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Approved Starship Alor-class Dreadnought

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Image Credit: Battlestar Galactica
Design Credit: Battlestar Galactica, Concordia Dreadnought, Kandosii Dreadnought, Mythosaur BBC, Keldabe Battleship,


PRODUCTION INFORMATION
Development Thread:
Manufacturer: Mandal Hypernautics
Model: Alor-class Dreadnought
Affiliation: Mandalorians, Closed Market,
Modularity: Yes
Production: Limited
Material: Honeycombed Mandalorian Steel Frame, Double-layered Mandalorian Steel Armor Plating, Alusteel Hull, Glasteel Alloy Viewports


DESCRIPTION
Seeking to expand the range of Capital Ships available to the Mandalorian Clans, Mandal Hypernautics CEO Rygel Larraq initiated plans to create a mass produced variant of the famous Mythosaur; Carrier Flagship of the clans. Drawing upon years of naval experience and a mountain of engineering achievements, Larraq's initial design concept rapidly evolved away from attempting to duplicate the engineering marvel of the Mythosaur and instead became a powerful new ship of the line that could also serve as a devastating breakthrough weapon.

Called the Alor-class, this new classification of Dreadnought would marry advanced metals with the durable structural design and advanced electronics of modern warships to a frame reminiscent of ancient and reliable Mandalorian ship designs. Nearly as large as the Mythosaur, the Alor class borrows the side-hangars of the Mandalorian flagship, the heavily armored prow of the Kandosii, the brawling armament of the Keldabe, and the compartmentalized hull of the Ordo and Concordia.

Massive and powerful, each Alor-class Dreadnought is the sole property of a single clan. Though not every clan has the resources or training to operate an Alor-class warship, some clans are capable of fielding multiple such vessels. Often, these massive ships serve as the flagship of an individual clan, with the Mythosaur herself serving as the flagship of all clans, reserved for use by the Mandalore himself, though the Mythosaur is sometimes loaned out into the stewardship of individuals via Alor Council nomination and appointment.

Each Alor-class Dreadnought is built-to-order at the request of a clan's Chief. As such, there are a number of variations between individual warships. Though this is typically shown in minor variations between weapon placements and electronics, a few Alor-class Dreadnoughts have significant alterations made to them. Most have four primary ion drives, others have as many as eight. Most have two nacelle hangers, others have four or have extra large hangers. Though this provides little in the terms of tactical variation between ships, it allows every Chief capable of doing so to ride into battle upon a warship that symbolizes the fury and will of his or her clan.

Hangars, Squadrons, and Launch Mechanisms
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A key component of the Alor-class design is a pair of port and starboard nacelle hangars. These hangars retract when engaging in hyperspace travel or when engaged in heavy combat. When retracted, the fore and aft of each hangar is sealed behind the main hull at the prow of the ship and one of the primary ion drives. Though these nacelle must be extended to allow for individual fighters to return and land, entire squadrons can be launched even while these nacelle are retracted. Built into the exterior edge of the Alor's nacelle are a number of starfighter launch tubes. Built-to-order, each Alor-class Dreadnought is pre-designed with a specific allotment of starfighter, bomber, or gunship squadrons in mind. Three squadrons of starfighters, bombers, or gunships are held in each port and starboard hangar respectively. Regardless of which type of ships the given clan desires to place in these hangars upon ordering their ship, each hangar is designed to allow all three squadrons to launch at once from the built-in launch tubes of each hangar. Any shuttles, dropships, light freighters, or other ships that have docked in each hangar are unable to be launched in this way.
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Frame, Hull, Armor, and Bridge
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The Alor-class Dreadnought utilizes the durable Mandalorian Steel as the primary component of its construction. This lightweight and durable material allows the ship to be lighter and faster than would otherwise be possible for a ship of its size. Likewise, it allows the ship to utilize a double layering of particularly thick Mandalorian Steel armor plating upon its hull. Within its hull, the Alor-class makes use of the durable and sturdy metal in a de-centralized, honeycombed frame. Capitalizing on this frame, the Alor-class borrows the compartmentalized systems made famous by the Ordo-class Frigate and Concordia-class Dreadnought.

