Star Wars Roleplay: Chaos

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Project Hope - The Dire Wolf Class Star Destroyer

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
  • Contains a Zeus Isotope-5A reactor system which allows for the ship to perform at peak levels of efficiency whether its in a power conserving peace-time mode, or an all out full combat power mode. This system allows the ship to scale up its own power ratings to that of a 2.5 kilometre long vessel due to the fact that the reactor system generates more power exponentially with each reactor activation. Fuel type also means this ship can go long periods of time without refueling.
  • Full Medical Bay suite with all of the necessary tools and supplies to diagnose, fabricate needed medical treatments and then treat any and all types of patients, from those with rare poisons in their systems, to serious grievous injuries such as amputations, massive burns and internal organ damage.
  • Vehicle bay allows for ships to dock with the Hope to allow for people to embark/disembark from their own vessels with ease, not requiring a docking collar. However if you really, really want to one is present aboard the ship on the horizontal and vertical axis to allow for ease of docking with larger vessels/stations.
  • Full gym/recreation/training centers that include areas for combatives, weights, rocking climbing, zero/one G swimming/diving, rifle/heavy weapons ranges, obstacle courses, maneuvering fields, MOUT sites, even rock climbing. All of these zones have separate controls for the Inertial Dampeners to increase the gravity in these zones from 1.0 Gs all the way up to 5.0 Gs. These can also be quickly stored away to create more emergency room for either passengers or cargo.
  • Armory onboard contains enough weapons and armor for the 120 Commandos of the TDW ground forces, plus additional weapons and ammo for droid assets and crew of the vessel to assist in ship boarding defense.
  • Various smaller back up reactors around the ship are in place in case the main primary reactor is destroyed/damaged, which gives the ship the ability to go under emergency power when this should occur. Also if the Hope requires to jettison its main reactor for a reactor containment breach these reactors will provide the vessel enough power to engines and maneuvering thrusters to allow for the ship to get reasonably clear of the threat.
  • Reactor Jettison System incorporates an automatic kill switch once the reactor system is jettisoned, immediately rendering all fuel and reactors inert and unable to continue either producing energy or explode. This allows for the self destruct sequence of the reactors to safely destroy the now inert technology to keep it from reactivating or being used as a weapon by someone who wishes to recover the reactor and use it as a bomb.
  • This feature is also present on the Thor Heavy Naval PPC firing control system, allowing for a potentially dangerous malfunction to not endanger the ship, and should the primary killswitch protocol fail this weapon can be jettisoned, activating the secondary and more permanent kill switch to make the weapon inert and safely bleed off all stored energy. This is a two part system that first breaks the weapon's chassis away from the vehicle, and then fires small RX-D13X Precision drives to slow this weapon to a stop in space. This will also destroy all of the technical components on board making recreation of this technology impossible. This will also cause the weapon to fire preset explosives to destroy the weapon chassis as a whole to prevent it from being caught in a gravity well of a planet and becoming a massive kinetic bomb.
  • Crew features a droid complement consisting of multiple classes of droids to assist with less skill based tasks including firefighting, loading and maintenance of the Zeus Launchers, cleaning, and other general maintenance needs of the vessel.
  • Armor Plating is a Composite Layered Armor containing Phrik-A, Alusteel, Synthetic Yorik Coral, and Ionite-A components. This armor is 50 meters thick and covers the entirety of the vessel except for the bridge viewports and engine decks. The Armor is considerably less thick in the engine decks (40 meters), but for viewports the armor is 3 meters of transparosteel, with a blast shield that can engage with the same composite armor as the rest of the hull with a thickness of 40 meters of the Composite Based Armor.
  • RMR-H11 Meili Hyperdrive provides a good method of traveling through hyperspace at great speeds and with lower emissions that standard hyperdrives allowing for this ship to go into hyperspace efficiently.
  • RX-D13 Sublight Ion Drives and RX-D13X Precision Drives are main sources of propulsion with repulsorlift technology integrated into the systems to allow for atmospheric flight, hovering or even landing.
  • Small scale Molecular furnace onboard the ship allowing for the creation and production of small scale parts and pieces necessary for repairs and refits.
ADVANCED SYSTEMS
  • Thor Heavy Naval PPC is a massive Particle Projectile Cannon that is bow mounted and can fire either 1 one second burst shots, or one five second burst shot. This extremely heavy weapon is designed to be either the opening or final arguments in any fight, letting the enemy know just who exactly they angered.
  • Mjolnir Heavy Variable Warhead Mass Drivers are able to fire 1600mm rounds capable of tearing any capital ship a new hole and proceeding to utterly annihilate smaller vessels. This weapon system can engage at all ranges, and with the Hawk Eye Targeting Systems these guns can effectively target and engage anything as small as a Corvette. At range these weapons will be less useful against smaller targets due to their kinetic nature and that it literally will take time for the rounds to reach the target, but that does not mean you should ever discount these weapons. They really, really, really hurt and their variable warheads makes them a threat against all targets.
