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Section of Site: Starships D20Belongs to Faction: Old RepublicSubtype: CapitalEra: Old RepublicCanon: No

Hellbringer Tactical Assault Cruiser

During a period of galactic war brought on by the onset of the Clone Wars,
many new and upcoming weapons and starship production companies made great
profits by supplying warring factions with the tools their required to better
destroy the enemy. Incanion War Systems was one such corporation.

Based off of the Core world of Incan IX, Incanion War Systems supplied the
Republic with munitions and standardized supplies for years, secretly using
the profits to fund the design and development of their own tactical assault
cruiser with high hopes of winning a construction contract to mass produce
the ships for the Republic Navy.

The first working prototype was completed a few months following the historic
introduction of the Victory Star Destroyer into the Republic Fleet. The Skr-98X,
nicknamed the Hellbringer by the test crewers, was formally presented to the
Republic some time later.

The Hellbringer's main role was to conduct small time ground operations by
delivering a platoon a troops as well as support vehicles to a planet and
acting as a mobile base of operations while being able to defend itself
against any possible assault. In the event of superior enemy ground forces
the Hellbringer is armed with fifteen fully functional DX-47 "planet killer"
fusion warhead - each of which is capable of causing mass destruction in a
blast radius up to fifty kilometers.

The DX-47 warheads are delivered via a short-range disposable booster engine.
The only problem with the booster engines is the fact that they are not of
top quality and the guidance systems are unable to function in space due to
the lack of fixed landmarks. Firing one of the warheads with the shields
activated tends to scramble the booster's onboard computer, causing it to
self-destruct immediately (but not detonating the warhead).

Should atmospheric or other conditions prevent the launching of the warheads
via boosters, both of the ventral launchers can vertically drop their warheads
to the surface on a standard timing detonator. However, once this is done, the
warheads cannot be disarmed.

In a more common combat scenario, the Hellbringer will never make use of its
deadly complement of warheads. The Hellbringer was mainly designed to insert
and support a battle-hardened platoon of soldiers anywhere on a battlefield
and back them up with heavy fire from its ventral double laser cannon turrets
while fending off any air attack with its dorsal turrets.

The ship's bridge doubles as a strategic command center complete with advanced
holoprojectors capable of rendering a realistic and detailed model of the
surrounding area and all units (ally or enemy) within. Sophisticated communications
systems allows the ship to communicate both with its ground forces as well as
any ship in the fleet (regardless of location).

The Republic's military commanders were overall pleased with the apparent
capabilities of the Hellbringer but saw no practical use for mass numbers of
the vessels. However, they did agree that a handful of the vessels assigned to
specific veteran platoons could prove to be more than useful in almost any surface

By the closing of the Clone Wars the Republic had successfully deployed over
fifty Skr-98As throughout the galaxy, each of which seeing nearly constant
combat. Following the end of the war, twenty of the surviving thirty-two
Hellbringers were decommissioned while the remaining twelve were to continue
serving the galaxy long into the days of the Empire in their intended role.

Craft: Incanion War Systems' Skr-98A "Hellbringer"
Class: Capital
Cost: Not available for sale
Size: Huge (252 meters long)
Crew: Minimum 3, maximum 15 (Skilled +4)
Passengers: 40 (troops)
Cargo Capacity: 10,000 metric tons
Consumables: 3 months
Hyperdrive: x2 (backup x24)
Maximum Speed: Cruising
Defense: 18 (-2 size, +10 armor)
Shield Points: 100
Hull Points: 430
DR: 15

Weapon: Heavy turbolaser cannons (3, fire-linked)
Fire Arc: Front
Attack Bonus: +6 (-2 size, +4 crew, +4 fire control)
Damage: 8d10x5
Range Modifiers: PB -4, S -2, M/L +0

Weapon: Turbolaser cannons (2)
Fire Arc: 1 left, 1 right
Attack Bonus: +8 (-2 size, +4 crew, +6 fire control)
Damage: 5d10x5
Range Modifiers: PB -4, S -2, M/L +0

Weapon: Double laser cannons (6)
Fire Arc: 3 ventral turret, 3 dorsal turret
Attack Bonus: +10 (-2 size, +4 crew, +8 fire control)
Damage: 4d10x2
Range Modifiers: PB -4, S -2, M/L n/a

Weapon: Incanion DX-47 fusion warhead launchers (15, 1 missile each) *
Fire Arc: 1 front, 5 right, 5 left, 2 dorsal, 2 ventral
Attack Bonus: +10 (-2 size, +4 crew, +8 fire control)
Damage: 12d10x5, 9d10x5, 5d10x5, 3d10x5 (PB, S, M, L)
Range Modifiers: PB -4, S -2, M/L +0, t -2

* Warheads can reach into sensor range (t), unlike most other weapons. The blast
  also causes ionization damage. See Core Rulebook for details of Special damage.

Ground/Air Complement:
        2 heavy assault vehicles (juggernaughts, heavy tanks, etc)
        4 medium assault vehicles (patrol speeders, light or medium tanks, etc)
        8 light assault vehicles (ULAVs, CAVs, speeder bikes, etc)

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