The bridge of the Alor-class rests neither on the dorsal or prow of the ship. Instead, the Alor-class Dreadnought sports an internal bridge in the center of her prow-section. This bridge is a spherical structure that is entirely encased in Mandalorian Steel and Mandalorian Steel blast doors. The bridge is physically connected to the rest of the ship by a number of hard-lined systems, including remote cameras, holographic displays, and traditional sensor systems that allow the command staff of the ship to be aware of her surroundings without resorting to looking out a window. While this design was intended primarily to prevent hostile ships from targeting the bridge directly, it also proves capable of preventing most penetrating shots from taking out the bridge, even though it is placed towards the prow of the vessel.
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Power and Shield Systems
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The ship's powerful Isotope-5 Reactor provide the ship's ion drives, shields, subsystems, and weapons with plenty of power. When not in combat, this reactor is used to charge and maintain a number of capacitor banks and emergency power cells throughout the ship. Redundant power conduits run the length and breadth of the ship, allowing for easy rerouting of power past damaged sections of the ship. Compartmentalized life support and artificial gravity localized in each section of the ship allows for safe operating conditions in most of the ship even after the ship herself has suffered critical damages, and prevents boarding parties from sabotaging the life support systems of the entire ship in a single go.

Every section of the ship is supplied with local power cells that allow said section of ship to operate for a maximum of 24 hours at low-operational levels or 30 minutes of combat levels, even after being entirely separated from the ship's main power conduits.

The Alor-class Dreadnought utilizes top of the line modern shielding. A double layered shielding system protects the dreadnought, utilizing Retribution Ray Shielding as the initial layer and Thermal Deflector Shielding as the secondary layer. The first layer of shielding is capable of reflecting a portion of of incoming energy attacks back at the firing ship, but offers no protection against kinetic weapons or missiles. The second layer of shielding was fairly strong, even for a ship the size of the Alor-class. This secondary layer of shielding was capable of protecting against energy, kinetic, and missile weapons but also prevented the Alor-class from firing its own weapons. To work around this, the various shield emitters of the ship were tied into the weapons control systems. Every time an individual turret or missile tube fired, a small hole in the ship's shielding opened up directly over the firing weapon. Unless the firing weapon happened to be an energy based weapon, this opening in the ship's shields did not also extend to the ray shielding.
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Point Defense and Offense Systems
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Much like the ships that inspired her, the Alor-class heavily features a mixed arsenal of point defense emplacements. From over sized flak batteries, including multiple Vulcan Cannons, to numerous CIWS and Guardian emplacements, the Alor-class is capable of projecting devastating fields of fire to protect herself and other nearby ships from hostile starfighter and missile attacks. Also included in the ship's defensive arsenal are a number of SIS-129 Guidance Jammers which can disrupt the guidance systems of nearby non-advanced and non-homing missiles, as well as a handful of MH EM Field Generator Batteries which can create areas of electromagnetic interference around the ship to help defend her from missiles, torpedoes, and hostile starfighters. Offensively, the weaponry of the Alor-class focuses heavily upon numerous large mass-driver cannons and assault grade missile tubes. While these weapons afford her a powerful impact in close quarters battles, they leave her unable to respond to the long range firepower of opposing warships and makes operating an Alor-class unescorted a dangerous gamble.

