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Approved Starship The K'uur, Flagship of the MandalMotors Merchant Fleet

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Orn'om

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS
  • Classification: Transport
  • Length: 450 Meters
  • Width: 125 meters
  • Height: 85 Meters
  • Armament: Moderate
    Turbolaser (Forward Facing)
  • Light Turbolaser Turrets
  • Quad Laser Cannon Turrets
  • Quad Ion Cannon Turrets
  • Flex-Tube Missile Launcers
  • Torpedo Launchers

[*]Defenses: High
  • Beskar Plating
  • Chaff
  • Dampener Aerosol Missiles
  • Deflector Shields

[*]Hangar: Low: 1
[*]Maneuverability Rating: Moderate
[*]Speed Rating: Moderate
[*]Hyperdrive Class: Very Fast: 0.3
STANDARD FEATURES
  • Standard Starship Safety Features
  • Med Bay
  • Luxury Rooms
  • Meeting Rooms
  • Escape Pods
  • HoloNet Reciever
  • Various Standard Starship Features

ADVANCED SYSTEMS
  • Advanced Stygium-Based Cloaking device
  • FSDP
  • Advanced Long Range Sensors and Antennae
  • HIMS
  • Compartmentalized Design
  • Advanced Holodrafting Studio
  • Automated Armor Storage and Equipment Room
  • VT-Tyr Combat Droid Recharging Pods
  • Thrust Trace Dampeners
  • Sensor Reflective Coating
  • Voice Activated Systems and Functions
Strengths:
  • MandalMotors on the Go: With the ability to work on, oversee, and remotely access the millions of files that make up MandalMotors' day to day, Zeke is always able to access to MandalMotors' vast information network and is always ready to work.
  • Fast Tank: While not designed for a combat role, the K'uur is far from defenseless. While the beskar was used mostly as a show of Mandalorian heritage and wealth, it provides excellent defense against most weapons. The armor plating combined with the ship's robust shield system and its powerful weapons suite makes the K'uur dangerous when backed into a corner
  • Stealth Suite: While not publicly known, the K'uur is equipped with an advanced stealth system based off of years of research at Location 6, allowing it to slip in and out of sensitive MandalMotors locations or meetings discretely. Stygium based it cloaks it ship from sensors and sight. Even when out of cloak its systems make it difficult to detect on scanners if it is trying to be quiet.
Weaknesses:
  • Skeleton Crew: With only the barest minimum crew due to the sensitivity of the work that goes on both aboard the ship and at its frequent destinations, the K'uur is staffed with enough people to fly and maintain the ship's systems lowering its combat effectiveness when compared to ships of similar size and armament ratings.
  • Automated Crew: With much of the crew being automated including some of its internal defenses, powerful EMPs wreck the ship and Ion weapons are a constant danger
  • Lover not a Fighter: This is not a war ship. While it is outfitted like one to fight back in dire situations, the ship itself would be in bad shape if it ever entered a battle by itself as it lacks the crew to fully take advantage of all of its systems and houses delicate stealth tech and potentially volatile MandalMotors prototypes.
  • Unable to utilize weapons while cloaked
  • Magnetic Signature: Magnetic signature can be locked on while uncloaked and tracked during cloak
Description: Based on the design of the Kestrel-Class corvette from Ashearth industries, the K'uur was refitted to the specifications of Zeke Farthen, CEO of MandalMotors. Designed as his personal vessel and as a sort of mobile office and living space, the heavily modified Kestrel-Class doubled as the flagship of MandalMotors' corporate fleet. While no where near the largest ship in production or even within the vast corporate fleet of MandalMotors, the K'uur was special in that it was equipped with one of MandalMotors' advanced stealth field generators and dozens of advanced automation systems, which allowed it to function with the lowest possible amount of souls on board. Powerful weapons told pirates and would be raiders that the ship was not to be trifled with and powerful engines kept it ahead of would be assailants.

While the exterior and weapons were impressive, the interior of the ship is where it truly shines. Fully connected with all of Zeke's business contacts, MandalMotors data streams, and other sensitive MandalMotors data, the ship was a treasure trove of knowledge. It also held a large engineering room where Zeke and other guest engineers could tinker and brainstorm ideas for the company. While not a practical space to test ships, it was the perfect space to try out concept engines, prototype droids, and experimental weapons and tech. This room took up almost an entire deck and included a hangar big enough for one or two fighters, separate from the main hangar. The rest of the deck was comprised of Zeke's personal suite, a luxurious guest suite, and a large meeting room complete with Concordian Cedar floors and an ornate Ori'ramikad tree desk. A stuffed dragon bear among other impressive hunting trophies give the room character and alluded to the CEO's love of hunting. The entire ship responds to Zeke's voice pattern and a few select other few.

Other decks of the ship include medical rooms, the crew's quarters which were also quite luxurious for an ex-warship, great cafeteria, exercise rooms, film screening areas, and training areas to keep the crew sharp and entertained. Only employees with Zeke's full faith and trust served on this vessel and with a loyal crew and amazing specifications, the K'uur was one of Zeke Farthen's greatest accomplishments.

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Orn'om

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[member="Ria Misrani"] its already listed, its the first thing in advanced systems *thumbs up emoji*
 

Orn'om

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[member="Gir Quee"] besides the speed of a hyperdrive not having a combat use? They aren't used for balance in the starship guide exel sheet
 
[member="Zeke Farthen"], not like the starfighters, to be sure. But here's the template entry for hyperdrives on capital ships:

Hyperdrive Class: (The lower the number, the faster the ship. You may use decimals. [Very Slow: 10 | Average: 2 | Very Fast: 0.3] Going below 1 typically requires balancing out with other weaknesses. Links: Hyperdrive, Hyperdrive Comparisons)
I don't necessarily need to have a rating decrease for this (though that's an option), but this should also have something like a minor but noticeable weakness to balance this out.
 
Zeke Farthen said:
Needs to refuel often: Where most modern war ships and luxury cruisers have drives that can carry them across the galaxy several times before being refueled, the exorbitant power costs of running the up-scaled Kestrel, its stealth core, and absurdly fast hyperdrive, limit its range to about 60,000 light years
For reference, the Star Wars galaxy is approximately 30,000 parsecs wide (or approximately 97,860 light years across). To put it on a smaller scale,the average sector is well less than 49 light years across. This will need to be substantially lower (like 150 light years at most) for this to work.
 

Orn'om

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[member="Gir Quee"] I would if standard ships since the clone wars had a range 2 and 4 times that of this "brand new" "top of the line" ship I would compromise for 30,000
 

Orn'om

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know what, it doesn't matter I'm just gonna teleport where I need to be anyways :p It doesn't affect my roleplay
 
[member="Zeke Farthen"], please edit to around the range previously suggested or find a different weakness to use. When I give specific suggestions or guides like this, I'm already giving you the maximum leeway that I can fairly provide to anyone.

That being said, how you choose to portray the specifics of that short range in a roleplay is entirely up to you.
 

Orn'om

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[member="Gir Quee"] edited. Changed weakness because your suggestion is crippling to any ship in the SW universe.
 
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