Ice
Character

Image Credit: http://th06.devianta...thx-d35xnar.jpg
Affiliation: None. Ice is the sole owner
Manufacturer: Mandal Hypernautics
Model: No Designation Currently
Modularity: Yes
Production: Unique
Material:
Outer Hull – Beskar / Ultrachrome Molecularly Bonded Armor
Interior Bulkheads & Structural Supports – Titanium (Strong as steel with the exception of Beskar, but half the weight)
Nonstructural elements – Aluminum, Carbon Fiber, Aero-gel Insulation Essentially lightest materials wherever possible to cut down on weight.
Classification: Stealth Frigate
Length: 400 m
Width: 400 m
Height: 125 m
Armaments:
(4) Batteries, Heavy Turbo Laser Cannons – 32 Capital Guns
(3) Single “Fast Mount” Turbo Laser Cannons – 3 Capital Guns
(10) Single "Fast Mount" Ion Cannons – 10 Capital Guns
(2) Assault Concussion Missile Launchers – 2 Missile Launchers
(2) Cluster Missile Launchers – 8 Missile Launchers
(20) Defense Flak Guns
(20) Quad Laser Cannons
(8) Point Defense Systems
Empty space enough for 1 guest ship up to 50 meters.
(2) 50 m Military Freighters
(4) 30 m Bombers
(8) 15 m Fighters
Communications Array
Encryption Network
Escape Pods
Holonet Transceiver
Standard Deflector Shield
Standard Detention Cells
Standard Life Support Systems
Standard Sensor Array
Standard Targeting Systems
Tractor Beams
Nightshadow Coating (Outer Hull)
220-SIG Tactical Sensor Jamming Device
Thrust Trace Dampener
Crystal Gravfield Trap
Gravitic Modulator
Stygium Crystal Cloaking Device
Electro Magnetic clamps
20 Cargo Containers
Speed Rating: 6
Hyperdrive Rating: 1
Strengths:
- Defense. With it's armor and advanced shielding working in tandem, it can take a lot of punishment.
- Stealth. With it's advance stealth systems, it can avoid being detected until it's too late.
Weaknesses:
- Speed. Normal speed is 6 due to the vessel being an assault class frigate. When cargo containers are loaded and attached to the underbelly though, speed drops further to a 7.
- Fire Arcs. All turbo laser cannons, missile launchers, and ion cannon have a left, right, and/or front fire arch. This ship is susceptible to being flanked, and unable to respond to attacks from the rear without turning the whole ship around to face the threat. Defense guns however, have full range of defense. So fighters and bombers still need to beware.
- Life Support systems. Unable to support a large contingent of lifeforms due to limited life support systems.
- Firepower. With nearly 25% of its capital guns used for the ion cannon. And 50% of it's missile launchers used for defense guns. It is designed more so around stunning a target into submission quickly, than destroying it or outlasting in in a long firefight.
Description:
This ship is a hunter. She stalks her prey quietly. Never heard, and never seen. She is built to take severe hits and keep right on going. However, like most things armored. If you can get past her outer layer of protection. There is not much stopping massive widespread damage through the breach.
Defenses:
Her outer hull is made of a Beskar / Ultrachrome alloy. Molecularly bonded together, this armor possesses slighter better strength than that of Beskar, while also having the reflective traits against blaster and slugthrower weaponry of Ultrachrome. The armor itself is arranged in a series of large 5m x 5m hexagon shaped plates. Each plate is supported by hydraulic shock absorbers to better sustain the impact damage of missiles, blasts, and all other types of collisions.
The anti concussion field created by the Rampart-Class Anti Concussion Generator in combination with the outer hull armor and hydraulic systems render all blasts, collisions, and other impacts inert. This shield runs off the energy provided by the secondary hypermatter reactor.
In the unlikely event that one of the armor plates is damaged. They are designed for easy removal and replacement. It is actually for this reason that the outer hull is in carefully fitted together plates, instead of one continuous piece. The draw back for this, is although, the Beskar / Ultrachrome armor can reflect most incoming turbo laser, and absorb the rest. It absorbs it by spreading the energy over it's entire surface. As that surface is no longer the entire ship, a constant concentrated bombardment on a single plate will eventually cause it to overheat and melt down.
Also connected to each plate and hydraulic shock absorber, are series of grounding wires and insulation. This helps the vessel to resist the same ionizing effects it wishes to dish out to its targets.
This trade off was considered acceptable due to the fact that it is meant to be a raiding vessel. Not a ship of line. It is not expected for this vessel to be in long drawn out battles with many ships. Also, ease of maintenance, access to the hydraulic shock absorbers, as well as the ability to easily modify the armor later, complete the reasons for this design.
Redundant shield generators and back-up power generators have also been left out in this design in favor of other systems.
Power:
The ship is equipped with 2 hypermatter reactors. 1 is dedicated to the normal ship operations and systems. The other serves as a power source for the Rampart-Class Anti Concussion Generator. Hypermatter reactors were chosen because of the higher than normal power output they can generate. The volatility and danger associated with them, was also deemed acceptable for the extra stealth systems they would allow for.
Crew:
The crew on board are all droids. Although only 900 are required. There are 2,000 kept on hand in storage. In this way, 900 are kept on duty while 900 are in maintenance. The other 200 are replacements for droids that are down with more severe technical or mechanical problems. The ship is also holding 500 battle droids for raids.
By having droids for crew. All of the normal crew quarters, bathrooms, showers, mess halls, kitchens, rec rooms, consumables (150 metric tons of weight saved just in consumables), life support systems, water, sewage, filtration systems, and misc. items are not required. This saves a huge amount of space, as well as cuts down on tons of weight and power which would otherwise be required by these systems and facilities. Again, this direction was chosen to make room, and provide enough power, for stealth systems instead.
While normally, Ice and maybe one or two others, are the only life forms on board. This ship is equipped to handle up to 100 beings for 7 years.
Cargo:
Although rated at 2,000 m tons of interior storage capacity. Ice had electromagnetic clamps installed on the underbelly of the ship. In the event a ship with large amounts of cargo was captured. The cargo could be transferred to the cargo containers on board and then transferred via tractor beams to be attached on the underside of the ship. Although allowing the vessel to now carry much more than it would normally be able to. It left the ship vulnerable to being overtaken and/or outflanked by much larger ships, as it was now even slower than normal.
Electro Magnetic Clamps:
Along the underbelly of the ship, lie 20 groups of electromagnetic clamps. What these are is a duo of technologies. The first is the electromagnets. These magnets hold the cargo containers mentioned above securely to the hull of the ship. In the event of power failure, the secondary measures engage. The clamps are joined with small power supplies, so that if the electromagnets failed, they would clamp down on the cargo containers so they don't float away.
Development Thread: 2 Dev threads for armor in progress. 1 more will be coming after them.
Intent: This stealth frigate is meant to be a raiding vessel.
Who Can Use This: Ice
Minimum Crew: 400
Optimal Crew: 900
Power Core Generator/Reactor: Hypermatter Secondary Power Core Generator/Reactor: Hypermatter
Passenger Capacity: 100
Cargo Capacity: 2,000 metric tons
Consumables: 7 Years