Star Wars Roleplay: Chaos

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Starship - Large non-combat ship template

At last count there has been no non-combat ship > 2000m ever built under Chaos rules. (That may be subject to change soon enough)

To my eyes, the battlecruiser/supercarrier templates vs the noncombat ship rules generate confusion so an extra template for the non-combat ships > 2000m, tentatively called the large non-combat ship, may do the trick. Behold, the large non-combat ship template!

Only corporations tier-V+ and major factions may own large non-combat ships.

Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
Affiliation: (Example: The TIE (Twin Ion Engine) Starfighter was primarily created for the Galactic Empire. Do not put the company unless the product is only for your company's use. Common choices include 'Open Market', Personal, or the name of a specific Faction/Major Faction.)
Manufacturer: (Kuat Drive Yards, BlasTech Industries, [Insert Major Faction Name], [Insert Character Name], etc. You must link to any Chaos Company submissions.)
Model: (Example: TIE (Twin Ion Engine). For submissions where a model wouldn't be appropriate, such as a custom walking stick, put 'N/A' for 'Not Applicable'.)
Modularity: (Can you add components to this submission? If so, link to all Approved Factory Submissions applicable. For most submissions, put 'No'.)
Production: (The scale is Unique (Only One Character), Semi-Unique (Only A Handful of Characters), Limited (Only A Select Group Of NPCs/PCs), Minor (Any Character, Only Select Groups Of NPCs). No Mass Production.)
Material: (What is your submission made out of? Certain materials are more resistant, or vulnerable, to certain weapons. Example: 'Durasteel.' Typically requires development: Restricted Materials. Link: Manufacturing Compounds, Metals, Compounds)
Classification: (Hospital ship, cargo ship, passenger liner, mining ship, etc.)

Length: (Via Metric System. Max: 3000 meters. Examples:
Width: (Via Metric System. Max: 3000 meters. Examples:
Height: (Via Metric System. Max: 3000 meters. Examples:

Armament: (You may provide your armament in list format and must provide your vessel an Armament Rating on a scale of 0-20, where 0 is no weapons, 1 is very light weapons, 5 is light weapons, 10 is average weapons, and 20 is heaviest weapons. Armament Ratings are scaled in relation to the class of ship, meaning a Starfighter will not equate to a Destroyer. Armament Ratings provide only basic weaponry unless the ship also has a breakdown of weapons. Please link to all Factory Submissions used. Typically requires development: Anything above 5. Links: Starship Weapons, Approved Technology)
Defenses: (You may provide your shield and armor systems in list format and must provide your vessel an Defense Rating on a scale of 0-20, where 0 is a man in a space suit hanging on to an engine, 10 is typical defense, and 20 is heaviest defense with heavy plating and multiple layers of shields. Defensive Ratings are scaled in relation to the type of ship, meaning a Starfighter will not equate to a Destroyer. You should list particular systems under special features. Please link to all Factory Submissions used. Typically requires development: Anything above 14. Links: Starship Weapons, Approved Technology)

Hangar: (Please provide the amount of fighters this submission can hold in it's hangar by count of Squadrons, which hold 12 average Starfighters. The higher your squadron count, the lower your Armament and number of Special Features should be. Typically requires development: Anything above 4 for a max size vessel with low armament. Optionally, Feel free to provide a list of names for your squadrons, like the notorious Red Squadron. Alternatively, you may swap squadrons for Vehicles or other items of note.)

Special Features: (Provide all of your submission's special features, including non-combat items and special weapons, here in a list. Please link to all Factory Submissions used. Typically requires development: Stealth technology. Ensure capabilities from features are included in the Strengths list. Links: Starship Weapons, Approved Technology, Shields, Engines)

