Star Wars Roleplay: Chaos

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Approved Starship ORION Class Defense Station

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OUT OF CHARACTER INFORMATION
  • Intent: To create a massive defensive station for CIS use in border worlds
  • Image Source: Here
  • Canon Link: None
  • Permissions: None
  • Primary Source: None
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Orbital Defense Platform
  • Length: 5,000 meters
  • Width: 1,000 meters
  • Height: 1,000 meters
  • Armament: Extreme
    • 4 Thor Naval PPCs
    • 136 Mjolnir Cannons -
      • 26 Dual Turret Housings (Two guns per turret)
      • 28 Triple Turret Housings (Three guns per turret)
    • 250 Achilles Heavy Turbolasers
    • 500 Paladin Turbolasers
    • 500 Artemis Light Turbolasers
    • MLMS Zeus Launchers - 4 Multi-Tube Banks (100 single banks each) / 148 Single Tube Banks
    • 250 Deimos PDRF Laser Cannons
    • 250 M-44 35mm Autocannons (single mounts)
    • 250 M-134 Dragon's Breath (single mounts)
  • Defenses: Extreme.
    • Phrik-A/Durplast-E Composite Armor Plating - Thinnest layers are 100 meters thick
    • FM-001/FM-002/FM-003 Composite protective layering between armor plates
    • Svalinn Class Shield Generators
      • Four Primary Shield Generators
      • 20 Smaller Secondary Shield Generators
    • Spectrum CW/EW Suite
  • Hangar Space: Low: 20
  • Hangar Allocations:
  • Maneuverability Rating: Very Low
  • Speed Rating: None
  • Hyperdrive: No
STANDARD FEATURES
  • Automated Fire suppression systems across the entirety of the station. This is in automatic dispensers of flame retardant foams, automated fire fighting droids, and response/coordination systems to ensure that all necessary steps are taken to prevent fire spreading/affecting nearby systems.
  • Barracks and Living Quarters for all pilots, marines, and personnel stationed aboard the station. Personnel aboard the station who are not pilots or marines are maintenance personnel that oversee the station's functions and ensure no malfunctions that require sapient correction.
ADVANCED SYSTEMS
  • All of the weapons aboard the vessel have an automated and AI controlled FCS based on the Hawkeye and Eagle Eye Targeting/FCS. This allows for a massive amount of human error to be avoided with advanced AI processing and computations taking fractions of a second, allowing each weapon system to identify, process, establish a shooting solution and engage a variety of targets in record time with record lethality. Having been trained in the various tactics of engaging enemy vessels, fleets, and small craft, this station utilizes the firepower aboard with utmost efficiency and terrifying accuracy. This includes utilizing various non-standard sensors such as Magnetic Mass, X-ray vision and detection modules, and other sensors to allow it to even penetrate sensor obscuring smoke, clouds, or other space debris that other vessels might use for cover or concealment.
  • Primary Weapons aboard the station are the Thor Heavy Naval PPCs, Mjolnir Cannons, and Achilles Heavy Turbolasers. These weapons are designed from the get go to turn on an enemy fleet and tear them to pieces at terrifying ranges. And with strategic placement of these stations they can even do so at ranges that allow the station to engage literally as the ships exit hyperspace. This means that this station that can be the anchor for a defensive operation meant to beat the absolute brakes off of any invasion fleet the moment it shows up.
  • Secondary Weapons are the MLMS Zeus Launchers, Paladin Turbolasers and Artemis Light Turbolasers. These weapons are emplaced across the vessel to allow it to directly engage most smaller capital class vessels at a variety of ranges. The MLMS Zeus also gives the station multiple options for offense or defense with access to smoke screens, Ionnite-A based missiles to disable enemy small craft and disrupt energy based weapons, to radar/jammer seeking missiles to disrupt enemy formations and electronic warfare systems.
  • Tertiary Weapons are the Deimos Point Defense Laser Cannons, M-44 35mm Autocannons, and M-134 23mm Rotary Autocannons. These weapons are meant for smaller craft engagement, however can be used in a pinch against brawling smaller capital class vessels. With access to extreme rates of fire, superb tracking and targeting systems, and massive ammunition stores these weapons are a menace to any oncoming small craft. And when accuracy via precision fails against nimble enemy craft, accuracy by volume is sure hard to beat.
  • On board hangar bays contain all necessary munitions, fuel, spare parts, and replacement components for various squadrons and craft. These bays are complete with repair and rearmament facilities that are completely automated, however if the automation is compromised, can be manually operated by a ground crew if you brought extra hands. These allow for damaged vessels to be rearmed, refitted, and sent back out into the fight in record time, even being able to synthesize replacement hull components if necessary from materials onboard the station.
