Salis
Killer
OUT OF CHARACTER INFORMATION
- Intent: A personal ship for Mariah Marr
- Image Source:Ship-406965736
- Canon Link: N/A
- Permissions: N/A
- Primary Source: N/A
- Manufacturer: Mariah’s father, altered by Mariah of House Marr
- Affiliation: Mariah of House Marr
- Model: The Fyrnock
- Production: Unique
- Material: Agrinium, Durasteel, Transpiristeel, starship parts
- Classification: Heavy Transport
- Length: 80 m
- Width: 50 m
- Height: 18 m
- Armament: High
- 2x Blaster turrets (sides of either wing))
- 2x Heavy Laser cannons (front center)
- 2x ship Missile launcher with rotating options allowing choosing of missile types. (On wings nearer cockpit)
- Defenses: Extreme
- Ray shield
- Agrinium (Radiation defensive measure als produces a considerable defense against EMP weaponry)
- Durasteel
- Particle_shield
- De-ionizer system to repair damage from ION weaponry
- The generators that powers the overlapping ray and particle shields is incredibly strong allowing consistent long term use against enemy firepower, a somewhat better tolerance for ION weapons, and more resistance against Shield disruptor type weaponry.
- Squadron Count: None: 1
- Maneuverability Rating: Average,
- Speed Rating: Average
- Hyperdrive: Yes
- Hyperdrive Class: 1.4, backup 8
- All standard features
- Medbay
- Good cargo hold
- Communications room
- Lounge
- Crew quarters with 10 bunks (beds can close themselves off for privacy.),
- Captain quarters
- Inside engine and hyperdrive access
- Overlapping High power shields: The most impressive aspect of the Fyrnock, the ship combines three pairs of Ray and particle shields after each other, performed by a set of top of the line generators creating a defense system that outmatches almost every ship of its class and makes the Fyrnock incredibly difficult to destroy or disable. This also poses an issue for some types of shield bypassing weaponry that rely on deactivation or survival through a shield to reach a target, as it has to do so through multiple. Added onto this is the ships durasteel armoring and agrinium defense which is something that makes it excellent against EMP weaponry, making it a remarkably durable vessel that is difficult to damage or shut down. This shield system isn’t always on due to power consumption, and may have the power reduced on standard travel.
- Rotatable missile options: The missiles on the wings can fit up to 12 each, separated into sets of 4. This means that each wing has three options of missile to choose from when firing, though doing this option would also mean they have less of each type of missile. In order to have all the same time the six missile feeds simply need to be loaded with all the same type of missile.
- Shield directivity choice: As it is impossible to fire the missiles with the shields activated. There is some level of control over where the shields are active. In order to fire the missiles, the front of the ship can deactivate its ray shields in order to allow the missiles to be sent off.
- Extremely impressive defense system
- Medbay
- Good cargo hold (can open up directly to the outside, easier way to get things like speeders in and out)
- Relative Comfortable living
- Dedicated communications room with long range encrypted Holotransceiver. This room also is what connects the ship to the holo-net and can be used to boost signals connected to it.
- Adaptable missile launcher.
- Good offensive weaponry.
- Two six member escape pods.
- Hidden cargo bay can fit 1 ton.
- De-Ionizer system helps repair reverse ION weapon effects after being hit.
- When fully active the Fyrnock’s shields are practically a beacon of energy. This makes the Fyrnock extremely easy to find for most trackers while active. This also means that tracker missiles can sometimes have a FAR easier time of hitting the ship.
- Maneuverability and speed of the ship are average. This has resulted in an odd combination of enemies, as the Fyrnock can take hits from far heavier enemies, but can’t as easily hit fighters as it has to either rely on its turrets or hope that they stay in front of the ship long enough for the heavy blaster cannons to hit or the missiles to lock on.
- The rotation of missiles does take extra time off firing speed.
- Though it does have good weaponry the ship, and excellent shields, the ship was not designed for offensive means, only survival. As a result this may be a poor choice for frontline space battles. As even with it’s shields it will eventually run out of energy to sustain them against powerful weaponry. While it serves mainly as only efficient attacking ships of the same size or somewhat larger.
- Solar Ionization weaponry may still get through.
- ION weapons can still pose a threat, especially anything of another ship of the same size or bigger. The resistance is limited and only reduces a portion of the damage done.
- The De-Ionizer system does not immediately reverse the effects, and is not a constant effect.
Crew: 6
Pilot
Co-pilot
Navigation
Communications
Turrets (2)
Passengers: The ship only has ten built in beds though it could carry more they would have nowhere to sleep but on the floor or chairs.
Consumables: 5 months.
Cargo Capacity: 170 metric tons.
The Fyrnock’s original purpose is unclear. All that Mariah knows is how she got it, it’s shield system was already existent allowing the ship to handle far more firepower than it could dish out. That would make it excellent for a smugglers vessel she assumed, but usually they went with speed, not defense. And it showed no particular superiority in that aspect. The adaptable missile system was an addition that Mariah added later on. Otherwise, the ship was rather common. It had a good hyperdrive but not something so exceptional that it would drag attention. The ship, while comfortable, wasn’t luxurious. She did believe the fully equipped med-bay was an interesting addition, and it would help her considerably over time.
In spite of it’s shields, it’s clear it’s not designed for lone combat. It might be very dangerous to other Corvettes due to it’s considerable durability and high weaponry. But would be hard pressed to take down a trained starfighter as it’s turrets would be it’s only useful strategy against them, being big enough that most fighters could avoid it’s front where most it’s weapons are. It might also pose a threat to a Frigate, as it should be able to handle firepower long enough to get off enough good shots. However beyond that things become far more difficult as it’s weaponry can only go so far. And the bigger ships also may carry heavy enough firepower to eventually cause the shields to fail.
Truth is the Fyrnock is usually used to leave combat, not enter it. It is travel oriented and sufficiently nice that living in it wouldn’t be unpleasant. It could transport a fairly large amount of people short ranges, if they don’t feel like sitting down. But the optimum crew is one of 6 where each has a bed and a job.
Last edited: