The Parliament
OUT OF CHARACTER INFORMATION
Electric Turbolasers (20, 10 Port, 10 Starboard)
Seismic Energy Torpedo System (10, Frontal Mounted, Five Top, Five Bottom)
Ion Energy Torpedo System (20, 10 Port, 10 Starboard)
Automated Point Defense Electric Sniping Lasers (80, 20 Port, 20 Starboard, 10 Fore, 10 Aft)
Bomb Launchers (2, 1 Port, 1 Starboard)
Missile Launchers (2, 1 Port, 1 Starboard)
Scion Series Capital Ship Deflector Shield System
Back Up Deflector Shield
Ion Shields
ECM Defense System
Shroud Dispenser
Staff:
General Purpose Nuetralizer Model 1 (250, Engineering, General Repairs, Clerical, Bridge Crew)
Civic Nuetralizer Model 1 (300, Military Police)
Medical Nuetralizer Model 1 (400, Medical Staff)
Chaplain Nuetralizer Model 1 (25)
Siren Corps (1000)
Cargo Compliment (Customizable)
Type 1 Variant:
Room for 4000 other various personnel
40,000 tons of Cargo
700 Speeder Bikes
50 Repulsor Tanks
Type 2 Variant:
Room for 15,000 other various personnel
11,000 Tons of Cargo
Speeder Bikes (320)
Troop Gunships (80)
Medium Walker Units (48)
Heavy Walker Units (36)
100 Tanks
100 Mobile Artillery
Type 3 Variant:
Room for 20000
70,000 Tons of Cargo and CITY/Apartment Type Environment (Can contain multiple R&D, production facilities, and labs)
ADVANCED SYSTEMS
Hyper Modular War Cruiser designed to function in multiple roles.
Capable of operating in a solo capacity for potentially decades without seeing a Drydock.
All Engineering and Electronics has been streamlined for ease of repair and to last long periods in storage.
Interior has been modified to make boarding efforts as difficult as possible.
Interior can be a sort of small city/Permanent Residence.
Miniature Moisture Vaporators in all Barracks.
Bacta Tank in Every Barracks.
STRENGTHS
As time has wore on, and the House has adjusted to the post Second Great Hyperspace War period, an internal study by General Purpose Nuetralizers determined that a smaller modular Multipurpose Warship Design drawing from historical precedent would be necessary for maximum flexibility, with the intent for the House Navy being to go in hard on Rebel Alliance Tactics against much larger forces, scavenging used vessels and retrofitting them with some of the more advanced examples of House tech, in particular, completely replacing it's primary power plant.
Turning to the Acclamator Design, active efforts have been made to locate and scavenge the old warships, breaking down their own older ships and surplus if necessary to properly complete the retrofits. It takes up to five months of working round the clock to tow the old ships in, which may often be in varying states of damage and disrepair, and properly bring them to spec. These vessels are envisioned to be the primary war vessel of the house going forward, designed to graft whatever can be found for survival. Only Citizens who have proven their reliability and loyalty on more primitive, less advanced vessels used to process immigrants to the faction are allowed to transfer to these vessels. In an emergency, ship weapons and systems can all be standardized for general conflicts with an enemy faction. Most parts are composed of materials scavenged from other space battlefields, broken down and recycled in House Io's ship building foundries with a now expert finesse. Ships like these are manufactured at only a quarter the cost such vessels would cost in other factions, a massive advantage for a faction intending to maintain it's long term guerilla war against the Jedi Order, and anyone who would dare shelter them.
