Star Wars Roleplay: Chaos

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Approved Starship Leviathan of Sev Tok

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  • Intent: To create the Personal Warship of Darth Xiphos
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PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Battle Cruiser
  • Length: 400 meters
  • Width: 700 meters
  • Height: 3000 meters
  • Armament: Extreme
Ion Pulse Missile Launcher (10, front facing)
Number of Pulse Missiles in storage: 170

Bio Energy Array (Main Weapon, Front Facing)
Drill Spike
Shield Leech Weapon
Pulse Cannon (Capital Ship Grade) (80, 50 in front, 30 in rear)
L-s9.3 (50, 10 on each "major" leg)
Solar Ionization Cannon (25, 15 in front, five on one side each)
Decimator Payload (300 Droids)
Energy Torpedo Launchers (50, 25 on front, 25 on rear)
Q-007 Tractor Beam Projectors (4, located at the very top)
  • Defenses: Very High
Laminanium Matrix Hull
Hyperwave Inertial Momentum Sustainer
Dovin Basals
Ion Shield Generator
220-Sig Sensor Jammer
  • Hangar Space: Average (16)
  • Hangar Allocations:
Starfighter Squadrons: 5 (Able to hold larger starfighter bombers)
Support Craft Squadrons: 11 (Hangars able to accommodate small Military Grade Corvettes)
  • Maneuverability Rating: Very Low
  • Speed Rating: High
  • Hyperdrive: Very Fast (0.3 Hyperdrive)
STANDARD FEATURES

Essential Crew Compliment: 1000 (Most features of ship are automated save for essentials such as engineering, and repairs)

Security force: 100 Model 1 Nuetralizers, 300 Model 2 Nuetralizers
Droideka Mk. 2 (20)
EG-5 Droids (20)

Ground Assault Forces:

Juggernaut War Droids (2304 in Storage)
Nuetralizer Model 1 (700 on hand)
Nuetralizer Model 2 (1400 on hand)
C-8 Saboteur Droids (200 in storage)
Spelunker Droids (100)
Chameleon Droids (100)
Droideka Sniper (50)
Turret Droid (75)
IG Lightsaber Droid (25)
Scorpanek Droid (10)
RM-2020 Espionage Droids (5)


Tactical Command Center (Where Cognition throne and BRT interface is located)
Escape Pods
Med bay
Comm Systems
Engineering Deck
Personal Quarters
Personal Hangar: For holding The Shadow Bride
Training rooms
Barracks
Escape Pods
Mess Area
Sensors
Neuroengine (12)
LeGrange Targeting Computer
Dovin Basal (12)

ADVANCED SYSTEMS

Deadly Battle Cruiser capable of Launching a planetary Assault, with a number of starfighters and support vessels, as well as more than two full legions of various War Droids

Powerful Bio Reactor capable of powering all systems for up to 14 months continued use.

Extreme Strength Laminanium Matrix Armor hull and vast supplies of repair drones and Vong Biots

High density carbon reserves for repair material

Nueroengine based Propulsion System

Capable of landing in atmosphere

Capable of going underwater, due to being based somewhat on the Trident Assault Ship

High Intensity Solar Collectors based off of those in the Castle Morpheus Ship ensure it never needs refueling at a common space station...just park it near a star, and it gathers the fuel it needs

Hyperwave Inertial Momentum Sustainer
Meditation Chamber
Extensive Armory
Soliton Antenna
Orbital Strike Beacons
Cognition Throne
BRT Supercomputer (Programmed solely for Capital Ship Warfare) hooked to the Brain of a Model 1
EVS Construction Innards (Molecular Furnace, Smelting Pods, Atomic Incinerator)

STRENGTHS

Juggernaut: Already built to tank even the worst energy or kinetic attacks via a self sealing Laminanium Matrix Hull, the Onboard Dovin Basals provide a sort of singularity shielding, able to swallow up both energy and missile fire in very large amounts via micro black holes. As a result, this ship can be viciously difficult to Destroy for an average Star Destroyer. It is also protected by Ion Shielding, as well as a 220 Sig Sensor Jammer to interfere with the targeting of enemy computers

Guns of The Patriots: Possesses a swath of deadly, uncommon weaponry not typically seen on Battlecruiser type vessels, including whole arrays of Capital Ship Grade Energy Torpedoes, Solar Ionization Cannons, Pulse Cannons, a capital ship grade Drill Spike to deposit deadly Organic Decimators, and a Shield Leeching System

It's main Weapon, however, is the true threat: a massively upscaled Bio-Energy Array fires a straight traveling stream of blue, lightning like energy that can possibly do Extreme damage to shields of other capital ships, and Average damage to conventional hulls, capable of penetrating ground or hardened targets, and doing severe damage to even the hardiest, most naturally resistant organic hides.

