Star Wars Roleplay: Chaos

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Approved Starship Oyokai-Class Cruiser

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  • Intent: To create an Assault Cruiser
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PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Military Cruiser
  • Length: 700 meters
  • Width: 30 meters
  • Height: 150 meters
  • Armament: Extreme
Spectrum Laser Cannons (Heavy Turbolaser Grade) (14, 7 on both sides, 4 on top, 3 on bottom, turreted)
SW-7 Ion Cannon Arrays (4, side Mounted)
Predator Interdiction Drive (Cruiser Grade)
Advanced Concussion Missile Launchers (2)
G7-x Gravjectors (2)
Automated Point Defense Electric Sniping Lasers (21)
Separatist Flag Ship Deck Cannon (Miniaturized, Forward Mounted, 2 in total, Turreted) (Main Guns)
Cruiser Grade Concussion Cannon Turrets (20, placed Equally under Vessel)
Concussion Bomb Launchers (1)

  • Defenses: Extreme

Triple Layer Durasteel Armor Hull
Heavy Deflector Shield
Heavy Ion Shield
Targeting Jammers
Missile Deactivators
Anti-Concussion Field Generator
Shroud Dispenser

OR

  • Maneuverability Rating: Very Low
  • Speed Rating: Very Low
  • Hyperdrive Class: Fast | 1.0
STANDARD FEATURES

Standard Crew Compliment


200 (Essential Systems)

Cargo
ADVANCED SYSTEMS
  • Can generate interdictor fields that can pull ships out of hyperspace
  • Full compliment of either starfighters or support craft
  • Can Conduct limited Ground and Evac Operations, but excels in Starship Combat and Orbital Bombardment, It's Shields and Weapons equivalent in strength to a modern Star Destroyer
  • Solar Based Power Plant System, non Hypermatter-reliant Design
  • Interdictor Ship, Capable of generating Moon Sized Gravity Swell that can pull ships out of Hyperspace
  • Molecular Furnace facilities and Legion of Repair Droids
  • Heavily Armed Marine Force to Repel boarders
  • Idiot-Proof Engineering, requiring vastly less maintenance than regular Battle Cruisers
  • Super Tactical Droid Brain to run most essentials of the ship, vastly reducing the need for crew
STRENGTHS
  • Why Won't You Die: The Defenses of this Cruiser are equivalent to that of a Modern Star Destroyer, which can make it immensely difficult to destroy for similar sized vessels and can last a very long time being fired at by much larger vessels, plus Posseses Targeting Jammers and Missile Deactivators of Immense Quality, using quantum computing to have an extreme chance to frustrate even the most modern Capital Ship Targeting Systems and Missile Lock Programs
  • Guns of The Patriots: It's weapons are very Dangerous for a ship this size, so dangerous they are considered equivalent to modern Star Destroyers in Strength and threat, able to do significant damage to ships much larger than itself with a strong chance of doing severe or devastating damage to ships of similar size or smaller. Get at least 7 and you can do heavy damage to a Battle Cruiser of 3000 meters or longer. Such vessels can even be used to raze a Planet's surface if you have enough of them.
The Weapon List as follows:

Spectrum Laser Cannons (Turbolaser Grade): Upscaled Version of Spectrum Laser Tech, using sophisticated sensors to adjust the energy frequency of the bolts to whatever would best be absorbed by the Material they are firing on. Theoretically enabling the weapons to do the same amount of damage to Impervium as you can to common Durasteel with the same amount of shots, leading to the possibility that almost no conventional shipbuilding material is truly safe from it's guns

SW-7 Ion Cannon Arrays: Due to the power being heavily shunted towards the weapons, The Ion Cannons bursts are much more powerful, capable of doing heavy damage to the electrical systems of similar sized or larger ships

Predator Interdiction Engines: It's Engines double as low strength interdictor devices, Capable of Slowing down Starfighters in a two hundred meter radius around the vessel.

Advanced Concussion Missile Launchers, capable of devastating salvos of fire on targets from orbit or in atmosphere, or against other ships.

