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Approved Starship Type 3 Keldabe-class Battleship

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Captain Larraq

Capitalist
Character
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Image Credit: Moddb, Battlestar Galactica, Elite Dangerous, Ender's Game, Halo, Dishonored, Space Pirate Harlock,
Intent: To create a very, very, very shiny ship.

[media]https://soundcloud.com/tim-spekkens/nemesis-rise-of-the-immortals[/media]

PRODUCTION INFORMATION
Development Thread:
Manufacturer:
Model: Type-3 Keldabe-class Battleship
Affiliation: Mandalorian Clans, Closed Market,
Modularity: Yes (variable hangar loadout and ammo)
Production: Limited
Material:
TLDR DESCRIPTION

The ship has very thick, very sturdy armor plating that is unlikely to be damaged by normal or small caliber weaponry and more likely to be damaged by high caliber weapons. The armor is particularly vulnerable to very large Hypervelocity Cannons. The ship has a very fancy captain's chair that has alchemical properties that effects the captain. If targeted by force abilities on a ship-wide scale, the crew are equipped with Force Masks that they can equip to protect themselves from mental attacks. The ship's internal hull is very durable and can withstand a lot of damage while remaining functional, with power and other systems re-routing automatically around damaged sections of hull. Overall, the ship can take an absolute beating and is capable of dishing out an impressive amount of hurt upon close-range and medium-range targets. At "sniper ranges", the ship has no weapons with which to engage opponents with and must instead move as quickly as it can towards a target if it wishes to engage them. The weaponry on the ventral side of the ship are a little lighter than on the port, starboard, and dorsal sides due to several drop pod launch bays being installed on the bottom of the ship.

The ship has a very, very, very fancy navigational system that doubles as a theater-wide command center when the ship is safe from harm and can dedicate most of its computational and communications systems to the task. The ship is an effective CIC ship that can efficiently coordinate a battle. The ship includes a wide range of sublight maneuvering capabilities, a very fast hyperdrive, and the ability to engage in short-distance "jumps" through hyperspace when interdiction or gravity wells are not in effect. The ship, as an absolute last resort, is capable of creating a wormhole directly in front of itself at point blank ranges. The ship (and any nearby ships) can pilot themselves through this wormhole regardless of a nearby gravity well or interdiction as a means of escaping the thread IC. Though it is more of an "abandon thread" feature than reliable means of travel, as both the destination and the time of travel are entirely random.

The ship possesses a strip mall, a medical bay, a brig, and a cryogenics bay for inclusion in none-combat roleplay, among a number of other interesting features. To balance out the capabilities of the ship and to prevent their abuse in combat, most of the more interesting capabilities come with a drastic reduction in power, weapons, shield strength, and comms/sensors while in use to keep them from being overused in combat situations.


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.

Turning their attention first to the workhorse of the Mandalorian Navy, the shipwrights of Mandal Hypernautics set to work re-designing the famous Keldabe Battleship. Incorporating state of the art electronics systems, shielding, reactors, and propulsion systems, the new Type-3 Keldabe-class Battleship was to be held to the same standards as the Alor-class Dreadnought that was proving so effective on the battlefield. And with renewed conflict between the Galactic Republic and the Mandalorian Clans, the Mando'ade would need as many of the new ship as could be constructed. To better facilitate the rapid manufacture of new ships to serve the Mand'alor and Mando'ade, manufacturing rights to the Type-3 Keldabe-class Battleship would been shared between all of the major Mandalorian-loyal corporations, though only Mandal Hypernautics would retain sales and design rights.


Frame, Hull, Armor, and Bridge

Unlike with the Alor-class Dreadnought and the ships to receive the Type 2.5 upgrade package, the Type 3 Keldabe would incorporate ARGH Graphite Reed Reinforcement into the Mandalorian Steel Plates that make up the dual layered armor of the Keldabe Battleship. Possessing similar thermal resistances and kinetic durability to Beskar, this mesh of highly durable material is woven into three meter by three meter squares around which molten Mandalorian Steel is poured. Requiring a more sophisticated crafting process than simply being poured and pressed, teams of dozens of Mandalorian Smiths then work these plates of metal in the manner that is unique to Beskar and Mandalorian Steel, creating a material that is uniquely durable. These three meter by three meter plates are placed upon the hull of the Type 3 Keldabe in an overlapping pattern that helps to spread the kinetic and thermal damage of high-powered shots over as wide an area as possible and makes much of the ship virtually immune to small caliber weaponry and highly resistant to thermal based attacks, such as Turbolaser weaponry. While large caliber mass-driver weapons are capable of denting and damaging individual sections of plating, sometimes crushing the underlying hull in the process, heavy mass-drivers and heavy turbolasers can eventually overwhelm a specific area of hull if massed fire is applied to a given area.

Only largest caliber mass-drivers are capable of entirely piercing the armor plating of the Type 3 Keldabe (such as Heavy, Long Range Hypervelocity Cannons). In such cases, these weapons to significantly more damage to the Type 3 Keldabe than they would to other, similarly sized battleships. Where such massive solid projectiles would typically over-penetrate a ship smaller than a Star Destroyer, punching in one side and strait through and out the other side of the ship, the thick armor plating of the Type 3 expands the damage potential of these weapons. Should a direct hit impact the hull at an angle that does not cause a ricochet, the resulting strike will often cause the impacting shell to and impacted armor plating to shatter, with the kinetic energy hurling this shrapnel deep into the hull of the ship like a massive shotgun blast.

