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Approved Starship House Io Acclamator

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OUT OF CHARACTER INFORMATION
  • Intent: To create a Multipurpose Warship for House Io
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PRODUCTION INFORMATION
  • 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
TECHNICAL SPECIFICATIONS
  • Classification: Cruiser
  • Length: 752 meters
  • Width: 460 meters
  • Height: 183 meters (flight), 200 meters (Extended Landing Struts)
  • Armament: Very High
SPHA-T Main Turbolaser (1, Frontal Mounted)
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
Neutronium-Impregnated Durasteel Hull
Scion Series Capital Ship Deflector Shield System
Back Up Deflector Shield
Ion Shields
ECM Defense System
Shroud Dispenser
Crew Compliment:

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.
WEAKNESSES
  • 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.
DESCRIPTION

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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Krass Wyms

Jedi Tech Division
Factory Judge
Laertia Io Laertia Io

Oh my this is... I am going to go with interesting for lack of a nicer word. It is following in many areas to previous subs which means it will need extensive edits before being acceptable. So we shall begin the first round.

Production: Mass-Produced (Semi Unique if Stealth/Anti Stealth Systems are installed)
This will need to be changed it can either be semi-unique or mass produced but not both. You have too much vagueness in the sub already that it can just be changed on a whim and the high potential for a fleet to suddenly all be also stealth ships is perfect for abuse.

Slot 1: Heavy Shields
Slot 2: Heavy Secondary Shields
Slot 3: Heavy Electronic Defense
Slot 4: Heavy Exotic
Slot 5: Heavy Secondary Exotic
Defense Slots Available: 7
Slot 1: Very Heavy Shields
Slot 2: Secondary Very Heavy Shields
Slot 3: Emergency Back Up Shields
Slot 4 : High End Electronic Defense Systems
Slot 5 : Exotic Defense System 1
Slot 6: Exotic Defense System 2
Slot 6: Exotic Defense System 3
This is a hard no, vague slots for defenses and weapons is not acceptable. generic weapons (standard turbolasers/shields) yes but vague weapons slots that can just become anything needed for a situation comes off more deceptive and a means to circumvent and always have a hat pull of "I win"

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 according to their preferred tactics/area they are operating in, meaning an individual encounter with one has a potential element of unpredictability to it, especially if it's the Type 1 Variant
This is partially on the right path, making it so that custom variants can be made is the first step but being vague is not going to be allowed.

Toughness: Any variant of the vessel can be exceptionally difficult to bring down, depending on the defenses used
Teeth: No matter the variant, it poses an immense threat with the type of weapons it can equip
No as said vague listings will not pass. These will have to be explained as weapons and defenses are listed. If people wish to make custom models of the ship then they can change things out but there will not be a pick and choose so you can always have the advantage.

Hard Track: It's propulsion system makes it slightly more difficult to track and target with certain weapons than normal
Agaain being vague does no favors, you have to explain how it is special per factory rules. Anything special can require its own submission for the tech itself or in this case it could be fuel even.

Speed: Only the Type 1 Variant has high speed
THis is not really an actionable weakness as the vagueness of it the ship can be changed on a whim to have whatever you want. It will need to be changed to something that counts for the whole sub not a potential part.

All and all this is a mess and reads as a way to try and always be able to win an engagement going away from the cooperative nature of chaos. I am going to kick this to the pre-factory so that you can work on it and I recommend choosing one model and making variant subs of it. Or if you are determined then make it easier to read variant configurations that are all balanced when run through the factory spreadsheets. I recommend also ditching trying to be vague and easily modular weapon and defensive setups that can be changed without long processes... that is fine. Not listing the defenses and armaments is not. Everything in the sub needs a listing and link if it has it.
 

Krass Wyms

Jedi Tech Division
Factory Judge
Laertia Io Laertia Io

Alright thank you and now for round 2

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)
Thank you for linking the weapons, now when you link them in the future make sure you include that they show the model as these at a galnce look like they would be wookiee articles unless you click them. I won't claim deception this time but this is the only warning.

Production: Mass-Produced
Armament: Very High (High in SLAM Mode)
Defenses: Extreme (High in SLAM Mode)
Hangar Space: Very Low
  • Maneuverability Rating: Very Low
  • Speed Rating: Very Low (High in SLAM mode)
You are currently 2 points over the limit in your rating. SInce this can be kept in SLAM mode as you say
Speedy: It's SLAM drive can remain constantly active
So if it able to always be active the rating are required to be balanced as if it it always active.

