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Approved Starship Argonaut-class Carrier

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[SIZE=9pt]OUT OF CHARACTER INFORMATION[/SIZE]

  • [SIZE=9pt]Intent:[/SIZE][SIZE=9pt] To create a carrier and anti-fighter ship for production and Sale by Locke and Key Mechanics[/SIZE]

  • [SIZE=9pt]Im[/SIZE][SIZE=9pt]age Source:[/SIZE][SIZE=9pt] [/SIZE][SIZE=9pt]DeviantArt[/SIZE]

  • [SIZE=9pt]Canon Link:[/SIZE][SIZE=9pt] N/A[/SIZE]

  • [SIZE=9pt]Restricted Missions:[/SIZE][SIZE=9pt] N/A[/SIZE]

  • [SIZE=9pt]Primary Source:[/SIZE][SIZE=9pt] N/A[/SIZE]
[SIZE=9pt]PRODUCTION INFORMATION[/SIZE]

  • [SIZE=9pt]Manufacturer: [/SIZE][SIZE=9pt]Locke and Key Mechanics [/SIZE]

  • [SIZE=9pt]Model:[/SIZE][SIZE=9pt] Argonaut-class Carrier[/SIZE]

  • [SIZE=9pt]Affiliation:[/SIZE][SIZE=9pt] [/SIZE][SIZE=9pt]Closed-Market [/SIZE][SIZE=9pt](Any character can use this if they have explicit permission through, for example, a marketplace purchase),[/SIZE]

  • [SIZE=9pt]Production: [/SIZE][SIZE=9pt]Mass-Produced. [/SIZE][SIZE=9pt](Anyone.) [/SIZE]

  • [SIZE=9pt]Material: [/SIZE]

    Transparisteel

  • Durasteel Frame

  • Quadanium Steel Chassis

[SIZE=9pt]TECHNICAL SPECIFICATIONS[/SIZE]

  • [SIZE=9pt]Classification[/SIZE][SIZE=9pt]: Carrier and Anti-starfighter Frigate[/SIZE]

  • [SIZE=9pt]Length[/SIZE][SIZE=9pt]: 500 meters.[/SIZE]

  • [SIZE=9pt]Width[/SIZE][SIZE=9pt]: 100 meters[/SIZE]

  • [SIZE=9pt]Height[/SIZE][SIZE=9pt]: 150 Meters[/SIZE]

  • [SIZE=9pt]Armament: [/SIZE][SIZE=9pt]Very Low[/SIZE]

    [SIZE=9pt]2 x [/SIZE][SIZE=9pt]Tenjin Ion Torpedo Launcher[/SIZE]

  • [SIZE=9pt]15 x Flak Gun[/SIZE]

  • [SIZE=9pt]25 x Quad Laser Turret[/SIZE]

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[SIZE=9pt]Defences:[/SIZE][SIZE=9pt] [/SIZE][SIZE=9pt]Average[/SIZE][SIZE=9pt],[/SIZE]

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[SIZE=9pt]Hangar: [/SIZE][SIZE=9pt]500 Meters: [/SIZE][SIZE=9pt]Very High[/SIZE][SIZE=9pt]: 5 [/SIZE]

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[SIZE=9pt]Maneuverability[/SIZE][SIZE=9pt] Rating: [/SIZE][SIZE=9pt]Low[/SIZE][SIZE=9pt],[/SIZE]

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[SIZE=9pt]Speed Rating: [/SIZE][SIZE=9pt]Average[/SIZE][SIZE=9pt],[/SIZE]

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[SIZE=9pt]Hyperdrive Class: [/SIZE][SIZE=9pt] [/SIZE][SIZE=9pt]Average[/SIZE][SIZE=9pt]: 2[/SIZE][SIZE=9pt] | [/SIZE]

[SIZE=9pt]STANDARD FEATURES[/SIZE]


  • [SIZE=9pt]Engines[/SIZE]

  • [SIZE=9pt]Hyperdrive[/SIZE]

  • [SIZE=9pt]Hangars[/SIZE]

  • [SIZE=9pt]Workships[/SIZE]

  • [SIZE=9pt]Infirmary[/SIZE]

  • [SIZE=9pt]Crew Quarters[/SIZE]

[SIZE=9pt]ADVANCED SYSTEMS[/SIZE]


[SIZE=9pt]Strengths[/SIZE][SIZE=9pt]:[/SIZE]

  • [SIZE=9pt]Large Hangar Space: The Argonaut-class is a carrier, and the majority of the internal space of the ship is used up to provide hangar and support space for the fighter’s based on the ship.[/SIZE]

  • [SIZE=9pt]Anti-starfighter superiority: The weapons on the Argonaut-class are designed with one purpose in mind, to engage and devastate swarms of fighters.[/SIZE]

  • [SIZE=9pt]Capable EWAR ability: The Loki EWAR System gives the Argonaut-class a very strong EWAR capability, protecting it from enemy sensors gaining a lock on it which makes it harder to target it for long-range shots.[/SIZE]

  • [SIZE=9pt]Can coordinate a large number of fighters: The Freyja system allows the Argonaut-class to create a series of communication networks to handle not just the fighters it deploys but those deployed by its allies in a safe and secure setup.[/SIZE]
[SIZE=9pt]Weaknesses[/SIZE][SIZE=9pt]:[/SIZE]

  • [SIZE=9pt]No Capital Weapons: The Argonaut-class is equipped with no weapons actually designed to damage capital ships making it little more than a shield in a combat situation with no fighters.[/SIZE]

