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Type 2.5 Keldabe-class Battleship (Keldabe = No Translation ; is name of City)

Consortium_Keldabe_Battleship.jpg
Image Credit: Moddb.com


Intent: Taking the long road...

PRODUCTION INFORMATION
Development Thread:Manufacturer:Model: Type 2.5 Keldabe-class Battleship
Affiliation: Closed Market,
Modularity: Ordnance Choices
Production: Limited
Material: Double-layered Mandalorian Steel Armor Plating, Alusteel Hull and Frame

DESCRIPTION
As a new generation of warships bring their might to bare upon the enemies of the Mando'ade, the ancient and venerated designs of days gone by begin to show their age. Ever mindful to the needs of the Mando'ade, the shipwrights and engineers of Mandal Hypernautics are again at the forefront of Naval science, marring modern metals and construction techniques with tried and true warship designs that have served the clans for centuries.

However, practicality and time constrains necessitate an alternative option to simply replacing the entire Mandalorian Navy. For that reason, the engineers of Mandal Hypernautics have worked with a number of engineers from rival companies to create a modular upgrade package capable of bringing existing warships up to current naval standards. Though these upgrades require an extensive retrofit and anywhere from a few weeks to a handful of months in drydock, the end result is far cheaper and quicker than simply manufacturing entirely new ships.

The retrofit process begins with entirely gutting the ship of its existing electronics systems and cabling, removing the reactor, hyperdrive, ion drives, sensor suite, communications suite, energy shielding emitters, and peeling off the outer armor of the ship. As new cabling and electronics are snaked throughout the hull of the ship, the previous reactor is replaced with a powerful Firestorm Isotope-5 Reactor, several banks of capacitors, and emergency power cells scattered throughout the ship. The previous hyperdrive is replaced with the advanced MandalTech 500 Series Hyperdrive (with royalty payments made to MandalTech for the use of their product) and the ship's new outer layer of armor is laid down. Far lighter than traditional Durasteel, the Mandalorian Steel armor plating can be double-layered with an underlay of Tenloss's TTAA-C (again with royalties paid to Tenloss for the use of their product) mesh to maximize protection without compromising the ship's previous speed and maneuverability. With the new armor in place, advanced ion thrusters are now secured to the aft of the ship as extra strength retrothrusters, maneuvering thrusters, and emergency thrusters are secured throughout the ship's hull.

At this point the ship's new shielding system is installed upon the hull, consisting of a dual layering of Retribution Ray Shields and Thermal Deflector Shields and backed up by ArmaTech's Aegis Receptor Nodes (royalties paid for use of their product). Followed swiftly by a new sensor suite, targeting suite, ECM and ECCM systems, upgraded point-defense systems, and a number of other proprietary upgrades to various electronics and software.

The first ship the attention of the Mandal Hypernautics Engineers, and also the namesake for the retrofit project, was the workhorse of the Mandalorian Navy, the Type 2 Keldabe-class Battleship. Much like the ships that came before her, the Type 2.5 Keldabe heavily features a mixed arsenal of point defense emplacements. From an over sized flak battery containing four massive Vulcan Cannons, to the numerous CIWS and Guardian emplacements, the Type 2.5 Keldabe is capable of projecting devastating fields of fire at both close and medium ranges to protect herself and other nearby ships from hostile starfighter and missile attacks. Also included in the ship's defensive arsenal are a number of SIS-129 Guidance Jammers which can disrupt the guidance systems of nearby non-advanced and non-homing missiles, as well as a handful of MH EM Field Generator Batteries which can create areas of electromagnetic interference around the ship to help defend her from missiles, torpedoes, and hostile starfighters.

Offensively, the weaponry of the Type 2.5 Keldabe focuses heavily upon numerous large mass-driver cannons and assault grade missile tubes supported by a light assortment of heavy turbolasers and heavy ion cannons. While these weapons afford her a powerful impact in close quarters battles, they leave her unable to respond to the long range firepower of opposing warships and makes operating an Type 2.5 Keldabe unescorted a dangerous gamble.

Each of the ship's primary weapon turrets is tended to by a team of eight crewmen that control the weapon. Basic instructions are transmitted to the fire control technicians along with sensor data from the bridge. This sensor data is routed to each battery where a dedicated tracking computer provides targeting solutions for the entire battery. The programming for the tracking computers is updated by the ship's Battle Analysis Computer as needed, allowing for each tracking computer to be programmed to rapidly detect, identify, and track the 20 most important objects in that battery's field of effect from a list of 120 target profiles chosen by the computer.

Utilizing the same Flex-Tube launchers as the Alor-class Dreadnought, the Keldabe sports three separate batteries of four launchers. Each of these launchers is capable of holding four missiles of up to assault size and can fire up to all four missiles in a single salvo. Once dry of ordnance, these turrets can turn themselves perpendicular to their mountings to allow for a fresh payload of missiles or torpedoes to be loaded and readied to fire. Though the process takes a few minutes to complete, it allows for far more missiles to be fired in an extended engagement than possible with traditional missile tubes.