It's SPHA-T Turbolaser fires a powerful, continuous Energy Beam capable of downing a vessel in its own size range in four to six repeated hits. This beam is highly accurate and has four times the range of a normal Turbolaser
A vehicle based turbolaser is not the same as a ship based model, the range would be impressive on a planet but given the distance space battles and engagements can be this would be easily outclassed by standard turbolasers.

It's electric turbolasers and point defense lasers can bypass many forms of shielding
As has been told to you about sub language. Dictating the effects is not determined by you it is determined by the one you are writing with.

Hard Track: It's propulsion system makes it slightly more difficult to track and target with certain weapons than normal. Plus, it's large number of electrotelescopes allow for passive scans with a very low chance of alerting an enemy
Per factory rules anything close to stealth technologies, confusing tracking and scans has a maximum production of semi-unique.
Particularly rare or powerful special features will necessitate using a lower level of production, such as stealth or anti stealth technologies (for example: cloaking technology, personal cloaking devices, gemcutters, crystal grav traps, moon dust, ), or rare canon technologies (for example: Hyperwave Inertial Momentum Sustainers, etc) and their equivalents will only be permitted at Semi-Unique production.
This would also apply to rare technology such as
Kerts-Bhrg Field Generator
Which only has two instances of being used. For a Hapan ship and once by the rebels where it malfunctioned and needed to be jury rigged. WIthout a canon source of it being widely used it and references to it will need to be removed.

Fire Rate Weakness: It's SPHA-T Laser can fire only once every 42 seconds. It's Energy Torpedos have low rates of fire as well
As has been told many times now the passage of time is controlled by you and is not an actionable weakness that can be used and will need to be replaced with a weakness that can balance this for pvp fleeting encounters.

Engine Weakness: The Gravity Engine systems have unique vulnerabilities that could cripple the vessel
You are going to have to elaborate on this, vague promise of a weakness maybe is not something that looks good.

And that covers round 2 of edits required to clean and straighten this sub up. Let me know when edits are done or if they will take longer and we shall move this to the pre-factory for your convenience.
 
Krass Wyms Krass Wyms

How can the grav propulsion unit require the vessel to be at semi unique? It's mass produced, and it doesn't hide it, it just makes it slightly more difficult to track with thermal tracking. It can still be detected easily in every other way. Electrotelescopes used to be pretty common on starships, and there is nothing indicating they were a specialized technology.

Even the rebels used them
 

Krass Wyms

Jedi Tech Division
Factory Judge
Laertia Io Laertia Io

Shortly after the establishment of the Rebel Alliance base on Arbra in 3 ABY, Princess Leia had a Kerts-Bhrg pyramid field projected around the entire fleet. This allowed their ships to effectively hide from Imperial forces by passing through the chromosphere of the Arbran sun.

Hours after establishing the field however, an absorption circuit on the central generator overloaded, greatly diminishing power to the field. Noxious fumes flooded the command station, knocking out all of the maintenance personnel. C-3PO and R2-D2, unaffected by the fumes, were forced to run conduit cables between one of the Rebel ships and the control generator in order to stabilize the field's power fluctuations.

A singular use of it does not meet mass production qualifications. As it is a rare and powerful feature being able to project a shield around an entire fleet. That qualifies it for semi-unique production.
 

Krass Wyms

Jedi Tech Division
Factory Judge
Laertia Io Laertia Io

Difficult to detect, hard to track. I would put that closer to stealth tech then normal.

As to the size limit if you can show me canon sources of it being mass produced and have all of the other edits it is something I would be willing to consider.
 
Okay, edited out the field generator, but the Grav Engine is not stealth tech


It says right there that they used to be what was used in starships before sensor arrays came along. That implies mass production capability at the very least.
 

Krass Wyms

Jedi Tech Division
Factory Judge
Laertia Io Laertia Io

Yes, and there is a reason it was replaced in favor of sensors. The higher the resolution would mean it takes up more space and is better for something stationary. The rebels used them for early warnings and because they rely on sight it missed things when asteroids got in the way. You are having it there with none of these drawbacks associated with using an outdated and primitive form of tech. So it is either supposed to be large enough in the ship to provide high resolution which would hamper functions or it is smaller and has less resolution the further the range goes out. Yes mass production of the telescope is easy enough. The issues with the ship and use are where production is going to be getting looked at.
 

