Star Wars Roleplay: Chaos

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Pre-Factory Submissions

Simply put, a place for all codex or factory submissions that you're wanting to share with others before submitting ahead, so to gain advice and/or constructive criticism towards your works.
 
Battlecruiser: The QueensGuard
Link: http://starwars.wiki...m/wiki/Flagship
Variants: Battlecruiser, Dreadnaught, Super Star Destroyer, Command Ship, Assault Carrier
Average Length: 2000-5000 Meters.
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Only Major Factions may own Flagships.
Major Factions should maintain a limited number of Unique Flagships and not overuse them.
No player may captain a ship over 3,000 meters without the Major Faction Owner's consent.

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Commenor, Gyndine Shipyards, [member="Veiere Arenais"] & [member="Lady Kay"]
  • Model: N/A
  • Affiliation: Semi-Unique (Commenor).
  • Production: Limited
  • Material: Reinforced Quadanium Steel, Titanium,
TECHNICAL SPECIFICATIONS
  • Classification: Battlecruiser
  • Length: 3000 Meters
  • Width: 1000 Meters
  • Height: 500 Meters
  • Armament: Very High
90 Dual Heavy Turbolaser Cannon Turrets
50 XX-9 Heavy Turbolaser Batteries
60 Quad Turbolaser Turrets
60 Heavy Ion Cannons
80 Quad Light Rapid-fire Turbolaser Cannon Turrets
30 Assault Scale Variable Warhead Tube Launchers
5 Orbital Strike Cannon
10 Mauler Mass Driver Cannons
20 Long Guns (Artillery)
40 Point-Defense Laser Cannons
50 DBY-827 Heavy Turbo Laser Turrets
40 Flak Guns
  • Defenses: Very High
Advanced Deflector Shields
Ray Shields
Flares - Countermeasures
  • Hangar: Very Low
3 Light Transport Squadron
Escape Pods
  • Maneuverability Rating: Very Low.
  • Speed Rating: Low.
  • Hyperdrive Class: 2
SPECIAL FEATURES
Strengths:
  • Strong Air-to-Air Combat - built primarily for space combat.
  • Heavy plated Armor - Reinforced Quadanium Steel provides a stronger defense against the oppositions typical ordinance.
  • Cloaking Device - The ability to be concealed via active Radar (Excludes physical sight).
Weaknesses:
  • Slow moving - a Goliath vessel with a strong arm yet falls short in pace.
  • Limited Power output - Having to alternate power to various parts of the ship due to high demand and lower output than optimal. The Vessel cannot fly at top speeds whilst engaging in combat for example, and operates at either at full combat proficiency, or 1/3rd when mobile.
Description:

Built out of the Gyndine Shipyards recently commissioned by the Government of the sector of Commenor, The QueensGuard is the first major Battlecruiser to be built for the formerly small and isolated world of trade. Since seeking to expend their horizons to the sector (hex), the leadership of Commenor found it in themselves to put priority into the establishment and strengthening of their military and naval armada. While having positioned themselves as a pacifist state, the sudden interest in arms and naval vessels of war have taken the attention of the general media in and around Commenor leading some to question the nature of the new fleet. This vessel is however despite speculation, purely defensive and has been commisioned under the title of Queensguard, to be part of the royal fleet representing the Monarchy itself.

Entering into the provincial military industry as a new player within the Galaxy, this vessel has not been made of state-of-the-art technologies but has been adapted from a variety of examples, most commonly the Bothawui Shipyards and the vessels that came from their making. With the former Galactic Republic having resided over the nearby territories as well as the One Sith of the distant past, Commenor has had the luxury of experiencing and entering into research of both fleets and technologies, using whatever they might to empower themselves for the sake of future protection.

Stations range from Engineering to medical, all decks working to provide the ships crew with the best in support possible, Commenor has paid out in full to give their navy a strong life on deck. Research and Development though hindered while aboard the vessel as opposed to back home, will spend much of its time looking into biology and technologies for the sake of bettering its own (Weapons modifications for example).

In synchronization with the advanced shields, a cloaking device has been fitted to the vessel yet does not defy physical sight given the massive proportions of the vessel and it's struggles in outputting power to all armaments and primary and secondary functions, this cloaking device while keeping the ship off of any radar detection, cannot be used within combat effectiveness either, pulling to much power away from the crafts offensive capabilities.

[member="Ardgal Raxis"] and Justice Yards have volunteered to further finance and support the endeavor by offering to provide materials and technologies for the vessel in order to drop into zones of conflict when and where necessary with the munitions required to defend themselves.
 
Is it too OP?

Is it too under-powered?

I need feedback here to know where I'm headed, whether the right or wrong direction. Any advice given will be appreciated!
 