  • Deimos Point Defense cannons are able to target and engage everything from enemy munitions and ordinance to star fighters and bombers. Cannons are also powerful enough that if you get within range in a smaller capital ship that these guns will do excellent work against an unshielded corvette or frigate. Wouldn't really use them for that though.
  • Zeus Multiple Launch Missile System allows for missiles to be tied into the Eagle Eye Fire Control System and makes all of the warheads able to utilize Multi-Lock technology by programming in multiple signatures for the enemy vessel ranging from radar, infrared, visual, even EM signatures. This makes all of the missiles on the Hope almost immune to countermeasures forcing enemy vessels to either maneuver out of the way of the missiles or shoot them down. Also allows for the pre-programming of flight paths to allow for you to launch multiple missiles at various trajectories and flight paths to allow for a single salvo to engage the same target from multiple directions at the same time.
  • Lightstorm/Ionstorm Turbolaser Batteries and Ion Batteries give the Hope extra punching power at medium range, being tied into the Eagle Eye FCS, allowing gunners to effectively use these weapons against not only larger capital ships and corvettes, but even to fire into squadrons of enemy star fighters with advanced gunnery mechanics. This will make approaching the ship in a squadron or any kind of formation to make bombing runs a daunting task.
  • Magnetic Mass Sensors in the Eagle Eye and Hawk Eye FCS allow for the ship to even track targets directly obscured from all other sensors. This tracking however is very poor and only allows for various crews to know the approximate tonnage and approximate location of larger capital vessels (ie Heavy Frigates and up). Trying to form shooting solutions from this data is tricky and unreliable at best, but in situations with lots of metal masses like asteroid belts and such, nigh impossible.
  • Spectrum CWEW Suite offers top of the line protections and offensive options in the fields of cyber warfare and electronic warfare. This includes a jamming/detection suite, decryption suite (to include both direct interception and indirect interception), cyber based attacks and a night impenetrable defenses against cyber attacks due to how it forces enemy systems to interact with the vessel. System's cyber security suite was reinforced with programming obtained from a legal copy of Slicer's Curse from Visanj giving this programming even more options when it comes to operating both in the virtual computers/networks that it employs for defense and in the physical network.
  • Freyja Communications suite offers top of the line data sharing, communications, and networking options for this vessel and any other compatible vessels either built in the CIS or used by CIS forces.
  • MXC-R13 Saja-class Sensor Array provides best in class civilian sensor gathering and information from surroundings. Paired with the Spectrum CWEW and Hawk Eye/Eagle Eye FCS this provides unparalleled targeting data to all FCSs on the ship making defeating its weapons through jamming or otherwise sensor based attacks almost impossible. This means that this ship can even target enemy vessels while under full spectrum jamming as it's myriad of abilities to target lock and calculate firing solutions is enhanced by this system.
  • Voyager Class Droid Brain/Sentient AI (her name is Hope btw) gives this vessel the ability to constantly monitor and manage all of the various electronics/cyber packages/weapons systems/sensor arrays. Massive Droid Brain allows for her to run tens of trillions of operations every second, making her extremely powerful for just raw computing power alone. Add into this that she's been programmed off the brain of one of Freebird's Industries top scientists and this AI is extremely powerful.
  • Full Fabrication/Maintenance/Production facilities that allow for the creation, maintenance, and development of new technologies while on the go, maintenance and upkeep of these technologies, and small scale production to allow for TDW to make what it needs on the go. This can be anything from droid parts, to rifles, to kits to assemble vehicles or pods.
  • Isotope-5A Reactor System incorporates multiple Isotope-5A micro-reactors around a centralized Isotope-5A Standard Hypermatter reactor. This allows for the ship to scale up or down its energy production to ensure that the ship is always operating in a range of peak efficiency. And the Reactor system plays into the magnetic nature of Isotope-5A micro-reactors meaning that the activation of each subsequent reactor increases the power output of the entire system not in a linear scale but an exponential one. And that is all within the safe operation parameters which can be disabled to get even more power out of the system, but see the sub warnings for why you don't want to do that.
STRENGTHS
  • This is a pocket battleship: Look at all that firepower, and even the main cannon which would be the Thor Heavy Naval PPC. This thing has raw unadulterated power written all across it. And when someone gets in her cross hairs, especially someone in a one on one fight, I wouldn't put my money on the other guy. This thing can sit at range and support other vessels in the fight or be the centerpiece of a charge of pure naval power, taking all comers and giving them something they'll never forget. Oh and did I forget to mention this ship can land on planets?
  • Lots of safety features: So if you look across this ship it has multiple upon multiple safety features to ensure the crew survivability is at a premium on this vessel. Remote control weapon stations, weapon ejection and disposal systems on the primary weapon system, and on the primary reactors and secondary reactors. Kill switches for all of these super dangerous things so that way if something does go wrong instead of having to dump it you can try to disarm it first. This shape places crew survivability above a lot with all of the protection systems on board. Even a lot of more dangerous and menial tasks done aboard this ship are done by droids. And lets not even mention the armor, the composite they use gives it more than excellent shielding against turbolaser, maser, and even ion technology meaning that the enemy is literally gonna have to burn through all of it get at the good stuff. And that's if they even get past the shields.
