Star Wars Roleplay: Chaos

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Approved Starship The Voritor

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Matt the Radar Tech

ꜰɪxɪɴɢ ᴛʜᴏsᴇ ʀᴀᴅᴀʀs ᴀɴᴅ sᴛᴜꜰꜰ
'THE VORITOR'
BATAHN-CLASS CHISS STAR DESTROYER [PROTOTYPE]
(Delegate-Class)
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Chiss Ascendancy
  • Model: Batahn-Class Chiss Star Destroyer [Prototype]
  • Affiliation: Chiss Expansionary Defense Fleet; Commanded by Officer during singular engagement per orders of [member=Thorne], as required
  • Production: Unique
  • Material: Duranium-Trimantium hull, Quadanium frame and reinforcement, Durasteel, Turadium blast-doors/shutters, Glasteel viewports, Agrinium reactor shielding
TECHNICAL SPECIFICATIONS


[*]Hangar: Average (7)

[*]Support Craft Hangar: 3
[*]Maneuverability Rating: Average
[*]Speed Rating: Low
[*]Hyperdrive Class: Average
STANDARD FEATURES
This ship retains all of the military grade features of its class, notably:

[*]Environmental Systems:

[*]Medical Bay
[*]Navigation Systems
[*]Ray Shields

[*]Propulsion Systems:

[*]Ion Drives
[*]HIMS
[*]Maneuvering Jets
[*]Repulsorlifts

[*]Sensor and Targeting Systems:

ADVANCED SYSTEMS
Strengths:
  • The Voritor boasts an impressive offensive and defensive capacity, making it suited for slugging matches with other ships of similar class.
  • Spitfire Laser Cannons capable of dealing rapid, impressive damage at close ranges, with minimal energy drain.
  • Utilizes a predator interdiction drive, capable of slowing vessels realspace speeds when active and nearby the Voritor, while allowing it to maintain speed.
  • Armed with power crystal weapons, capable of boring holes into energy defensive shielding, exposing gaps in defenses for firing solutions.
Weaknesses:
  • Heavily damaged or destroyed ablative armor panels require full replacement out of combat.
  • Power crystal weapons offer little physical damage to vessels, being designed to damage energy shields specifically.
  • Power crystal weapons do not affect physical defensive shielding.
  • Power crystal weapons have a slow rate of fire, compared to standard laser turrets.
  • Predator interdiction drive is indiscriminate in what vessels it affects, friend or foe.
  • Prominent command bridge offers easily identifiable target for enemies.
  • Spitfire Laser Cannons require close range of enemy vessel to be effective.
  • Rear of vessel more vulnerable to attack, with limited defensive weaponry angling that direction.
Description:
The Voritor is the first vessel created in the Batahn-Class Chiss Star Destroyer line, a prototype, and as a result is a very new ship that hasn't been witnessed beyond the Chiss Expansionary Defense Fleet until now. Made for ship-to-ship warfare, the Voritor boasts an impressive array of defensive and offensive technology, making it well-suited for brunt battle contact. Due to the nature of also being a command ship, the Voritor is ideal as a mid-formation vessel, seeking to close the distance with enemies to bring all of its power to bear, but also relying on more aggressive vessels to damage enemies; and combined with an array of warhead bays, rapid-fire cannons and maser tech, the vessel can certainly slug it out with other ships of similar class.

Equipped with the new standards of the Chiss Ascendancy, including targeting and signaling systems and hyperdrives, the Voritor is a formidable Star Destroyer capable of defending against a range of enemy vessels or threats to the boundaries of the Chiss regions. And when reinforced with support or specialist vessels, the Voritor proves its worth by reinforcing the charge, bringing a balance of power and support against the enemy.

Two less common systems on the vessel are the Predator Interdiction Drive, and the Power Crystal Weapons. The Drive is designed to emit an interdiction-like field around the Voritor, which in turn slows all vessels realspace speed within a nearby range for a brief time; this allows the Voritor several advantages, such as maintaining speed with enemy vessels that are faster, keeping enemy vessels nearby for reinforcements to arrive, etc.