Thanks to the near total reliance of the design upon projectile and missile weapons, the Alor-class Dreadnought heavily relies upon a constant supply of fresh ammo. Capable of launching numerous missiles and projecting massive amounts of ammunition over the course of even a short engagement, much of the Alor-class's expansive cargo bay is dedicated to the storage of ordnance. To help facilitate the rapid reloading of her numerous weapon emplacements, the corridors leading from the cargo bay to the outer hull of the ship are exceptionally large. Along the ceiling and floors of these corridors, numerous small tractor beam and pressor beam emitters are installed upon a system of rails that run in a loop. The right side of the corridor is for the movement of cargo from the center of the ship to the exterior of the ship, while the left side is for returning empty crates to the cargo bay. Between engagements, the Alor-class relies upon a heavy logistical train of cargo ships to keep her supplied with enough ammunition to maintain combat operations. Should this logistical train be interrupted, an Alor-class Dreadnought will quickly find itself unable to engage opposition and be forced to withdraw to the nearest friendly port to rearm.
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Missile Tubes and Launch Bays
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The Alor-class Dreadnought possesses numerous modular Flex-Tube Launcher Turrets placed throughout the hull. Though these large turrets are only capable of holding four missiles at a time, they are capable of turning to face targets within a far wider fire-arc than conventional torpedo tubes. Likewise, the design affords a larger internal storage area that would otherwise be possible and allows the turret to be rapidly reloaded with fresh ordnance in a number of minutes. Designed to support a wide range of ordnance options, these Flex-Tube launchers can fire Assault Concussion Missiles, Ram'or Assault Missiles, ACS Breacher Boarding Torpedos, Homing Cluster EMP Detonation Missiles, Advanced Homing Cluster Missiles, Homing Heavy Intruder Missiles, and a number of other options.

Along the ventral side of the Alor-class Dreadnought, a number of large circular blast doors dot the ship's hull. Capable of rapidly opening and closing, each of these circular doors serves as the cover for the hollow launch tube of a Drop Pod Launch Bay. Positioned in rows of three, each of these bays are capable of holding and launching only a single Drop Pod at a time. Reloaded via a system of rails that connects the one end of the launch bay to a nearby loading bay, the process of filling a fresh drop pod with infantry and/or cargo and moving it into position for launch can take as many as ten minutes. Primarily split into two rows, spaced unevenly apart and clustered in groups of three, these bays allows the Alor-class to indirectly aid a clan's ground war for a planet without resorting to bombarding an entire city from orbit. Though only one pod can be launched at a time, each bay holds a total of eight BTK-599 Drop Pods or MH Drop Pod Adaptor Units, or six ACS Modular Drop Pods.
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Strengths
  • Heavy Brawler at close ranges
  • Advanced Hull Design
  • Thick, double layered armor plating
  • Advanced, double layered shields
Weaknesses
  • Ammo Dependent
  • No Long Range Capabilities
  • Light Ventral Armament
  • Light Aft Armament

TECHNICAL SPECIFICATIONS
Classification: Dreadnought (Star Destroyer)
Role: Ship of the Line, Breakthrough Ship,
Length: 3,000 meters
Power Core Generator/Reactor: Firestorm Isotope-5 Reactor, Capacitor Banks, Emergency Power Cells,
Hyperdrive Rating: Class 0.6; Class 10 Backup
Minimum Crew: 90,000
Optimal Crew: 187,000
Passenger Capacity: 25,000
Cargo Capacity: 100,000 Tons
Consumables: 4 Years
Sublight Speed: Class 16
Maneuverability: Class 18


