Star Wars Roleplay: Chaos

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The Apophis

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Affiliation: Covenant of the Black Rose

Manufacturer: Taobh Dorcha Industries

Model: The Apophis

Modularity: Yes

Production: Limited

Material:

* Durasteel
* Duravlex
* Transparisteel

Classification: Dedicated Carrier

Length: 800 Meters

Width: 400 Meters

Height: 300 Meters

Armament:

* XV-9 Turbolaser x10
* H9 Turbolaser x10

Hangar: 4 Squadrons

Special Features:

* Deflector Shield
* Plasma Shield (Secondary)
* Electromagnetic Shield
* Sensor Mask
* Optical Shield
* Life Support System
* Sensor Array
* Communications Array
* IFF Transponder
* IFF Confuser
* Navigation Computer
* Advanced Targeting Computer
* Sensor Scrambler
* Medical Bay
* Officer/Crew Quarters
* Maintenance Bay

Maneuverability: 14

Speed Rating: 13

Hyperdrive Class: 6

Strengths:

* Defenses
* Squad Count

Weaknesses:

* Armaments
* Speed
* Maneuverability

Description:

The carrier has drastically poor armaments, leaving it's defenses to it's squadron of fighters or other capital warships. Because of this, the carrier must remain safely away from the site of major space battles, which makes it's IFF Confuser work stronger since there is no threat to disrupting allied warships/fighters. It is slow and maneuver's poorly, which again it is better suited away from the intense fighting.

In lieu of it's drawbacks, it does contain two strengths. The first is it's squadron count. Since the carrier is not a long distance patrol vessel, meaning it is delegated to patrolling the space area around government held worlds until called into major service, it doesn't require a massive cargo bay. For that reason it can hold it's squadron count of 6 (72 fighters in all) and at least five escape pods, plus two transport shuttles. In terms of consumable items, it has the capacity to hold at least one month of rations.

The second strength is it's defenses. Since it does not have the capability to defend itself against an assault, it possess three shield types. The first is the basic deflector shield which is standard for most starships. The second is the plasma shield that can be switched over to provide better protection. The third is the electromagnetic shield that can disrupt sensors of other ships. Working in conjunction with the electromagnetic shield are the sensor mask and optical shield.

Also, working in tandem with the IFF Transponder, it has the capability to utilize the IFF Confuser to further disrupt incoming fighters or warships.

The carrier's crew is broken down as follows:

* 20 Officers (Includes Captain/Admiral, XO, Nav Officers, Com Officer, and Hanger Bay Officer)
* 48 pilots (15 reservists)
* 100 Engineers
* 13 Gunners (13 reservists)
* 15 Medical Staff
* 300 Misc Workers (Small Kitchen Staff, Bridge Staff, Hanger Bay Staff)
* 100 Troops (To repel invaders in case of boarding)

Total Occupancy: 624

Development Thread: If Necessary

Intent: Create a Dedicated Carrier

Who Can Use This: Any Member of the Black Rose (Upon Approval From Faction Administration)

Primary Source: N/A
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
RESEARCH REVIEW

Star Wars Canon:
Pending initial review

Starwars Chaos:
Pending initial review

WITHOUT DEV THREADS
Pending initial review

WITH DEV THREADS
Pending Initial review

SUGGESTIONS
Pending Inital review
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
Hey, Most of this looks ok. The one big issue is the fight squadron count. While this is a dedicated carrier we sorta stick close to the rules for normal cruisers on how many a ship of a certain size can carry and allow a bit more. This would fall into the Cruiser scale and the rules are as follows.

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. This submission's Max Squadron Count: 3. 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.)

We can slide a bit allowing you 4 squadrons at the price of something else. With the Weapons like they are, 4 Squadrons would be good. To go beyond this would take considerable development. That would be 20 posts per additional squadron over 4. Also I urge you to put some sort of defensive weapon like lasers on it. Carriers will most times have to ward off fighters and bombers more often than capital vessels in combat.



Tion Dr'iol said:
* Sensor Mask * Optical Shield

These would need some development thread behind them. 20 posts would cover both. As this would need posts for the 6 squadrons also 50 posts would cover it all. Or you could keep it at 4 squadrons and drop the stealth systems.

Also the Speed and maneuvering are not slow enough to count as weaknesses. They are still well within the guidelines of a ship this size.

Slow would be 15 or greater.
 
[member="Reshmar"]


For the Dedicated Carrier Template it states:


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. Bigger ships can accommodate more Armament and more Squadron Count, but will require a development thread once you pass 1,600 in length -even if generic. This submission's Max Squadron Count: 10, with 10 being the max for a 3,000 meter ship with a low armament. 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.)

So I have no problem doing a 20 post thread for the goodies.....but the squad count is based off that template above :)
 
[member="Reshmar"]

So I dropped the squadron count to four....I'll ad some more defensive weapons....and I'll just do the 20 post dev thread for the sensor mask and optical shield. Oh...and etch out some other weaknesses. :)
 
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