The Power Crystal Weapons are designed to bore literal holes into energy defensive shields, creating openings of several dozen meters that allow the Voritor to maximize firepower in specific locations; and these shield holes last from around ten-to-twenty seconds, with each power crystal turret requiring at least double that time to cooldown and fire again. Despite being equipped on a capital class vessel, each turret hasn't necessarily had damage value increased, instead focusing on both improvement to the boring method and energy regulation and supply to allow continued fire - as opposed to smaller, freighter-class ships that have most of their systems drained with each shot. Due to the nature of these boring lasers, they are highly efficient against energy deflecting shields, but lack any real damage to physical surfaces or physical deflecting shielding; additionally, they are near ineffective against hull, as they rapidly lose energy once affecting an energy shield and consequently burn out before reaching most vessels plating.

For a prototype, the Voritor has exceeded Fleet Command expectations, and the honor of Captaining the vessel has gone to the Chiss officer Mitth'orn'eruod, who is the first to lead the Batahn-Class Chiss Star Destroyer into battle.

Update log:
  • Removed hard numbers for hyperdrive speeds (x1.25 and x15)
  • Added updated support craft hangar information
  • Added Nssis-Class Clawcraft X & FC-15 bombers to possible hangar loadout
  • Adjusted who vessel is commanded by, altering it to specified appointment per engagement by Thorne.
 
This looks like a cool piece of world-building and a well thought out warship to boot.



Thorne said:
Point-Defense Cannons Anti-Missile Octets Flak Cannons Heavy Tractor Beam Projectors
I realize that these are primarily being used as active defenses, but because these are weapons, they should be listed under the armament section rather than the defenses section. This may seem strange initially, but the reason we list point defense weapons there is for things like Lancer-class Frigates, which are entirely dedicated to destroying starfighters.



Thorne said:
ADVANCED SYSTEMS Predator Interdiction Drive Power Crystal Turrets
The Power Crystal Turrets should also be listed under the weapons section, as even though they aren't don't cause direct physical damage to a ship, they damage/negate a ship's shields.


Thorne said:
Armed with power crystal weapons, capable of boring holes into ship deflector and particle shielding, exposing gaps in defenses for firing solutions.

Shield technology lore in Star Wars is pretty nebulous and conflicting. Depending on what you read or infer from various sources, deflector shield is either its own particular type of shielding, or it's a catch-all term for a combination of two separate ray shielding and particle shielding technologies put together in a single package. Because of that, I'd recommend rephrasing this somewhat differently to emphasize that it takes away 'physical' shields or makes the defending ship more vulnerable to physical weapons. This may seem like a minor thing, but a lot of people have listed their shields here at SW Chaos simply as "deflector shields" and expect to have both ray and particle shielding because of the latter understanding of what deflector shielding is.

There's a couple of unusual weapons in the Voritor, and that's perfectly fine and even expected to a degree in a unique prototype warship. With that said though, because they're rare canonically and not very well defined, I'd probably add a little bit more detail about the null-burst projectors and the power crystal turrets.

Some things to think about adding is the relative effectiveness and area of effect for both weapons. Are null-burst projectors affected by shielding? Do the power crystals have a recharge time or significant power draw (the one use that I know of in Crosscurrent took most of the power of the using ship)?
 

Matt the Radar Tech

ꜰɪxɪɴɢ ᴛʜᴏsᴇ ʀᴀᴅᴀʀs ᴀɴᴅ sᴛᴜꜰꜰ
Gir Quee said:
I realize that these are primarily being used as active defenses, but because these are weapons, they should be listed under the armament section rather than the defenses section. This may seem strange initially, but the reason we list point defense weapons there is for things like Lancer-class Frigates, which are entirely dedicated to destroying starfighters.
Edited.

Gir Quee said:
The Power Crystal Turrets should also be listed under the weapons section, as even though they aren't don't cause direct physical damage to a ship, they damage/negate a ship's shields.
Edited.