  • Did you really think you can out-range me?: With the Mjolnir Mass Driver artillery and the Thor PPC aboard this vessel, you'll be hard pressed to find a range that you can out perform this vessel in. Because the closer you get to this ship, the more weapons it can bring to bear, and with the Hawk Eye and Eagle Eye FCSs aboard, yeah good luck. You're gonna need it in a proper fight.
  • Layers of defense: With the Spectrum CWEW system in place and the Deimos cannons on this ship, you'll need to launch massive waves of missiles/torpedoes/whatever guided munitions you are trying to send her way. This is because the Spectrum specifically specializes in defeating single lock munitions and for whatever munitions she can't defeat the Deimos steps in and blasts it out of space with its rapid fire capabilities. This means that you're not going to be that one star fighter to just suddenly come in from far away and get the lucky one shot to the bridge. Especially if you're the only star fighter/bomber that's attempting to engage this ship.
  • Yorik Coral Composite plating: So note one thing above about the Armor plating containing Synthetically grown Yorik Coral that is naturally force dead. Now remember that those mega powers like force lightning/storm require things to actually be connected to the force to be able to deal damage. Yeah. Your space wizardry has no power here.
WEAKNESSES
  • Thor Naval PPC: So you see that really big cannon on the underside of the bow? That there is a huge weapon and/or detriment depending on whether or not you use its raw power against this ship in a fight. That means if you are to hit this thing enough times, and get several of the safeties to malfunction, this ship now has a very big bomb attached to it. Will it be easy? No, but with a proper and precise application of force this can be done.
  • Not Immune to the Numbers game: So just like every other ship out there, this ship, while impressive even on its own, is still just one ship. If it starts fighting multiple ships of its own size, or god forbid bigger, you're gonna be in a really bad place. Best to follow rule number two of gunfights which is to bring all of your friends that have guns. It'll make taking this thing down a lot easier. And while lots of you may die, if the objective is to kill this ship, wolf pack tactics will be a must.
  • Onboard saboteurs: So, one last thing to not on this vessel. The only defenses it has on board the ship to repel boarders is 120 of the most well armed, best trained, and utterly lethal commandos the galaxy has ever seen, and otherwise larger numbers of combat droids on this ship that are all programmed to mimic the attack patterns and tactics of said commandos. Add onto this various deploy-able turrets and the ability to continuously seal bulkheads along with all the other standard ship defenses against boarders. Oh and while you may have a lightsaber you say, that's cute because the blast doors are also reinforced with Phrik-A so again have fun with that. So while boarding this ship is a very, very bad idea, getting on board the ship quietly and taking advantage of the fact that the CWEW suite provides not near as much protection from physical cyber attacks, means there is an avenue of approach where stealth and undercover operations may be your best bet. You're welcome.
  • Yorik Coral Composite plating: So remember that this ship has Synthetic Yorik Coral in the composite spaced armor plating. Now remember that this Synthetic Yorik Coral is naturally force dead. And it's surrounding the entirety of the ship except for the main bridge when the blast shields are open. Yeah..... so stuff like battle meditation, telepathy, even just feeling things outside of the ship..... sorry about that?
DESCRIPTION
The destruction and sacrifice of the Aegis during the battle of Ryloth left a massive hole in the hearts of many after the battle. And none more so than The Dire Wolves felt this loss as all of their friends, all of the people they considered family, their very home, was destroyed with the vessel going up in one massive blast. This would leave The Dire Wolves effectively homeless and for a time, lost even. No longer could they travel the stars as they once did, masters of their own destinies. This all would change however with the commencement of Project Hope. Started by Dr. Ryan Alphonse, the original creator of the Aegis and a lot of her key technologies aboard, set to work designing a new vessel. A new home for TDW. And since TDW had expanded from its humble origins as a small mercenary company and now properly encompassed an entire paramilitary organization, with efforts especially driving R&D of many new technology and weapons, this would mean that their ship would have to expand to match. This new vessel would utilize the new resources of TDW's civilian benefactor of Freebirds Industries. Getting help and technologies from the companies of Roble Manufacturing, and Locke and Key Mechanics, Freebirds set out to develop their very first capital ship ever designed. And in line with the Aegis's symbolism of a hopeful and bright future, they called the Project and this new vessel "Hope". This new ship would be laid down in the manufacturing facilities of Atin, requiring that it be made to not only land but also be able to sustain atmospheric flight on planets even in 1.5-2.0 gravity. To do this, Dr. Alphonse and his team of engineers came up with the Isotope-5A reactor system and utilized the very same kind of thrusters and repulsorlifts as used on the Aegis, this time however properly fitting a vessel of 2 kilometres. And from there development would begin, a new hull made from recently created Phrik-A, new protective and offensive technologies, and all sorts developments would go into the Hope. Let's begin at the top shall we?

