Star Wars Roleplay: Chaos

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Approved Starship The Hand of Fate

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Image Credit: system.buysend.com
Intent: To repair and return Salem Norongachi's ship to ready status
Development Thread: The Sentience of War
Manufacturer: Kuat Drive Yards/Baktoid Industrial Systems
Model: Imperial Class-I Star Destroyer (Modified)
Affiliation: CIS/Salem Norongachi
Modularity: None
Production: Unique
Material: Durasteel, Transparasteel etc
Description:

The Hand of Fate was a regular Class-I Star Destroyer when Salem acquired her from the Empire, but due to the sheer number of crew needed to run the vessel he set about installing and automating everything about the ship, using the BRT Supercomputer Emah. With her installed and the entire ship rewired and systems reworked for the A.I to assume full control she has no need for a crew whatsoever.

It wasn’t until he found himself in the present time with his ship little more than a floating derelict that vast changes were made by Alli Wren and her team at the Hypori Shipyards. Firstly, all damage to the super structure was repaired, the hull almost completely replaced with heavier armour plating as age and damage had left it weakened, and repainted black.

Secondly the entire ship had to be rewired again to be brought up to the current galactic standard while allowing for faster and more precise connection speeds for the next step; Emah.

The A.I was installed and “plumbed in” to all systems, using the extensive knowledge of Baktoid in the field of automation and Artificial Intelligence. Emah would essentially BE the ship, capable of controlling every system from hyperdrive, weapons and waste management to the extensive security measures Alli Wren installed at Salem's behest. These security measures involved an increased use of force fields, ray and particle, and heavy blast doors throughout the ship so that the A.I could effectively seal off sections should invaders get aboard. In conjunction with this, ceiling mounted turrets would be spread throughout the ship. The more important areas, reactor room, Emah's vault, the bridge etc would have a heavier concentration (At most six), to dissuade boarders from progressing further.

Next came the weapons systems, which Norongachi and Alli spent much time working on while the Fate underwent her revival. With the lack of fighter craft of any kind being utilized (Due to having no crew aboard to pilot them and Salem’s aversion to linking Emah up to droid fighters beyond the confines of the Fate) he suggested a combination of flak and point defense laser turrets. With these two systems in place the Hand of Fate in concert with the power of the Supercomputer would be a force to be reckoned with in the anti-fighter department.

The Fate is also equipped with a blistering array of ship-to-ship weapons; Guns on the port and starboard sides of the ship have an arc that allows them to fire upon their respective sides and also forward, however they cannot fire across the ship, so to speak, to the opposite side. For rear protection, which is always the biggest blind spot for Star Destroyers, Two heavy long range Ion cannon batteries have been installed as well as two octuple barbette tubrolasers, these weapons are only stern facing although a blind spot still remains if smaller craft get in very close to the engines themselves. All of these weapons have been specifically attuned to the unique method in which they will be controlled by Emah.

The port hangar bay has been converted into Salems personal training room, outfitted with automated turret systems, a series of training equipment and training droids all of which Emah can access and control to test him. The starboard hangar has been stripped of its ability to house any kind of fighter craft and only services personal vessels, such as small freighters. When the latter hangar is not in use, it is sealed by a heavy durasteel blast door that must be opened by Emah or Norongachi to grant access. The main attack hangar, located underneath, is also permanently sealed, having no need for it the opening was structured and supported like the area around it and then armoured with hull plating.

The shield systems of the vessel have also been substantially upgraded, falling more in line with its Mon Calamari Cruiser enemies of the past it has a series of overlapping, internally housed, generators. These generators, should one ever be damaged, are able to compensate for the loss although their overall shield strength will be weakened to the point where only having a single generator operational will leave the shields with only 10% strength. The domes atop the bridge still serve their function as communications devices and shield projectors, having simply been reinforced by more generators spread across the ship.

To provide adequate power for these extra generators and the substantial weapons upgrade, a second reactor was added using the ample space provided by the lack of crew quarters, fighter craft housing and amenities normally found aboard the ship which would have had thousands of personnel.

