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Approved Starship Modified Scion-class Stealth Corvette

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Original submission by Captain Larraq; authorship changed to accommodate edits.

Intent: To fill an order placed by [member="Rave Merrill"]
Dev Thread: Built Mando Tough

PRODUCTION INFORMATION

Manufacturer: Druckenwell Shipyards, Mandal Hypernautics
Model: (Modified) Scion-class Stealth Corvette
Affiliation: [member="Cerbera"]
Modularity: Yes (Payload)*
Production: Unique
Material: Durasteel, Duranium, Beskar,

DESCRIPTION

Accepting a contract from [member="Rave Merrill"] to extensively retrofit a personal vessel of hers, Rygel Larraq quickly put Mandal Hypernautics to work. Pulling together a team of engineers, Rygel Larraq reviewed the technical specifications of the stealth corvette and began to draft blueprints of the vessel using specialized scanning techniques. Challenged to retain the existing capabilities of the craft and incorporate an extensive list of new capabilities, Rygel Larraq began looking for every possible means of advancing the design further.

The first element of the retrofit was to upgrade the power supply for the ship. The standard Ionization Reactor was removed and replaced with a more powerful Antimatter Reactor, as was the existing Hyperdrive with a more powerful unit. Power conduits and electronic components were gutted from the ship and state of the art cabling, and power conduits were installed to replace the aging components. The electronic components were replaced with top of the line, hyper-conductive electronics that utilized gold and other precious metals to improve performance. A H.I.V.E. Core Processor, typically only seen in Skira-class Battleships, was installed on the ship to improve automation processes and to assist with targeting and tracking. The processor is comprised of eight large droid brains hard-linked to each other. Installed on the H.I.V.E processor is a top of the line tactical analysis combat intelligence, nicknamed Tacky.

For enhanced anti-boarding security, 42 recessing immobile turrets were installed into the floors and ceilings of every major corridor and at every junction. Each turret holds a twin-mounting that holds two Hyperion Squad Automatic Weapons. Each weapon in the turret is belt fed from an individual magazine of 480 solid .32 caliber slugs. If a single weapon happens to jam, the other weapons in the mounting continue to function. Each turret is controlled by a single miniaturized processor utilizing the droid brain programming of a Mandal Hypernautics Automated Gun Platform. Upgraded turrets are installed in all corridors leading to the bridge, reactor, and hyperdrive. These turrets instead mount a single Hyperion Support Automatic Weapon that is belt fed from individual magazines of 480 solid .52 caliber slugs. To protect the bulkheads from these powerful weapons, the existing internal bulkheads were stripped of four centimeters of durasteel plating and replaced by a centimeter of Beskar plating throughout the internal hallways of the Corvette.

The Life Support systems were removed and replaced with a more compartmentalized design similar to that used on the Ordo-class Frigate and Concordia-class Dreadnought. The system allows for individual sections of ship to be sealed off and vented, filled with Stun Gas, gas from ForceBreaker Gas Grenades, or filled with numerous other gasses to sustain a wide variety of lifeforms. Also included in the compartmentalized life support design were localized artificial gravity controls.

The Cargo Bay was cut by two thirds to make room for the added weight of many of the advanced components and to make room for additional facilities. Added to the design of the ship was a Medical Bay, a full Laboratory, manufacturing facilities, and twin vaults. Each vault is made of Solid Beskar and is 6 meters wide, 6 meters long, and three meters tall. The vaults are sealed by non-digital mechanical locking mechanisms and are environmentally sealed. Barring catastrophic failure of the antimatter reactor or hyperdrive, the Beskar Vaults are theorized as being capable of surviving the death of the ship. In an emergency, an analog activation system requiring a physical key to be turned simultaneously from a site on the bridge of the starship and from a site at the entrance of the vault will eject the Beskar Vaults from the belly of the ship and into space. Since they are environmentally sealed, the Beskar Vaults can sustain twelve humanoids for 36 hours. Should a Beskar Vault fall into atmosphere, the vault itself will likely survive re-entry and impact velocity's, though all objects and occupants within the vaults will likely be liquified upon impact with a planets surface.

