Star Wars Roleplay: Chaos

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Do You Wanna Build A Starship? (open OOC workshop, join at any point, no experience necessary)

Day Three
Classification: Patrol Ship
Role: To fend off brigands and protect civilians, or alert the main fleet if necessary.
Height: 15m
Width: 50m
Length: 30m
Power Core Generator/Reactor: Solar Ionization Reactor
Hyperdrive Rating: 1
Minimum Crew: 1
Optimal Crew: 20



Day Four
Armaments:
2 Heavy Turbolasers
2 Laser Cannons
2 Flextube Warhead Launchers
 
@[member="CHANI"] @[member="Marek Starchaser"] @[member="Jared Ovmar"] @[member="Jaxton Ravos"] @[member="Darth Malificete"] @[member="Strask Ak'lya"] @[member="Ahra Marcon"] @[member="Arthur David Hardrada"]​
Day Five

Hangar:
Non-Combative Attachments:

Hangar space. Just like with armaments, the Guide has specific stats for everything you should be carrying, depending on the size of your ship. Fighters, dropships, tanks, bombers, stuff. Give it a try on your own. If you can't find what you're looking for, PM me and I'll lend a hand.
Some things you might be able to put in there that don't always show up on the Guide, or maybe your ship doesn't fit their categories:
  • Probe droids
  • Speeders/speeder bikes
  • Other droids - mining, scouting, labor, whatever
  • Personal craft accommodation capacity -- maybe your ship is big and needs to fit your best buddy's little ship. Spell this out in a bit of detail if you do it.
Also, remember, if you're doing a capital ship: Fighters kill interceptors which kill bombers. Important part here is that you balance things out and pick ships that fit factory standards.

Non-Combative Attachments. Pay close attention to the Guide on this one.
Capital Ship:
  • Communications Array
  • Encryption Network
  • Escape Pods
  • Holonet Transceiver
  • Standard Deflector Shield Generator
  • Standard Detention Cells
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Sensor Array
  • Standard Targeting Systems
  • Tractor Beams

Starfighter:


  • Communications Array
  • Encryption Network
  • Standard Deflector Shield Generator
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Sensor Array
  • Standard Targeting Systems
  • Tractor Beams


Somewhere in between (civilian suggestion):


  • Communications Array
  • Escape Pods
  • Standard Deflector Shield Generator
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Sensor Array
  • Standard Targeting Systems
  • Tractor Beams

A word on STEALTH. Here are some common stealth techs. Most of these usually require development threads (*)
  • Sensor mask - basic stealth system*
  • Gravitic modulator - keeps you from being detected with a crystal gravfield trap if you're cloaked*
  • Thrust trace dampers - keeps people from finding your hidden ship by tracking your exhaust
  • TibannaX-fuelled engines - keeps your engines from burning in the visible spectrum, so no drive glow, and keeps people from finding your hidden ship by tracking your exhaust*
  • Hibridium cloak - you can't see out, they can't see in -- better get creative*
  • Stygium cloak - you can see out, but they can't see in -- the best kind of stealth, but a stygium-cloaked ship can still get traced by its exhaust or with a rare crystal gravfield trap*
  • Gravitic amplitude modulator - doesn't stealth you, but lets you jam a crystal gravfield trap so your buddy can operate undetected while cloaked -- only problem is, your enemy knows there's someone cloaked floating around there SOMEwhere*
 

CHANI

Active Member
Day Five
Hangar:
14 maintenance droids,
2 assistant pilot droids.
Non-Combative Attachments:
  • Communications Array
  • Escape Pods
  • Standard Deflector Shield Generator
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Sensor Array
  • Standard Targeting Systems
  • freight loading arms
 
Hangar: on a starfighter? None.

Non-Combative Attachments:

  • Communications array
  • Standard Sensory array
  • Heavy deflector shields
  • Standard targeting system
  • Standard life support
  • Standard navigational system
  • Light armor plating
 
"Hanger": 3 mini communications satellites. These satellites are semi-intelligent and two deploy upon entering a planet's orbit. They maintain a constant and reliable signal for Ahra. When the ship is preparing to launch, the satellites are called to a nearby location and are picked up as the ship is leaving. The pickup process is simple, and even if it is watched many will not even notice the delay. If the ship leaves the system, the satellite's orbit will decay in 24 hours, causing it to fall and burn in the atmosphere. If this happens, it can be replaced either via Gregor on Coruscant or (possibly?) a Silk Holdings distributor.