[member="Veiere Arenais"]

You got a good start here bro.

I'd take off the lasers there and add a few long range turbolaser turrets. Not a lot but a few. That will help you hit before you are hit.

Also I'd take off the fighters so you can have more guns. When you finish that, you can make a carrier, frigate or larger to go in tandem with this bad boy. The frigate will have light/no arms and a crap ton of fighters. ;) that would give you a well balanced fighting force.

Also for defense you may want flares and such to dissuade warheads and such from popping your butt.

On shields I'd do advanced deflectors, advanced ray shields, and advanced particle shields. That is a nice mix. I would make the hulk reenforced quadranium steel. It's stronger than durasteel and a lot heavier but it soaks up damage like a sponge and will keep you in the field. Alternately, you can do quadranium steel with a matrix armor overlay. That way you have good anti energy and anti projectile mixes.

For your weakness you can do "Power reserves" and basically say there isn't enough power to go around. Eg: you can't fly at top speed and shoot and operate your shields. You can only operate one at full cap or all at 1/3rd cap.

Hope this helps man. Your doing the lords work.

(Or the lady's :D)
 
Super Carrier: Commenori Receiver
Pictured on the left:

star_wars___mon_calamari_against_the_empire_by_adamkop-d6r2mp1.jpg


OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Commenor, Gyndine Shipyards.
  • Model: Mon Calamari.
  • Affiliation: Commenor
  • Production: Limited
  • Material: Quadanium Steel, Titanium.
TECHNICAL SPECIFICATIONS
  • Classification: Super Carrier
  • Length: 3000m
  • Width: 1000m
  • Height: 500m
  • Armament: Low
150 Turbolasers
100 Quad lasers
  • Defenses: Low
Advanced Deflector Shields
Flares - Countermeasures
  • Hangar: High
15 B-Wing Squadrons
10 A-Wing Interceptor Squadrons
20 X-Wing Fighter Squadrons
10 Y-wing Scout Bomber Squadrons
6 Dropship Squadrons

6 Hellstorm Heavy Assault Tank Squadrons
2 Icarus Class Anti-Aircraft Platforms Squadrons
3 Hardback Troop Transport Squadrons

7 Light Personnel Transport Squadrons
Escape Pods
  • Maneuverability Rating: Low
  • Speed Rating: Low
  • Hyperdrive Class: 2
SPECIAL FEATURES
  • Frequency Jammer
  • Medical Station
  • Research and Development decks
  • Engineering Decks
  • Long range sensors (Bio, electromagnetic, infrared, ultraviolet, optical zoom)
  • Encrypted Comms Transmissions
Strengths:
  • Immense supportive vessel - Extra-ordinary fleet capacity providing other vessels defensive means via Fighter and Interceptor Squadrons.
  • Ace Combatant Squadrons - A-Wing Interceptors specially trained to combat rival starfighter corps, their precision is of an above average standard compared to the rest of the fleet.
  • Heavy Ground Armored Unit - Sporting the latest in technologies from [member="Ardgal Raxis"], the ground militia have been high financed with their support towards Commenori Defensive efforts.
Weaknesses:
  • Minimal munitions payout - Sacrificing defense for a high number of smaller craft, this Carrier is a sitting target for those with an average munitions armament.
  • Much weight, can't move - A super Carrier, not a starfighter itself, the vessel is massive and carrying such an intense weight lacks in both maneuverability and speed.
Description:
The Commenori Reciever is the counterpart to the QueensGuard, the Battlecruiser highly focused in its defensive/offensive capabilities, the Super Carrier on the other hand is focused on being a supporting component to the rest of the Commenori Fleet by advancing the battle in Starfighter combat, targeting smaller vessels for more precise strikes.

The Recievers startling lack of exterior weaponary can only be compensated for by the number of smaller craft that it carries as well as the head count of the military and naval personnel it can cater for. There is nothing overly surprising regarding the vessel itself, though its defenses are sound due to it's Quadanium hull allowing it to take a punch well enough, this carrier turns the tide not in power but in boasting the rest of the fleets naval power.

This giant troop transport however isn't solely space focused, boasting for an average size military force for ground battles, it's armored unit is above anything else that Commenor has to offer from it's military. Both Anti-Air and Anti-Personnel vehicles have been generously given to the tradeworld by a friend and ally of [member="Lady Kay"]'s for trade and support given mutually.
 
[member="Lady Kay"]
The following Companies have been listed as Military Suppliers for the CSA.