While standard Medical Bays are designed to provide care for the crew of the starship, the expanded Medical Bays included in this design are designed to provide limited medical support to a substantially larger number of patients. These expanded medical bays are capable of providing intensive care for as many as a dozen critical care patients at a time, and are capable of providing basic care to several dozen individuals at a time. These expanded medical bays allow for the starship to provide limited medical support to planetary and naval victims of trauma or illness. The expanded medical bays of this design include 12 Athakam II Medical Units, 2 FX-10 Medical Assistant Droids, 1 MD-10 Medical Specialist Droids, and 1 2-1B Surgical Specialist Droids, as well as a number of medical devices, medicines, and other required equipment.

The Laboratory bays aboard the corvette are capable of handling most research and development projects appropriate for a team of six or so scientists.
1 Bio-agent Test Droid, 3 S2R(A) Science Droids, and a number of specialized equipments remain on standby to serve the needs of the captain of the ship, should their services be called upon.

The Metallurgy and Manufacturing bays of the Corvette are closely linked with one another. While the scale of operation they can handle is limited, they are often more that sufficient to handle the needs of the average consumer. 2 VCE Engineering Droids, 4 MGL Droids, 24 DRD's, and a number of large, specialized machines fill these two bays. While they are insufficient to launch a full scale mining and manufacturing project, the bays and equipment within are more than capable of producing nearly any single object or device roughly the size of the average speeder or a number of smaller machines.

Mounted externally on the ship are two racks of probes kept in armor plated housings. Each of these racks holds four decoy probes designed to mimic the exact electronic and magnetic signature of the ship and randomly transmits encrypted communication bursts. Each probe is 6 meters long and 2 meters in diameter and automatically maneuvers at random trajectories with a sublight speed and maneuverability of 4.

Two of the last systems to be installed in the new design was a Gravitic Modulator provided by [member="Rave Merrill"] herself and a powerful sensor jammer that creates a 3,000 meter field of sensor distortions upon activation.

Finally, seeking to go all out for a customer who had previously purchased hundreds of thousands of his products on behalf of the Lords of the Fringe, Rygel Larraq chose to have the Corvette's armor plating stripped and replaced with an equivalent weight of Beskar plating.

Excerpt from Original Submission- Credit Genesis Rostu

The Scion-class Stealth Corvette is the culmination of tireless efforts on the part of the Confederacy of Independent Systems. While other powers throughout the Galaxy deemed it necessary to create stealth-based capital ships of larger, and even astronomical, lengths, the designers of Druckenwell Shipyards opted to go a different route. The result was, as opposed to a single capital ship of great size, a collection of five corvettes armed with the newly-produced Adegan Cloaking Devices. As a whole, the Scion-class Corvette varies very little from the standard Corvette of the CIS military, that being the Reaper-class Corvette.

The only key difference, aside from the presence of a cloaking device and adequate dampeners, is the presence of better ion cannons coupled with an ordnance launch tube whose payload can be swapped out prior to each engagement. There are two potential payloads for this tube: a single, neutron bomb; or a set of six proton torpedoes.

The intended role of the Scion-class Stealth Corvette is to act as a covert complement to the operations of the Confederate Naval Forces. It can act as close support, or assault, depending upon whatever it is that the mission calls for.

TECHNICAL SPECIFICATIONS

Classification: Corvette
Role: Support
Height: 35 meters
Width: 50 meters
Length: 150 meters
Power Core Generator/Reactor: Antimatter Reactor
Hyperdrive Rating: Class 0.75
Minimum Crew: 12
Optimal Crew: 62
Passenger Capacity: 55 + 20 GT-F0 Anti-Boarding Droids
Cargo Capacity: 250 tons
Consumables: 10 Months
Sublight Speed and Maneuverability: Class 4

NON-COMBATIVE ATTACHMENTS

Adegan Cloaking Device
Advanced Targeting Systems
Advanced Navigational Systems
Compartmentalized Life Support Systems
Standard Sensory Array
Standard Shielding Systems
Thrust Trace Dampener
Gravitic Modulator
Sensor Jammers
Decoy Probe Launchers (2x)(4x probes each)
Beskar Vaults (2x)
H.I.V.E. Core Processor
Medical Bay
Laboratory Bay
Metallurgy Bay
Factory Bay
Encryption Network
Escape Pods

ARMAMENT

Fastmount Heavy Turbolaser Cannons (2)
Heavy Quad Laser Cannons (5)
Fastmount Heavy Ion Cannons (2)
Ordnance Launch Tube (1)

PAYLOAD*

Ion Bomb (1)
Proton Torpedoes (6)