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Directly under these two layers of armor is a massively up-scaled and Agrinium enhanced Tenloss TTAA-C mesh. Sandwiched between two ceramic layers of Armorplast as well as between the hull itself and the outer armor, this advanced faraday cage encases the entire perimeter of the ship where it serves as a buffer to absorb vast quantities of radiation, electromagnetic radiation, and ionization charges. These properties are spread over the entirety of the faraday cage and dampened by agrinium alloy that makes up the mesh itself. Whatever radiation or ionization remains is used to charge the ship's many ion shielded capacitor banks. In the event that these capacitor banks are fully charged and at risk of overloaded, the excess energy is channeled into a series of cap drains.

Like the Alor-class Dreadnought's design, the Type 3 Keldabe also sports a decentralized, honeycombed frame made of Mandalorian Steel and incorporates the compartmentalized systems pioneered by the Ordo-class Frigate and the Concordia-class Dreadnought. Though the dorsal section of the ship sports what looks to be a bridge, the structure is actually a false bridge and serves as an observational deck and recreational area. The Keldabe, like the Alor, has an internal bridge that is spherical and entirely encased in Mandalorian Steel, connected to the rest of the ship only by a number of hard-lined systems. Unlike the Alor, the bridge of the Keldabe is located towards the mid-aft section of the ship, just forward of the reactor.


Captain's Chair

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The Captain's Chair of the Type 3 Keldabe-class Battleship is an item of luxury insisted upon by the primary financial backer of the Type 3 project. With quality in mind and perceived power the goal, numerous luxury items were purchased in bulk for the creation of these chairs. Each chair primarily consists of an Electrum-Ciridium-Iron alloy frame with Witchmaster Tigerhide leather cushions. Inlaid into the frame are Ankarres Wooden Inlays and Hijarna Stone Inlays, as well as Jakobeast Horn and Ivory Inlays. Around the outer edges of the chair, numerous small gems and crystals are set into the wood, bone, and stone inlays. These small gems include Corusca Gems, Ultima Pearls, Lignan Crystals, Lorrdian Gemstones, and Kasha Crystals. Though many of these items were known to have some sort of significance to force users, the specifics of their abilities and effects was lost upon the CEO of the company. When informed of the price each of these chairs would cost, the CEO was quoted as saying "The man who commands this ship needs to be as confident in himself as he is in this ship. I want each chair to feel like a throne and every commander to feel like a king."

Though unintentional, the spiritual effects of these chairs are unmistakably appropriate to the undertaking. When seated in the chair, the captain feels connected to his ship like never before. The captain feels like he is a part of the ship and like the ship is a part of him. During this feeling of connection, the captain feels that he has an easier time staying calm and focused. He or she will feel as if they can more easily pay attention and absorb the information flowing through them from the ship's sensors and senior officers. They will feel as if they are capable of noticing fine details that would otherwise have escaped them and will feel as if they are more capable of detecting patterns in their opponents behaviors and able to more accurately predict the next few steps of their opponent's tactics. For those who experience the thrill of commanding a Type 3 Keldable-class Battleship, "the chair" is not without is downsides. Though commanders will somehow find themselves able to delay the effects of exhaustion and sleep deprivation while seated upon the chair, they find themselves doubly drained and exhausted upon leaving the chair. It is not uncommon for Captains to feel light-headed when then are separated from the chair. In spite of these odd side-effects, many captains find the chair to be emotionally and physically addicting and are plagued with an irresistible need to return to the chair. Many report these feelings increasing with intensity the longer they go without sitting upon the chair or the further away from the chair they get.

For those captains and commanders gifted in the ways of the force, the chair will present itself as an unmistakable artifact of force affinity that is neither dark nor light-sided in nature. Though they will swear that it resonates more towards the light side while they are seated upon it and more strongly towards the dark side when they are not. When staring at the chair, force sensitive commanders will sometimes swear that the chair is calling to them, urging them to its embrace as it lightly radiates its twisted aura. These force sensitive commanders feel all the same effects as their non-sensitive counterparts, but feel them far more intensely. While some will debate if these effects are real or simply emotional manipulations of the chair, skilled force users with prolonged exposure to the captain's chair of a Type 3 Keldabe are sometimes able to fully attune themselves to this twisted force artifact and use it to discretely enhance their ability to remain calm and focused as well as their ability to perceive their environment, track fleeing or hidden targets, predict their opponents' strategies, and even (to a very limited effect) their ability to project the "Force Push" ability. However, with this greater enhancement of the positive effects of the chair also comes an enhancement of the negative effects. Though they will often not feel the effects of exhaustion while seated upon the chair, this exhaustion is vastly multiplied upon leaving the chair causing many a commander to collapse or fall unconscious when they do so. Some have even expressed concerns that the effects of the chair could prove fatal should a skilled force user spend too long upon it. More concerning than the exhaustion or risk of death is the horrible intensity with which the addiction to the chair effects these skilled force users who captain a Type 3 Keldabe. Many have reported an inability to focus upon the force while separated from the chair as well as an inability to fall asleep or to maintain a restful sleep, which compounds the troubles of exhaustion when they do manage to separate themselves from the chair. Likewise, they feel a horrible and unquenchable need to return to the chair that quickly intensifies with time and distance. More than one commander has been pulled from his bed, seeking the comfort of the chair and expecting rest, only to find themselves no longer in need of rest while upon the chair.