  • Svalinn Shield Generators across the station are made to be redundant and allow for the station to maintain either a massive surrounding shield for the entire station, or allow it to focus said shields in a direction to make them a daunting barrier indeed. Operators aboard the station or outside the station with proper communications equipment can also direct the station to flex its shields to cover damaged or otherwise crucial fleet components if they are near the station. This allows for other vessels to recharge their own shields or get out of the fight to allow for more combat ready vessels take their place.
  • Armor across the station is a composite mix between Phrik-A plating, with Duraplast-E outer layers. These layers of armor are interspaced with protective layers of FM-001, FM-002, and FM-003. Each layer has its own part to play in the total defense, and being over a hundred meters thick in most areas requires the use of capital grade weapons to punch through in order to cause serious lasting internal damage. To put in simple terms, it's quite thiccc.
  • JBC2P system aboard the vessel allows it to seamlessly integrate with a variety of CIS communications devices and allow for near instantaneous data decryption and encryption to the highest levels capable of each bandwidth. This allows for the station itself to form a lynch pin in the command and control of massive fleets as communications across a variety of comms platforms without compromising security is vital to achieving victory.
  • Spectrum CyberWarfare / Electronic Warfare systems allows for the station to also enter the cyber and electronic battlespaces, using various methods to decrypt, infiltrate, launch cyber attacks and otherwise use every avenue of approach to attack and defend in cyberspace, and in the electronic warfare battlespace. This is from subtly engaging with enemy IFF systems or other communications, piggybacking on signals being sent, discern information and locations on Signal Intelligence, launching virus, malware and other attacks to enemy computer systems, jamming enemy frequencies, guidance, and targeting systems.
  • Powered by multiple Zeus Isotope-5A Reactor Systems. These systems work by having multiple smaller micro-style reactors around a large centralized main reactor. This allows for the energy generated by the main reactor and each smaller reactor to be increased not on a linear scale, but an exponential scale as the energy output increases are in turn are added to and magnified by the activation of each smaller reactor. The multiple reactor systems and ability for each to exponentially increase its power output allow for not only extreme power generation, but also power efficiency on lower power saving modes. This offers an extreme longevity in fuel life and allows for the station to go for long periods of time before needing to refuel.
  • Additional capabilities to project power in system and otherwise assist fleets with starfighter and support craft carrying capacity. In combat support craft are relegated to the emergency evacuation role, either from friendly vessels to other vessels, or from the station onto other vessels.
  • Small maneuvering thrusters on the station allow for it to orient its "face" where most of the primary weapons are located. This allows the station to shift to faster moving fleets to keep them in the line of fire for its heavy hitting weapons longer, bringing the pain down like a vengeful god. There is a multitude of these jets across the entirety of the station, allowing for it to pitch, yaw, and roll in any direction.
  • Onboard contingent of Marines and Combat Droids in high numbers allowing the station to not only engage enemy boarding actions on itself, but to also launch boarding actions of its own through the use of TDWRM-12 Chariot Rounds for the Mjolnir. Numbers and level of training vary, but baseline for Surric Local Defense Forces have a mixture of SLDF Space Marines, TCD-1s and TCD-2s all armed to the teeth and ready for combat.
STRENGTHS
  • Overwhelming Firepower: This station is loaded to the gills with firepower, weapons, and anything and everything to unleash a barrage that'll make any commander, commodore, or admiral bringing a fleet in thinking they're gonna kick some butt second guess their life choices. Because this is the first impression they get when they get in system. When they drop out of hyperspace, they're immediately under fire, losing vessels and realizing they kicked the hornet's nest of hornet's nests. And not under some paltry amount of fire either, as with the Mjolnir and Thor weapons alone you'll be making captains soil britches as you blast holes in their ship, at range.
  • Massive defenses: The amount of shields and armor plating on this station are more than some battlecruisers will ever see. It has massive shield generators, redundant shield generators, and armor plating so thick you'll find it difficult to try and punch a hole let alone force a boarding action. This station is meant to be the bastion of your defense, the castle on the high hill that looks at standard weapons from smaller vessels and craft and laughs.
  • Fleet Coordinator: This station also serves as the perfect centerpiece of any fleet due to its communications and C2 systems. This is most exemplified with the JBC2P system in the station, as it allows for a variety of communication systems to interact with the central communication system and allow for encryption and decryption to happen near instantaneously across multiple communications systems. This means that you can have multiple communication systems in a fleet or a task force with this station present and they will be able to not only communicate with each other at peak efficiency, but to do so without compromising their security or encryption because of direct interaction.
