Star Wars Roleplay: Chaos

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Approved Starship Pellaeon-class Mk II Star Destroyer

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Scruffy Lookin’ Nerfherder
repel.jpg


Classification: Heavy Cruiser
Role: Ship of the Line
Height: 400
Width: 900
Length: 1,600
Power Core Generator/Reactor: Solar Ionization Reactor
Hyperdrive Rating: 2
Minimum Crew: 2,000
Optimal Crew: 8,488
Armaments:

Standard

  • 42 Heavy Turbolaser Batteries
  • 24 Ion Cannon Batteries
  • 14 tractor beams
  • 16 Advanced Mass Drivers
  • 60 point defense laser cannons
Upgrade
  • 42 Heavy Turbolaser Batteries
  • 45 Medium Turbolaser Batteries
  • 20 tractor beams
  • 30 Advanced Mass Drivers
  • 60 point defense laser canons
Hanger:
  • 8 Fighter Squadrons
  • 10 Shuttles
Non-Combative Attachments:
  • Molecular Furnace
  • Ion Hardened Armor
  • Overdrive Bank
Passenger Capacity: 2,700
Cargo Capacity: 11,000 tons
Consumables: 6 months
Sublight Speed and Maneuverability: Class 8

Intent: to create a standard ship-of-the-line for the Imperial fleet.
Development Thread: None
Hero Unit: No
Manufacturer: Kuat Drive Yards
Model: Pellaeon-class Mark II Star Destroyer
Affiliation: The Empire
Modularity: It can be updated with new technology
Production: Mass-Produced
Material: Durasteel
Description: The Mark II Pellaeon is outfitted with cutting edge technology. The Molecular Furnace common to World Devastators has been reduced in size and installed inside the Pellaeon in place of a trash compactor. Materials can be recycled, making the Pellaeon very self-sufficient. It also reduces the amount of space needed inside the destroyer. An overdrive bank stores up energy from the reactor when it is being fully used and can release this energy. At a maximum output it could double sublight speed, deflector shields, or firepower for almost ten minutes. However, use of the overdrive system overheats electrical systems and the ship will need a 30 minute cool down, during which time everything operates under 50% optimum power[background=#080808]. In place of torpedo launchers it is armed with advanced mass drivers. These launchers fire projectiles at hypervelocity speeds. These projectiles can range from proton torpedoes, bombs, cluster munitions, mines, missiles, flak shells, and even asteroids (which can be loaded from space using tractor beams). The hypervelocity launchers extends the range of typical missiles and torpedoes by thirty percent.
 
Scruffy Lookin’ Nerfherder
To which are you referring? The three different cruiser types or the two different capital ship types? There is no "ship of the line" but a host of different specialized starships each with their own unique niche to fill. It is the same reason why the U.S. military doesn't just use superhornets even though the multirole fighter could fulfill every need. This ship's niche is that it is superior technologically to previous vessels. The Molecular Furnace gives it a degree of self-sustainability and the advanced drivers give it longer missile range, making it a better vessel for ship to ship combat than any of the cruisers or capital ships.
 

Sirella Valkner

Because I'm a plant.
It's my understanding that this is for a sort of subdivision fleet of the Imperial Remnants within the Sith Empire. If that is correct post here. Post and drop the fighters to 6 squadrons and I'll approve this.
 
I'd like to hear a bit more about this molecular furnace, as it makes me a little nervous. How was the technology acquired? How was it improved to its current state. Why use the tech as a glorified trash disposal system? Is that literally all it can do, or can it in fact be modified to operate as seen with the World Devestators?
 
Scruffy Lookin’ Nerfherder
The Remnant will use it more.

The Molecular Furnace will act more like a recycling plant than what the World Devastator is capable of doing. Where the World Devastator produces starfighters, the Pellaeon would only be able to produce small parts for self-repair and turn organic waste into paste food. Think of it like the desalination used by Naval Aircraft Carriers but on a larger scale.

This is one of those designs that went through the Maw Installation. It is Imperial technology and therefore they have kept the blueprints. However, they have been unable to produce an actual World Devastator for cost reasons. This is simpler.
 
Alright. Keep in mind for future reference, that since the Maw Installation was destroyed, and that everyone was cut off from each other during the Four Hundred Years of Darkness, that simply because something was made by a faction or group does not automatically confer those plans to you. Particularly due to the information blackout and chaos after the plague, a number of technologies were lost or destroyed, it's a part of the continuity here on SWRP we try and keep consistent.

Now, you made appropriate notes all around about the ship and its abilities. The one last thing I'd like to see address is this "overdrive" ability. Typically when something confers such a radical boost in one area, we like to see it balanced out somehow. In an instance where someone were to take this ship into a thread, they could simply say they activate the ability and therefor they win. As it stands right now, its something I can see being heavily abused in threads in which conflicts are a major focus.
 
Scruffy Lookin’ Nerfherder
Understood.

Yes, the overdrive. It definitely would not mean you win automatically. It gives you an edge in a fight. It only lasts for ten minutes max, which isn't that long at all in a starship battle (they can last for days in the EU books). The downside would be it slowly drains small bits from your reactor overtime. Think of it like giving up a tenth of your strength for a week to store up, then in two minutes you unleash those combined tenths to double your power. So you'd be operating at less than 100% most of the time.
 
The problem here though is that such space battles don't typically happen in that fashion. Most threads run a time-table of a day or so. So we have to take that into consideration when we look at a submission. Right now, I just don't seen a functioning drawback to its use. Any potential wind up for building the necessary energy to use it is negated by saying it happened outside the thread. What happens to the ship after the overdrive is expended? Is there any recovery work that has to be done? Is the ship left more vulnerable in that one area due to overtaxed systems?
 
Scruffy Lookin’ Nerfherder
Sure, let's say for the sake of compromise that if you use the overdrive system your electrical systems will overheat and need a 30 minute cool down, during which time everything operates under 50% optimum power
 
Alright, that sounds reasonable. Operate under slightly less than optimal performance normally, use the ability and vastly increase a single area of ship performance for a set duration, after which the ship's overall performance suffers harshly for a time. I like this trend. It means that the use of the ability isn't going to be a hot button insta-use, and that there are consequences to be considered before it's use. Add in that detail to the description and it's approved.
 
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