Star Wars Roleplay: Chaos

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Bishop-class Heavy Cruiser


Image Source: https://www.pinterest.com/chasehollis/babylon-5/
Affiliation: The Qektoth Confederation (NPC enemies of the Underground/Kathol Outback)
Manufacturer: The Qektoth Confederation
Model: Bishop-class Heavy Cruiser
Modularity: Can be modified with conventional weapons in place of Qektoth technology.
Production: Minor
Material: Durasteel hull, transparisteel viewports
Classification: Heavy Cruiser
Length: 900200m
Width: 625m
Height: 145m

Armament: Rating 12
Defenses: Rating 16
  • Reinforced armor
  • Military-grade shield generator
Hangar: The Bishop maintains a hanger, at most it can hold five shuttle or small transports.

Special Features:
  • Qektoth plasma cannons - These particular guns, otherwise comparable to turbolasers, ignore and bypass all currently extant shielding, except for molecular shields. However, they drain the ship's power reserves significantly when fired. Additionally, though they are capital-scale weapons, they only work at short range, comparable to the 1-2km range of small craft weaponry.
  • Qektoth bio-energy arrays - These particular guns, otherwise comparable to ion cannons, ignore and bypass all currently extant shielding, except for molecular shields. However, they drain the ship's power reserves significantly when fired. Additionally, they do no structural damage -- a major liability for the only modern Qektoth weapons that function at standard engagement ranges.
  • Qektoth bio-plasmatic gel torpedo launchers - These particular emplacements, otherwise comparable to standard heavy warhead launchers, deploy an energized bio-plasmatic gel which latches onto shields or hulls until charge and internal heat are dissipated. Specific shield modulation tricks can force the gel to detach early.
  • Internal biotech/cybernetics research facility - The Qektoth tend to actively process their enemies and random encounters for experimental purposes. This facility can prove a powerful lure for borders -- but also a deadly obstacle in capturing an Disciple-class vessel. You never quite know what's in there.
Maneuverability Rating: 18
Speed Rating: 13
Hyperdrive Class: 3

Strengths:
  • A bit quicker than normal for a heavy cruiser (rated at 13 rather than 15).
  • Main armament ignores and bypasses all forms of standard extant shielding, except molecular shields.* **
  • Made to be an escort and exploration vessel and excels at both
*This property in no way prevents RPers from developing shield variants which block Qektoth weaponry, after encountering it in the field.

**This property, derived from canon sources, was codified for Chaos in the following three submissions based on Qektoth weaponry: Conqueror ion cannon,Retribution plasma cannon, and Kathol junker cannon.

Weaknesses:
  • Half the vessel's main guns only function at extremely short ranges.
  • The other half do no physical damage.
  • Specialized knowledge and experience on the part of the enemy can greatly reduce the bio-plasmatic gel torpedoes' effectiveness.
  • The main guns require massive amounts of power. The ship can only fire a handful of main guns at a time, or risk shield destabilization. This tradeoff scales more or less in a linear way: if the ship fires all its weapons at once, for example, its shields will completely fall and need to recharge at a standard rate.
  • The ship is quite slow to turn (rated at 18 rather than 15).
  • The ship has a class-3 hyperdrive, three times slower than a military-grade hyperdrive.
Description: The Qektoth Confederation is intensely isolated, located months of travel beyond the already-remote Kathol Sector. In recent years, the Qektoth have increased their overt and covert presence significantly. Qektoth operatives have been captured as far away as Terminus, and Qektoth biological research facilities have spawned various eldritch xenomorphic horrors in the Kathol Outback. The Underground considers the Qektoth to be a galactic-scale threat and is dedicated to keeping them bottled up at the edge of the Kathol Rift.

The main stay of the Qektoth fleet is the Bishop-Class Heavy Cruiser. Bristling with Qektoth weaponry and thick shields it is designed to go toe to toe with other ships of its' kind and win.

Big enough to act as the command ship for a fleet-sized group it is dedicated out firing other ships of its' kind with its' unique and devastating weapons. While this design has not yet been fully field tested the Confederation is quite sure it will be the main stay from them for many years to come.

Development Thread: None.

Intent: Lest one worry that TKO is making Qektoth enemies just so we can play with their weird guns, we already did that, put huge amounts of dev into making our own derivatives, etc. We don't need their tech at all. This sub is solely meant as a point of reference for a standard, somewhat frightening enemy ship. Many of TKO's ships are captured/stolen/salvaged/modified, and I think it'd be cool to capture and modify some of these on a case-by-case basis. Obviously any modifications, other than a straight gun swap for conventional weapons, would require their own submissions.
Who Can Use This: NPC Qektoth enemies of the Underground/TKO. Others, if captured through RP.
Primary Source: Main reference for this sub is noted here, and this is used with Jorus Merrill 's permission. alll sources linked above as appropriate. The stats are adapted from the 'Heavy crusier' example ship in the Starship Templates thread.
 

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