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Approved Starship Adventurous Class Cruiser [Black Sun]

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Adventurous Class Cruiser

Image Credit: The Fellow Who Made It
Intent: To craft the Sun's a new Cruiser to guard her boarders and worlds. Support Capital Ships in engagements, but have enough firepower that when combined with the proper moxie and suicidal bravery; they'd give a more powerful class a go for their money in a one on one.
Development Thread: None
Manufacturer: Koensayr Manufacturing
Model: Adventurous Class
Affiliation: Black Sun
Modularity: Yes
Production: Mass Produced
Material: Good ol' Durasteel (Hull). Dura-Titanium Alloy (Superstructure). Transparisteel.

Description: Modernizing Black Sun's Navy. The Adventurous Class Cruiser is an exciting project the engineers of Koensayr developed to meet the stringent demands of the Admiralty. Which for the Cruiser Class was a fast, heavily armed ship that could fill a multitude of roles. And supplement; then moving to replace aging and outdated vessels that still serve.
On offensive capabilities. The Adventurous Class features a Full Forward Fire (FFF) design that brings all her main batteries and torpedo tubes to bear at the twelve o'clock position. And with her sleeker frame this gives a great advantage over bulkier foes and still a bonus against any enemy really. Unlike other designs that incorporate FFF; Adventurous can still swing most of her batteries around to cover all angles. Giving no direction to hide from fire in. Now while a frontal assault is her strong suit, and no angle uncovered including her aft. Broadside ability suffers the most. The main three gun battery only has a maximum 50 degree elevation, and only 6 to 7 of the smaller batteries can be brought to bear at any one time at 90 degrees parallel to target. Battle doctrine is to avoid this position and if finding the enemy captain is making for it, to either pull out, or face them head on and charge.

The Adventurous is equipped with the C-NFA01 Navigation System. Thus making the model the largest with this syetem installed. The swift calculations and continuously updating jump paths put it a cut above your common market Navi computers.. Meaning that the Cruiser can probably leave before trouble even has a chance to get riled up. A Communications and Sensor Jammer System is also installed. A single ship can scramble an enemy battle groups comm network, while loosing its own but not its allied Sun ships. A hard wired system averts the loss of internal comms while the jammer is active. Two working together can turn your average planet entirely dark. A heavily populated planet like Coruscant or Nar Shaddaa would (theorized) require more than a dozen ships to accomplish total blackout. But this measure is by no means a permanent fix so to say, simply a convenient tactic.

The Advanced Synchronization Fire Control System, is a set of electronic and physical locks which limits or controls the position, movement and firing of certain weapons that could either fire at a volley of torpedoes, or impede their travel as they launch. And don't allow for certain guns to fire towards the bridge.

Classification: Balanced
Role: Multirole Cruiser. Escort, Patrol, Fleet Support, Planetary Defense / Assault, Ect...
Height: 180m
Width: 210m
Length: 556m
Power Core Generator/Reactor: Antimatter
Hyperdrive Rating: 1 (Class 10 Backup)
Minimum Crew: 380
Optimal Crew: 1745
Armaments:


  • x2 Three Gun Heavy TurboLaser (12)

  • x12 Two Gun Heavy Turbolaser (48)

  • x12 Proton Torpedo Launcher

  • x24 Point Defense Laser Cannon
Hangar:
Non-Combative Attachments:

  • Communications Array

  • Escape Pods

  • Standard Shields

  • Life Support Systems

  • C-NFA01 Navigation System

  • Sensor Array

  • Comms / Sensor Jammer System

  • Encryption Network

  • Advanced Targeting System

  • Synchronization Fire Control System (To avoid turret fire hitting a missile or torpedo volley as they launch. Or the bridge).

  • Tractor Beams (6)

  • Standard Detention Cells
Passenger Capacity: 600
Cargo Capacity: 5500 Tons
Consumables: 15 Months
Sublight Speed and Maneuverability: Class 6
 
[member="Cypher"]

Alright, let's get started.

  • First off; concussion missiles don't really have a devastating effect against capital ships. They can certainly be used to damage a ship, especially once a target ship's shields have been compromised, but their damage is mostly going to be limited to exterior damage to things like turrets and anything else above the hull. Anti-capital warheads are heavy warheads, like the assault concussion missile.
  • Next up; the line about no ship being able to jump faster than this one has to go. Absolute statements like that in tech subs inevitably lead to problems. Saying that it jumps quickly is sufficient.
  • Lastly, the few times someone has used a missile pod, it has always been after applying the cluster modifier to the total amount. So you'll need to do that or drop the pod moniker.
 
[member="Ayden Cater"]

So I'll fix up the jumping. Switch to anti-capital warheads. And I need to set a set amount of missiles per launcher. What would be an appropriate amount to have?
 
[member="Cypher"]

Apologies, but I missed somethings.

Cruisers can have 30 warhead launchers, or 8 heavy warhead launchers. Any warhead that is very effective, or designed to be effective, against capital ships is a heavy warhead. Heavy warheads are worth four standard warheads. So you could have eight heavy warheads, thirty warheads, or some combination of the two, like four heavy warhead launchers and sixteen warhead launchers.

As well, a single ship is going to have limits on what sort of ship and how many it can target. I'd like some more clarification here. What happens if a larger electronic warfare ship on the other side targets this ship?
 
[member="Ayden Cater"]

I'll change the warheads to the limit.

Well since these are warheads they can interdependently target themselves now can't they. But of course thats a poor choice to do since there are many false targets flying about with fighter craft in a battle. So either each warhead is set to a target or a cluster of them is. How many targets we can set should be of no issue. Every single warhead could be given a single target and after firing, head to that target on their own systems.

Now as for what an electronic warship is doing against mine. That depends what. Is it attempting to scramble my ships ability to target with radar, then its doing such. My guns will have a harder time targeting but may fall back on another means. Such as laser sighting or more visual. Is it sending out a much broader wave to counter a warhead barrage or torpedo volley? Then it to must contend with on board systems of the weapon. That is if they are launched yet.

But if you want to know questions and answers you must give me more specific questions. But that raises the question of why a electronic support ship larger than my own cruiser in a major engagement would be targeting a cruiser when I'd very likely have star destroyers about wrecking havoc?
 
[member="Cypher"]
  • Your warheads are still off.
  • Balanced ships generally do not have double redundant shields. That's typically a trait saved for Mon Cal ships and Assault ships. If you want the shields, I'd like that you make some kind of trade off and give a bit of explanation on it
  • Lastly, mass produced ships tend to be low cost and are meant to be more quantity over quality. To that end, we'd like it if mass produced ships only have one advanced system unless very serious drawbacks are placed in some other area of the ship's function. If you do decide to go with the double redundant shields, that does qualify as an advanced system which would put your count at 3 right now.
 
[member="Ayden Cater"]

Eliminated the missiles all together. Kept the torpedoes.
Shields are just your standard types now. All that ray, partial and whatnot.
Advanced systems brought down to one.

I think everything should finally be in order now. *Beats head against desk*.
 
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