ARMAMENT
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Armament Rating and Fire Arcs: (Can switch between any of the following options)
  • Guns Forward: 20-Prow; 16-Port; 16-Starboard; 10-Dorsal; 08-Ventral; 05-Aft;
  • Prow/Dorsal: 20-Prow; 13-Port; 13-Starboard; 16-Dorsal; 08-Ventral; 05-Aft;
  • Prow/Port: 18-Prow; 18-Port; 13-Starboard; 13-Dorsal; 08-Ventral; 05-Aft;
  • Prow/Starboard: 18-Prow; 13-Port; 18-Starboard; 13-Dorsal; 08-Ventral; 05-Aft;
  • Spread Fire: 16-Prow; 15-Port; 15-Starboard; 16-Dorsal; 08-Ventral; 05-Aft;
  • Broadsides: 16-Prow; 18-Port; 18-Starboard; 10-Dorsal; 08-Ventral; 05-Aft;
Gun-count and Fire Arcs:
  • 70 Super-Heavy Mass-Driver Batteries (Heavy, Heavy Mass-Drivers)
  • 40 Heavy Mass-Driver Flak Cannon Batteries
  • 40 ACS Witch Fire CIWS Batteries
  • 20 DM Guardian System Batteries
  • 10 MH EM Field Generator Batteries
  • 5 Heavy Tractor Beam Emitter Batteries
  • 5 Pressor Beam Emitter Batteries
  • 12 Forward Facing Assault Grade Flex-Tube Launchers
  • 6 Port-Prow Assault Grade Flex-Tube Launchers
  • 8 Port-Prow ACS Energy Siphon Cannons
  • 2 Port-Prow Vulcan Cannons
  • 6 Starboard-Prow Assault Grade Flex-Tube Launchers
  • 8 Starboard-Prow ACS Energy Siphon Cannons
  • 2 Starboard-Prow Vulcan Cannons
  • 8 Port Assault Grade Flex-Tube Launchers
  • 6 Dorsal-Port Assault Grade Flex-Tube Launchers
  • 2 Dorsal-Port Vulcan Cannons
  • 6 Dorsal-Starboard Assault Grade Flex-Tube Launchers
  • 2 Dorsal-Starboard Vulcan Cannons
  • 8 Starboard Assault Grade Flex-Tube Launchers
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HANGAR
  • Port Hangar
  • 3 Squadrons of Starfighters, Bombers, or Gunships
  • 1 Squadron of Shuttles or Dropships, or 3 Individual Light Freighters
  • Starboard Hangar
  • 3 Squadrons of Starfighters, Bombers, or Gunships
  • 1 Squadron of Shuttles or Dropships, or 3 Individual Light Freighters
  • Ventral Drop Pod Launch Bays
  • 24 Drop Pod Launch Tubes
  • 6-8 Drop Pods per Launch Tube
NON-COMBAT ATTACHMENTS
Encrypted Communications Systems
Advanced Navigational Systems

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REFERENCE HYPERLINKS
 
[member="Captain Larraq"]

A lot of work has gone into the submission itself. I very much like the notion of one massive dreadnought per mando clan.

Now there are links in here that still haven't gone through factory. In the meantime:

  1. Take everything that isn't an image out of a spoiler
  2. Please list out the appropriate posts that are relevant to the development of this ship.
 
[member="Raziel"]

Done.

We're looking at around 429-587 posts.
Mainly depending on how Larraq's actions effected everyone involved in the Dromund Kaas thread, and whether or not that ties all posts into being relevant... or if it's just the naval part that remains relevant.
 
[member="Captain Larraq"]

Whilst I understand that your naval history has culminated in the development of this ship, I'd no sooner consider all of those posts development for a starship, than I would consider every single one of a Jedi's posts development for a Lighsaber that could cut through Beskar like butter. Obviously I can't just take a character's history stretching back two years and call it development.

A 3000m vanilla ship, with only the standard 30 post development, would be given roughly the following statistics (we are looking to provide more guidance soon):

Length: 3000m
Armament Rating: 16
Armaments:
~2000 Turbolasers
~70 heavy launchers
~200 point defences
~4 squadrons
Speed/Manoeuvrability: ~18

And with this I'd expect some redundant shields and heavy armour.

Going off your weaponry, you're not a million miles off this anyway. From my count:

~2000 turbolasers
~1000 point defences
~50 heavy launchers

But what you do have is:
Speed 16 which I'd consider top end speed for this weight class
0.6 Hyperdrive
8 squadrons of starfighters
Quite a lot of special features and systems.


So in summary this needs the usual 3000m ship development, plus another good 40 posts and dropping to Limited production (which I think meets the description anyway)

If you've got some threads hidden way in that list where you character is directly planning the development of this vessel, then I will gladly consider that development.
.