  • Focus Firepower: This station can use maneuvering thrusters across its hull to turn in space, allowing it to maneuver itself into the direction of the enemy fleet, meaning that it can bring all its heavy hitters to bear on them. And since this maneuvering system works in tandem with the targeting and fire control systems, that means the station itself can track the fleet on the move and keep all of its most optimized weapons on them the entire time.
  • Boarders' nightmare: So let me paint you a picture. You're a boarding space marine type, and your mission is to board to seize this station. Here's your first problem, you have what seems like every gun in the sector pointed at your vessel as it approaches. And shooting, a lot. Second problem? You get to the hull and unless you're at a specific airlock access point, have fun trying to cut through more than 100 meters of composite armor plating with various laminate protective plates in the spaced armor plating. Good luck, hope you brought a lightsaber. And then here's your next problem. Most of the corridors of the station are meant for droids that are nominally designed for their job, not for humanoids. On top of this when you get to the actual humanoid corridors, you have 23mm Autocannon turrets, a droid and sapient space marine force which are armed to the teeth, and have the few operators that man the station who actually things can lock down, suck out atmosphere, and otherwise play havoc with internal systems to make your life hell. Enjoy your stay and don't let the door hit you on the way out.
WEAKNESSES
  • Further behind the station you go, less firepower you get: Most of the station's heavy firepower is focused to the bow of the station. This means the further you get to the aft end of the station, the less heavy firepower you're gonna find. So it would behoove those under the station's guns to get behind the station, and those using the station to keep the rear of the station covered.
  • Hangars are exposed: See those massive things jutting out of the station? Those are the hangars. Those aren't near as armored as the rest of the station, meaning that if you can destroy them, suddenly the support for the fighters and craft is gone. If you even manage to sneak up to the station you can knock them out with the fighters inside. This makes them prime targets for enemy commanders, as they keep those fighters from resupplying or outright destroys them.
  • Power supplies are a massive bomb: The reactor systems inside of the station are huge stores of energy based on Isotope-5A power generation. For those of you uninformed, Isotope-5A is a slightly less powerful form of Isotope-5 of which a single microgram could power a datapad for a century. That's a lot of energy, and you have not only entire reactors, but reactor systems designed to unleash the maximum potential of this quite volatile and energetic fuel. That means if you can get someone to them or get a hit into them from a capital class weapon, that station is now a massive bomb, and all of that armor is shrapnel for the forces around it. So if you manage to make that, stand clear and watch the fireworks.
  • Can't move: This station cannot move under its own power, as it's simply too heavy. It must be towed into position in system, and if it needs to move out of system you're gonna need to disassemble it and transport it via massive transports. That also means that it can't reposition in system should something happen to put it out of position.
  • No FTL capabilities: It can't go into hyperspace, nor be "towed" into hyperspace. Each component must be disassembled transported and reassembled.
  • Infiltration target: Now note that boarding this station is a veritable nightmare. As in boarding during a hostile combat action is gonna be suicidal for at least the first few yahoos trying it. But note that the actual staff that manage the station are actually quite few in number. That means that if you were to get someone on the inside before the attack and they managed to get to one of the key systems congratulations, you now how a massive station with huge amounts of firepower and obscene amounts of armor and the space marines aboard are going to be too busy fighting the droids to try and stop you.
DESCRIPTION
With the declaration and edicts establishing fortress sectors across the Confederacy, the Surric System went into overdrive for their research, development, and production of weapons and overhauling current designs in service. One of the newest designs however, and the centerpiece to the defense of the system is the massive ORION class station that has been constructed in the system. This thing is a massive amalgamation of all of the latest, greatest, and most powerful weapons technology to ever be produced by Freebirds Industries, and some would purport that it was the best in all the Confederacy. It's utterly massive, meant to show off the actual might of the ship building yards of the Surric System along with actually serving a strategic purpose. To be a bastion in the system's defensive line, the high castle on the hill, the Hobbesian Leviathan that commands forces and dishes out immense amounts of firepower and destruction like a wrathful god in the vacuum of space. It can take on Super Class Star Destroyers, and maul smaller fleets as they enter systems before they're able to get their weapons and deflector shields back online. It can do so at ranges that make most gawk. And while not impervious to fighter assaults, relying on them alone is a foolhardy endeavor. And with a shield system like the Svalinn with multiple generators, the station can not only just shield itself, but actively focus its shields in a variety of directions or even flex it out to provide cover to smaller ships nearby. This on top of the armor plating of the vessel makes it a daunting target to assault, and with its ability to coordinate, command and control various ships of various makes, models, and origins this allows the station to be the centerpiece of any defense. Being able to communicate across a variety of systems seamlessly, without having to compromise security levels or lower the capabilities of the communications systems in general. In short, this station is the single greatest contribution to system defenses ever produced or devised to date. Welcome to the future of warfare.
 
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