Navigation and Hypernautics

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The Type 3 Keldabe-class Battleship contains a Sasori R&D Astrometrics Lab typically restricted to use by the SSC. This Astrometrics Lab is used with top level security access codes to access vast quantities of data constantly being gathered by the network of Tra'kraank-class Fleet Control Stations, Ara'novor-class Shokita Stations, and Ja'hailir-class Shokita Stations spread throughout Mandalorian controlled space. With this information, along with data from a highly advanced Navicomputer containing painstakingly collected hyperjump charts, the commander of a Type 3 Keldabe-class Battleship can accurately plot a route through the galactic core, most mid-rim areas, and most of the eastern galactic arm that does not require the ship to exit hyperspace before reaching its final destination. With the Kol Mark IV Navicomputer able to utilize the vast network of Mandalorian monitoring stations as points of reference for triangulating the host ship's position, the Type 3 Keldabe is capable of virtually unrivaled hyperspace navigation for a warship of her size. Though navigational sensor errors do occasionally plague the vessel, due to her size and the nature of hyperspace navigation, the addition of a HIMS is typically able to mitigate all but the most severe of errors and keep the ship in hyperspace. Should the ship be forced out prematurely, a quick recalculation of her current galactic position can get the ship back underway in only a handful of minutes.

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Though the use of the Astrometrics Lab is not required when plotting short range hyperspace travel, many high ranking commanders make regular use of the Lab when their ship is out of harms way. The reason for this is that in addition to the near-real-time-accurate map of all space within and around Mandalorian controlled worlds and the numerous hyperspace routes recorded within the Navicomputer, the Astrometrics Lab (when being utilized by an officer with the necessary security codes) is capable of mapping the locations every starship within range of a Shokita or Tra'kraank station. This includes basic data gathered from the IFF Transponders of civilian ships and warships alike. For official Mandalorian warships, this information includes their general status, their projected paths of travel, their estimated current location, and the last time they broadcast their status. Also included in this map is the location of all identified and unidentified ships and objects detected by any of the numerous sensor stations spread throughout Mandalorian controlled space. In the event of an active battle occurring near a functioning Tra'kraank-class Station, Captains and Admirals with access to a Keldabe Battleship's Astrometrics Lab can monitor the progress of the battle from nearly anywhere within or near Mandalorian controlled space.

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The system is not without its flaws though. Power hungry and extremely taxing on the ship's communications systems, the Astrometrics Lab is strictly for use in non-combat situation. And though the powerful Hyperdrive systems installed on the Type 3 Keldabe are capable of great feats, they come at an expensive cost. When preparing for a long distance route through hyperspace, the ship suffers a 20% reduction in shield strength as the Astrometrics Lab is used to plot the route and the drive builds up a charge. Similarly, the ship suffers from a 20% reduction in in weapon power for the initial two minutes after arriving in a solar-system.


Analytical Systems

Secondary to the Astrometrics Lab and Battle Analysis Computer, a third computer system complements the Type 3 Keldabe-class Battleship's information warfare capabilities. Pulling from the design of the Skira-class Battleship, the Type 3 Keldabe incorporates the same H.I.V.E. Support Processor as the first Mandal Hypernautics' Battleship class. Consisting of eight interlinked droid processors, the H.I.V.E. processor massively boosts the calculation capabilities of any computer, droid, or AI that interfaces with it. When utilized by the ship's Battle Analysis Computer, the H.I.V.E. massively boosts the speed and accuracy of calculations and can process the targeting data for the weapons of several ships at once, even against targets at extreme ranges. When utilized by the Astrometrics Lab, it is the H.I.V.E. that allows the lab the processing speed required to identify, track, and predict the movements of numerous ships in multiple solar-systems at once.


Hangars, Squadrons, and Launch Mechanisms

Due to the restructuring of the internal space in the new design, the hangar of the Type 3 Keldabe Battleship was relocated from the aft of the ship to the prow. Housed in the nose of the craft, the hangar possesses openings on the port, starboard, and prow sides of the ship which allows flight crews to choose the safest side of the ship to disembark from. Thick blast doors and powerful shields protect these other openings while in combat or while not launching or receiving fighters. Due to the altered hangar location, the Type 3 Keldabe Battleship is only able to support two squadrons of fighters, nearly half of its predecessor's complement.

To supplement the reduced hangar complement, to expand the number of roles a Type 3 Keldabe can fill, and to fully allow the ship to operate as a replacement for the Skira-class Battleship as well as the Type 2 Keldabe, a complement of drop pod launch bays have been worked into the design's ventral side, towards the aft of the ship. Broken up into four lines of four launch tubes, each tube ends in a circular blast door capable of rapidly opening and closing. Each launch tube is only capable of holding a single drop pod at a time. Reloaded via a system of rails that connects the interior end of the launch tube to a nearby loading bay, the process of filling a fresh drop pod with infantry and/or cargo and moving it into position for launch can take as many as ten minutes. Each launch tube connects to an individual launch bay that typically holds a total of eight BTK-599 Drop Pods or MH Drop Pod Adaptor Units, or six ACS Modular Drop Pods, though it is not uncommon to see other drop pod models in use aboard a Type 3 Keldabe.

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Power and Shield Systems

Again borrowing from the successes of the Alor's design, the Type 3 Keldabe also utilizes a powerful Isotope-5 Reactor. In order to protect this reactor from the sometimes devastating abilities of force users, a handful of Ysalamiri Terrariums are kept near-enough to the primary reactor to entirely encase the reactor in a field of force negation. During long voyages, many of the ship's engineers tend to treat these animals as pets throughout their voyage.