Gir Quee said:
Shield technology lore in Star Wars is pretty nebulous and conflicting. Depending on what you read or infer from various sources, deflector shield is either its own particular type of shielding, or it's a catch-all term for a combination of two separate ray shielding and particle shielding technologies put together in a single package. Because of that, I'd recommend rephrasing this somewhat differently to emphasize that it takes away 'physical' shields or makes the defending ship more vulnerable to physical weapons. This may seem like a minor thing, but a lot of people have listed their shields here at SW Chaos simply as "deflector shields" and expect to have both ray and particle shielding because of the latter understanding of what deflector shielding is.
Understood. I'd actually like to go the other way with this, and make it purely energy based deflectors - primarily for laser cannons and such. Would it be better to shift the affected shielding to be deflector and ray (energy), with particle and molecular (physical) being unaffected?

That way, the categories are defined, and strengths and weaknesses more obvious to general opinions.

Gir Quee said:
There's a couple of unusual weapons in the Voritor, and that's perfectly fine and even expected to a degree in a unique prototype warship. With that said though, because they're rare canonically and not very well defined, I'd probably add a little bit more detail about the null-burst projectors and the power crystal turrets.

Some things to think about adding is the relative effectiveness and area of effect for both weapons. Are null-burst projectors affected by shielding? Do the power crystals have a recharge time or significant power draw (the one use that I know of in Crosscurrent took most of the power of the using ship)?
I've removed the null-burst projectors, as they aren't as important to working into this ship as the power crystal turrets are for me. So I'll get rid of those.

Insofar as the power crystal turrets, my understanding is that it drained a lot of power, yes - but from a YT-2400, as opposed to a Star Destroyer with appropriate energy producing facilities in place. I'm hesitant to begin adding a swath of limitations and energy requirements here, simply due to the inconsistency between FJs (not intended as insulting), and how others might use the same weaponry, and not have to consider similar scenarios - and simply have them passed as stated in a sub.

With the above limitation on shielding types, in a basic form (energy and physical), I am willing to say they have a slower firing speed (do you need specifics here? 5-10 seconds per shot perhaps?), to account for some additional balance and to find compromise. I don't want to be considered unreasonable, or playing stat-gaming.

If you could update me on whether the above changes for this particular weapon are acceptable (energy based, slower fire rate), I can make the changes.

I'd also like to point out I've forgone options of restricted material use, unlike many others who do use them for unique submissions, to try and offset some balancing for this sub. My intention is to eventually make this a more readily produced vessel, so I've tried to keep it as close to production model as possible (power crystal turrets may or may not be included, depending).
 
Thorne said:
Understood. I'd actually like to go the other way with this, and make it purely energy based deflectors - primarily for laser cannons and such. Would it be better to shift the affected shielding to be deflector and ray (energy), with particle and molecular (physical) being unaffected? That way, the categories are defined, and strengths and weaknesses more obvious to general opinions.
I'd probably just categorize these as just "energy defensive shielding". Again, the issue with referencing "deflector" in here is that not everyone agrees on what it is. Molecular shielding, incidentally, does not provide any protection against physical or kinetic attacks. It strictly works against energy weapons.



Thorne said:
Insofar as the power crystal turrets, my understanding is that it drained a lot of power, yes - but from a YT-2400, as opposed to a Star Destroyer with appropriate energy producing facilities in place. I'm hesitant to begin adding a swath of limitations and energy requirements here, simply due to the inconsistency between FJs (not intended as insulting), and how others might use the same weaponry, and not have to consider similar scenarios - and simply have them passed as stated in a sub. With the above limitation on shielding types, in a basic form (energy and physical), I am willing to say they have a slower firing speed (do you need specifics here? 5-10 seconds per shot perhaps?), to account for some additional balance and to find compromise. I don't want to be considered unreasonable, or playing stat-gaming. If you could update me on whether the above changes for this particular weapon are acceptable (energy based, slower fire rate), I can make the changes. I'd also like to point out I've forgone options of restricted material use, unlike many others who do use them for unique submissions, to try and offset some balancing for this sub. My intention is to eventually make this a more readily produced vessel, so I've tried to keep it as close to production model as possible (power crystal turrets may or may not be included, depending).
Restricted materials aren't a given on unique production starships: they require work in a different form from either being part of a major faction(which requires work to stay active) or having developed a company to a sufficient tier. But I digress.