Raxis Mercenaries and Independant Arms
Westar Storefront
Nova Corp
Cerberus Enterprise
IMF.com
Sorenn-Syrush Industries
Tenloss Corporation

Due to your support of our Faction as well as recent discussions regarding our lack of orbital facilities, I am going to be subbing a space station within CSA territory. Within this Station I wish to offer your companies a large area for which to utilize, whether it be RP or some way we can further finance your endeavors through the Systems Alliance reputation and reach across our worlds.

I wondered if there might be any suggestions or requests within the given submission, what would your Companies benefit from most?

[member="Ardgal Raxis"] | [member="Gray Raxis"] | [member="Krayzen Dratos"] | [member="Atheus Voidwalker"] | [member="Natalie LaForte"] | [member="Amelia Sorenn-Syrush"] | [member="Popo"]
 
NPC Combat Unit Template

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~~~~~~~~~~~~~~~~~~~~

OUT OF CHARACTER INFORMATION
  • Intent: To capitalize on the resources of Cato Neimoidia and to create a droid unit that would lesson the potential loss of life in the Commenor Systems Alliance's armies should there be need for conflict or a response to outside hostilities.
  • Image Credit: Click Here
  • Role: Military Asset - Front lines combatant unit.
  • Links: Cato Neimoidia, Trade Federation Droid Army.

GENERAL INFORMATION
  • Unit Name: CSA (Commenor Systems Alliance) First Response Force
  • Affiliation: Commenor Systems Alliance
  • Classification: Infantry
Equipment:

Supplied by Raxis Mercenaries and Independant Arms.
COMBAT INFORMATION
  • Availability: Common
  • Deployment: Mass
Strengths
  • Non-Sentient - No risk to loss of life of Commenori Forces due to the nature of this unit.
  • Armed by RMIA - Commenor's Arms Suppliers have fitted out these droids with decent firearms and explosives, arguably more expensive and worth while than the droids themselves, it's the hope that these weapons will account for the battle-droids fool hardiness.
  • Dedicated to the Objective - Given an Order, they will follow to the letter and no doubt be deactivated trying. Their lack of fear for their own regard will mean timely completion of their given mission should they not be eradicated before-hand.
Weaknesses:
  • Cannon-Fodder - Created with minimal "life expectancy", these droids have been built upon a factory line and designed to be deployed in numbers for maximum effect. They lack the intelligence and self regard of sentient soldiers and are therefore more prone to making mistakes in the field.
  • Walking Joke - The mobility of these droids is sorely lacking. Their ability to turn requires full body movement, their torso's are bulky and yet their limbs are much thinner by comparison making their balance awkward at best. They can be easily toppled and are fairly useless against Explosive Ordinance.
  • Bark louder than they bite - Better for intimidation purposes than true intensive combat situations in truth, there's good reason why these droids are so easily thrown across a factory line and dropped into action head first one after another; though they look opposing, this is really an infantry unit you would throw at an opposition to test it's threat level rather than to be taken seriously.
Description:
It's difficult to tell what the Trade Federation were thinking when utilizing such an army, let alone what the Systems Alliance is doing with it today given how much technology has come to advance over the years, yet in the prospect of preserving life even when looking at the potential conflict that might come there way, the use of droids has seemed a worth while choice.

Manufactured out of Cato Neimoidia with the financial backing of the Commenor Systems Alliance, the assembly lines have been fired up once more after force knows how long to recreate these rather clumsy models with vocal attitudes one could spend the day rolling their eyes at.

Against all their faults and short-comings for which has become something of a joke within the Commenori Military, these droids are stead fast in their dedication, programmed to be entirely loyal and fearless towards the opposition, hesitating none to risk their existence where combat is required and thus proving to be a satisfactory risk against would could otherwise be the good lives of men and women fighting and dying in their place.

While these droids may not be the best tactical decision made in the history of command, clearly someone was hoping for the best somewhere...-Good intentions and the like.
 