Providing plenty of power for a ship of her size, the reactor is also used outside of combat conditions to charge and maintain a number of capacitor banks and emergency power cells throughout the ship. Redundant power conduits run the length and breadth of the ship, allowing for easy rerouting of power past damaged sections of the ship. Compartmentalized life support and artificial gravity localized in each section of the ship allows for safe operating conditions in most of the ship even after the ship herself has suffered critical damages, and prevents boarding parties from sabotaging the life support systems of the entire ship in a single go.

Every section of the ship is supplied with local power cells that allow said section of ship to operate for a maximum of 24 hours at low-operational levels or 30 minutes of combat levels, even after being entirely separated from the ship's main power conduits.

Like the Alor, the Type 3 Keldabe utilizes top of the line modern shielding. A double layered shielding system protects the Battleship utilizing Retribution Ray Shielding as the initial layer and Thermal Deflector Shielding as the secondary layer. The first layer of shielding is capable of reflecting a portion of of incoming energy attacks back at the firing ship, but offers no protection against kinetic weapons or missiles. The second layer of shielding is fairly strong for a ship the size of a Keldabe. This secondary layer of shielding is capable of protecting against energy, kinetic, and missile weapons but also prevents the Keldabe from firing its own weapons. To work around this, the various shield emitters of the ship are tied into the weapons control systems. Every time an individual turret or missile tube is fired, a small hole in the ship's shielding opened up directly over the firing weapon. Unless the firing weapon happens to be an energy based weapon, this opening in the ship's shields did not also extend to the ray shielding.

Wormhole Prototype

As part of the vast stores of information obtained by Mandal Hypernautics from recovered Imperial Documents in an underground facility on Wayland (1, 2, 3, 4, 5), Mandal Hypernautics obtained, in part, documents regarding some of the more ambitious ancient Galactic Empire technological achievements. Included in these reservoirs of data were partial documents regarding an ancient experimental weapon called a Gravitic Polarization Beam. Though much of the specific schematic details regarding the weapon's construction were lost to decay, the weapon was described as offering effects similar to both large-scale atomic disruption weaponry and anti-hyperdrive gravitational field generators. Using knowledge from existing Disruptor technology and both gravity well generators and Dovin Basal Biots, Mandal Hypernautics Engineers were eventually able to extrapolate a number of experimental prototypes based upon the ancient design.

Producing a beam of reality-warping energy, the discharge of this experimental weapon, much to the disappointment of the engineers, did little other than produce some rather entertaining gravitational anomalies. The beam itself is highly unstable and quickly dissipates over very short distances. Had it functioned as intended, it would surely have been a point-blank weapon. Due to its intense power draw and utter failure to live up to expectations, the weapon prototype was slated for removal from the project and would have been removed from all further designs were it not for an unforeseen capability of the device.

While the initial designs called for a weapon capable of disabling the atomic and gravitational bonds that hold both matter and energy together, the resulting prototypes proved incapable of effecting realspace objects. However, if the weapon is fired while the host ship is powering its Hyperdive and impacts the null-quantum field that would otherwise carry the ship through Hyperspace, the Gravitic Polarization Beam causes a dramatic chain-reaction in the null-quantum field that results in the creation of a hyperspace anomaly. Specifically, a wormhole.

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Through study and repetition, Mandal Hypernautics engineers were eventually able to understand and predict the results of this chaotic interaction between the GPB Weapon and the Null-quantum Field. When the former is aimed at the latter, the bonds of gravity in effect upon the quantum field are simultaneously nullified and magnified. In this moment of disruption upon the laws of traditional and quantum physics, a Hyperspace Wormhole is forced into being roughly 500 to 850 meters directly in front of the ship.

Though this wormhole can be created with relative regularity, the individual who creates the wormhole has no control over the point in time and space where the wormhole exits, nor is there any reliable means of predicting or detecting the point of exit. Likewise, the wormhole is incredibly unstable and only lasts as a fixed point in space and time for a few moments. While any nearby ship can fly into the wormhole for those few moments, the passing of a ship of star destroyer or larger size will typically result in the immediate collapsing of the wormhole behind it.

While many experiments with this technology have been made, there has yet to be any concrete means of predicting either the point in space or the point in time from which the wormhole will vomit forth an entering ship back into reality. In some instances, travel via this means would seem to have resulted in a ship re-entering realspace in an adjacent system only a few minutes after it had entered the wormhole, similarly to it having traveled at the speed of a 0.5 class Hyperdrive. In other instances, a ship that was considered lost to the wormhole was instead vomited out into realspace several months after originally entering. In most cases though, the quantum tunneling of the wormhole results in a travel-time that is comparable to the capabilities of a class 5 to a class 1 Hyperdrive, if such a hyperdrive were capable of traveling a direct route from the entrance point to the exit point. More interesting that the relative transfer of matter from one point in space-time to another at a given speed, is how those being transferred perceive that same time-frame. From the perspective of those within the ship, this travel from one point of space-time to another appears to be nearly instantaneous.