- Intent: To create a Multipurpose Warship for House Io

- Image Source: https://www.deviantart.com/ecdavis1966/art/Acclamator-I-Assault-class-Cruiser-907383332
- Canon Link: N/A
- Permissions: N/A
- Primary Source: Acclamator-Class Assault Ship
- Manufacturer: Scion Mobile Shipyards
- Affiliation: Scion Mobile Shipyards
- Market Status: Closed-Market
- Model: N/A
- Production: Mass-Produced
- Material: Durasteel hull (Neutronium Impregnated), Capital Ship Electronics
- Classification: Cruiser
- Length: 752 meters
- Width: 460 meters
- Height: 183 meters (flight), 200 meters (Extended Landing Struts)
- Armament: Very High
Electric Turbolasers (20, 10 Port, 10 Starboard)
Seismic Energy Torpedo System (10, Frontal Mounted, Five Top, Five Bottom)
Ion Energy Torpedo System (20, 10 Port, 10 Starboard)
Automated Point Defense Electric Sniping Lasers (80, 20 Port, 20 Starboard, 10 Fore, 10 Aft)
Bomb Launchers (2, 1 Port, 1 Starboard)
Missile Launchers (2, 1 Port, 1 Starboard)
- Defenses: Extreme
Scion Series Capital Ship Deflector Shield System
Back Up Deflector Shield
Ion Shields
ECM Defense System
Shroud Dispenser
- Hangar Space: Very Low
- Hangar Allocations:
- Starfighters: 1 Squadron OR
- Support Craft: 1 Squadron
- Maneuverability Rating: Very Low
- Speed Rating: Very Low
- Hyperdrive Class: Yes (Very Fast | 0.6)
- STANDARD FEATURES
- Scion Series Comm Array
- St2x Targeting Computer
- Standard Hyperdrive
- Scion Series Gravity Propulsion Unit (4)
- Standard Life Support Systems
- Multiple Electrotelescopes
- Scion Series Navcom
- Standard Repulsorlift Engines
- Standard Sensor Array
- Type 2 Power Plant with Type 2 Recovery System
- Scion Series Capital Ship Molecular Furnace System (1)
- Hydro-Reclamation Processors
- Can Enter Atmosphere and Land
- Capable of Functioning Underwater
- Escape Pods
Staff:
General Purpose Nuetralizer Model 1 (250, Engineering, General Repairs, Clerical, Bridge Crew)
Civic Nuetralizer Model 1 (300, Military Police)
Medical Nuetralizer Model 1 (400, Medical Staff)
Chaplain Nuetralizer Model 1 (25)
Siren Corps (1000)
Cargo Compliment (Customizable)
Type 1 Variant:
Room for 4000 other various personnel
40,000 tons of Cargo
700 Speeder Bikes
50 Repulsor Tanks
Type 2 Variant:
Room for 15,000 other various personnel
11,000 Tons of Cargo
Speeder Bikes (320)
Troop Gunships (80)
Medium Walker Units (48)
Heavy Walker Units (36)
100 Tanks
100 Mobile Artillery
Type 3 Variant:
Room for 20000
70,000 Tons of Cargo and CITY/Apartment Type Environment (Can contain multiple R&D, production facilities, and labs)
ADVANCED SYSTEMS
Hyper Modular War Cruiser designed to function in multiple roles.
Capable of operating in a solo capacity for potentially decades without seeing a Drydock.
All Engineering and Electronics has been streamlined for ease of repair and to last long periods in storage.
Interior has been modified to make boarding efforts as difficult as possible.
Interior can be a sort of small city/Permanent Residence.
Miniature Moisture Vaporators in all Barracks.
Bacta Tank in Every Barracks.
STRENGTHS
- Modular: Designed with scavenging in mind, the Ships have weapon and defense attachment hard points and universal hook ups, allowing The Crew to customize the warship's Weapons and Defenses according to their preferred tactics/area they are operating in, meaning an individual encounter with one has a potential element of unpredictability to it (Requires new Sub). In addition, the interior can be configured for the type of operation it's needed for (Does not require a new sub)
- Toughness: The vessel can be exceptionally difficult to bring down, able to punch above it's weight and last a significant time against much larger vessels. It's shields can resist energy draining attempts from organisms. It also has a back up Deflector Shield
- Teeth: It poses an immense threat with the type of weapons it is equipped with on the default model. It's SPHA-T Turbolaser fires a powerful, continuous Energy Beam for engaging vessels in its own size range. This beam is highly accurate and has four times the range of a normal Turbolaser, allowing it to engage enemy targets beyond typical ranges. It's electric turbolasers and point defense lasers don't rely on Tibanna, instead firing pure electricity bolts that rival the power of a standard Turbolaser. It's got two different forms of Energy Torpedo weapons, as well as bomb and missile launchers
- Self Reliance: It's got multiple systems to make sure it can spend potentially years on solo operation without ever once touching drydock, and all engineering aspects have been streamlined for safety and ease of repair, and the interior is usually tailored to frustrate boarding attempts. It can also function underwater and use it's energy torpedo systems underwater also
- All Purpose: The streamlined template of the design allows for ease of utility across multiple variants...it only requires minor adjustments to final construction, this massively cuts down on expenditures
- Legion: The Acclamator Design can hold thousands of armed personnel to repel assaults, launch ground actions. It's much more cost effective to run for the House then some of its past vessels, and most times, the House doesn't even need to really manufacture the hulls...there are simply that many Acclamator designs floating about as wreckage, either as clone wars relics or various factions and militaries across the Galaxy that most times when the wrecks are encountered, there are often signs they themselves are products of previous recycling efforts. Failing that, there are plenty of larger ships and wreckage to scavenge to complete the hulls.