Maneuverability Rating: (The lower the number, the more agile the ship. How agile is your ship? Can it take tight turns? Please provide your vessel a Maneuverability Rating on a scale 0-20, with 0 being infinite agility, 1 being crazy agile like a TIE Interceptor, and 20 being slower to turn than a bantha. Typically requires development: Below 16 for a 2000m vessel with a low armament.)
Speed Rating: (The lower the number, the faster the ship. How fast is your ship in normal space? How fast can it take off, how fast can it speed through a planet's atmosphere? Please provide your vessel a Speed Rating on a scale 0-20, with 0 being infinite speed, 1 being crazy fast like the Millenium Falcon and 20 being slower than the Dewback. Typically requires development: Below 16 for a 2000m vessel with a low armament.)
Hyperdrive Class: (The lower the number, the faster the ship. You may use decimals. (Minimum: .5 | Max: 10.) Average Hyperdrive Class: 2 Typically requires development: Below 1. Links: Hyperdrive, Hyperdrive Comparisons)

Strengths: (Provide, in list format, a minimum of 1 strength of this submission.)
Weaknesses: (Provide, in list format, a minimum of 2 weaknesses of this submission.)

Description: (Describing your submission's history is optional. Please provide a detailed account or link of each special feature that is listed in this submission. All miscellaneous descriptive elements go here, such as Cargo Capacity, Passengers, Consumables, Crew, etc.. There is no requirement for amount of words here so long as you meet the minimum requirements for your special features.)
Development Thread: (The main way people work for their toys, though most submissions don't require a development thread. Restricted items require specific development threads. Substantial development threads can help judges approve more powerful submissions. If in doubt, put 'If necessary,' and a judge may or may not ask you for one. Threads cited here must be at least 10 quality posts and must be cited as the full thread title, no abbreviations.) Links: Banned & Restricted Items)
Intent: (Please describe your reason for submitting this. It may be simple or complicated. The Factory Judge will take this into consideration.)
Who Can Use This: (Optional. If you chose Limited, Semi-Unique, or Unique in Productivity above please list what groups/characters can use this submission in role-plays.)
Primary Source:(Please link the source of another writer's submission that you are modifying for your use; only necessary for "Chaos Canon" submissions)


If you want me to provide an example of a ship built under this template, I could provide a speculative ship sub (the real thing will be subbed once I get to 30+ posts)...
 
Bunker-level Normal
Seems like you'd want ships first before making a template for them. Or see a practical need for them.

I don't.

At great size, ships like that would be a big target for pirates, marauders, and acts of terrorism. So either those ships would need large hangers for a starfighter contingent (making them a combat ship) or a permanent escort. Smaller ships without weapons could get away on speed, but big behemoths couldn't do the same.

So unless you want your gigantic shipping container vessel, oil tanker or luxurious passenger liner held up, shot down or blown to smithereens, adding weapons and making them a de-facto combat ship is basically the only practical approach.
 
3 squadrons, 200 turbolasers is insufficient on a 2000m-long cargo ship? That was the upper limit of what I could mount on the largest non-combat ship sub I ever submitted...

Make that 3 squadrons/250 turbolasers for a 2500m-long ship or 4 squadrons/300 turbolasers for a 3000m-long ship; these are the estimates of how much armament I expect to be allowed on large non-combat ships.
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
[member="Charzon Loulan"] there have been no non-combat ships that big because no one wants to do the development posts for non combat ships over 1km. they still require the same development at combat ships pre the size development guidelines. The template works fine for non combat ships you just do not have weapons. Allso canon wise there are very very very few non combat ships over 1km. the calamari and sullustian liners and Ithor herd ships are the only I can think of off the top of my head. Also since a character can not own a ship over 400 meters that is generally as big as non combat ships get. Sure if you want a 2km freighter go for it but you will need 2 writers and 20 posts of development.
 

Jaxton Ravos

Mindwalker of the Outer Rim
Charzon Loulan said:
3 squadrons, 200 turbolasers is insufficient on a 2000m-long cargo ship? That was the upper limit of what I could mount on the largest non-combat ship sub I ever submitted...

Make that 3 squadrons/250 turbolasers for a 2500m-long ship or 4 squadrons/300 turbolasers for a 3000m-long ship; these are the estimates of how much armament I expect to be allowed on large non-combat ships.