Non-combative attachments:
Communications array (with encryption)
HoloNet Transceiver
High-powered shield generator
Standard life support systems
Standard sensor array
Standard navigational systems
Advanced targeting system (automated)
Escape pod
Tractor beam


I'm interested in doing a dev thread for stygium crystals. I'm assuming no one really wants to die, so does anyone else on here want to join me for a raid?
 

Corey's OOC

And where were the spiders
Hangar: None
Non-Combative Attachments:

  • Standard Navigational Systems
  • Standard Sensor Array
  • Standard Targeting Systems
  • Basic Deflector Shields
  • Standard Combat Droid Brain
 
@[member="CHANI"] @[member="Marek Starchaser"] @[member="Jared Ovmar"] @[member="Jaxton Ravos"] @[member="Darth Malificete"] @[member="Strask Ak'lya"] @[member="Ahra Marcon"] @[member="Arthur David Hardrada"]
DAY SIX

Passenger Capacity:
Cargo Capacity:
Consumables:
Sublight Speed and Maneuverability:

Passenger stuff - use common sense.

Cargo capacity - a fighter might have 50kg, a light freighter might have 100 tons, a capital ship might have 1000-10000 tons, a bulk freighter might have 100000 tons.

Consumables - A fighter can do days, a light freighter can do a couple months, a capital ship can do a couple years.

Speed - Two things matter here: The table in the Guide, and whether you're Balanced (+0), Assault (+1, slow), or Support (-1, fast)

And when you're done that, start on the description. Go for at least two or three paragraphs.
 
Passenger Capacity: One, albeit uncomfortably
Cargo Capacity: 40 kg
Consumables: 1 week
Sublight Speed and Maneuverability: Class 1
 

CHANI

Active Member
Day Six
Passenger Capacity: 6
Cargo Capacity: 100 tons
Consumables: 2 months
Sublight Speed and Maneuverability: 3 including assault modifier.
Includes SLAM drive to achieve higher sublight speed in short burst.
 

Corey's OOC

And where were the spiders
Description: In an effort to make a mass-produced and publically available droid starfighter, the engineers at Haor Chall have created the Quick-Strike 2 Publically Available Droid Starfighter. This fighter is designed to be launched en masse from a larger vessel to cause more of a problem for radar and targeting systems, while providing a decent amount of fire power.

While there is a CIS variant under construction with a stronger hull, the public option is a viable and worthwhile purchase. Cheap, quick, and providing decent fire power, it excels in causing more of a distraction with fire support than a viable combat option in small groups.

Sold on the open market by the Squadron amount, these fighters are advertised to be launched in a team. The droid brain will calculate the best firing options and flight trajectories to avoid enemy fire and to bring their weapons to bear upon the enemy. Still, they are able to bested in one-on-one combat against a sentient, they are lethal in group deployment.
 
great_white_by_samize-d4z8wj7.jpg
Intent: RMI CEO SHIP
Development Thread: None, But can attempt to produce one.
Manufacturer: Iron Crown Productions
Model: RMI-1
Affiliation: Rattataki Munitions Initiative
Modularity: Yes
Production: Unique, Current CEO Only
Material: Durasteel Hull / Quadanium Steel Armor Plating, Transparisteel Windows.
Description: [SIZE=9.5pt]This ship was designed by the Vegroz Tribe on the RMI Base for the CEO of the RMI Company; its structural components were mined from the RMI HQ Planet and its moons. The ships modularity capability comes from the fact that when stronger/lighter metals are found that the armor plating is capable of being removed and replaced with newer. The ship is designed to be a mobile business center as well as transport for the CEO and high valuable contents as well as take part in the defense of the RMI Base of Operations.[/SIZE]
Classification: Heavy Frigate
Role: Space Superiority/Atmosphere Superiority
Length: 400 Meters
Height: 200 Meters
Width: 200 Meters - Back End reaches to 300 Meters to fit big enough Reactor with Plating
Length: 400 Meters
Power Core Generator/Reactor: Hypermatter to Produce Energy for Particle Weaponry
Hyperdrive Rating: 1.5
Minimum Crew: 200
Optimal Crew: 400

