Star Wars Roleplay: Chaos

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Approved Starship CNS Flesh Memory

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  • Intent: To Create the Galaxy's Second Super Star Healer
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PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Super Star Healer
  • Length: 10,000 meters.
  • Width: 7,000 Meters
  • Height: 5000 meters
  • Armament: None
  • Defenses: Extreme
Scion Series SSD Deflector System

Back Up SSD Grade Ion Shield Generator

SSD Grade Anti-Concussion Field Generator

Emergency SSD-Grade Burner Deflector Shield

Intruder Traps (Internal Security)

Shroud Dispenser (SSD Grade)

Serpent Class Singularity Stealth Projector

Titanium Molecularly Bonded Armor

SSD Grade Targeting Jammer

SSD Grade Hyperwave Inertial Momentum Sustainer
  • Hangar Space: High (72)
  • Hangar Allocations:
  • Maneuverability Rating: Average
  • Speed Rating: Very High
  • Hyperdrive: 0.1
STANDARD FEATURES

Scion Series SSD Sensor Array
Scion Series SSD Navcom
Scion Series SSD Deflector Array
Scion Series SSD Hyperdrive
Scion Series SSD Comm Array
Scion Series SSD Power Plant
Mess Halls
Barracks
Escape Pods
Advanced Life Support Systems with back ups
Medical Recovery Rooms
Executor 50x. engines (14)
Chef Droids
Protocol Droids

Crew Compliment: 75000 (Bridge, Engineering, security, general maintenance, Organic Physicians, Cooks)

Internal Security:

Flesh Memory Droid Marines (14000)

Extreme Strength Energy Suppression Fields

Heavy Blaster Turrets based off upscaled Phantom Laser Tech

ADVANCED SYSTEMS

Scion Series Heavy Solar Recovery System

Scion Series SSD Molecular Furnace System

Scion Series Super Heavy Healing Field Generator

Scion Series Healing Pods

Fully Operational Research Labs, Operating Theaters, and Med Bays containing vast Medical Supplies to treat up to 400,000 patients at once:

400,000 IM-6 Med Droids

2000 Mobile Surgical Units

3000 Hyperbaric Medical Chambers

Vast supplies of FastFlesh Medpacs

Vast supplies of Antidote Kits

Vast supplies of ECM Backpacks

Vast supplies of Flexpoly Bacta Suits

Bacta Production Facilities

Miniaturized Synthicators

Miniaturized Garment Fabricators

Vast Internal Security Systems, Including Extremely Powerful Weapon Suppression Fields

Diplomatic Grade Conference Rooms and Shielded Suites

Prison Deck capable of holding up to 8000 Detainies

Capital Ship Grade Singularity projector modified to hide organics

Capable of self repair due to legions of repair droids

STRENGTHS

Juggernaut: The damage this vessel is capable of taking would surprise even other commanders of SSD sized vessels, capable of withstanding planetary scale bombardments with it's extremely strong deflector shield and thick titanium Molecularly Bonded Armor allowing it to withstand far more than other SSD Grade defenses, with an emergency Ion Shield Generator, Anti-Concussion Field Generator, and emergency Burner Deflector Shield to back it's already impressive defenses further. Significant time and effort would need to be taken to destroy this ship, bordering on outright impractical expenditure of firepower

Super Star Hospital: Fully operational mobile Super Hospital capable of treating thousands of patients at once, with both Conventional healing systems and it's own custom armored healing pods, multiple Bacta Production Facilities, Garment Fabricators, and high quality medical droids. It's custom super healing field generator can heal all but the most mortal of injuries, even purge bodies in its area of effect Completely of radiation for 14 hours straight, and has Advanced Life support systems and emergency back up life support in case that fails

Escape Clause: It's SSD Grade Shroud Dispenser and Hyperwave Inertial Momentum sustainer allow it a very strong chance of escaping both tractor beams and interdiction fields

See No Evil: It's Targeting Jammer plays havoc with even the most advanced of missiles as well as starfighters, to say nothing of the systems of other capital ships. It's own sensor array as three times the range and sensitivity of typically SSD sized systems, and is nearly impossible to Jam

Hear No Evil: It's ship to ship communications are extraordinarily difficult to jam or decipher

Speak No Evil: Multiple Diplomatic Conference Rooms that are shielded.