Captain Larraq said:
SIS-129 Guidance Jammers
Can you link this please?
 
[member="Raziel"]


I'm on my phone at the moment, so I can't give the best response.

In regard to the guidance jammer, the same question was asked in the review of the Roche class, which I gave a detailed answer to there.

http://starwarsrp.net/topic/78181-roche-class-light-corvette/?p=1158586


The total armament comes to...
1,760 Capital Weapons, 960 Point Defense, 52 Assault Launchers


The primary chain of events is that Larraq used the Mythosaur to destroy Dromund Kaas, at the cost of severely damaging the ship. Larraq followed this up with an immediate skirmish over the planet, where he spent much of the thread bemoaning not having the Mythosaur's holographic table to work with anymore.

Then you have Larraq assisting the Fringe at Eriadu where he came under direct fire from the Leviathan and had to flee the system. That thread was immediately followed by by Larraq contacting the Fringe and requesting their battle reports regarding the incident, with plans to build a ship that can counter what Larraq encountered over the planet.

Then, as a lucky accident, Larraq ended up in a position to capture one of the Sith Empire's secret flagships/superships. The Girth of Gluttony. Larraq proceeded to capture the ship and take detailed scans of its surface and interior, with the goal of using the gained information to help design a 2km+ sized warship.


That's 101 posts of development, not including the events of Dromund Kaas.




I have no problem dropping this to Limited.
 
[member="Captain Larraq"]

Thank you for the concise response. Let me have a think on the dev.

I have:

70 Super-Heavy Mass-Driver Batteries 1120
8 Port-Prow ACS Energy Siphon Cannons 320
2 Port-Prow Vulcan Cannons 40
8 Starboard-Prow ACS Energy Siphon Cannons 320
2 Starboard-Prow Vulcan Cannons 40
2 Dorsal-Port Vulcan Cannons 40
2 Dorsal-Starboard Vulcan Cannons 40


I have no clear definition of what "Super-heavy" means? Could you add that into the sub in terms of firepower relative to a typical weapon please?

To aid people in reading off the capabilities of this submission, please either make a submission for the guidance jammer, or describe the capabilities within this submission.
 
40 Heavy Mass-Driver Flak Cannon Batteries 320
40 ACS Witch Fire CIWS Batteries 160
20 DM Guardian System Batteries 320
10 MH EM Field Generator Batteries 160

So I get 1920 and 960 counting them as capital.

Anyway, whilst I muse on the dev:

I really, really like the armament ratings. However, I don't quite understand what each line item means? Is that a firing mode?

Might be a little unclear to another reader.
 
Raziel said:
I really, really like the armament ratings. However, I don't quite understand what each line item means? Is that a firing mode?Might be a little unclear to another reader.

Because many of the guns are capable of pointing in one of two fire arcs (prow-starboard or dorsal-port as examples), the different fire patterns denote the different possible distributions of firepower around the ship... With the different armament ratings showing the overall relative weight of fire being brought to bare on a given arc at any one time.
 
[member="Captain Larraq"]

That's what I thought, but just for clarity could you add something to make more clear? Like (Each line is one possible firing mode for the vessel)
 
[member="Raziel"]

Changed to Limited Production
Trimmed down the Dev Thread List
Added two additional "Fire Patterns"
Specified that the ships can "switch between any of the following options" in regards to Armament Ratings and projection of firepower

EDIT:

Also included "(Heavy, Heavy Mass-Driver)" explanation in weapon list.
Also included a line describing the effects and capabilities of the Guidance Jammers in the Point Defense and Offensive Systems section.

