Following a road they came upon a ruined base.


These missiles are composed of a vast amount of anti-matter. While stored the warheads are inert and stable. After being fired the anti-matter becomes destabilized, upon impact there is a violent matter anti-matter reaction. The missiles have an incredible range because of the anti-matter sublight driven propulsion system. If it were not for the propulsion system, the ranges would be quadrupled if it did not use part of its own munitions as fuel.
The adventurers claimed there were several vehicles inside a partially damaged hanger, but they would require extensive work to make space worthy again. Finding it eerie to not see a single living person, or evidence of why this all happened, they tried to find a main computer terminal. Finding a power source but not finding a working terminal, they followed the power to its source.


===='''Game Effects'''====
Here they claimed to have found a hidden Medical facility that appeared to be conducting illegal experiments on living subjects. It is also here they determined why there are no living remaining within the base. According to the adventurous group one of the test subjects had a severely negative reaction to what the scientists were doing to them and went violently insane.


Anti-matter waheads are not an unknown technology. With moderate repairs the missiles can regain their original destructive capabilities of 25D damage. Should any repair roll fail, it will detonate the missile and thus causing 15D damage to everything within 100 meters.
Here things got confusing as the answers from the group because less consistent with each other. Some claimed the Soldier killed himself, another said they saved his soul, one claimed 100% credit for killing the soldier with a precise blaster shot, and the last claimed the soldier died from a sudden case of decapitation via light saber.


==='''Tractor Beam Systems'''===
Apparently the group awakened several more accidentally and could not escape as they were cut off from the surface. Having found a cave leading down, they took the risk of an unknown cave over a group of scientifically enhanced super soldiers.


Gromek tractor beams work by creating a small temporary gravimetric singularity and then directing its gravitational pull upon a single object. Should the tractor beam be destroyed the technology that sustains the singularity will not function and so the singularity will cease to exist.
During their wandering through the dark, they claimed to have encountered a beast similar in appearance to a Rancor only approximately 2 meters in height rather than 5 meters. Here they openly admit to having had a Jedi traveling with them, but the creatures seemed to "suck" some form of essence from the Jedi, leaving him nearly lifeless.


===='''Game Effects'''====
Turning and running from the beats they came across a circular door. They forced their way in and only barely managed to close the door before they were over taken by the monsters. It did not take long for them to realize this was not an underground base, but a large space ship.
The Tractor Beams are not damaged in any way. The oly thing they suffer from is lack of maintenance and lack of use. Should they recieve these things they will be brough back up to normal strength of 16D.


=='''Authors Note'''==
They were able to start up the main power core, though admittedly to this day, no one is quite sure how the power core works, only that it contains a compressed singularity within a self-sustaining shield. The Group theorized that the power core worked by somehow compressing a singularity and it was the pressure exerted upon the shield that is somehow converted into usable energy.


I designed this ship under the premise that the creators were fearless warriors that never retreated in battle. This is shown by the fact there is no rear offensive capabilities. I should also point out the E.C.A.C.s are designed to be used as point defense weapons, as anti-ordinance weapons, and not as an anti-starfighter weapon. I understand the ship is death star scale without a death star scale weapon. My idea behind this was the massive power needed to charge and fire the primary cannons every round. One major item to note is there is a black hole contained with in the ship, and as the creators took the ship into battle alone as a carrier and if it came down to the point where the ship was going to be destroyed they felt releasing a black hole in enemy territory and trapping all nearby ships within its gravity was an acceptable trade for the loss of one of its destroyers.
Finally in a semi working ship they were unsure of how to escape, as they estimated they were between 8 and 10 kilometers below the surface. Braving the odds they chose to try to take off. They claimed to have reached orbit but were vastly outnumbered when an Imperial battle group arrived. While still trying to figure out the basic controls for the ancient ship they said the ship itself fired upon one of the Imperial Star Destroyers completely obliterating it in a single shot, and crippling several other nearby ships. (File notation: No Imperial records match the description of a destruction of an Imperial Star Destroyer as they have described. Rebel Alliance records do have a description of wreckage of several ships in that area but do not speculate as to how or when they were destroyer. No mention of a rogue planet.) After the brief skirmish, the adventuring group took the ship to the Mon Calamari Ship Yards and turned it over to the Rebel Alliance.