Do No Evil: brig capable of holding up to 8000 detainees

Born by The Winds: It's emergency Burner Deflector Shield allows the absorbed energy of turbolasers to temporarily boost the speed of its Ion engines

Self Reliant: Nearly entirely self sufficient due to its molecular furnace and self repair systems along with it's Solar Recovery System, enabling it to stay away from a Drydock far far longer than almost any vessel it's size normally could... potentially years if it plays it's cards right

Peace Herald: Capable of bringing relief to entire Star Systems and planets with it's vast array of medical shuttles and supplies protected by its special Droid Marines

Fixit: Capable of self repair due to legions of repair drones that it's able to constantly manufacture. It can repair itself fully in up to 42 days on its own, including damage that would normally require Drydocks but must restock on the high density carbon reserves that it uses as repair material

Blink of an Eye: Very fast 0.1 Hyperdrive Rating and is much faster than most other Vessels it's size in general

Defender: If breached, it has an exceedingly efficient Droid Marine Force that is highly intelligent, built specifically to defend this vessel, with Energy suppression fields so powerful to possibly heavily blunt even the effects of Lightsaber blades, and have a high chance of blunting the effects of energy, slug, or Vibroweapons. Also equipped with rapid fire phantom laser security turrets placed at key strategic areas and chokepoints

Shadow Healer: Possesses an SSD Sized Singularity Projector Stealth System, folding space on itself to hide it and it's inhabitants for up to seven days

PRAISE THE SUN!: It's chief means of recovering power is it's custom Solar Recovery System, able to completely recharge it's custom power plant in a matter of days by parking itself above a star

Automated: A BRT Supercomputer runs most of the essential and sensitive systems like a well oiled machine. This drastically reduces the need for large Organic crews on it...it's normal crew compliment would be considered a Skeleton crew on other SSD sized vessels

WEAKNESSES

No Weapons: Absolutely no weapons on the hill, in keeping with it's peaceful mission

Boarding Craft: As it has no weapons it cannot actually prevent Boarding Craft from reaching it save for self obfuscation. Should it be boarded it must rely on its Weapon Suppression Fields, and ship Security Force to repel assault

Continuous Beams: Continuous Energy Beams present one of the largest threats to it, able to whittled down shields and armor slowly but significantly

One or the Other: It's more Special Systems, such as it's stealth drives or SSD grade Mass Healing Field, can only be used one at a time, not all at once. There is also a cool down of 24 hours between switching from the healing field to the stealth system, to allow the Supercomputer to properly balance the energy distribution between the switch

Recharge Vulnerable: When it's recharging via Solar Energy is the best time to hit it, as any damage the Solar Collection Arrays take is likely to cause cascading damage to other systems it's connected too, potentially crippling the vessel

Megamaser: Megamaser Cannons can whittle the shielding quicker than other forms of weapons can

Siesmic: Much more vulnerable to space born Seismic Charges

Pulse Wave: Capital Grade Pulse Wave weapons are remarkably effective at damaging it's shields

Hyperdrive Limits: It can jump up to 8 times in a row, but must wait an agonizing four hours for the Hyperdrive to cool down and recharge

Better with A.I.: If the A.I. is knocked out, It becomes much harder for the crew to manage all systems in a timely manner, as well as coordinate moving and repairs as well as Patient Emergencies

Burner Limits: At default speed, it's rating is only at high. Only through using the Burner Shield can it's speed be increased to Very High...and the ship can only go to very high speed for an hour before it must go back to high speed. The burner will shut off for seven hours after that.

Healing Field Limits: After being on 14 hours, it takes 35 hours to recharge. Also, any damage the power plant or Recovery system suffers, it will also suffer. The shields cannot be on while the healing field is active

Cool down: Once it has remained cloaked for it's full 7 day limit, it requires 14 days to cool down

Stealth Field Limits: It cannot be activated during attacks, only before or after them.

Health Risks: use of the device can affect nervous systems, causing temporary but irritating nerve pain in the fingers and mild memory lapses, but nothing fatal to patient care. It can only cause temporary irritation.

Delicate: while the Field is active, the electronics and power must be carefully be regulated all across the ship, or power spikes could cause failures in certain sections of the ship.

Impairment: While cloaked, it is unable to use it's sensors beyond a two hundred meter radius around the ship.

Specific: once it is turned on it cannot be shut off until it's full allotted time to remain cloaked has run its course. Shutting it off early risks damaging the sensitive Electronics, leading to it being temporarily out of commission, of double the normal recharge time.

Stellar Phenomena: The Field cannot be activated within Nebulas, or close to Stars.

Speed Reduction: Also, while cloaked, it moves only at extremely slow speeds if it must due to power requirements. It's often better to remain stationary.