Engineering/Reactor Room

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The first thing to go over is the main reactor core and engineering deck. Unlike most other ships the Hope utilizes a brand new design of multiple smaller Isotope-5A reactors supporting a larger centralized Isotope-5A hypermatter style reactor. This allows for the ship to remain at peak fuel consumption and efficiency meaning that no matter whether the ship is idling in orbit just pulling security, or going to general quarters and combat power, this ship will not waste fuel. And the utilization of Isotope-5A instead of the regular stuff means that these cores are much safer, easier to handle and most of all non-toxic. While magnetic radiation in the engineering deck is much higher than the rest of the ship, this is contained due to all of the Ionite-A shielding that surrounds the engineering deck, preventing all of that radiation and magnetic fields from interfering with the rest of the ships systems. This is also the location of the ship's hyperdrive, a class 1.5 giving the ship respectable speed but otherwise nothing really to write home about. The extra shielding on the hyperdrive also keeps it safe from all of the radiation and magnetic fields in this area of the ship. Towards the main entry point there's a physical lever to raise an alarm that is only to be used in cases of the reactor system being damaged, or otherwise going critical. This will not only sound an alarm on the bridge and to other neighboring engineering sections, but will also deploy a console where the chief engineer can input his safety override codes to either jettison the reactor system or engage the killswitch for the entire system in this part of the ship. This will cause a countdown to give people in the engineering bay located close enough to the reactor time to evacuate so the ship can first vent the reactor bay, detach its main reactor shielding and armor plates, and then jettison the reactor system if jettisoning it is required. This will cause a series of smaller explosives on the system to detonate to separate the reactors from each other while their own self destruct sequences are initiated, first rendering each and every one of the micro-reactors jettisoned and the main reactor inert, before final detonation to sanitize the entire system. This prevents recovery of the system and potentially using the reactors as a bomb later on by hostile parties, or reverse engineering the technology. This can also be done for each of the secondary micro-reactor systems in case of battle damage, but it is highly recommended that you keep enough on board the ship that she can fly under her own power. Now with this explained, let's move onto the next closest thing, the fabrication centers/engineering bays.