For protection against ion weaponry the Hand is outfitted with QQ-543N/53R Cap Drain Module’s, this is to protect Emah, the literal heart of the vessel. A series of circuit breakers are also installed on each network that links with her, should the modules be overloaded these would cut off the connections, effectively leaving all but the most basic systems (life support, gravity, basic navigation and hyperdrive) dead until the breakers could be reset by either human hands or the various droids Salem employs to aid Emah in the day to day running and maintenance of the ship.

Classification: Assault Command Ship
Role: Battlecruiser
Height: 500 meters
Width: 1,015 meters
Length: 1,600 meters
Power Core Generator/Reactor: 2x Solar Ionization Reactor
Hyperdrive Rating: 1.0 Backup: 8.0
Minimum Crew: 0
Optimal Crew:0

Armaments:

Turbolasers: 120 (60 Port, 60 Starboard)
Long Range Turbolasers: 40 (20 Port, 20 Starboard)
Heavy Long Range Turbolaser Batteries: 6 (3 Port, 3 Starboard)
Long Range Turbolaser Batteries: 20 (10 Port, 10 Starboard)
Octuple Barbette Turbolasers: 10 (2 Stern, 4 Port, 4 Starboard)
Heavy Long Range Ion Cannon Batteries: 2 (Both Stern)
Flak Defense Turrets: 120 (20 stern, 50 Port, 50 Starboard)
Point Defense Laser Turrets: 80 (10 Stern, 35 Port, 35 Starboard)
Light Energy Torpedo 60 (-60, 30 to Cap Guns, 30 to Defensive)
Hangar: N/A

Non-Combative Attachments:

Emah
Communications Array
Encryption Network
Escape Pods
Holonet Transceiver
Multiple Redundant Deflector Shield Generators (8, outwith the original shield domes. Equal to roughly x3 shield strength versus a regular Assault Command Ship.)
Standard Detention Cells
Standard Life Support Systems
Advanced Navigational Systems
Advanced Sensor Array
Advanced Targeting Systems
Tractor Beams

Passenger Capacity: 47,060
Cargo Capacity: 36,000
Consumables: 6 years
Sublight Speed and Maneuverability: 9
 

Ashin Varanin

Professional Enabler
[member="Salem Norongachi"]


Salem Norongachi said:
Multiple Redundant Deflector Shield Generators (8, outwith the original shield domes)
Roughly speaking, if you were to express this ship's shield power as a multiple of standard assault command ship shields, what would it be?



Salem Norongachi said:
Turbolasers: 120 (60 Port, 60 Starboard) Long Range Turbolasers: 40 (20 Port, 20 Starboard) Heavy Long Range Turbolaser Batteries: 6 (3 Port, 3 Starboard) Long Range Turbolaser Batteries: 20 (10 Port, 10 Starboard) Octuple Barbette Turbolasers: 10 (2 Stern, 4 Port, 4 Starboard) Heavy Long Range Ion Cannon Batteries: 2 (Both Stern) Flak Defense Turrets: 120 (20 stern, 50 Port, 50 Starboard) Point Defense Laser Turrets: 80 (10 Stern, 35 Port, 35 Starboard) Light Energy Torpedo 60 (-60, 30 to Cap Guns, 30 to Defensive)
You've got some intense math going on. Let's see...
Expressed in batteries, unless my very long day is killing my maths, you've got 30, 50, 60, 100, 20, 20 = 280. You dropped 30 warheads into 60 turbos/15 batteries, pushing your max battery count from 225 to 240, so you're 40 batteries over. You dropped another 30 warheads into 120 defensive guns, taking you from 80 to 200 maximum allowed defensive guns. You've got 200 defensive guns, so you're good on that count.
If I'm reading this right, you're 40 batteries/160 guns over the top. However, you've got precisely zero hangar space. You've also got, at 76 quality posts, the most substantial development thread that has ever been submitted for a starship on this forum. On balance, I think we're good. Just clarify shield strength and I think we're good to go.
 
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