DESCRIPTION

The CNS Flesh Memory is the second ever Super Star Healer constructed, based on the experience constructing The Shield of Sacrifice for the Eternal Empire. As much gigantic, unarmed Mobile Fortress as it is hospital, it is as equally geared to protecting it's own onboard patients as it is capable of medical relief efforts for entire large cities. Fully Constructed three months after the attack on Rhand, it is a way for the CIS to project power without resorting to violence, and speaks to Scion Mobile Shipyards growing position as an incredibly skilled black operations shipyard...

It's vast defenses are justified by Darth Xiphos along the lines of it being extremely naive to think a hospital ship won't be targeted in THIS day and age...
 
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I know this has sat a while Lae, it has gotten attention through a lot of people and each time I read it, this is a tough call. However I have decided to give it my approval and wait for secondary approval by someone higher up due to its nature. I know it will do well but to me, this is not truly unbalanced in my eyes and is a testament to your skill. May it be well.

APPROVED! Awaiting SECONDARY APPROVAL!
John Locke John Locke
Laertia Io Laertia Io
 
Laertia Io Laertia Io

While this is a good start, there are still some concerns. Is it entirely undetectable? Does it have the ability to sense what's going on in normal space while stealthed? This technology has the potential for significant abuse and I'd like more details on it. While not necessary, it might be better to make a separate submission for this so that you can flesh it out properly
 
Laertia Io Laertia Io

Apologies for the delay. A windows update wiped out my previous reply.

The Cloaking System

This element of the submission remains the most controversial and difficult section to work with, and while you have done some good work trying to balance it through your weaknesses it remains very difficult to properly balance. Because of that I am going to take the rare step of asking you to submit this as a separate technology sub so it can be balanced completely and correctly.​

In addition to the cloaking system there are several other small adjustments that need to be made to the submission which I will list below:

Technological specifications

Titanium Molecularly Bonded Armor
Please link to the wookie article on Molecular Bonded Armor, since not every writer on the site will be aware of what it involves.​

Standard Features

Extreme Strength Weapon Suppression Fields
What exactly is a weapon suppression field? Do you mean an Energy Suppression Field?​

Phantom Laser Blaster Turrets
What is a Phantom Laser Blaster Turret? I've searched wookiepedia and couldn't come up with any article that mentioned them. Is it a Chaos submission? If so please provide a link to it.​

Strengths

Defender: If breached, it has an exceedingly efficient Droid Marine Force that is highly intelligent, built specifically to defend this vessel, with weapon suppression fields so powerful that even a Lightsaber wouldn't be much use in the confines of the ship. Also equipped with rapid fire phantom laser security turrets placed at key strategic areas and chokepoints

This strength comes very close to god-modding and as such will need to be toned down. While I understand what you're trying to say here you are not allowed to write in such a way that you're actively limiting other characters. For example, you might say that a field that makes it harder for weapons to do damage instead of saying that even a lightsaber won't be of much use.​

Fixit: Capable of self repair due to legions of repair drones that it's able to constantly manufacture. It can repair itself fully in up to seven days on its own.

Are you saying it is able to repair from a hulk to fully functional in 7 days? Or just repair damage short of the level that would require time in a stardock?​

Weaknesses

One or the Other: It's more Special Systems, such as it's stealth drives or SSD grade Mass Healing Field, can only be used one at a time, not all at once

Is there a cooldown period between using these systems?​

Recharge Vulnerable: When it's recharging via Solar Energy is the best time to hit it, as any damage the Solar Collection Arrays take is likely to cause cascading damage to other systems it's connected too, potentially crippling the vessel

When the ship is recharging are its shields and other defensive systems still in place? Or do they come down when the ship is charging? If they remain in place how exactly are the Solar Collection Arrays supposed to be damaged?​

Continuous Beams: Continuous Energy Beams present one of the largest threats to it, able to whittled down shields and armor slowly but significantly

Megamaser: Megamaser Cannons can whittle the shielding down slowly but surely

Isn't this true for all weapons? Under a continuous assault even the most powerful of defences will gradually be worn down.​

Burner Limits: At default speed, it's rating is only at high. Only through using the Burner Shield can it's speed be increased to Very High...and the ship can only go to very high speed for an hour before it must go back to high speed. The burner will shut off for seven hours after that.

Please adjust the ratings to reflect this to prevent future confusion.​




While this seems like a lot, most of the points above just require a link to be added to the submission or a clarification to be provided.

What I now propose is to move the submission to the pre-factory until you can make the changes and write up the submission for the stealth system.

Please let me know if this is acceptable.
 
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