OUT OF CHARACTER INFORMATION
- Intent: To create a Multipurpose Warship for House Io
PRODUCTION INFORMATION
- Manufacturer: Scion Mobile Shipyards
- Affiliation: Scion Mobile Shipyards
- Market Status: Closed-Market
- Model: N/A
- Production: Mass-Produced (Semi Unique if Stealth/Anti Stealth Systems are installed)
- Material: Durasteel hull (Neutronium Impregnated), Capital Ship Electronics
TECHNICAL SPECIFICATIONS
TYPE 1 (Used for Guerilla Warfare/Skirmishes/Patrol/Cargo Hauling, Capital Ship Assault)
- Classification: Cruiser
- Length: 752 meters
- Width: 460 meters
- Height: 183 meters (flight), 200 meters (Extended Landing Struts)
- Armament: Average (Note: Owner may equip Canon or Website Tech Subs. Permission may be required if not open market)
Weapon Slots Available: 4
Slot 1: Turbolasers (Limit of 20)
Slot 2: Point Defense Weapons (Limit of 30)
Slot 3: Torpedoes/Missiles (Limit of 10 Launcher Weapons)
Slot 4: Exotic (User's Choice)
- Defenses: High (Owner May Equip Canon or Website Subs)
Defense Slots Available: 4
Neutronium-Impregnated Durasteel Hull
Slot 1: Shields
Slot 2: Secondary Shields
Slot 3: Electronic Defense
Slot 4: Exotic
- Hangar Space: Average
- Hangar Allocations:
- Starfighters: 3 Squadron
- Support Craft: 1 Squadron
- Maneuverability Rating: Very Low
- Speed Rating: High
- Hyperdrive Class: Average | 2.0
TYPE 2 (Used For Invasions/Orbital Blockades, Anti-Starfighter)
- Classification: Cruiser
- Length: 750 meters
- Width: 330 meters
- Height: 170 meters
- Armament: Very Low
Weapon Slots Available: 1
Slot 1: Point Defense (Limit of 80)
Nuetronium Impregnated Durasteel Hull
Slot 1: Heavy Shields
Slot 2: Heavy Secondary Shields
Slot 3: Heavy Electronic Defense
Slot 4: Heavy Exotic
Slot 5: Heavy Secondary Exotic
- Hangar Space: Extreme
- Hangar Allocations:
- Starfighters: 8 Squadrons
- Support Craft: 1 Squadron
- Maneuverability Rating: Very Low
- Speed Rating: Very Low
- Hyperdrive Class: Average | 2.0
TYPE 3 (Used to execute Base Delta Zero/ Station House Citizens/ Capital Ship Assault)
- Classification: Cruiser
- Length: 752 meters
- Width: 460 meters
- Height: 183 meters (flight), 200 meters (Extended Landing Struts)
- Armament: Extreme
Weapon Slots Available: 7
Slot 1: Turbolasers (Limit of 40)
Slot 2: Secondary Cannons (Limit of 40)
Slot 3: Missiles/Torpedoes (Limit of 15 Launchers)
Slot 4: Long Range Weapon Systems (Limit of 1)
Slot 5: Customizable Bomb Launchers (Limit of 2)
Slot 6: Primary Exotic Weapon
Slot 7: Secondary Exotic Weapon
Defense Slots Available: 7
Nuetronium Impregnated Durasteel Hull
Slot 1: Very Heavy Shields
Slot 2: Secondary Very Heavy Shields
Slot 3: Emergency Back Up Shields
Slot 4 : High End Electronic Defense Systems
Slot 5 : Exotic Defense System 1
Slot 6: Exotic Defense System 2
Slot 6: Exotic Defense System 3
- Hangar Space: Base
- Hangar Allocations:
- Starfighters: 1 Squadron OR
- Support Craft: 1 Squadron
- Maneuverability Rating: Very Low
- Speed Rating: Very Low
- Hyperdrive Class: Average | 2.0
STANDARD FEATURES (ALL VARIANTS)
Crew Compliment:
Staff:
General Purpose Nuetralizer Model 1 (250, Engineering, General Repairs, Clerical, Bridge Crew)
Civic Nuetralizer Model 1 (300, Military Police)
Medical Nuetralizer Model 1 (400, Medical Staff)
Chaplain Nuetralizer Model 1 (25)
Siren Corps (1000)
Room for 4000 other various personnel (Type 1 Variant)
Room for 15,000 other various personnel (Type 2 Variant)
Room for 70000 (Type 3 Variants)
Cargo Compliment:
Type 1 Variant:
40,000 tons of Cargo
700 Speeder Bikes
50 Repulsor Tanks
Type 2 Variant only:
11,000 Tons of Cargo
Speeder Bikes (320)
Troop Gunships (80)
Medium Walker Units (48)
Heavy Walker Units (36)
Type 3 Variant:
70,000 Tons of Cargo OR CITY/Apartment Type Environment (Can contain multiple R&D, production facilities, and labs) OR Bomb Bays OR
100 Tanks
100 Mobile Artillery
ADVANCED SYSTEMS
Hyper Modular War Cruiser designed to function in multiple roles.
