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Empire II-class, Light Cruiser

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Fiolette Fortan

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OUT OF CHARACTER INFORMATION

  • Intent: To create the new Empire II-class heavy frigate for the First Order.

  • Image Source: Hand of Manos // Deviantart (x)

  • Canon Link: N/A

  • Restricted Missions: N/A

  • Primary Source: Empire-class Heavy Frigate (x)
PRODUCTION INFORMATION

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Model: FIMC EHFII “Empire”

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Affiliation: First Order | Closed-Market

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Production: Mass Produced

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Material:

  • Durasteel Frame, Outer Hull | Imperial Grey & Black Colour Scheme

  • Alusteel/Quadanium Double-Layered Hull

  • Duraplast Lining / Turadium Reinforced (On Critical/Core Components)

  • Glasteel Viewports w/ Turadium Blast Shutters

  • Agrinum, Dallorian Alloy (Where Appropriate)

TECHNICAL SPECIFICATIONS

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10x Anti-Missile Octets

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10x Point Defense Cannons


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Defenses: Low

  • Reinforced Hull

  • Standard Deflector Shield

  • Electronic Countermeasures

    Sensor Jammers

  • Communication Jammers


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Hangar: 1

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Maneuverability Rating: Average

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Speed Rating: Average

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Engine: Howlback XII (x)

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Hyperdrive Class: 2

  • Backup: Class 10

STANDARD FEATURES

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Standard Navigation Suite

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Standard Sensor Arrays

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Tractor / Pressor Beam

SPECIAL FEATURES

  • Proprietary Weapons: The new Empire-class is equipped with First Order made weapons, from the Shortbow Plasma Railguns to the new Hypervelocity Cannons. Rather than [SIZE=10pt]rely[/SIZE] on the galactic standard the First Order hopes to achieve greater efficiency in combat by utilizing their own weapons technology. The Annihilator turbolaser is worth four, the Mauler worth fifty, Shortbow worth two long range turbolasers upon initial impact, while the Pursuit equates to a battery of defensive encampments and the new 127mm HVCs hit worth thirty-two turbolasers.

  • Proprietary Engine: The choice of [SIZE=10pt]engine[/SIZE] came down between the Crystal Fused or the new Howlback, and given that the Empire would not be based purely in turbolaser weaponry. It seemed a waste to use the Crystal Fused Engine. Instead the new Howlback XII was installed fastly becoming the new standard engine and pushing the CFE into special status. The new Howlback allows for a rapid cooling system at the cost of an increased output of heat.

  • Central Command Biocomm Network: The CCBN has been installed as part of a new standard procedure to ensure that all ships are able to communicate with the Network. Most especially a ship that can [SIZE=10pt]fulfill[/SIZE] as many tasks as the Empire-class. Ensuring the health and safety of First Order personnel aboard the Empire-class and serving around it, so long as the ship remains within the nation’s territory.

Strengths:

  • Flexibility: Both in and out of combat the Empire-class, Light Cruiser is designed to be flexible. The choice of weapons installed on the vessel [SIZE=10pt]enable[/SIZE] her to engage opponents at a variety of ranges from long to short. A jane of all trades, she’s equipped with standard defense equipment with a single squadron to assist her. Out of combat the Empire will remain as she is and that is as the workhorse of the fleet. Being able to accomplish a variety of missions and objectives as set out by Central Command. From science to patrol, the Empire’s greatest strength is in its flexibility.
Weaknesses:

  • Tracer: Due to the Howlback XII increased output of heat, the Empire-class, Light Cruiser is very easily traced through its heat signature. Making it a [SIZE=10pt]well loved[/SIZE] target for missiles to lock onto and fire. It also makes it a lot harder for the ship to outrun or hide from enemy combatants.

  • Ion Weapons: Ion/EMP based weapons will wreak havoc with the ship’s systems and power. She has no way of negating ion/emp based weapons outside of traditional [SIZE=10pt]defenses[/SIZE] with regards to a standard deflector shield and reinforced armor which will mean nothing if her power is down due to the ion/emp hit.

DESCRIPTION
As part of the continued Montague Program, the Empire-class Heavy Frigate was well overdue for her refit. Upon her initial entry into the navy the Empire was to be a multirole vessel and indeed she performed this role quite admirably. Grand Admiral [SIZE=10pt]Yvarro[/SIZE] noted just how much the vessel had become the workhorse of the fleet. Her overall versatility and combat role had not gone unnoticed and thus the Empire would endure the biggest change that any ship in the program would experience.

She’d not only change in [SIZE=10pt]category[/SIZE] but also armament, while still maintaining her versatile noncombat roles for science, diplomacy and colonization. The Empire would no longer be another frigate, but rather the first Light Cruiser for the First Order Navy. The production of the ship would still be sponsored by FODAS (First Order Division of Applied Science), but would also gain sponsorship from the FODC (First Order Diplomatic Corps). One of the first forays for the Diplomats but one they were sure to benefit from, they performed a consulting role advising FOCIE and FONE on what it was that they wanted from the Empire in terms of a diplomatic cruiser or rather. A ship that could perform this role, keeping in mind that the vessel’s priorities would remain combat oriented, given the uneasy nature of the recent Armistice between the Galactic Alliance and the First Order.

Just as before each vessel, as all vessels within the First Order Navy would have their own registry numbers. Older vessels bore an INCC number to indicate their construction contract, newer models per the Montague Program would have FICC numbers to help distinguish them from other imperial vessels of the same face. The Empire-class would no longer show a designated S, D or P, originally this was to denote the key role of the ship whether that was science, diplomacy or patrol. The new light cruiser will perform all three roles, filling in gaps where needed, and more importantly serving as the first among the new Exploration Corps.