Engineering Bays

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Here is where all of the engineering magic happens. This is where all of the latest and greatest technologies that TDW is tasked with testing, doing further developments and revisions, and maintenance of all of these decks happens. Here is where you'll find a lot of the engineering and flight deck crews on their spare time as one of the biggest ways for people to pass the time on this vessel is to literally create, tinker or otherwise just figure out how something works. And in this bay you'll find all of the necessary tools to either fabricate, manufacture, or otherwise create whatever it is you might be looking for. Just let the techs know what you're doing because like the rest of TDW, they're a strange bunch. Here is also where the main storage facilities are for general parts, foodstuffs, materials and other gen cargo items. But all that is pretty boring stuff so lets move on. Oh and if you value your fingers don't stick them in the hatch mark Molecular Furnace unless you want to end up like Bob.

Medical Center

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Next up is the medical bay. Here you will find all of the tools and things you need to do medical stuff like, what was that again Dr. Alphonse? Yeah not even gonna try to repeat that. Here basically you'll find a fully staffed medical facility with top of the line equipment to do everything from surgeries, to replacing skin on burn victims, to manufacturing universal plasma and other advanced medical procedures. You can even use the small research lab in the back to take a sample from someone's blood or tissue to find out what kind of poison/disease they've been infected with and use it come up with either a cure, vaccine, or even antidote for any kind of poison. All of this is achieved with a massive medical database that is on board the ship and is updated every time the ship makes port. Now onto less sciency Dr. stuff.

Flight Deck

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Here is the flight deck, where all of the action happens. Currently the Hope is outfitted to be able to handle three squadrons of fighters and three squadrons of support craft including shuttles and heavy gunships. Unfortunately we don't have any ships here at this time though, because we actually don't have the man power to be running squadrons of aerospace fighters and/or gunships. But we do have the space for them, and the facilities to refuel/rearm, repair and maintain any fighters, gunships or shuttles that happen to come aboard. Here is also where the main loading ramp for the vessel is when we actually land this ship. Yes we can actually land the ship, no we're not gonna do it now!

Gym

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Next up is the gym/recreation area. Here is where everyone aboard the ship can go to workout, play sports, or otherwise unwind by doing things to get their mind off work. Our gyms actually tie into the inertial dampeners to either increase or decrease gravity in these zones, making it possible to do zero-G sports or train yourself in a harsher gravity to make doing things that you would normally do that much harder. We have cardio equipment, strength machines, free weights, rock climbing walls, a zero-g pool and standard diving pool, and various obstacle courses set up here. Also we have a combatives room where you can practice hand to hand, or utilize a series of non-lethal training weapons to practice with either against simulations, real people, or just by yourself. Just be careful there around fight night. TDW goes pretty hard there when that happens, and if people don't get sent to the medics from fight night, something's wrong. And finally lets move onto the last point of interest, the bridge.

Bridge

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Here is the nerve center and brain for the entire ship. Located a few decks above the Droid Brain on board the vessel, this is where the captain and all of the gunnery crews man the primary weapons stations for the vessel. This is also where the primary combat station is for the electronic and cyber warfare personnel as no one is allowed into the actual mainframe for the Spectrum system without the captain's specific permission. Here is where the helm commands the ship, the CIC where you can get tactical displays for whats happening both around the vessel, and around other vessels. Being three dimensional and being updated constantly this gives commanders of the ship a real time display of where the enemy is, who and what they are, and also allows the AI aboard the vessel to give input as to courses of action. It is here most often that you will meet Hope, the ship's AI, though she can appear throughout the vessel whenever she wishes. But when it comes time to fight, this is where the action happens, and while there are other combat stations across the ship, to include the many point defense cannons, shields, and engineering stations. Here though, you'll be able to monitor it all. And while there is a backup that is much deeper in the ship in case this one gets hit/destroyed, it just doesn't have quite the same view ya know?

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Oh and before I forget, that's Hope. Don't talk down to her or anything as she's a member of the crew like any of the rest of us. The only difference is she can lock you in a particular section of hull and there literally won't be a thing we can do to stop her. So do yourself a favor and don't piss her off.
 
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