The issue with the power crystals is that they're exceedingly powerful and potentially open to abuse when their capabilities (and numbers) are not defined. When powerful items like this aren't defined, I've seen people push very broad ideas of their capabilities that lead to balance issues. In this case, because they're not defined, somewhat might argue that their ability should scale up linearly from their use on a YT-2400 to a star destroyer of this size. This could mean that they expect an area with a radius of hundreds of meters to be suddenly unshielded. Aside from causing OOC conflict and drama, this could cause this sub to be reported and retroactively denied. I'd rather prevent the possibility of those things happening by making its abilities more specifically defined.

With that said, I don't expect exact numbers for any of this. If you want to use rough verbal descriptors in comparison to other common capital weapons (like a "slow rate of fire"), that's fine. We do need to see a rough idea of its area of effect and the duration of effect being made.

If this is something that you're planning on using in future submissions, I'd recommend making a tech submission for it. That will ensure that it can be used consistently (regardless of subsequent judges) on your future submissions.
 

Matt the Radar Tech

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[member="Gir Quee"]

That sounds fair and reasonable.

I've edited to include the following, giving the weapons verbal limitations:

  • Armed with power crystal weapons, capable of boring holes into energy defensive shielding, exposing gaps in defenses for firing solutions. (Strengths)
  • Power crystal weapons offer little physical damage to vessels, being designed to damage energy shields specifically. (Weaknesses)
  • Power crystal weapons do not affect physical defensive shielding. (Weaknesses)
  • Power crystal weapons have a slow rate of fire, compared to standard laser turrets (Weaknesses)

The Power Crystal Weapons are designed to bore literal holes into energy defensive shields, creating openings of several dozen meters that allow the Voritor to maximize firepower in specific locations. Despite being equipped on a capital class vessel, each turret hasn't necessarily had damage value increased, instead focusing on both improvement to the boring method and energy regulation and supply to allow continued fire - as opposed to smaller, freighter-class ships that have most of their systems drained with each shot. Due to the nature of these boring lasers, they are highly efficient against energy deflecting shields, but lack any real damage to physical surfaces or physical deflecting shielding; additionally, they are near ineffective against hull, as they rapidly lose energy once affecting an energy shield and consequently burn out before reaching most vessels plating. (Description)

Is this more suitable?
 

Matt the Radar Tech

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[member="Gir Quee"]

Around 10-20 seconds? Then shields begin filling in rapidly (unless brought down)?

Open to your suggestions here.
 

Matt the Radar Tech

ꜰɪxɪɴɢ ᴛʜᴏsᴇ ʀᴀᴅᴀʀs ᴀɴᴅ sᴛᴜꜰꜰ
[member="Gir Quee"]

Added:

The Power Crystal Weapons are designed to bore literal holes into energy defensive shields, creating openings of several dozen meters that allow the Voritor to maximize firepower in specific locations; and these shield holes last from around ten-to-twenty seconds, with each power crystal turret requiring at least double that time to cooldown and fire again. Despite being equipped on a capital class vessel, each turret hasn't necessarily had damage value increased, instead focusing on both improvement to the boring method and energy regulation and supply to allow continued fire - as opposed to smaller, freighter-class ships that have most of their systems drained with each shot. Due to the nature of these boring lasers, they are highly efficient against energy deflecting shields, but lack any real damage to physical surfaces or physical deflecting shielding; additionally, they are near ineffective against hull, as they rapidly lose energy once affecting an energy shield and consequently burn out before reaching most vessels plating. (Description)
 

Matt the Radar Tech

ꜰɪxɪɴɢ ᴛʜᴏsᴇ ʀᴀᴅᴀʀs ᴀɴᴅ sᴛᴜꜰꜰ
[member="Gir Quee"] [member="Srina Talon"] [member="Laira Darkhold"]

Edits completed, ready to move back for re-approval.

Thank you.
 
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