Space Station Location Template

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OUT OF CHARACTER INFORMATION
  • Intent: To create a key location of trade and commerce within the territory of the Commenor Systems Alliance that caters to both the Faction and the Military Suppliers and manufacturers that have helped make the Government what it is today. It is my hope that this will be a location of social threads and trade between members and those outside of the CSA.
  • ​Image Credit: How to properly source your images
  • Canon: N/A
  • Links: [Provide links to any relevant threads, characters, companies, locations, equipment, etc here.]
SETTING INFORMATION
  • Space Station Name: [Name of the nexus.]
  • Station Model: [You must provide a link to the Approved Space Station entry from the Starships Factory Forum or a link to a canon non-combat space station.]
  • Classification: [The types of classification are (but not limited to): Generic, Merchant, Tourism, Naval Station, Miscellaneous.]
  • Location: Hex Y-32 (Empty Hex between Gyndine and Tarhassan)
  • Affiliation: [Who owns this location? A person? A faction? A government? List all relevant characters or groups. If not applicable put N/A.]
  • Population: [Choose between: Heavily Populated, Moderately Populated, Sparsely Populated, Insignificant Population, or No Inhabitants.]
  • Demographics: [Please describe the general assortment of inhabitants. Is it mostly humans? Mostly aliens? A fair mixture of the two? Specific species percentages are welcome but not required.]
  • Accessibility: [Describe logistical information on how easy it is to find/access this location. Is it hidden? Is it isolated from society deep in space or is it in the middle of civilization near busy hyperlanes and star systems? Is it guarded? Open to the public or private access only?]
  • Description: [Provide a short paragraph that describes this location at a glance. More in-depth descriptions can be added in points of interest below.]
DEFENSES
[What defenses does this Space Station have? Please link relevant tech/equipment to the SW wiki article or Factory-approved submission.]

POINTS OF INTEREST
[What areas within the station are significant? Please give a description of each point listed.]

HISTORICAL INFORMATION
[Please include at least one paragraph on the location's history. Include who created it and why. Who supports this station now? What purpose did/does it serve? For older locations you can include historical events such as the Gulag Plague, the 400 years of darkness, and the Netherworld event where appropriate.]
 
In regards to the Space Station, I could use the space that would be provided to serve as the main office for a subsidiary company - likely to be named SSI-Commenori Condottieri - a mercenary services branch of SSI, the units of which could be called up to aid Commenor when needed.

[member="Veiere Arenais"]
 
I'm going to use this post to put up some Work-in-progress submissions for the CSA.

Kraytscale-series Armor Plating

OUT OF CHARACTER INFORMATION

  • Intent: To provide the Commenor Systems Alliance with a standard vehicle/starship armor system
  • Image Source: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Name: Kraytscale-series Armor Plating
  • Manufacturer: Lucerne Labs
  • Homeworld (optional): N/A
  • Production: Mass-Produced
  • Affiliation: Lucerne Labs / Commenor Systems Alliance
  • Modularity: No
  • Material: Quadanium Steel plating, VACX, Synthmesh, Carbonite Nanofibers
PHYSICAL SPECIFICATIONS
  • Classification: Compound
  • Weight: Heavy
  • Resistances
  • - Blasters (And other plasma type weapons): Average

  • - Kinetic: High
    - Lightsabers: Low
    - Other: Explosive: High

  • Color: Blue-Gray
SPECIAL FEATURES
  • (Detail briefly in a list format actual contents of the known abilities, special features, properties qualities of note, etc. such as extreme durability, superconductive, blaster resistant, etc- If these are notable enough to be strengths, please add them to strengths.
Strengths:
  • Dispersion: Kraytscale uses layered approach to each plate and integrally connects them together to effectively redirect and disperse energy from kinetic and explosive attacks elsewhere.
Weaknesses:
  • Thermal Ablation: Kraytscale relies on VACX to provide thermal protection between its "scales". VACX can protect these gaps for a time, but it will vaporize as heat is applied to it, eventually leaving no thermal protection between the scales. The use of VACX is also something of a maintenance issue because of the time and cost needed to replace it after use.
DESCRIPTION
Kraytscale series armor plating is designed to provide CSA starships and vehicles with general protection on the battlefield from a variety of threats, but especially kinetic weapons. Kraytscale is composed of many, relatively small octagonal plate that are connected to each other through multiple layers of embedded carbonite nanofibers. In this respect, it resembles the 'scale mail' used by ancient warriors of the Core or by low-tech civilizations today. Each plate can partially disperse kinetic energy throughout these carbonite nanofibers to the rest of the hull. This makes the whole system exceptionally useful in lessening the effects of high velocity, penetrating kinetic attacks such as hypervelocity rounds.

But each scale individually is an exceptional example of non-energetic reactive armor. Each Kraytscale is composed of a pair of quadanium steel plates separated by a thicker layer of synthmesh sheets. When an object strikes the scale, the synthmesh underneath the steel plates gives way (or elastically deforms), causing the point of impact to also shift to an different angle. If it is a particularly high velocity attack coming perpendicularly to the armor plate, it may pass through the armor, but it may does so at angle that sends it into the more superficial sections of the hull rather than deep inside. If the attack is more low velocity or comes in at an acute angle, it may simply glance off, as the synthmesh regains its form after being compressed. Similar principles also make Kraytscale effective against shaped explosive charges, such as proton torpedoes, as the point of impact for the explosive jet will shift to lessen penetration.