HANGER

None


Excerpt from Original Submission- Credit Genesis Rostu
 
Alright, due to the complexity of this submission and the ship detailed within, I'm going to take it slowly and asses it through several posts. Firstly I'd like to see the thread in which Rave acquires one of these five ships.
[member="Captain Larraq"]
 
Okay that works. And sorry for the wait, it's been a busy weekend.
Your internal guns are all pistols, one being a revolver, none of which take well to being belt fed and all of which will shoot out internal bulkheads and other sensitive stuff. And considering all the new systems/additions, there should be a drawback besides a reduced cargo hold. These are some massive area commitments you're making here and that should be reflected.
[member="Captain Larraq"]
 
Domino said:
Okay that works. And sorry for the wait, it's been a busy weekend.
Your internal guns are all pistols, one being a revolver, none of which take well to being belt fed and all of which will shoot out internal bulkheads and other sensitive stuff.
[member="Captain Larraq"]
The specific link to the 'pistols' simply (on my part anyway) was to show weapon caliber, barrel length, exc. The weapons themselves would either be modified or custom built to function on a belt fed housing. And as far as concerns to the bulkheads goes... I could always plate the internal bulkheads in a thin layer of Beskar.... actually.... I think I'll do that.

Actually... Screw it. Might as well go all out on this one. Mandalorian character owning a mining company... Beskar Plating for this bad boy. (I'll just charge Rave through the nose for it.)

Aaaaanyway... What sort of drawbacks are you thinking of here? Because that's a thousand tons of space and cargo being disposed of for four rooms and some lab equipment.

[member="Domino"]
 
Well after that much beskar adding mass, you're looking at a reduced speed (back to 5) and on the pistols I don't understand why you're using them as a reference like you say you are when in your description it clearly states that those are the pistols.

"Rygel Larraq chose to have the Corvette's armor plating stripped and replaced with an equivalent weight of Beskar plating."
Due to the weight differences this will make it either extremely thin (barely fighter grade) or not have full coverage.

Now, over the original, very high tech ship, you have...
  • A H.I.V.E. Processor
  • Extensive internal defenses (Including 425 quad turrets and gas)
  • Several tons of beskar plating
  • Dreadnought style life-support and bulkheads/compartmentalization
  • A medical bay
  • Full laboratory
  • Metallurgy bay (not mentioned or described in description)
  • Manufacturing facilities (No real description, what are it's limitations?)
  • Two massive beskar vaults.
  • External decoy probe racks
  • Graviatic Modulator
  • Beskar armor plating
  • Sensor jammers (not mentioned or explained in the description)
All without a dev thread, armament reduction, or other loss other than 2/3 of the cargo which arguably is one of the least used stats in anything other than a dedicated hauler. Can you see why I'm hesitant to work on this thing? It's overdone with everything and then there's cloaking on top of it all.

[member="Captain Larraq"]
 
[member="Domino"]


(disclaimer! read this in a conversational tone)

For starters, it has always been my understanding (as explained to me by Popo) that Beskar weights about 4 times as much as Durasteel. So an equivilent weight of Beskar plating would be 1/4th the thickness of the original plating. It doesn't matter if it was originally 24" of Durasteel plating or 8". This ship ends up with 1/4th that thickness in Beskar. And since we never classify armor thickness in starship submissions, it's really a mute point. But the Iowa-class Battleship (which would classify as a Frigate on our starship guide) had 12" armor plating on the hull, so lets go with 6-8" on a Corvette. That would leave this ship with 1.5 to 2" of Beskar plating to defend itself with. However, considering that canon starfighters with a 'very thin' beskar plating (typically thought of as 1/8th of an inch or less) were able to shrug off turbolaser fire from an entire fleet, I'd think that 'one fourth' thickness Beskar plating would perform just fine without hindering the sublight speed or maneuverability of the ship and still adding to the structural integrity of the starship. (no. I do not expect this ship to shrug off turbolaser fire from an entire fleet. Whoever wrote that book was a silly, silly man. I do, however, expect a significant increase in general durability for the starship.)



Now on to the issue with a 1,000 ton drop in cargo space as opposed to the components I installed... I feel that 1,000 tons of cargo space is a justifiable tradeoff for what was added to the ship. As far as I am aware, the Bui'tsad Corvette has the largest cargo capacity for a 'mass produced' Corvette sized ship. It's designed to be a cargo transport and it's still only pulling off 1,200 tons of cargo space. To the best of my knowledge, the only cargo ships to beat that capacity are frigate sized. Until recently, I had thought that the Bui'tsad Corvette actually had the largest cargo capacity in its weight class. So... somehow the original Scion-class Stealth Corvette managed to be combat effective with 1,500 tons of cargo space built into the design. Reducing the cargo capacity of a Corvette from 1,500 tons to 500 tons is a massive structural change when you consider the size of the ship and the limitations of freighters designed solely to hold as much cargo as possible. I just... feel that that's enough room to handle the additional internal facilities that I added to the ship.