"Also included in the ship's defensive arsenal are a number of SIS-129 Guidance Jammers which can disrupt the guidance systems of nearby non-advanced and non-homing missiles"
 
Captain Larraq said:
(38-196) Invasion of Dromund Kaas; (Larraq's first experience with the Mythosaur)
(62) Skirmish over Dromund Kaas; (Larraq fights to hold control of Dromund Kaas without the Mythosaur)
(20) Assisting the Fringe at Eriadu; (Larraq encounters the Omega Protectorate's Flagship)
(6) Obtaining Eriadu Battle Reports; (Larraq obtains LotF Battle Reports regarding OP Flagship)
(32+) Threatening Coruscant; (Larraq's second experience with the Mythosaur)
(75) (7) Capturing a Battlesphere; (Larraq captures and scans a Sith Empire Battlesphere)
From the above: Red I'm not willing to accept as direct development for this ship. Orange I can be convinced on. Green I'm happy with.

A fairly vanilla (and I've outlined the delta above) battecruiser of this size requires 30 posts of development and 3 writers. Given the capabilities of this ship I'd require another 20 posts of development.




Captain Larraq said:
where he spent much of the thread bemoaning not having the Mythosaur's holographic table to work with anymore.


Captain Larraq said:
When this was all over, he would have to commission a more suitable command ship. Something much smaller than a Star Destroyer, but with all the necessary equipment to direct fleet engagements. And a chair. Somehow, he had grown fond of the captain's chair on the Mythosaur.
I'm not seeing much of a link between the thread in orange noted above and this ship. Can you advice on the link a bit more?

I'm a massive fan of the design of this ship, but I'm cautious about the precedent being set on "cashing in" very old threads that don't have a very direct link to the submission.
 
I'm cautious about the precedent being set on "cashing in" very old threads that don't have a very direct link to the submission.
I'm not entirely sure why though. I've seen some very vague stuff get counted towards company Tier Up requests or used as precedence for knowing Sith Alchemy. While I agree that these are some very old threads, the creation of a 2km+ warship has been a back-burner project of mine for a looooooooooong time. I can understand why you'd not want to count some of these, but I'll be honest... I've seen people come through the factory with 30 posts of flirting and only vague references to anything remotely related to the submission... and yet it gets counted and approved. Including some extremely basic, bare minimum posts.

Hell. I'm as guilty as any when it comes to bare minimum posts for dev threads. The fact that most of this stuff is coming from faction, skirmish, and invasion threads where people are interested and dropping large, high quality posts.... that alone should count for something.


But. To the math of posts.

Can you explain to me your view on why the "Let us all bleed red" thread should only count for 7 posts? That thread, using the Mythosaur at Roche, and encountering the Leviathan and grabbing battle reports about the ship.... that's always been the backbone of this project. And I'm more than a little concerned about the desire to just throw those threads out the window.

Honestly, I can't recall ever seeing someone get told that their threads don't count as development.

That being said... even going back and trying to read over those threads again.... I'm counting about 30 posts directly related to naval or marine actions securing or scnning the Battlesphere... Maybe 6-12 minimum of Larraq (and the LotF fleet) being engaged by the Leviathan, plus the 6 posts of getting reports that provide Larraq with the LotF's IC view of the battle (aren't there new rules about gifting threads/posts with IC justifications?), and then there's Larraq and Circe's posts for the first invasion of Dromund Kaas.

Considering Larraq commanded the Mythosaur and later helped with the retrofit (ooc: I cant remember if it was Guy or Myself that redesigned the Mythosaur's armaments)... That thread'd have a lot more reason for applying to this development than the followup skirmish.



When this was all over, he would have to commission a more suitable command ship. Something much smaller than a Star Destroyer, but with all the necessary equipment to direct fleet engagements. And a chair. Somehow, he had grown fond of the captain's chair on the Mythosaur.

I... actually forgot about that.

XD

The chair. He was tired of standing the whole time.

XD

[member="Raziel"]
 
[member="Captain Larraq"]

We'll probably never really be able to both nail down what we accept as dev and also give people freedom to carry out some creative development.

This is a big project. I don't feel that skirmishes and invasions from two years ago with just hints on them being related to this project is really enough.

We can either:

Look at dropping the specs down to a much more "vanilla" Battle cruiser

Or

15 additional posts of development directly linked to the production of this vessel.
 
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