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Approved Starship Compellor-class battlecruiser

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To boldly alchemize what no one alchemized before
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Port view

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Bow view

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Aft view

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Topside view

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Underside view

OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: Ringovinda StarYards
  • Model: Compellor-class battlecruiser
  • Affiliation: Galactic Alliance/Outer Rim Coalition
  • Production: Semi-unique (1 per writer)
  • Material: Durasteel hull, quadranium frame
TECHNICAL SPECIFICATIONS
SPECIAL FEATURES

[*]Navigation:

[*]Defenses:






Strengths:
  • Long-range firepower
  • Can fly long-distance flights in non-straight trajectories in hyperspace or Otherspace
  • High resistance to slicing attempts
  • High resistance to mass driver/HVC attacks
  • High resistance to ion/EMP attacks
  • Stealth long-range MIRVs
  • Molecular shields
Weaknesses:
  • Once the armor takes a hit at one place, it creates a chink in the hull at that place
  • Slow, ponderous
  • Otherspace operation is very dangerous
  • Command ship: if a Compellor was to go down, a fleet may lose coordination due to the presence of prominent chain of command figures onboard, especially true in Otherspace combat
  • Limited point-defense ammunition
  • Exposed command tower: even though it's less of a problem than on Victory-class and Imperator-class ships and its numerous variants produced, due to the shield generators being inside the superstructure, it's still a problem with the Compellor
  • Exposed underside hangar bays
  • Exposed tailfin
DESCRIPTION: The Compellor was born from schematics seized from pirates operating in the Kathol Rift. As such, the Compellor contains three ventral hangar bays, capable of servicing two full wings of fighters (12 squadrons) with the layout of the heavy hardpoints being similar to other wedge-shaped battlecruisers in service: the dorsal hardpoints are more reminiscent of what's in use in the Procurator-X, with the big guns placed along the centerline on the top and underside, and the smaller dorsal batteries being positioned some distance away from the superstructure. Also, the point-defense concussion missile launchers are placed in banks of four, enabling a single bank to be able to fire at targets in any direction. Due to the operational requirements of operating in the Kathol Rift, the Compellor is equipped with an HIMS, which allows it to fly through obstacles in hyperspace, as well as a Otherpilot navicomputer, which allows it to take non-linear routes through hyperspace and Otherspace. In addition, its Otherdrive allows it to fly, patrol and fight in Otherspace without waiting for a hyperdrive malfunction, with all the hazards Otherspace flight represent. Oh and with the Qektoth threat looming large, since the action on Ancora, it was decided that the Compellor would be equipped with molecular shielding as well as Kreelan explosive-reactive armor, with the unfortunate implication that an enemy hitting the Compellor at that same point will be firing at a chink in the armor.

However, the Compellor is not without its weaknesses: as with most ships of that size, the Compellor is very slow, and also features exposed ventral hangar bays, as well as an exposed tailfin. Nevertheless, the Compellor is capable of bringing in two corps' worth of troops for a system campaign, or even a sector campaign, and also with the ability to provide care on a large scale, thanks to its vast array of medical equipment onboard. Finally, since Compellors are expected to serve as command ships regardless of whether or not they are deployed in Otherspace, if a Compellor goes down in combat, the fleet under its care will quickly fall into disarray, especially more true in since the Otherspace naval doctrine of the Outer Rim Coalition, who placed the first order for Compellors, places the onus on deploying a small number of elite capital ships in Otherspace engagements.

Consumables: 2 years
Skeleton crew: 12,000
Optimal crew: 40,000
Passengers: 50,000
Cargo space: 7 million tons
 
Janick Beauchamp said:
Hangar: 12 Squadrons of attack craft, landing craft
Due to the degree of armaments, defenses, the level of speed and maneuverability you have, and the features this ship contains, 12 squadrons is pushing the envelope a bit on what is acceptable here.

A couple of options to resolve this would be:
  • Reduce hangar to 10 squadrons
  • Reduce either armaments or defenses
I suggest simply lowering the hangar to 10 squadrons, as that would keep much of the design exactly as you have it currently without changing too much or worrying about toning something down too much.
 
To boldly alchemize what no one alchemized before
[member="Irina Volkov"] Would lowering speed and/or maneuverability work? Having lowered speed to Very low, would I also need to lower Maneuverability to Very low as well, given that I removed the HIMS?
 
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