Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Approved Starship Mateus-III-class fleet carrier

Status
Not open for further replies.
Tormentor_2015_0000.jpg


OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
Strengths:
  • Heavy long-range firepower
  • Large number of squadrons
  • Can land on planets: it can thus land a sizeable invasion force for ground assaults
Weaknesses:
  • Slow, unmaneuverable
  • Exposed command tower
  • Exposed ventral hangar
  • Exposed shield generators atop the command tower
  • Exposed aft tailfin: if the tailfin explodes, it triggers a chain reaction that may take the reactors down with it, and also disables the hyperdrive as well as its ability to land on planets
  • Repulsorlift generator failures must be repaired in orbit
DESCRIPTION
After serving in several engagements against various opponents, it became clear the Mateus class was aging poorly. Inability to penetrate gravity traps, lack of EWAR capability and lackluster medium-range firepower all contributed to the original chassis' shortcomings. A host of refits were made, which saw the rapid-fire turrets replaced by electromagnetic plasma cannons because of its ability to engage outside of half standard turbolaser range, with two tractor beams removed in favor of a long-range tractor beam. Furthermore, an electronic warfare suite was fitted to that ship, in response to increasing use of EWAR in battle. Finally, more cargo space was sacrificed for the ability to house three additional squadrons of attack craft, and two support craft squadrons, for a total of 20 squadrons. So, in fact, it bears very little functional resemblance to the carrier that fought against the Rogue One Sith over Castameer.

Using the same hull chassis as its predecessors made it so that the same problems occurred: exposed command tower, exposed ventral hangar, exposed shield generators atop the command tower and so on, so forth, which are, in fact, intrinsic to dagger designs. Even then, it still retained its ability to land on planetary surfaces and hence to support planetary campaigns, thanks to its large number of variable-geometry landing gears enabling it to land on a variety of uneven terrain. The ability is still coming to the same basic costs as it was on its predecessors: repulsorlift generator failures must be repaired in orbit.

Consumables: 2 years
Cargo capacity: 1.5 million tons
Passenger capacity: 16,000
Crew: 12,000
 
Last edited:
Status
Not open for further replies.

Users who are viewing this thread

Top Bottom