MISC. INFORMATION
  • Crew: 2,552 (428 Officers, 2124 Enlisted)
  • Minimum Crew: 658 (94 Officers, 564 Enlisted)
  • Passengers: 400 Troops
  • Consumables: 2 Years

DECK LAYOUT
  • Deck 1: Captain’s Ready Room, Main Bridge, Observation Lounge, Briefing Room, Latrine
  • Deck 2: Junior and Senior Officer Quarters, VIP / Guest Quarters, Escape Pod Access
  • Deck 3: Officer Quarter’s, VIP / Guest Quarters, VIP / Guest Mess Hall, Docking Port 1 - 3, Holosuite, Latrine
  • Deck 4: NCO Quarters, Enlisted Crew Mess Hall, Galley, Quartermaster’s Office, Holosuites, Escape Pod Access
  • Deck 5: NCO Quarters, Weapon Control, Auxiliary Control Room and Support, Impulse Engines and Support
  • Deck 6: Primary Life Support Systems, Primary Computer Core Control, Cargo Bay 1 & 2, Upper Main Shuttlebay, Escape Pod Access
  • Deck 7: Computer Core, Sickbay, Chief Medical Officer’s Office, Nurse’s Stations, Counselor’s Office, Impulse Engines and Support, Latrine,
  • Deck 8: Primary Science Labs, Secondary Science Labs, Computer Core, Fusion Power Generators 1 - 3, Main Impulse Engines, Secondary Weapons Control, Chief Tactical Officer’s Office, Firing Range, Armory, Escape Pod Access
  • Deck 9: Main Brig, Chief of Security’s Office, Security Bullpen, Forward Heavy Weapons Control, Environmental Support, Dorsal Docking Port, Secondary Armor, Lower Main Shuttlebay, Engine Injector Assembly, Aft Lounge
  • Deck 10: Aft Heavy Weapons Control, Flex Torpedo Magazine Storage, Upper Engineering Support Area, Escape Pod Access, Latrine, Deflector Control, Ground Forces Armory
  • Deck 11: Flex Torpedo Launcher Control Room, Main Engineering, Primary Support Systems, Machine Shop, Shuttle Maintenance, Stellar Cartography, Engineering Reaction Assembly, Ground Forces Barracks, Ground Forces Mess Hall, Enlisted Crew Dormitories, Forward Weapon Control, Escape Pod Access
  • Deck 12: Lower Engineering Support, Ground Forces Barracks, Ground Forces Firing Range, Ground Forces Officer Dormitories, Cargo Bay 3 & 4, Latrine, Aft Weapon Control, Escape Pod Access
  • Deck 13: Emergency Batteries, Backup Generator, Fusion Power Generators 4 - 6, Power Distribution Control, Logistics & Operations Office, Enlisted Crew Dormitories, Latrine Docking Port 4 - 6
  • Deck 14: VIP / Guest Conference Room, Secondary Deflector Control, Planetary Development Laboratories, Engineering Reactor Assembly, Impulse Engine Control and Support Center, Enlisted Crew Dormitories, Engineering Support Center, Chief Engineer’s Office, Latrine, VIP / Guest Latrine
  • Deck 15: Recreation Deck, Zero-G Gymnasium and Training Center, Forward Crew Lounge, Power Transfer Assembly, Emergency Deflector Control, Secondary Computer Core, Fitness Center, Enlisted Crew Dormitories, Ground Forces Barracks, Power Transfer Conduit 1 - 3, Navigational Sensor Array, Escape Pod Access
  • Deck 16: Multipurpose Laboratories, Tertiary Science Laboratories, Diplomatic Corps Office, Secondary Brig, Security Office, Secondary Planetary Development Laboratories, Chief Science Officer’s Office, Personnel Resources, Ground Forces Training Center, Ground Forces Day Room, Escape Pod Access
  • Deck 17: Waste Recycling, Environmental Support Center, Secondary Machine Shops, Microlabs, Tractor / Pressor Beam Control Room, Emergency Power Batteries, Shield Generators, Latrine
  • Deck 18: Secondary Shield Generators, Waste Management Center, Secondary Multipurpose Laboratories, Hydroponics, Environmental Control, Secondary Life Support Systems, Cargo Bay 7 - 9, Hangar Maintenance, Hangar Support, Hangar, Flight Deck
  • Deck 19: Ship Maintenance Support Center, Secondary Systems Support, Lower Hangar Maintenance, Starfighter Dormitories, Starfighter Support Center, Escape Pod Access, Communication Laboratories, Armory, Firing Range, Latrine, Secondary Hydroponics.
  • Deck 20: Tertiary Computer Core, Tertiary Shield Generators, Armourer, Weapons Maintenance Support, Diplomatic Conference Room 1 - 3, Diplomatic Lounge, Observation Deck, Latrine, Escape Pod Access, Starfighter Dormitories, Tertiary Support Systems, Damage Control Center, ElectroFrost Plasma Injection Reactor
  • Deck 21: ElectroFrost Plasma Injector Assembly, ElectroFrost Plasma Storage Tanks 1 - 3, ElectroFrost Plasma Control Room, ElectroFrost Plasma Storage Tanks 4 - 6, ElectroFrost Plasma Generator, Escape Pod Access
  • Deck 22: ElectroFrost Plasma Storage Tanks 7 - 9, ElectroFrost Plasma Injector Assembly, Secondary ElectroFrost Plasma Generator, Escape Pod Access, Emergency Beacon.
Note: Please state the loadout of warheads/torpedoes as only one loadout can be used per encounter/thread.
 
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