Out for a Swim: Due to its technology partly being a heavily upscaled version of the Trident Cruiser, it possesses an ability most Star Destroyer vessels do not: the ability to remain hidden underwater

Follower: Possesses a Soliton Antenna, allowing it to detect when a ship enters the system it's in

Recharger: It's Bioreactor is scaled to provide power to the massive vessel but must be recharged. To do so, the same model of Solar Collection Reactors from The Castle Morpheus was copied on to this vessel, and joined surgically and mechanically to the reactor. All it has to do is park in orbit for a day or so at a safe distance above a star and it will replenish it's power supply, which lasts up to 007 months on its own.

Escape Artist: It possesses an upscaled Inertial Momentum Sustainer, allowing it to possibly escape tractor beams

Commander: Possesses a BRT Supercomputer A.I. System hooked to the brain of a Model 1 and programmed solely for Capital Ship combat and defense with a wide reference database on known Bryn'adul Fleet and boarding Tactics, which it can predict with unsettling accuracy, and a Cognition Throne that it's Commander can use to control the ship more directly and direct fleet manuevers

Propulsion: Massive Vong Nueroengines blended with electronics give it an incredibly fast 0.3 rating

Fix it: The Laminanium hull can self seal against relatively minor damage, and anything larger is set upon by a legion of repair remotes and Vong Biots, to fix the parts of the ship they are best suited to fix

Terror Weapon: It's unnatural Shape and imposing height is capable of inspiring absolute fear, even among those in Star Destroyers themselves, and is capable of launching significant ground operations from its massive storage of Specialized War Droids

Spare Parts: Possesses integrated EVS Construction Parts, allowing it to create Droids, Weapons, Spare parts, depending on the raw materials it has

Speedy: High for a ship this size

WEAKNESSES


Molasses: Very poor Manueverability

Main Weapon Weaknesses: It requires forty minutes between every firing to recharge, and can only fire forward, and despite it's damage, is unlikely to destroy either Shields or Hulls of Star Destroyer grade vessels on the first go, often needing to fire twice to really finish the job. Any ship less than a Star Destroyer is still in severe danger if hit.

Tertiary Weapon Weaknesses: The Pulse Cannons have only half the range of typical capital ship energy cannons and cannot fire more than one shot every fifteen seconds (This also makes them it's most used secondary weapon after the Torpedoes. The Solar Ionization Cannons have to wait three minutes between every firing. The Energy Torpedoes are dumbfire only and have no tracking or targeting abilities, and need one minute between every shot to fire, plus have only three fourths the range of a typical capital ship missile and if the target is at a greater distance than that, the torpedo might dissipate. The Dovin Basals cannot be used in an offensive manner if they are being used to repair the vessel. The turret mounted laser cannons on it's legs can fire continuously but basically are point Defense ranges and have poor accuracy beyond those ranges (Still useful for taking out asteroids). The Ion Pulse Missiles are more for capital ships than starfighters. The Drill Spike needs time to power up and is vulnerable when exposed.

Sitting Duck: While Recharging it's power reserves, it's extremely vulnerable: any damage suffered by the solar collectors could cause a massive cascade of damage to other essential systems it's connected to, potentially severely damaging it

Priorities: If it takes too much damage it will prioritize it's survival over completing a battle unless given a direct order to do otherwise by Laertia, who it is unswervingly loyal to.

Fleshy: The Organic sections need copies doses of Biot nutrient to stay in optimal condition or they begin to fail

Short Ops only: It can win battles, tip the scales, but won't win a major fleet or ground war by itself.

Huge Target: It's unusual design presents a staggeringly large, easy to hit target for capital ships

Must touch: Cannot used the shield Leech system until it is directly latched onto an enemy capital ship

Repair Issues: Some of the more exotic weapons require specialized components that take longer to fully restore than normal battlecruiser weapons, and as a result, weapon systems are usually the last systems to be restored on the ship, and the Molecular Furnace Systems takes longer to fabricate repair parts for the Ship Weapons than it does with other stuff

Water limits: Can only remain underwater for 007 days before dangerous leaks occur

Mass Drivers: It's armor is especially vulnerable to these.