For all of its advantages against projectile weapons, Kraytscale is notably less effective against conventional energy weapons such as turbolasers. The individual quadanium steel plates remain as effective as they would be as part of a conventional armor scheme, but the small gaps between the individual scales area areas where it is easier for thermal attacks to reach the hull. Lucerne Labs partially compensated for this flaw by introducing VACX gel into these gaps. However, this coating vaporizes as it absorbs more and more heat, leading eventually to its complete dissolution. This makes Kraytscale armored ships and vehicles somewhat more vulnerable to sustained energy fire barrages, especially without shields.

Kraytscale is produced in a variety of sizes for use in a wide diversity of CSA vehicles and vessels, from landspeeders to space stations. Depending on the type of vehicle and the forces it is expected to experience, the armor usually is anchored to the vehicle's hull by more carbonite nanofibers while the plating itself rests on more VACX gel and quadanium steel brackets. It is a not unheard of punishment or disciplinary measure for soldiers to have all of the VACX gel stripped and reapplied, an obnoxiously tedious process.

Bombard-class Scatter Cannon

OUT OF CHARACTER INFORMATION

  • Intent: To provide the CSA with a unique space weapons technology

  • Image Source: N/A

  • Canon Link: N/A

  • Restricted Missions: N/A

  • Primary Source: N/A
PRODUCTION INFORMATION

  • Manufacturer: Lucerne Labs

  • Model: Bombard-class Scatter Cannon

  • Affiliation: Lucerne Labs / Commenor Systems Alliance

  • Modularity: Ammunition

  • Production: Mass-Produced.

  • Material: Quadanium steel, typical projectile weapon components, Pressor Field generators
TECHNICAL SPECIFICATIONS

  • Classification: Scatter Cannon

  • Size: Ship-Mounted

  • Length: 10 meters

  • Weight: 6 Tons

  • Ammunition Type: Shells (projectile)

  • Ammunition Capacity: Effectively Unlimited

  • Effective Range: Capital Ship

  • Rate of Fire: semi-automatic
SPECIAL FEATURES

  • Pressor beam “choke”

  • Variable Munitions

  • improved close-quarters tracking

  • Each Bombard is equivalent to two turbolasers for shipbuilding and terms of rough power

  • Carries up to two munition types on the battlefield
Strengths:

  • Devastating Power: The Bombard-class Scatter Cannon fires exceptionally potent munitions, whose effects are derived from their payload rather than velocity.

  • Variable Munitions: The Bombard can fire a variety of shell types, which makes it an adaptable weapon System.

  • Improved Tracking: Because the Bombard has a relatively short barrel length, the turret has less mass to move, making it exceptionally fast-tracking for a such powerful weapon.

  • Spread: Much like an ancient shotgun or scattergun, the Bombard fires a spray of munitions at its target, making it unusually effective against many smaller and faster ships such as starfighter groups, subcapital ships, and light capital vessels that typically rely on evasion to survive. It is also exceptionally useful against stealth or cloaked vessels as it typically blankets an area with weapons fire.
Weaknesses:

  • Low Rate of Fire: The Bombard's breach is very compact but very strong, which necessitated a tradeoff in its rate of fire.

  • Short-range: Because most of the Bombard's barrel is occupied by the shell, and not the propellant, and there is not a not enough time to build up significant pressure, the Bombard's shells are effectively short-range weapons, as they otherwise take too long to hit targets.

  • Low Muzzle Velocity: The Bombard's shells have a low muzzle velocity, which not only contributes to its short-range, but also make the velocity of the projectile itself rather slow. This means that the kinetic energy imparted by the projectile to an object is very minimal, and almost is entirely based on the payload itself.

  • Imprecise: The very same scatter effect that makes it so useful against smaller enemies can also make it a liability. A Bombard cannot make precise shots, whether it is trying to hit a particularly small target, or trying to avoid fratricide with an ally that is very close to the target.
DESCRIPTION
The Bombard is essentially an oversized scattergun designed to be used as a capital ship weapon, making it a polar opposite and complementarily weapon to the basic turbolaser. Whereas the turbolaser is a long-range, precise weapon using the latest in energy technology, the Bombard is a short-range, area of effect weapon that can call upon a whole history of projectile designs. This makes it exceptionally multi-purpose weapon that is devastating at close range.