The Errant Venture was a star destroyer captured by a civilian during the New Republic vs Galactic Empire days. It was allowed by the New Republic to have a complement of 10 turbolasers, 10 Ion cannons, and 2 tractor beams. We've dealt with a lot of gun math inflation on the board, but a ship with 200 turbolasers and 3 squadrons is nothing even resembling a non-combat ship.
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
[member="Matsu Ike"] [member="Charzon Loulan"] [member="Holland"] after some clarification on the subject a non combat ship can have weapons but can not be used in combat. So using the basic template is fine.
 
There isn't a great deal of information on big freighters.

http://starwars.wikia.com/wiki/Category:Bulk_freighters
http://starwars.wikia.com/wiki/Superfreighter

I can see the need for large freighters, what I can't see is the need for a template for them. Don't forget that the factory is optional. I'm sure every part of the Galaxy has very large freighters flying about, but no one really has a need to submit them.

We have massive civilian space stations as a template because people tend to use them as locations for Roleplay and submitting them is a good way to define some Chaos lore.


I'm open to being argued around to the need for a template, but don't see it at the moment.
 
Charzon Loulan said:
At last count there has been no non-combat ship > 2000m ever built under Chaos rules. (That may be subject to change soon enough)

To my eyes, the battlecruiser/supercarrier templates vs the noncombat ship rules generate confusion so an extra template for the non-combat ships > 2000m, tentatively called the large non-combat ship, may do the trick. Behold, the large non-combat ship template!

If you want me to provide an example of a ship built under this template, I could provide a speculative ship sub (the real thing will be subbed once I get to 30+ posts)...
http://starwarsrp.net/topic/17721-concordance-class-asteroid-mining-barge/

http://starwarsrp.net/topic/23336-connestoga-class-heavy-freighter/
 
i found this on annother site.
Gemini-class Super Bulk Freighter
Affiliation: Various
Producer: Rendili StarDrive
Size: 9000 meters
Weaponry: 400 SRT’s
Flight Characteristics: Slow speed, medium shields, medium hull
Design Philosophy: The Gemini-class is the pinnacle of super bulk freighters. It is truly the largest bulk freighter in the market. At a whopping 9000 meters, the Gemini can accomplish a dozen trips in just one load. In order to appease its customer’s concerns for pirate attacks, Rendili equips each Gemini with 400 short range turbo laser batteries and a complimentary crew of top of the line battle droids. Only the largest shipping concerns can boast owning a full fleet of Gemini freighters. During the Royal War hundreds of Gemini freighters were used to evacuate refugees. Since then, the GA has kept an emergency usage treaty with the major shipping concerns so that the massive Gemini freighters could be called upon in an emergency.
Variations: None.

gemini.jpg
 

Dunames Lopez

Megalomaniac CEO of Star Tours
[member="Captain Larraq"] These two things are in the 1500-2000m bracket (as is the 2000m-long Ultima), built under the dedicated carrier template.

[member="Spencer Varanin"] The only thing that I believe is truly necessary by now is the addition of a line in the supercarrier template stating that non-combat ships > 2000m may also be owned by tier-V+ corporations - for some reason there seems to be an implicit assumption that everyone that wants to build ships > 2000m would be building combat ships (battlecruiser or supercarrier). Understandably supercarrier templates would have looser lines for what requires development and what doesn't, but that template vs the supercarrier template is a change in what the limits are for noncombat ships vs combat ships (if any of you read the Ultima sub, you understand what I mean; while written under my alt Charzon, I've read it in full):
  • Supercarrier: Requires development for armament ratings above 10, requires development for squadron count above 16 for a max-size vessel with low armament
  • Non-combat ship: Requires reclassification to supercarrier for armament ratings above 5, requires reclassification to supercarrier for squadron count above 4
[member="Holland"] Are there restrictions on the Errant Venture's starfighter complement as well? If there wasn't any, you would say it would still have the six squadrons of fighters.
 
[member="Kami Meran"] I'd like to avoid plagiarizing from another board.

[member="Dunames Lopez"] I understand, but to be honest there's really no need for another separate template for this.
 

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