  • [SIZE=9pt]Exposed Hangars: The Argonaut-class are not big ships, and in order to launch 5 squadrons much of the ship's space is given over to flight operations. However to be able to launch all these ships requires large hangars, with significant entrances, which take up a significant portion of the ship, and represent a clear weakness. The shields over the hangars are weaker by dint of their size and the need for ships to fly in and out at a moment’s notice, meaning that they represent a weak spot in the defences of the ship an opponent could take advantage of.[/SIZE]

  • [SIZE=9pt]Blind Spot in the rear: Like all larger ships, especially those without exposed bridges, the area behind the ship represents a blind spot in the sensors. The wash of the ship's engines degrades any sensors trying to get a return from behind the ship. Which they might get meaning that an enemy can creep up on an Argonaut-class ship from behind with only a small chance of being spotted.[/SIZE]
[SIZE=9pt]Description: [/SIZE]

[SIZE=9pt]When looking towards the ships that were commonly used in the galactic conflicts they noticed a trend. Everyone wanted the biggest most powerful ships, but there was one element of the scene of galactic conflict that seemed to receive very little love, carrier operations. Everyone knew the power of the fighter, the terrifying Trench Run Disease made sure of that, but in the quest for bigger badder ships, you had to give up something, and a design part that could easily be cut down was hangar space. However, there was no denying the effectiveness of fighters and the terror an unblocked fighter swarm could unleash on a capital ship. It was to this end the company designed the Argonaut Carrier. [/SIZE]

[SIZE=9pt]Rather than go big or go home Locke and Key went in the other direction. They built a smaller ship capable of fitting into any fleet anywhere and specialising in only one thing, fighter combat.[/SIZE]

[SIZE=9pt]The Argonaut lacked in the ability to engage other ships, it came packed with no capital weapons at all, with no real ability to hurt a larger opponent. It was nothing to write home about in terms of its defences or speed, the ship is a very specialised ship, with only 2 traits that you could look at. Fighters, much of the space that would have been used for capital weapons was instead used to provide additional hangar space, allowing the 500m ship to launch 5 squadrons, almost the entire ships were built around the need to store and provide for those fighters. What weapons the Argonaut comes with are built around one idea, anti-fighter operations. Between the two banks of Ion torpedos and the anti-fighter weapons dotting the surface of the ship. While the Argonaut was unable to engage with capital ships, its weapons were built specifically to handle enemy fighters, putting out a storm of point defence and ion torpedoes. [/SIZE]

[SIZE=9pt]The weapons package is designed to open with the ion torpedos, whittling down the shields of the oncoming fighter wave before they get into range where the quad laser cannons and flack guns going open on them to blunt the fighter swarm. This ability allows the fighter package deployed by the Argonaut to be much more variable since the ship itself can add to fighter defence it allows them to load a more offensive fighter package as the situation requires. However this specialization can work against the Argonaut, it is designed entirely as a support vessel, able to add options to a fleet, but not to function effectively on its own. While it’s fighters give it options a ship which closes with the Argonaut would quickly overwhelm it.[/SIZE]
 
[member="John Locke"], hangar scalings can be a bit tricky in that aren't entirely linear in comparison to other ratings. This can be kind of confusing, so bear with me as I try to explain it. If you have any questions, feel free to ask me.

Moving up hangar sizes is something that even while the intermediate rating isn't an improvement, it needs to be counted as part of a half-step to get to the full squadron increase. So in other words, to get to that "Very High" rating, the points need to be cover the increase through "moderate" (event though there's no gain of squadrons there) as well.

At the end, this means that this ship is currently one rating too high. You're welcome to balance that out in any way that you'd like (decrease a rating, lower production, or add a significant weakness).
 
[member="Gir Quee"]

I have dropped the Maneuverability rating down to Low since a ship like this doesn't really need to dance around a lot.

I did have one question though regarding the weaknesses. I understand that the lack of capital weapons and the anti-starfigher strength cancel out, but I thought the weakness of the exposed hangars meaning that it's easy to break through the ship's defences there would have acted as a major weakness to balance the Hangar space? It's a major exploitable flaw in the ship which I thought would have counted so I was wondering if you would just run through how that works so I know for next time?
 
John Locke said:
I did have one question though regarding the weaknesses. I understand that the lack of capital weapons and the anti-starfigher strength cancel out, but I thought the weakness of the exposed hangars meaning that it's easy to break through the ship's defences there would have acted as a major weakness to balance the Hangar space? It's a major exploitable flaw in the ship which I thought would have counted so I was wondering if you would just run through how that works so I know for next time?

I think it's pretty close to that major weakness area, but it's not quite there. If this is something you want to develop a little bit more to get that to work as the balance point instead of maneuverability, I'm okay with that too.

To get to that point (and this is purely my personal opinion, which may not be representative of other judges or factory staff), this would be something that could practically be exploited by most weapons and platforms. At a glance, this does indeed appear to be the case. But other elements in the design could be used to easily deny that. For example, starfighters and projectile weapons are going to have a problem getting close enough to get to it without getting shut down because of the large amount of point defenses. Similarly, the Phalanx Shield system is capable of redirecting shield energy to different areas of the ship to reinforce it, which again could cover one of those exposed shield areas.

As it see right now, this hangar weakness right largely balances the advanced electronical systems on this ship. They're both things that are going to be commonly used but they're still pretty situational, if that makes sense.
 
[member="Gir Quee"]

That does make sense, in this case, it might be a matter of being hoist by my own love of creating technology.

I'm happy to say that the size of the hangar entrance wouldn't allow complete coverage by the Phalanx, but as you say, the type of weapons loadout would bare missiles or fighters from really being able to take advantage of it. I'll stick with the point reduction in manoeuvrability since it works with this class of ship but thank you for spending the time to explain that to me. I think I understand that more clearly now.
 
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