Each Bombard consists of a short, large-bore barrel mounted in a squat, armored turret that holds a compact but exceptionally stout breach assembly. But keeping the Bombard's mass so low, the turret's motors are able to rotate it faster than many weapons of comparable size, giving it excellent tracking capability at close ranges. This excellent tracking is complemented by the weapon's ammunitions, which fire out in spread controlled by a group of variable power pressor field generators that act like a shotgun's chock. This can make a fairly focused spread that is effective at typical turbolaser ranges, or a very wide spread that is only effective at short ranges but saturates a large area of space. Because the bombard's velocity is very low, the weapon's effects and damage dealt are almost exclusively determined by the payload itself:

Proton Scattershot: This munition consists of dozens of small, spherical proton bombs separated by plasticene packing. When the shell is fired and they leave the barrel, the proton bombs activate either a time-delay or proximity fuse depending on their intended use. Time-delay fuses are typically used for demolition work (such as clearing an asteroid field or scuttling a ship) whereas proximity fuses are typically used against moving targets, especially smaller ships.

Ion Scattershot: This munition consists of dozens of ion charges separated by plasticene packing. These munitions are primed with proximity or impact fuses. Proximity fuses are typically used for use against small targets like starfighters or warheads, whereas impact fuses are typically used at short range to bombard an enemy ship or installation.

incendiary Scattershot: This munition consists of dozens of thermal wells with magnetized cases separated by plasticene packing. Unlike other weapons, these only come with timed fuses. Upon launch, the thermal wells will attach to any nearby metallic objects before they ignite on time fuse. The intense heat they generate can easily melt through thick hull plating, duracrete of fortified installations, or ignite flames in combustibles.

Radiation Scattershot: Despite its name, this munition actually consists of dozens of plasma torpedos separated by plasticene packing. Upon launch, the torpedoes home in the nearest enemy target, which is usually enemy capital ship. Upon detonation, they cause an intense burst of radiation that is exceptionally strong at overwhelming shields.

Flechette Scattershot: The munition consists of a variety thousands of variably sized durasteel flechettes and chaff coupled with light explosive to help expand their cloud. When fired, this effectively creates a dense cloud of shrapnel that is dangerous to starfighters, subcapital ships, and incoming munitions. Much like the Caltrop-5, these flechette clouds can temporarily blind sensors to objects on the other side of the cloud. Batteries of Bombards typically coordinate and fire multiple Flechette shells to make a dense billowing cloud that can obscure entire starships from long-range sensors.

Gravity Well Scattershot: This munition consists of dozens of MX-Int mines separated by plasticene packing. These are typically launched into incoming starfighters or warhead making attack runs. When triggered, the generate intense gravity waves that wreck havoc on the abilities to move and maneuver, making them easier pickings for other weapons to pick off.

Bombards can only carry two types of munitions onto the battlefield because in order to keep the system compact, it would only have two separate feeds in its magazine. Most Bombards are deployed and fire-linked in groups, allowing them to employ mass fire techniques to blanket areas in weapons fire, or to use their variable chokes to deploy fields of munitions in various layers to either initiate or deter attacks. Bombards tend to not be very effective at standard turbolaser ranges because their munitions disperse too much, which leads them to be deployed at medium to very short ranges. They are best thought of as a supplementary weapon system for close-range combat.
 
[member="Gir Quee"]

It's looking amazing what you've done so far !

I know you're looking for feedback or suggestions as suggested via Discord so I will remind members that this pre-factory section is for all CSA peoples to give said feedback in the hope of friendly and constructive criticism and furthering the submissions seen here on.

As for myself, dude I'm impressed, there's nothing I can think of adding on the spot.
 
RxY2FCz.png

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION

  • Manufacturer: Lucerne Labs

  • Model: Chasin-class Star Destroyer

  • Affiliation: Commenor Systems Alliance

  • Production: Minor-Produced

  • Material: Kraytscale-series Armor Plating, Durasteel hull, starship components
TECHNICAL SPECIFICATIONS

[*]
Defenses: Moderate

[*]
Hangar: 4 Squadrons

[*]
Maneuverability Rating: Average

[*]
Speed Rating: Moderate

[*]
Hyperdrive Class: 1

SPECIAL FEATURES
  • Ambassadorial Suites and Conference Rooms
  • Auxiliary Back-up Bridge
  • Encryption Network
  • Escape Pods
  • Nimble-5 Ion Engines
  • Oracle Communications Package
  • Standard Deflector Shield Generators
  • Standard Detention Cells
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Sensor Array
  • Standard Targeting Systems
  • Tractor Beam Projectors (x16)
  • Can Enter Atmosphere and Land
  • Cargo Capacity: 15,000 metric tons
  • Passenger Count: ~10,000
Strengths:

  • Broadside Brawler: The broadsides of the Chasin are reinforced, allowing them to better withstand damage on either their port or starboard sides. This durability is coupled with most of its weapons having broadside fire arcs, giving it a decisive advantage in broadside brawls.