Two of these missile launcher batteries are placed along the port and starboard dorsal corners of her armored body, while the third is placed upon the ventral side of her armored prow. With these placements, all twelve turreted launchers are capable of being pointed forward while eight can be aimed at threats to the port, starboard, and dorsal sides of the ship. However, only a single battery is capable of being brought to bare along the ship's ventral fire-arc.

Each Flex-Tube Turret is capable of supporting Assault Concussion Missiles, Ram'or Assault Missiles, ACS Breacher Boarding Torpedoes, ACS Shipbreacher Missiles, Homing Cluster EMP Detonation Missiles, Advanced Homing Cluster Missiles, Homing Heavy Intruder Missiles, and a number of other options.

In spite of the design specifications calling for these exact launchers and parameters, ArmaTech is known to substitute these with their own Helliod Missile Launcher System when manufacturing Type 2.5 Keldabe-class Battleships, which occasionally results in an alternative assortment of ordnance options.

Strengths
  • Heavy Brawler at Close Ranges
  • Thick, Double Layered Armor Plating
  • Advanced, Double Layered Shields
Weaknesses
  • No Long Range Weapons
  • Limited ventral weaponry
TECHNICAL SPECIFICATIONS
Classification: Battleship (Heavy Cruiser)
Role: Ship of the Line,
Length: 750 meters
Power Core Generator/Reactor: Firestorm Isotope-5 Reactor, Capacitor Banks, Emergency Power Cells,
Hyperdrive Rating: (High) Class 0.5, Class 12 Backup
Minimum Crew: 3,000
Optimal Crew: 6,000
Passenger Capacity: 1,000 Marines
Cargo Capacity: 20,000 Tons
Consumables: 2 Years
Sublight Speed: Average (Low Reverse)
Maneuverability: Average
Defensive: High
Armament: High

Gun-countHANGAR
  • Three Squadrons
  • Half a Squadron of Shuttles or Dropships, or upto three Light Freighters
NON-COMBAT ATTACHMENTSEncrypted Communications Systems Advanced Navigational SystemsREFERENCE HYPERLINKS
 
<p>RESEARCH REVIEW<br />
-----<br />
Star Wars Canon:<br />
Pending initial review<br />
------<br />
Starwars Chaos:<br />
Pending initial review<br />
------<br />
WITHOUT DEV THREADS<br />
Pending initial review<br />
------<br />
WITH DEV THREADS<br />
Pending Initial review<br />
------<br />
SUGGESTIONS<br />
Pending Inital review</p>
 
[member="Jorus Merrill"]


The Keldabe is my baby. It's always been one of my favorite Mandalorian Warship designs, and the aspects that made it amazing to roleplay with were not even my own ideas. As such, I'm really keen on not hitting this one with too big of a stick.

What I'd really like to see is some suggestions for additional IC and OOC weaknesses to incorporate into the design (stuff that makes sense IC, and creates balance OOC) and the dev thread requirement required to keep this thing more or less intact.

I'm aware that this thing is pushing the stat standards for Armament, Defensive, Speed, and Hangar. It's really pushing it. But I don't feel that it exactly exceeds the realms of what is reasonable with effort.

Also... Since its inception, the Type 2 Keldabe Battleship has been at the backbone of nearly every Mandalorian Navy Formation used in roleplays on Chaos. I feel that that alone justifies it having a bit of bling in the stat department explain the IC love of the design.
 
[member="Captain Larraq"]

Computer issues again, but I've started looking over this. In regards to your request for weaknesses worth listing, you mention that only one of your missile batteries can be trained along the ventral fire arc. I'd consider that a weakness worth listing if you reflected that in your vert-sides fire mode breakdown.
 
[member="Captain Larraq"]

Note to self: speed and armament rating are carried over from original sub. Ventral fire arc weakness is a more substantial limitation than I usually see. As with the Haran'uliik, fire arc covereth a multitude of ills.

Assessment ongoing. Still on phone.
 
[member="Captain Larraq"]

Finished my assessment. In virtually all substantive respects this is the same ship as the original, approved Type 2. The exceptions are the defensive gear/rating (beefed up) and a couple of non-combatives that generally require attention (hyperdrive and the rest of the toys). As with the Haran'uliik, I'm willing to accept each of the listed threads as a small, token amount of dev. It adds up to quite a bit, maybe more than I would have asked for what's, in the end, a hefty but fairly reasonable sub that makes relatively few improvements on the approved original. And you've got a weakness on that list that's an actual, you know, combat-related limitation. I don't see many of those these days.

Far as I'm concerned, this is fine.
 

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