While interesting from a scientific point of view, the unpredictable nature of these excursions into wormholes would have resulted in the removal of the GPB Emitter from the Type 3 Keldabe design were it not for a singular aspect of its capability. As these wormholes are forced into being in a state of disconnection with the gravitational fields that surround it, they can be created at any point in space regardless of closeness to a gravity well and can even be generated within the atmosphere of a planet. In this regard, the Hyperspace Wormhole created by the Type 3 Keldabe-class Battleship is currently the only known means (to Mandal Hypernautics Engineers anyway) by which a starship can flee a realspace battle in spite of nearness to a natural or artificial gravity field. However, when it is used the energy beam's activation causes a temporary 20% reduction in power to shielding during and immediately after firing as well as a similar 20% power reduction for all of the ship's other weaponry. This power drop lasts for roughly two minutes.

Scientific and military application testing has shown that, though realspace solid-mass objects (ground, buildings, stations, exc) will disrupt the forming of a wormhole and force it to spawn closer to the projecting ship or not at all, atmospheric conditions and even the presence of liquids will not disrupt the creation of this phenomenon. In one experiment, a wormhole was successfully spawned partially submerged in an ocean and resulted in the displacement of several thousand tons of water that traveled the wormhole alongside the Type 3 Prototype and managed to exit the wormhole as well.


Point Defense and Offense Systems

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Much like the ships that came before her, the Type 3 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 3 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 3 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 3 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.


Internal Defenses

For enhanced anti-boarding security a large number of recessing, immobile turrets are installed into the floors and ceilings of every major corridor and at every junction. Each turret holds a twin-mounting that holds two Hyperion Squad Automatic Weapons. Each weapon in the turret is belt fed from an individual magazine of 480 solid .32 caliber slugs. If a single weapon happens to jam, the other weapon in the mounting continues to to function. Each turret is controlled by a single miniaturized processor utilizing the droid brain programming of a Mandal Hypernautics Automated Gun Platform. Upgraded turrets are installed in all corridors leading to the bridge, reactor, hyperdrive, and brig. These turrets instead mount a single Hyperion Support Automatic Weapon that is belt fed from an individual magazine of 480 solid .52 caliber slugs. To protect the bulkheads from these powerful weapons, the internal bulkheads of these corridors are reinforced with Mandalorian Steel plating.

In addition to these conventional weapons, the life support systems of the Type 3 Keldabe allows for individual sections of the ship to be sealed off and vented, filled with Stun Gas, gas from ForceBreaker Gas Grenades, Boforr Tree Pollen, or filled with numerous other gasses to sustain a wide variety of lifeforms.


Cargo Bays, Hallways, and Docking Ports

Borrowing again from the efficiency of the Alor Dreadnought's design, the Type 3 Keldabe also incorporates the same advanced corridor design. To help facilitate the rapid reloading of her numerous weapon emplacements, the corridors leading from the ship's cargo bay to the outer hull of the ship are exceptionally large. Along the ceiling and floors of these corridors, numerous small tractor beam and pressor beam emitters are installed upon a system of rails that run in a loop. The right side of the corridor is for the movement of cargo from the center of the ship to the exterior of the ship, while the left side is for returning empty crates to one of the ship's three cargo bays.

Two of these cargo bays are in the aft of the ship with the third being towards the prow. Each of these cargo bays is connected to each other and to the various port and starboard docking bays via a system of large, reinforced hallways specially designed for the transport of large, heavy containers of potentially volatile substances. Though each tractor beam and pressor beam emitter is capable of lifting upto 900kg at a range of upto 30 meters, the design of the ceiling and floor rail system does not allow for two emitters to pass one another on the same railing. For that reason, tractor beam emitters are typically used to move cargo down a given hallway in one direction, and pressor field emitters are used to move cargo in the other direction. In instances where cargo is being moved that is too large to allow for other cargo to pass between it and the ceiling or wall of the hallway, a red light is illuminated at all other entry points to the hallway notifying crew that they must wait before they can move cargo through that hallway.
Each cargo bay within the Type 3 Keldabe is capable of holding roughly 6,600 tons of cargo. This cargo is typically food, water, ordnance, and other mission-specific supplies. All cargo containers used on the ship are built with a magnetic frame that secures to the floor of the cargo bay during flight. Those crates, drums, or other forms of cargo that do not come with such magnetic securing capabilities are not authorized aboard the ship until a spare frame can be found and secured to the cargo in question. Typically though, all cargo containers scheduled for use on a Type 3 Keldabe are specifically chosen due to their compliance with the demands of the ship in mind.

A number of standard sized docking ports are available for use on the aft-dorsal section of the Type 3 Keldabe. Located just below the main tower on the port and starboard side of the ship, these docking ports allow numerous craft too large to fit in the ship's hanger to manually connect with the Battleship. For ships with incompatible docking tubes, deployable cofferdams can be utilized to connect a smaller ship with the Type 3 Keldabe while the Battleship's tractor beam projectors hold the opposing ship still.


Missile Tubes and Launch Bays

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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-3 Keldabe-class Battleships, which occasionally results in an alternative assortment of ordnance options.


Crew Quarters

The sleeping and personal areas of the Type 3 Keldabe are spread evenly throughout the length and height of the ship. Each crew sleeping area is broken up into small, standard rooms with two bunkbed-like sleeping racks worked into one of the walls and a small desk with a pair of chairs. The room contains four personal lockers with enough room for three sets of boots, five pair of military and civilian outfits, and a number of other personal effects. Alternatively, these lockers can be used to contain one full suit of armor, a moderate assortment of weaponry, two pair of casual clothing, and a little space for a few other personal effects. A small privacy curtain is sometimes added to the room for discretion while changing. These rooms are grouped into two pairs of four rooms sharing two showers and toilet areas.