Latest revision as of 17:43, 25 March 2016

Tears of the Fallen
Tears of the Fallen
Tears of the Fallen
Tears of the Fallen

Name: Tears of the Fallen
Craft: Gromek Terentatek Systems Class Destroyer
Type: Destryoyer
Scale: capital
Length: 3,613 meters
Skill: capital ship pilot
Crew: 1,953; Gunners: 1,660; Skeleton: 195/+25
Passengers: 20,000 troops
Cargo Capacity: 50,000,000 metric tons
Consumables: 5 years
Hyperdrive: x1
Hyperdrive Backup: x3
Nav Computer: yes
Maneuverability: 3D
Space: 12
Hull: 30D
Shields: 12D
Sensors

  • Passive: 175/3D+2
  • Scan: 525/5D+1
  • Search: 1,575/7D
  • Focus: 18/8D+2

Weapons

  • 6 Mauler Devices (sets of 2 fire linked)
Fire Arc: forward
Crew: 10
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 25-150/300/450
Damage: 24D
  • 100 Energy Cannons
Fire Arc: 50 port, 50 starboard
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 4D
Space Range: 1-15/35/75
Damage: 6D
  • 100 Missile Launchers
Fire Arc: 50 port, 50 starboard
Crew: 5
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 3-75/150/450
Damage: 25D
  • 100 Tractor Beams
Fire Arc: 25 forward, 25 port, 25 starboard, 20 aft
Crew: 10
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D
Space Range: 1-5/10/15
Damage: 10D

Notes:

  • Mauler Devices: These weapons' energy detonates on impact. The explosion radius is equal to the weapons current damage Die code.
  • Missiles: The missiles use by this ship are made of an unknown material and have a massive yeild. Initail tests have yielded a 25 gigton yield on a planetary body. When detonated within a vacumm, the yield is significantly less but still far exceeding anything in the galactic arsenal.
  • Main Computer: The ship's main computer has a "Ghost A.I." in it. Be warned.

Description: This ship has a mostly unknown past. What is known is how it came to be where it is today.

A group of adventurous individuals claim to have stumbled across the ship while trying to escape several force devouring monsters. They claim they had crashed on a rogue planet after a terrible nav computer mistake. They claimed to have barely survived. Using what little equipment survived the wreckage, they went in search of anything useful.

Having come upon the remains of a battlefield strewn with thousands of dead combatants, one side of which they claimed were Rebels. (File notation: Neither the Rebel Alliance nor the Empire have any files pertaining to this planetoid or this Rebel Base.) Following a road they came upon a ruined base.

The adventurers claimed there were several vehicles inside a partially damaged hanger, but they would require extensive work to make space worthy again. Finding it eerie to not see a single living person, or evidence of why this all happened, they tried to find a main computer terminal. Finding a power source but not finding a working terminal, they followed the power to its source.

Here they claimed to have found a hidden Medical facility that appeared to be conducting illegal experiments on living subjects. It is also here they determined why there are no living remaining within the base. According to the adventurous group one of the test subjects had a severely negative reaction to what the scientists were doing to them and went violently insane.

Here things got confusing as the answers from the group because less consistent with each other. Some claimed the Soldier killed himself, another said they saved his soul, one claimed 100% credit for killing the soldier with a precise blaster shot, and the last claimed the soldier died from a sudden case of decapitation via light saber.

Apparently the group awakened several more accidentally and could not escape as they were cut off from the surface. Having found a cave leading down, they took the risk of an unknown cave over a group of scientifically enhanced super soldiers.

During their wandering through the dark, they claimed to have encountered a beast similar in appearance to a Rancor only approximately 2 meters in height rather than 5 meters. Here they openly admit to having had a Jedi traveling with them, but the creatures seemed to "suck" some form of essence from the Jedi, leaving him nearly lifeless.

Turning and running from the beats they came across a circular door. They forced their way in and only barely managed to close the door before they were over taken by the monsters. It did not take long for them to realize this was not an underground base, but a large space ship.

They were able to start up the main power core, though admittedly to this day, no one is quite sure how the power core works, only that it contains a compressed singularity within a self-sustaining shield. The Group theorized that the power core worked by somehow compressing a singularity and it was the pressure exerted upon the shield that is somehow converted into usable energy.

Finally in a semi working ship they were unsure of how to escape, as they estimated they were between 8 and 10 kilometers below the surface. Braving the odds they chose to try to take off. They claimed to have reached orbit but were vastly outnumbered when an Imperial battle group arrived. While still trying to figure out the basic controls for the ancient ship they said the ship itself fired upon one of the Imperial Star Destroyers completely obliterating it in a single shot, and crippling several other nearby ships. (File notation: No Imperial records match the description of a destruction of an Imperial Star Destroyer as they have described. Rebel Alliance records do have a description of wreckage of several ships in that area but do not speculate as to how or when they were destroyer. No mention of a rogue planet.) After the brief skirmish, the adventuring group took the ship to the Mon Calamari Ship Yards and turned it over to the Rebel Alliance.