  • Improved Speed: The Chasin has above average sublight engines, which often makes it faster than its competitors, especially when the boost function is activated.
Weaknesses:

  • Linked Fire: Many of the Chasin's weapons batteries are slave-rigged in order to reduce the crew (and operating costs) of the vessel, which means that it can only target a smaller number objects than its weapons count nominally suggests.


  • Weak Forward Fire Arc: While the Chasin can still bring a significant amount of its hypervelocity cannons in a forward arc, the vast majority of its weapons are confined to its broadsides, which limits its ability to project firepower forward, such as during a straight-on battle charge.

Description: The Chasin-class Star Destroyer is a multipurpose ship of the line built by Lucerne Labs for the Commenor Systems Alliance. Designed to defend against incursions, the Chasin is noticeably faster and better defended than many of its counterparts, allowing it to better intercept intruders and then hold out until reinforcements arrive. It can then use a diverse set of fire-linked weapons banks to focus concentrated fire on an opponent to beat off enemy attacks. The Chasin is somewhat notable in that each one has dedicated ambassadorail suites and conference rooms to accommodate both CSA and foreign diplomats, and in that it carries a large number of prefabricated buildings. These buildings can be used to set up military bases for the Chasin's sizable ground complement, or for humanitarian purposes like disaster response.

Technical Explanations:

Crew: Chasin-class Star Destroyers use a two section crew which exchange shifts during peacetime duties. Most of the Chasin's day to day functions are automated, really only needing crewmembers to supervise and problem fix as needs arise. However, for the best combat efficiency, both crews are activated simultaneously. Even here, automation originally designed for peacetime cost efficiency comes into play. Most of the weapons are slave-rigged and fire-linked, necessitating smaller gunnery crews than typically needed for a vessel of its size. Most of the other systems on the vessel are operated in manual override during the battle. The Chasin's bridge is located on a squat and dense command tower at the stern of the vessel that is in many respects similar to the bridge towers used previously by Palpatine's old Galactic Empire. There is an back-up, auxiliary bridge located in the center of the vessel.

Engines: The Chasin is propelled by a bank of Nimble-5 Ion Engines, which makes it somewhat faster than average. This speed can further be increased by using the engine's boost function at the cost of maneuverability. A relatively standard x1 hyperdrive propels the craft through hyperspace.

Shields: Chasin's use conventional shielding, both ray and particle, to protect their hull. The Chasin is somewhat unusual in that each of its weapons emplacements is protected by a dedicated local shield projector that is connected to the main shield generators. While somewhat limiting in the flexibility of these local shields to cover or shift energy, they also make the weapons emplacements on the Chasin particularly difficult to knock out. The shielding of a Chasin is about average for a craft of its size.

Hull: The Chasin appears to the naked eye as very much an enlarged Strike Cruiser, and the familial perception is reinforced by its internal construction. Like the Loronar craft, the Chasin is constructed of prefabricated modules which are then attached to the frame. Unlike the Strike cruiser, an additional structural frame of mirrsteel is then on top of and around all of these internals. This especially reinforces the sides of vessel, allowing them to better withstand physical impacts. This secondary framework is then covered by a thin covering of durasteel sheeting which then serves as a base for the Kraytscale-series armor plating which covers the rest of the hull. These features make the Chasin more durable than many of its counterparts.

Weapons: The Chasin has an average amount of its weapons for its size. The most prominent weapons on the starship are the Angon-class Hypervelocity Cannons. Three are mounted close together on each side on the dorsal side of the hull. Each of these three turrets are actually mounted offset to the other side. This allows all six of these cannons to fire on the same side, giving the Chasin considerable , heavy long-range firepower on either broadside. Another Angon is mounted on the ventral side of either 'wing' at the stern. This placement allows at least one Angon to cover nearly every sector of the ship. These behemoth weapons are then supported by conventional batteries of turbolasers and ion cannons. In order to lower crew count, the batteries are linked by sixes to a single target computer to form a single firing bank (or twenty four guns per firing bank), much like the older Mon Calamari star cruisers or traditional Hapan Battle Dragons. This reduces crew and produces highly concentrated weapons fire at the cost of being able to independently fight many smaller targets at once. These weapons are then backed by shorter-ranged batteries of Bombard Scatter Cannons, which are typically used as mass fire defense weapons or potent close quarters combat weapons. These weapons in turn are supplemented by large general purpose warhead launchers mounted on either side of the vessel, which can be used to deliver a variety of mission-specific ordinance. For long-range defense, the Chasin has both a dorsal and ventral mounted Erebus array located at roughly the midpoint of the ship. This provides the Chasin with a limited ability to disrupt enemy fire control, and is often used in conjunction with Flak ammunition from the Bombard Scatter Cannons to interfere with enemy long-range sensor scans. The Chasin also carries of diverse set of anti-starfighter and missile weapons designed to engage targets at a variety of distances, with flak cannons for long-range threats, quad laser cannons for standard work, and quad autoblasters for short-range work. Lastly, a set of Trudo-class Defense turrets are used to intercept and destroy incoming projectiles or interfere with enemy small craft formations. All of these smaller defensive emplacements are spaced equidistantly across the ship's hull.