There are 375 such crew living areas spread throughout the ship. Though typical occupancy allows for 3,000 crew to share this space, this can easily be doubled by assigning four people to a room with half of each room's occupants being on duty while the other half are on their rest period. These living areas are kept as close to the center-mass of the ship as possible, but are positioned to allow minimal travel time and distance between a crew's living area and duty area. Unofficially, this is also to ensure that should a given area of ship be severely damaged, no crew casualties inhibit other areas of the ship. To further facilitate the smooth operation of the ship and a amicable work environment, duty rosters are often drafted in a manner that ensures that half of every room's occupants are always on duty while the other half are on their assigned break periods.

Positioned alongside each of these 375 crew quarters are a pair of standard use rooms. One room contains laundry cleaning equipment and either a simple kitchen area or an armor repair station depending on the needs of the crew. The other room is a small, simple communal area often filled with couches, a large viewscreen, and a simple game table of some sorts, though these rooms can be re-purposed to readily need the communal needs of the crew.


Officer's Quarters

Much like the crew quarters, individual officers' quarters are spread throughout the ship. A total of 120 officers' quarters are built into the ship's design. Each room contains a single large bed, a small living area with a couch and viewscreen, a work desk and a dining bar, as well as a small kitchen area, laundry area, and a moderately sized private bathroom. Each of these rooms contains a number of storage lockers and closets that can contain a wide range of dress uniforms and casual clothing, numerous shoos and boots, and a wide assortment of personal belongings. This space can also be used for the storage of personal arms and armor, with a small nearby bench serving equally well as a workbench or to simply sit upon while lacing boots. Should a family be serving aboard a Type 3 Keldabe, the family can request housing within one of the many officers' quarters. Similarly, high value NCOs may be assigned to an officers' quarters if one is available. In the event that the total crew capacity of the ship requires additional officers, up to two officers can be assigned to a single living area and will be assigned to opposite duty rosters to ensure minimal conflict of recreational time.

The Captain's Cabin is roughly four times the size of a standard officer's room and contains a full kitchen, meeting and dining room, casual room, and bedroom. There is an abundance of space for personal belongings as well as a full bathroom and laundry room. The Captain's Cabin is located just 10 meters from the bridge.


Barracks and Armory

Though most crew aboard Mandalorian ships wear their own armor and carry plenty of weaponry, the need still exists for dedicated marines aboard a warship. To that extent, a moderately sized Barracks has been worked into the design of the Type 3 Keldabe. Positioned not far from the bridge and the reactor, Marines from the Barracks can suit up and reinforce either position in less than three minutes in some cases and five minutes maximum. The Barracks consists of 20 large rooms. Each of these individual rooms is capable of supporting 50 Mandalorian Marines. In each room, five rows and five columns of double-stacked bunks make up most of the room's space. 50 personal wall-lockers (each large enough to contain a suit of armor, three sets of boots, five pair of military and civilian outfits, and a number of other personal effects) line the walls of each individual Barracks. To one side of this main room, a uni-sex shower and bathing area connects directly to the Barracks. On the other side, a small armory containing weapons, heavy weapons, explosives, and plenty of ammo.


Recreational Areas

While each Type 3 Keldabe Battleship is a highly advanced warship, most also serve as a home from which members of a clan raise and train their young as they patrol the space between worlds. As such, it is critical for sanity and moral that the crew and passengers aboard the ship have adequate facilities with which to enjoy their downtime. To facilitate this, the false bridge / observation deck of the ship is filled to the brim with stores, restaurants, and other recreational luxuries for crew and passengers alike to enjoy. On this deck one can find a wide range of entertainment options that include gun ranges, movie theaters, boloball fields, bowling alleys, and a number of subsidized "strip mall" areas that can be rented out to any company willing to place a few of their employees aboard a warship for the duration of a standard "tour of duty". These subsidized areas include fast food restaurants, full scale restaurants, pubs, bars, casinos, stimcaf cafes, and many more. While the specific assortment of franchises very from ship to ship, many of the most often to be found aboard a Type 3 Keldabe include the following;

  • Kendamari Casinos (high-class casino run by Tenloss and with some ties to the Hutt Cartel) (Owned by @Popo)
  • Null Ironworks and Meadery (Sells and repairs armor, weapons, and gear as well as serves as a pub that sells food and alcoholic beverages) (Shop owned by [member="Funky Balor"])
  • Dick's Burgers and Fries (Traditional burger and fries joint) (Restaurant owned by @Freynik Porkins)
  • MandoBurger (Traditional burger and fries joint that specializes in... alchemical meat. Best of luck to your digestive tract.) (Restaurant owned by [member="Alec Rekali"])
  • McYoda's (The name brand known throughout the galaxy, McYoda's is a Fast Food joint specializing in burgers, fries, carbonated beverages, toys for children, and (unknown to many) narcotics trafficing) (Owned by [member="Warok the Defiler"])
  • Meran Catering (Delivers food all throughout the ship)(Catering and Delivery place owned by [member="Kami Meran"])
  • HomeLand Buffet (A restaurant / club typically reserved for officers and other more refined crew and guests) (Restaurant owned by [member="Valashu Elahad"])
  • Yum Bunnies (Much to the disappointment of many a Mandalorian, Yum Bunnies is a restaurant, not a strip club.) (Restaraunt owned by [member="Kurt Meyer"] / [member="Danger Arceneau"])
  • Popo's Peepers (Sports Bar and Restaurant that staffs only 'attractive' members of any species or gender. Though not officially a strip club, many a local manager will encourage his or her servers to do "whatever is needed" to get customers coming back) (Owned by @Popo)
  • Star Caf (Stimcaf Cafe) (Cafe owned by [member="Cira"] / [member="Danger Arceneau"])
  • Korribean Caf (Stimcaf Cafe) (Cafe owned by @Cerita Serova)
To facilitate the timely running of these facilities, and to keep these small stores stocked with the food and supplies they need without forcing their supplies onto military convoys, a number of shipping contracts with secondary companies have had to be made. While these individual sub-contractors are often associated with Tenloss or ATC, the specific civilian shipping agency to handle this niche market varies from ship to ship and area to area. A few subcontractors of note are as follows;
  • Betna's Brewing Incorporated (Supplies beer and ale to many of the pubs located in the recreational areas of the ship) (Owned by [member="Arrbi Betna"])
  • Firedancers Vineyards (Supplies wines to many of the pubs and restaurants located in the recreational areas of the ship) (Owned by @Sabrina)
  • Merr-Sonn Agriculture Co. (Supplies foodstuff to many of the fast food joins and restaurants located in the recreational areas of the ship) (Owned by [member="Darth Ayra"])