Armaments:
Assault Loadout: 45: Capitol Guns, 8 Warhead Launchers, 20 Defense Guns.
Hanger:
Assault Loadout: 4 Balanced Dropships, 2 Assault Heavy Dropships
Non-Combative Attachments:

  • Communications Array Encrypted
  • Encryption Network
  • Escape Pods
  • Holonet Transceiver
  • Advanced Deflector Shield Generator
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Sensor Array
  • Advance Targeting Systems
  • Poor Tractor Beams - Only Good for Corvettes and below.
  • Advance Solar Panels
Passenger Capacity: ​200
Cargo: ​800
Consumables: ​3 Years
Sublight Speed & Maneuverability: ​Class 5
 
@[member="CHANI"] @[member="Marek Starchaser"] @[member="Jared Ovmar"] @[member="Jaxton Ravos"] @[member="Darth Malificete"] @[member="Strask Ak'lya"] @[member="Ahra Marcon"] @[member="Arthur David Hardrada"]

By now you should all, more or less, have a workable submission, and you've had time to think it over. Please post your full submission here, and we'll look it over together.

Let's all welcome @[member="Rieta Vegroz"], who's just starting out with us :) Rieta, I like your concept. Your best way to make it work might be to try and put 'the Rattataki people' in Affiliation. I'd suggest taking out Ground Superiority. Your dimensions would probably be more like 400m long, 150m tall, 150m wide. Also, fuel cells are pretty much only for small ships. I'd suggest just going with a standard solar ionization reactor.
 
Tigershark-HiRes-1.png

Image Credit: http://www.wcnews.com/wcpedia/F/A-105_Tigershark
Intent: To replace the Z-95 that Strask has been using.
Development Thread: None. Will do if needed
Manufacturer: Prototype Lab Q
Model: X-57 "Reek" Starfighter
Affiliation: Personal/ Bothan Spynet
Modularity: No
Production: Limited
Material: Durasteel for body, Transparisteel cockpit
Description: The X-57 was developed to create a starfighter for Strask and the SpyNet. The ship is made for escaping planets occupied by enemy fleets, and is thus equipped with heavy shields, as fast an engine as possible, and ion cannons packed into the wings. The design was desighened by the brilliant minds.behind Prototype Lab Q, and overseen by Strask, who wanted a ship capable of keeping pause with any others on the market. It acts as a alternate method of deploying agents and a defense if absolutely necessary. The shields are boosted and backed up by a thermal shield, as to allow for as much protection as possible without slowing down the ship. The ship's armorless hull allows for the fastest speeds possible.

However, this is also the ship's major weakness. The lack of all armor means that in the event of the shields being overwhelmed, a single hit from the most basic of starfighter weapons will destroy the ship. Also, it's size and speed make it a but overresponsive, causing it to act more like a bucking Reek than anything else. The simple fact of this earned it it's nickname, the Reek. Also, there is barely room for weapons, pilot and passenger, as the shield generators and engine take up most of the craft. As such, all of the Ion cannons are mounted in the nose, while the twin laser cannons are based next to the engines. The passenger, while onboard, sits in a cramped seat behind the cockpit, and would probably fit most Ewoks better than any Spynet agent.

Classification: Elite Starfighter
Role: Blockade runner
Height: 5 m
Width: 7 m
Length: 15 m
Power Core Generator/Reactor: Solar Ionization Reactor
Hyperdrive Rating: Class 1
Minimum Crew: 1
Optimal Crew:1
Armaments:
  • x2 Firelinked Laser Cannons (Firearc: Front)
  • x4 Firelinked Ion cannons (Firearc: Front)
Hangar: None.
Non-Combative Attachments:
  • Thermal Shield generator
  • Communications array
  • Standard Sensory array
  • Heavy deflector shields
  • Standard targeting system
  • Standard life support
  • Standard navigational system
Passenger Capacity: One, albeit uncomfortably
Cargo Capacity: 40 kg
Consumables: 1 week
Sublight Speed and Maneuverability: Class 2
 
@[member="Strask Ak'lya"] - Since you've already posted this in the factory, it's out of my hands, but I'd suggest toning down the speed to 1.5 and taking out one or two of those shield-related non-combatives. Also, specify that it's an Elite Starfighter - they should know, and treat it as such, but better safe than sorry.
 

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