The largest components I added were the four rooms. Medical Bay, Laboratory, Metallurgy Bay, and Manufacturing facilities. If each compartment/room that was added is 3 meters tall, 8 meters wide, and 8 meters long, and plated out of 5" thick durasteel bulkhead (which is a bit much actually)... and what you've got is a compartment that weighs 216 tons. Times that by the four rooms that I added... and you're looking at 864 tons of weight total. Add a couple of tons of specialized equipment and you're still only looking at around 875 tons of components. Out of the 1,000 tons of cargo capacity that was sacrificed.

The Medical Bay and Laboratory are facilities that should be on every starship, but people typically forget to include the 'day to day' facilities in their starship submissions. The Metalurgy Bay and Manufacturing Facilities are relatively small rooms added to the ship in the area that used to be used for cargo storage. These rooms hold random equipment... for smelting and processing metals and alloys, as well as working with plastics and other construction materials. These rooms are added for utility purposes so that the ship can be used in numerous roleplay settings beyond simple naval combat. The vast majority of what I added to this ship has little to no effect on its role in combat and is purely added to provide a roleplay setting. I wanted this ship to be usable for everything from scouting out military bases, to forging experimental equipment, to analyzing ancient artifacts or unknown poisons and viruses. All of which are things that people would typically do in 'handwaved' facilities that are not included in a starship's submission because most ships are designed (OOC anyways) to be used in combat and no consideration is made for the secondary facilities that should be included in their submission.

The Beskar added to the internal areas of hallway is only a centimeter thick and was only added after 4 centimeters of the existing durasteel bulkheads were removed. So there's no weight increase there. (to be fair, I need to clarify that better in the description)

The "Dreadnought style life-support and bulkheads/compartmentalization" is a design element of the Ordo-class Frigate first and foremost. The only aspect of that design that I incorporated was the life support system. The redundant power supply and additional mechanical components that allow for a 'compartmentalized' design to add to the structural integrity of the ship were left out. This is actually a pretty minor change that would pretty much just translate to an extra few dozen tons of piping and mechanical equipment plus enough electronics to keep things working.

Sealing off sections of a ship and venting atmosphere are things people already do. All I did was improve upon this with some extra artificial atmosphere options and localizing the artificial gravity controls so that individual sections of ship can have their gravity dialed up or down. Most of the involved hardware was already installed on the ship. Yes, there is some extra weight here, but we're probably only looking at a 10% increase in weight over the existing life support and artificial gravity components.



The H.I.V.E Processor is a very small component. We're talking a CPU about the size of a car (or smaller). Not much to talk about there.

The Sensor Jammer is indeed mentioned in the description. It's covered briefly in a small section just before the spoiler from the original submission. If you'd like, I could replace this 'generic' component with the 'name brand' component I recently had approved. To clarify, the description included in this sub already is pretty much spot on with what I would classify as the 'advanced' Sensor Jammer. (with 'range of effect' being the only difference between the advanced and standard variant)



Aaaaanyway... I don't want to touch the armament because I'm not the owner of the ship and because I don't feel that IC, there is any real reason for such a decision to be made and because I'd feel weird if there were four ships of the same class, but one had drastically different armaments due to internal structural changes that did not effect power... And heck, with the more powerful reactor that I shoved in the ship, it would make even less sense IC. I don't like that the ship has a weapon count so far outside the guide, but there were only 4 of the original ship and even though it's outside the guide... a Corvette is the smallest capital ship there is, and the design still has less than half the armament of a balanced Frigate. And since there is only one of these things (plus three of the original design), I can't see this being unfair or unbalanced in a naval engagement. (Considering that the smallest naval battle I've seen here had 4,000 meters of ships on both sides)

Now... I've already addressed my feelings on the weight difference between the Durasteel armor and Beskar armor. There isn't one. So slowing the ship from speed 4 to speed 5 really just doesn't sit well with me. And while the ship would end up a little bit heavier after the extra internal components are added... I think that the increased reactor power output and the sacrificed 1,000 tons of cargo space would balance the weight discrepancy. So... again.... IC... I really just don't see this one making sense.