Krass Wyms

Jedi Tech Division
Factory Judge
thank you Laertia Io Laertia Io

as to the planet based turbolaser which is great for artillery. If you wanted to divert all power to it from engines and shields it would be possible to make the ranges in space. The rare times when vehicles were used in space the proximity was very close and usually had the element of surprise.
 

Krass Wyms

Jedi Tech Division
Factory Judge
Laertia Io Laertia Io

It's SPHA-T Turbolaser fires a powerful, continuous Energy Beam capable of downing a vessel in its own size range in four to six repeated hits. This beam is highly accurate and has four times the range of a normal Turbolaser, allowing it to engage enemy targets beyond typical ranges.

Main Laser Weakness: It's SPHA-T laser can only hit targets as large as the ship it's mounted on or bigger. Against smaller targets, it's accuracy rating drops by seventy percent. Also, when firing, all power is diverted from engines and shields, rendering it both immobile and vulnerable. A strong enough attack could do critical damage when it's firing.

Based on the weakness how it is written it is again calling damage received taking it out of the hands of the one you are writing again. It also is confusing as diverting all energy from multiple systems for a final strike would imply a finishing blow not the first of several strikes needed. The power wouldn't be perfect and all returned the instant the beam is finished firing. It would require time to stabilize and return to a minimal level at least.

Production: Mass-Produced
Armament: Very High (High in SLAM Mode)
Defenses: Extreme (High in SLAM Mode)
Hangar Space: Very Low
  • Maneuverability Rating: Very Low
  • Speed Rating: Very Low (High in SLAM mode)
Just because we have been focused on one edit does not mean that the previous edits do not have to be done. You are still 2 points over the limit as its strength of always being able to use the SLAM drive. It gaining a massive boost in speed throws it off since it maintains the same amount of weapons at all times.

Hyperdrive Class: Fast | 0.6
Fast is not what is being asked. It is a yes or no question and then the rating.
Hyperdrive: (Does this ship have a hyperdrive? If this ship has a hyperdrive how fast is it? The lower the number, the faster the ship is, you may choose decimals. Any speed below 1.0 requires the hyperdrive to be added to the ship's strengths and accordingly balanced with weaknesses. Links: Hyperdrive, Hyperdrive Comparisons)

Speedy: It's SLAM drive can remain constantly active, and has a 0.6 Hyperdrive, making it one of the fastest designs in the Galaxy.
That does not meet the criteria for it. barely a sentence tacked onto a strength for the speed. Unless you are trying to say the SLAM alters the hyperdrive which is no. Please follow all directions in the template given. Including
Hyperdrive: (Does this ship have a hyperdrive? If this ship has a hyperdrive how fast is it? The lower the number, the faster the ship is, you may choose decimals. Any speed below 1.0 requires the hyperdrive to be added to the ship's strengths and accordingly balanced with weaknesses. Links: Hyperdrive, Hyperdrive Comparisons)

Speedy: It's SLAM drive can remain constantly active, and has a 0.6 Hyperdrive, making it one of the fastest designs in the Galaxy.
Slam Weakness: Using the Slam drive drains power from weapons and shields, reducing the ratings of both to high
Also, when firing, all power is diverted from engines
As stated above the SLAM doesn't really alter the weapons you still have all of them being able to function, fire with all of the benefits. Then you have a new tacked on one that doesn't seem to factor into any of it. HOw does the SLAM get affected when firing the vehicle based turbolaser? How does it manage to maintain itself when being used for a purpose it wasn't made and having to fire with exponentially higher output then would likely be safe. What is the strain on the components? Half baked weaknesses at the minimum to maximize the strengths is not the way to get a sub approved and you have been told that multiple times by judges as well.

Let me know when ALL EDITS are completed.
 

Krass Wyms

Jedi Tech Division
Factory Judge
Laertia Io Laertia Io

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

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.

I am going to approve this with important caveats added as getting you to acknowledge facts is like pulling teeth. This is a vehicle mounted turbolaser, which has lower damage output and range already. Pumping a ships reactor through it can let it fire longer and further. 4x its normal range which would still be substantially shorter than base model ship mounted turbolaser.

When this is either
A: pulled for being reported because it is being used outside the scope of its description.​
Or
B: Ignored entirely, as its damage and range would barely scratch a competent capital ship with its shields up.​

I hope it will be a lesson you will follow much like the advice multiple judges have given you for making your subs and balancing them out.

Approved
 
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