Capable of operating in a solo capacity for potentially decades without seeing a Drydock.
All Engineering and Electronics has been streamlined for ease of repair and to last long periods in storage.
Interior has been modified to make boarding efforts as difficult as possible.
Interior can be a sort of small city/Permanent Residence.
Miniature Moisture Vaporators in all Barracks.
Bacta Tank in Every Barracks.
STRENGTHS
- Modular: Designed with scavenging in mind, the Ships have weapon and defense attachment hard points and universal hook ups, allowing The Crew to customize the warship according to their preferred tactics/area they are operating in, meaning an individual encounter with one has a potential element of unpredictability to it, especially if it's the Type 1 Variant
- Toughness: Any variant of the vessel can be exceptionally difficult to bring down, depending on the defenses used
- Teeth: No matter the variant, it poses an immense threat with the type of weapons it can equip
- Self Reliance: It's got Multiple systems to make sure it can spend potentially years on solo operation without ever once touching drydock, and all engineering aspects have been streamlined for safety and ease of repair, and the interior is usually tailored to frustrate boarding attempts.
- All Purpose: The streamlined template of the design allows for ease of utility across multiple variants...it only requires minor adjustments to final construction, this massively cuts down on expenditures
- Legion: The Acclamator Design and hold thousands of armed personnel to repel assaults, launch ground actions
- Hard Track: It's propulsion system makes it slightly more difficult to track and target with certain weapons than normal
WEAKNESSES
- Agility: All variants have poor turning
- Speed: Only the Type 1 Variant has high speed
- Irregular: Taking full advantage of its ability to customize made lead to longer and more complicated repairs depending on what's installed, especially if a ship is operating in a lone wolf capacity.
- Carrier Weakness: The carrier variant has only point defense weapons for armament
DESCRIPTION
As time has wore on, and the House has adjusted to the post Second Great Hyperspace War period, an internal study by General Purpose Nuetralizers determined that a smaller modular Multipurpose Warship Design drawing from historical precedent would be necessary for maximum flexibility, with the intent for the House Navy being to go in hard on Rebel Alliance Tactics against much larger forces, scavenging used vessels and retrofitting them with some of the more advanced examples of House tech, in particular, completely replacing it's primary power plant.
Turning to the Acclamator Design, active efforts have been made to locate and scavenge the old warships, breaking down their own older ships and surplus if necessary to properly complete the retrofits. It takes up to five months of working round the clock to tow the old ships in, which may often be in varying states of damage and disrepair, and properly bring them to spec. These vessels are envisioned to be the primary war vessel of the house going forward, designed to graft whatever can be found for survival. Only Citizens who have proven their reliability and loyalty on more primitive, less advanced vessels used to process immigrants to the faction are allowed to transfer to these vessels. In an emergency, ship weapons and systems can all be standardized for general conflicts with an enemy faction.