- Hard Track: It's propulsion system makes it slightly more difficult to detect at a distance and target with thermal tracking based Weaponry than normal. Plus, it's large number of electrotelescopes allow for passive scans with a very low chance of alerting an enemy
- Speedy: It has a 0.6 Hyperdrive, making it one of the fastest designs in the Galaxy.
- Agility: All variants have poor turning
- Irregular: Taking full advantage of its ability to customize may lead to longer and more complicated repairs depending on what's installed, especially if a ship is operating in a lone wolf capacity.
- Main Laser Weakness: It's SPHA-T laser draws a lot of power from the reactor, from both shields and weapons. When firing, it's rendered immobile due to the need to stay on target and due to the clanky way power is restored to other sections of the ship, the range of all weapons drops to point blank ranges and looses accuracy and the shields go down by three ratings for a short time after firing. It also needs a lot of error checks after firing and it's targeting parameters must be lengthily recalibrated. It's chance of hitting the target decreases drastically if the vessel is aiming at is smaller then itself
- Weapon Delicacy: It's Electric based weapons can be more easily damaged than other Turbolaser models
- Engine Weakness: The Gravity Engine systems have unique vulnerabilities that could cripple the vessel. Ion Weapons affect it's performance and causes malfunctions and Tractor beams in particular could inflict significant damage if the ship tries to escape one without proper precautions
- Underwater Limits: It can remain underwater for only 42 days at maximum
- Starfighter Weakness: Very limited Starfighter count
- Telescope weakness: It's electro telescopes allow for passive scans, but they are small and do not allow for great resolution, and objects passing through their line of sight will obscure what one is attempting to see. Plus they could easily be jammed.
- Hyperdrive Weakness: The Hyperdrive drains power when jumping. After every jump, it needs a long period of time to cool down, as much as 3 hours between jumps, and the shields take longer to recharge than normal if exposed to damage after coming out of hyperspace, making it more vulnerable to ambushes in-between jumps. The Hyperdrive also needs the most maintenance and calibration of any part on the ship, as these are often the original Hyperdrive Units of the original acclamators, and are aged, prone to malfunction, and there is a risk of the ship dropping out of hyperspace early on occasion if calibration is not slavishly maintained.
As time has wore on, and the House has adjusted to the post Second Great Hyperspace War period, an internal study by General Purpose Nuetralizers determined that a smaller modular Multipurpose Warship Design drawing from historical precedent would be necessary for maximum flexibility, with the intent for the House Navy being to go in hard on Rebel Alliance Tactics against much larger forces, scavenging used vessels and retrofitting them with some of the more advanced examples of House tech, in particular, completely replacing it's primary power plant.
Turning to the Acclamator Design, active efforts have been made to locate and scavenge the old warships, breaking down their own older ships and surplus if necessary to properly complete the retrofits. It takes up to five months of working round the clock to tow the old ships in, which may often be in varying states of damage and disrepair, and properly bring them to spec. These vessels are envisioned to be the primary war vessel of the house going forward, designed to graft whatever can be found for survival. Only Citizens who have proven their reliability and loyalty on more primitive, less advanced vessels used to process immigrants to the faction are allowed to transfer to these vessels. In an emergency, ship weapons and systems can all be standardized for general conflicts with an enemy faction. Most parts are composed of materials scavenged from other space battlefields, broken down and recycled in House Io's ship building foundries with a now expert finesse. Ships like these are manufactured at only a quarter the cost such vessels would cost in other factions, a massive advantage for a faction intending to maintain it's long term guerilla war against the Jedi Order, and anyone who would dare shelter them.
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