Medical Bay

As with any other large capital ship, the medical bay of the Type 3 Keldabe must be capable of attending to the day to day and emergent needs of a population that rivals many small towns. After a single battle, a warship could find itself with hundreds or thousands of injured crew members in need of immediate medical attention. Likewise, a commander might find himself needing to take on the survivors of an allied or civilian ship hulked by war or disaster, or even find himself positioning his ship to act as a temporary triage hospital during a ground invasion. For these reasons, the Type 3 Keldabe design incorporates an expansive medical bay.

Consisting of twelve emergency surgical rooms, thirty-six private exam rooms, two hundred and forty intensive care bedrooms, an ER suite with forty-eight medical beds, and a triage capacity of up to five hundred patients when operating at full capacity, the medical bay of the Type 3 Keldabe rivals some of the best hospitals in the galaxy. Each Type 3 Keldabe's medical team is made up of two dozen doctors, over a hundred nurses, and numerous emergency medical technicians. Supporting this extensive medical team is a droid complement consisting of twenty-four MD-10 Medical Specialist Droids, twelve 2-1B Surgical Specialist Droid, forty-eight FX-10 Medical Assistant Droids, and a hundred and twenty automated Athakam II Medical Units. And should the medical team of the Type 3 Keldable find itself needing to attend to the needs of individuals with injuries too severe for conventional medicine to save, a suite of twelve Bacta Tanks stand by ready to serve the needs of the truly desperate.

Situated within the ship's medical bay is a women's medical specialist clinic, a xeno-biology medical specialist clinic, and an expansive pharmacy to ensure that even the most mundane of the crew's medical needs is attended to.


Cryogenic Preservation Chamber

In the unlikely event that the crew of a Type 3 Keldabe-class Battleship fall victim to a catastrophic biohazard event, up to the entire crew, officer, and marine manifest of the ship can be placed into emergency quarantine. To facilitate this, nearly 8,000 individual Cryogenic Hibernation Capsules are stored in a densely packed vault-like room that connects to the medical bay and is about as large as one of the ship's cargo bays. This room is encased in a layer of Mandalorian Steel armor to prevent combat damage from effecting such an important room. Likewise, each section of four Cryopods contains an Emergency Powercell that can provide enough power to sustain its four Cryopods for up to four years before failure. Should the ship suffer an extreme influx of injured patients beyond the capacity of the Medical Bay to triage effectively, the most critically injured patients can be stored in Cryopods until such a time as they can receive the proper medical care they need. While this can often serve as a convenient means of dealing with a biohazard outbreak by allowing the captain to order all infected individuals to Cryogenics while the ship makes an emergency trip to home port and requests immediate emergency medical assistance, the availability of these Cryopods can mean the difference between life and death for an entire crew. Should an entire crew manifest become compromised and placed in Cryogenic storage, the ship can be triggered to automatically respond to a biohazard event. During such an event, once the crew, officers, marines, and medical staff have been quarantined within the Cryogenics Chamber, the ship will automatically disable life support to all areas outside of the Cryogenics Chamber and Medical Bay and seal and secure both these areas. The ship will then vent all other areas of the ship into space before re-sealing and enabling a security lockdown throughout the entire ship. The ship will then automatically plot the quickest, safest route back to Mandalore (or another programmed home port) while avoiding areas with a high probability of hostile encounters. Once exiting hyperspace near the planet Mandalore, the ship will begin broadcasting an emergency distress signal along with a brief message from the Captain or Chief Medical Officer as it moves to position itself in a geosynchronous orbit over Mandalore that keeps it well away from civilian traffic. During such an event, the operation and maintenance of the ship's non-automated systems falls upon the supplemental droids contained within the ship, who can move throughout the ship in spite of the security lockdown.