Main Weapon Drain: When firing it's main Weapon, it drains the Dovin Basals of energy needed to form defensive singularities, which remain inactive for 14 minutes after, leaving only it's armor and Ion Shielding to protect it


DESCRIPTION

"I am the Mighty Castle of The Black Knight."

---The Leviathan of Sev Tok

A Unique Battle Cruiser with a number of Deadly Upgrades and Nonstandard Equipment, The Leviathan of Sev Tok is in certain ways the Successor to Castle Morpheus, even using similar tech to keep itself powered between stars, but the similarities end there: The Leviathan of Sev Tok is a pure warship designed to enforce the will of Xiphos upon her enemies. A hybrid of Vong and Conventional tech, it is unknown where Xiphos acquired the strange design for this Battle Cruiser: Rumor has it the design bares resemblances to Ancient wrecks found at the very edge of the Galaxy...

Ever the Opportunist, Xiphos, wherever she acquired the design, stuffed it with both refurbished, salvaged tech as well as reproductions of ancient tech: all to make it harder for Xiphos's enemies to discern it's origins...
 
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Laertia Io Laertia Io

There is...a lot of information. I have had to stop several times since I first looked at it, walk away then come back with fresh eyes to even get this done right. There is....way to much to unpack so I will go with the simple one first.

Please, oh please, just tidy this submission up. It is double spaced and it is just way to hard to read. Please edit this to where one can easily read it without having to strain their eyes to figure out which parts go where and when it separates. This goes for every other submission, just please tidy up. It helps us all in the end.

  • Hangar Allocations:
Starfighters
1 Squadrons of Missile Boats

2 Squadrons of Predators

1 Squadron of Scimitars

Support Vehicles

1 Squadron of Aerial Nuetralizers

1 Squadron of All Terrain Tactical Enforcers

1 Squadron of LAAT/c's

3 C-70 Retrofits (Clone War Version)

1 Stealth Ship

1 Squadron of Lambda Shuttles

3 Squadrons of Sentinel Craft
I am not accepting that. You cannot use support craft as support vehicles. No. They are support craft. C-70s are to big to even fit in there, much less the stealth ship. It does not really matter what is in them, you can simply just place:

Starfighter Squadrons: 5
Support Craft Squadrons: 11

And it do the same effect in the long run. C-70s take 3 Support Squadron slots a piece while the Stealth Ship takes 2 Support Squadron slots.
Easiest way to convert: Every 50 meters, it is 1 squadron. C-70s rounded up is 150 meters, meaning 3 squadrons. Stealth ship is rounded up, a 100 meters making it 2 squadrons. You can list corvettes if you wish but be aware.

It's main Weapon, a massively upscaled Bio-Energy Array fires a straight traveling stream of blue, lightning like energy that can possibly do Extreme damage to shields of other capital ships, and Average damage to conventional hulls, capable of penetrating ground or hardened targets, and doing severe damage to even the hardiest, most naturally resistant organic hides

It's secondary weapon of choice, Capital Ship Grade Pulse Cannons, have very fast purple projectiles that can do Average damage to both shields and armor

It's third weapon of Choice, Solar Ionization Cannons upscaled to Capital Ship Grade weapons, is capable of doing High Damage to shields and severe damage to hulls

It's main torpedo weapon, Capital Ship Grade Energy Torpedoes, can do high damage to shields and armor

It also possesses conventional Ion Pulse Missile Launchers to use against Large Ships and turret mounted starfighter cannons on its major legs

If things should get up close, it has a massive Drill Spike it can use to try and bore through capital ship shields and armor, depositing Decimator droids from a special, hollowed out portion in the drill

The Dovin Basals that provide it's propulsion and defense can also be used to create gravity swells for large ships, making them slower at moving, potentially. This makes the Leviathan a sort of Interdictor Vessel

Rounding out its offensive capability is a Shield Leeching Weapon, capable of allowing it to steal energy to replenish its own power systems.
You do not need all of this! Maybe the first one but the rest, no you do not. You do not have to explain each weapon in the strengths, it should be obvious to the other roleplayers what is going to happen to them if they fight this thing. Please cut this down considerably! Your strengths are hard to read as is!

Repair time: Even if it can be restored by repair drones, it will only be to barebones operating capacity. Severe damage to the whole ship may require up to a year and a half in dry dock. Also, due to its height, special drydocks need to be used
Not a valid weakness, remove.


That should be everything. Please tidy this up and do the edits. Also...you scared me, I thought I had killed enough of these in Mass Effect. You monster.
Laertia Io Laertia Io
 
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