Carrying Capacity: The Chasin has an exceptionally spacious hull which the CSA put to good use. It has a pair of hangar bays on either side of the vessel that support two standard squadrons of starfighters or other support craft equivalent. Chasins typically carry a single wing of starfighters with a single squadron of support craft to support ground operations. When not in active use, the hangars are secured by thick blast doors constructed in the same way as the rest of the ship's armor. The ship can also carry a fair amount of passengers, roughly 10,000 people (about the same as the old Imperial-class Star Destroyer). This is typically a single CSA brigade, several significantly smaller supporting units, and their vehicles and equipment. Typically much of its cargo space is used to hold pre-fabricated buildings, which can be used to quickly set up advance military bases or to provide humanitarian relief. Unlike many other vessels of its size, the Chasin is also host to a set of luxurious ambassadorial suites and conference rooms, which allows Chasins to act as space-going embassies for the CSA's famed diplomats. Each of these suites is typically customized in aesthetics and creature comforts to the liking of the VIP and/or their guests.
 
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OUT OF CHARACTER INFORMATION

  • Intent: To create a yacht for the Commenor Systems Alliance

  • Image Source: Star Citizen's Jump 890 yacht

  • Canon Link: N/A

  • Restricted Missions: N/A

  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS

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Defenses: Moderate

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Hangar: 2 Luxury Landspeeders, 8 speeder bikes

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Maneuverability Rating: High

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Speed Rating: High

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Hyperdrive Class: x0.8

SPECIAL FEATURES
Strengths:

  • Fast: The Commenori Jewel has exceptionally quick sublight and superluminal engines, allowing the yacht to quickly reach destinations or escape pursuers.
Weaknesses:

  • Light Armament: The Commenori Jewel has very few weapons, and all of them are designed to defend the ship against incoming threats.

Description: The Commenori Jewel is a limited line of yachts made for VIPs in the Commenor Systems Alliance. They are exceptionally swift and luxurious vessels well-suited for entertaining people as they travel among the stars to different worlds.

Technical Explanations:

Crew: Most of the ship is as automated as possible in order to ensure a small crew of four to run the craft. This allows the maximum amount of privacy for the yacht's users. This crew of four typically runs the ship from its bridge, allowing droids and the VIP's personal staff to see to passenger concerns.

Engines: The Commenori Jewel is propelled in realspace by a bank of highly tuned Nimble-5 engines, which combined with the vessel's light condensed-matter composite frame and agrinum plating, allow the craft to reach exceptional speeds. The vessel uses a Zephyr-class hyperdrive, which aside from being somewhat quicker than normal, also sports a HIMS device that allows it to pass through interdiction fields.

Shields: The Commenori Jewel sports PulseScreen Quick-Recharge Shields, which allows the Jewel to easily shrug off minor hits or common navigational hazards. In emergency situations, the PulseScreen can use a emergency boost to rapidly restore shield strength.

Hull: The Condensed-matter composite frame ensures a very smooth ride, as it can easily absorb atmospheric vibrations. This frame is then covered in several layers of light agrinium arrayed as spaced armor to better withstand explosions. This in turn is covered in Kraytscale-series armor plating, which makes it exceptionally durable against most weapons fire.

Weapons: All of the Commenori Jewel's weapons are designed to defend the vessel. The largest weapon is a single Erebus-class Jamming Array, which is used to prevent the craft from being accurated targeted by enemy starships. It has a group of six fully automated quad autoblaster emplacements which are used to destroy incoming missiles, beat off starfighter attacks, or present covering fire to people on the ground. Lastly, a group of Trudo-class Defense Turrets can be used to block projectile attacks or disrupt enemy strikecraft formations.

Carrying Capacity: The Commenori Jewel is designed to host up to a group of forty individuals in decadent comfort. Two of the decks contain lavish private suites that are custom decorated to the user's liking. Above the living quarters is a recreation deck, which contains a fully service kitchen and dining room, two conference rooms, a fitness center, and three hot tubs. Right above the recreation deck, there is a small observation deck allows panoramic views of the area around the yacht. Aside from general relaxation and meditation, this deck is also used by some as a sparring area. The bottom deck contains a small vehicle hangar that usually carries a pair of luxury airspeeders and eight speeder bikes for us on the ground.
 

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