Automated Point Defense Electric Sniping Lasers: Long range Electricity based point defense lasers with sniper rifle levels of accuracy. They can even be used as an alternative to the other weapons aboard the vessel during a ground op

Concussion Cannon Turrets: Launches power, explosive kinetic energy blasts against hardened targets. Good in space, but better for destroying streets and buildings in atmospheric operations.

Concussion Bomb Launcher: fires a huge Concussion Bomb at a Target so powerful it can take out a city block. Needs thirty seconds between loads (14 in total)

Deck Cannons: Powerful Miniaturized versions of the Flagship Deck Cannon on ancient Separatist Vessels, capable of devastating the electronics of similar sized vessels or above in 3 to four shots, and can possibly do heavy damage to shields
  • You shall not pass: Two Gravity Projectors allow it to generate a moon sized Gravity Swell which can pull ships larger than itself out of orbit
  • Repeller: Powerful Force of Droid Marines to repel any and all boarding attempts--or to launch them
  • Self Reliance: Possesses Molecular Furnace Facilities to create repair parts, weapons, armor and clothes as long as it has raw materials. It has a Solar Powered System that allows it to run for 7 months on Solar Energy alone, without the need for Hypermatter, powering all systems. A Super Tactical Droid Brain analyzes enemy tactics to advise the Captain, and automates many ship functions, vastly reducing crew size to what would be considered a Skeleton crew on any other vessel in this size category. Possesses a legion of repair droids to get the ship running to minimal function (Life support engines, Hyperdrive, limited scanners) in the course of 35 hours repair time, provided they have enough resources.
  • Apocalypse Proof: All components have been streamlined and simplified (Albeit still of high Quality) for maximum durability and resistance to degradation, with parts like power sources, and Engineering specifically hardened against explosive and armor piercing assault, able to be understood and repaired by even the most inept team of engineers possible with a minimum of time and resources. In other words, you would have to actually TRY to mess up at maintenance. It's resilience means it can last an incredibly long time in Drydock, for a period of months or even years if necessary until needed
WEAKNESSES
  • Seismic: Seismic Charges can do heavy damage to the Hull
  • Range: Due to power requirements, its Turbolasers and other cannons have only three fourths the range
  • Grav Limits: Its Gravity Swell is relatively minor, meaning it can be escaped from more quickly than other swells. Just because you can pull it from hyperspace doesn't mean you can hold it for long, not unless you have a lot of them linking together, also, can only be active for 3 hours before it needs and hour to recharge. The Predator Engine Drives can only create their Starfighter slowing effect for a period of 7 minutes before they need another 14 to recharge
  • Fire Rates: It's Turbolasers requires 42 seconds between each firing
  • Slow Recharge: Once it's shield systems are depleted, they take a long time to recharge
  • Slug: Poor speed and turns
  • Spectrum Limits: The Turbolasers require at least two to three direct hits on what they fire at to adjust the frequency to properly combat whatever materials they are shooting at and cannot switch back and forth between frequencies. Also, the sensors mounted directly on the cannons are relatively sensitive, and if damaged, the Turbolasers may need more shots to properly adjust to a given material at best, or at worse, be stuck at a frequency that might be fantastic at penetrating Impervium but terrible at penetrating any other armor
  • Burnout: Due to more power being shunted to weapons, the weapons require the most time to repair.
  • A.I. Weakness: Should it's ship A.I. get taken out, what crew is aboard will struggle to make the ship respond properly to threats. There are back up command and piloting consoles in Engineering, but if you have to resort to those, something has gone terribly wrong
DESCRIPTION

The Oyokai Class Cruiser is an Interdictor Design used by the House to harass enemy supply lines and take from them if at all possible. To facilitate this, it's got abnormally powerful shields and weapons for a vessel it's size and is not afraid to fight Star Destroyers. Made to put more noticeable pressure on House enemies, stealing their smaller vessels and supplies, and to do more with less, further decreasing manpower burdens as much as possible in the wake of Tython, and is just as happy to target simple pirate ships as they are SJC, Imperial, or Maw vessels.
 
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