So, unfortunately, that leaves us with only the remaining 500 tons of cargo capacity and a dev thread as wiggle room for balance. I can drop the cargo down to 250 tons and still feel like I'm providing a reliable machine to the owner. And if you'd like, I can submit a belt-fed weapon through the factory to use in the turrets instead of the pistol-based designs that are incorporated currently. (I've looked for existing tech that might fit the bill, but I can't find anything.)


*sigh* But all the same. I'm expecting to have a little extra free time on Wednesday. I'll crank out a 10-15 post dev thread for this and tag you once that's done. In the mean time, please continue the review so we can get the 'hard part' out of the way.
 
Anyone else and I would have taken that as an arguing rant and denied this, but I understand that you're just being passionate and trying to explain things. Now, cargo is a dump stat, sacrificing it will not be enough. On top of a dev thread here's what you'll have to do to get it into the range of me even considering this for approval.
  • Dump the decoy launchers. This is a cloaking ship, it doesn't need to play a shell game and they're probably messing up a carefully modified stealth field calibration or two.
  • Drop the sensor jammer. Again, this just doesn't need one and jamming would actually make this ship stand out more.
  • Define the medical, metallurgy, manufacturing, and laboratory bays in your description including limitations and standard parameters/tasks as well as typical equipment if applicable.

And even then I'm not sure about a corvette plated with beskar inside and out, it's just getting ridiculous when it's already horribly expensive to just armor fighters in the stuff. I feel like you may be abusing being a mando with the beskar products and that dev thread should be a shining example and a joy to read if you want to keep it as-is.

[member="Captain Larraq"]
 
[member="Domino"]

The justification for the Beskar is that Rave Merrill had bought hundreds of thousands of droids and vehicles from Mandal Hypernautics in the past. As far as contracts goes, the one she signed for the Fringe is the biggest IC contract MH has landed thus far. The Beskar would be an expensive addition to the ship, but it makes sense to 'go the distance' for such a customer. She literally bought "enough of everything to garrison seven worlds."


As far as the sensor jammer and the probes are concerned... The intent of the sensor jammer was to draw attention to the ship. When uncloaked and located, the ship first activates the sensor jammer and begins evasive maneuvers, then launches a few decoy probes on random headings (which mimic the uncloaked ship). It then activates its stealth systems and deactivates its sensor jammer as it tries to slip away while the opposing ship tries to figure out which probe is the actual ship.

Both systems are a calculated part of the capabilities the ship possesses. I'd like to ask that they be allowed to remain a part of the submission.

I'll gladly expand on the capabilities and limitations of the non-combat components. Most of which were included because I was unsure of what Rave would be using the ship for and I wanted to make it "the last ship she'll ever need." The facilities are far from capable of large scale production, and I'll get the specifics drafted up over the next two days. The long and short of it will be along the lines of "smelting a half ton of metal at a time" and "making a single car in a few hours" as the 'upper limits' (with lots of workers/droids assisting) of the ships production capabilities.
 
[member="Domino"]

Status update.

Medical, Laboratory, Metallurgy, and Manufacturing bays expanded upon. Development thread (Link added at top of sub) is at 30 posts and is roughly 2/3rd of the way to completion.

Also, the above post was an accident thanks to the marvels of posting from a phone.

>_>
 
Many thanks to [member="Captain Larraq"] - I didn't realize you'd been pumping out a thirty-plus-post dev thread for my ship.
[member="Domino"] - The dev thread is 31 posts and covers quite a few bases. Based on the extent of the thread, what edits would you like to see at this point?
 
850 internal machine guns each auto targeting and firing 12 rounds a second? No, cut it by about 90%. I'd suggest covering major junctions and sensitive locations rather than attempting total coverage. These are also reading as in addition to the .52 cal auto-turrets mentioned. This is on top of your gas defense.

As an assault corvette your speed should be a 6, not a 4. Though arguably this has been turned into a support corvette in function and I think the armament should be redone to reflect this. You're seriously infringing on internal space to run power and control functions to all these new subsystems and a reduction in cargo doesn't reflect the needed sacrifice.

If you'd like to keep the probes and scrambler then I'll require at minimum a 50% drop in armaments. Again you shouldn't need them when you can just cloak.

[member="Rave Merrill"] [member="Captain Larraq"]
 
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