Brig

The Brig of the Type 3 is expansive for a military ship. Intended to operate in and around active war zones, the Type 3 Keldabe is equipped to take on military prisoners and prisoners suspected of possessing high value intelligence. The brig, a single floor roughly 55 meters by 55 meters, is isolated from the rest of the ship by a massive blast door. Directly connecting to the rest of the ship via this blast door is the main processing room, which is designed to be defensible from both the external threat of individuals trying to break into the brig and the internal threat of prisoners trying to break out. To facilitate this, the Detaining Officer's station is placed centrally in the room and surrounded by starship grade Glasteel. The room has several benches and side rooms set up for the processing of inmates. The Detention Officer's station seats between one and twelve officers at a series of terminals. These terminals show closed circuit video of each room and cell within the Brig as well as video feed from the other side of the primary blast door. From this station, the Detention Officers can enable two-way communication with any holding room or any individual attempting to enter the brig through the primary blast door. On the far side of this room is a series of eight parallel hallways. Each hallway extends for several meters and contains 12 individual holding cells along the left and right of each hallway. Each holding room can house four prisoners behind a Laser-Gate Door. At the far end of each hallway, behind an imposing alusteel door, is a containment and interrogation room. Placed within the center of each of these rooms is a single Energy Field Sith Holding Cell. On either other side of the room are a pair of Containment Field Interrogation Cells being tended to by an Interrogation Droid. Each interrogation room is capable of processing up to four individuals at once or a single Force User. Should a Captain feel the need to bring aboard more than four force sensitive prisoners, five Ysalamiri Backpacks can be temporarily stored near the Detaining Officers' station. These Ysalamiri will produce a large bubble of force negation that quarantines most, if not all of the entire prisoner storage and interrogation rooms as well as a sizable section of the surrounding rooms.


Lifeboats and Distress Beacons

In the event of an emergency or should the ship sustain extreme and unsurvivable combat damage, port and starboard side of the ship's forward section incorporates one hundred and fifty lifeboats on either side of the ship. A further one hundred and fifty lifeboats are contained on either side of the aft section of the ship, as well as a further 50 lifeboats are worked into the aft of the ship, near the observation deck. Each of these lifeboats is able to sustain 12 adult humans for two weeks and, while lacking a hyperdrive, is capable of sublight propulsion and is programmed to automatically fly towards and land upon the closest habitable planet. This automated navigation can be disabled should the need arise. The boat is equipped with enough food and water to sustain its twelve passengers for twelve months on heavy rationing, comes with a basic first aid kit, and twelve portable comm units. The dorsal side of the lifeboat incorporates a solar panel that can be used, in theory, to provide enough power to the lifepod for it to serve as shelter for over a decade. Powercell charging stations and water purification systems are built into the lifeboat on the off chance that a surviving crew is forced to live on a planet for several months or years before a suitable rescue can be made. Though the lifeboat incorporates a long-range communications system, it does not include subspace or hyperspace communication capabilities.

The Type 3 Keldabe-class Battleship is equipped with ten PED-21 Distress Beacons. Should the worst come to pass, the bridge officers of the ship are able to enact an automated procedure that launches eight of the hyperspace capable beacons towards the eight closest hyperspace routes or high-population systems. A ninth beacon is deployed at the Battleship's current location and the tenth beacon is held in reserve until the ship's automated systems determine that as many of the ship's crew have evacuated as can be reasonably expected. At that time, the tenth and final hyperspace beacon is deployed and travels towards the closes habitable planet. While the Hyperspace Beacon is not equipped to land on a planet, it is capable of arranging itself into a geostationary orbit and can be remotely programmed by any nearby lifepod to transmit a specific message, often including the location and status of the ship's crew as well as the specific fate of the ship itself.


Supplemental Crew

As a standard complement, each Type 3 Keldabe Battleship includes a small army of maintenance droids to help maintain the ship and augment the capabilities of the crew. 800 MSE droids or DRDs are often tasked with the general cleanliness of all floors, the maintenance of nearly anything within reach of its small arms, and whatever other tasks a crewmember can program into one instead of do himself. 50 MK droids and 25 R3 droids or M1 Astromech droids assist with the maintenance and calibration of the ships many weapon systems while 12 BLX droids or Z6 Naval droids and 8 D-Type Cargo Loader droids aid crew in the cargo bays and hangers. Five Hatchling droids or VCE Engineering droids aid in the occasional external calibration and maintenance of the ship's many weapon systems in addition to cleaning mynocks from the hull. Supplementing the security detail and infantry of the Battleship, as well as aiding in the resolution of any drunken disputes, 80 Droideka Battle Droids are kept in various areas of the ship. Their ability to rapidly arrive at the scene of a dispute proving invaluable among the twisting corridors of a 750 meter long warship. When a security situation could not be dealt with by a pair of Droideka or whatever other assets the ship's crew could muster, a squad of 12 YVH1 droids or Cthulhu droids are deployed from a location very close to the ships brig and arrived as a unit to quell or calm the situation. When not called upon, these droids are kept inactive and are stored within a number of small closets labeled "Security Personnel". Overseeing the use and deployment of battle-droid forces and generally assisting the security forces of the ship is a 501-Z Police Droid.


Emergency Equipment

In addition to the personal and standard issue gear, weapons, and armor that each crew and passenger is likely to be supplied with, every occupant aboard a Type 3 Keldabe-class Battleship (wait staff included) is issued additional gear that they are expected to keep on or near themselves at all times. This gear ranges from a basic emergency medical kit and quick-deploy void suit for non-Mandalorians to the fire preventative CryoBan Grenades that each occupant is expected to carry at least one of at all times. One of the rarer and more interesting pieces of equipment issued to those serving aboard a Type 3 Keldabe Battleship, every member of the crew and every passenger is issued a Mandalorian Steel Force Mask. For command staff and marine officers, these Force Masks come with externally mounted Jal Shay Scopes. Though the exact nature of these special helmets are not entirely understood by the crew and passengers of the ship, each is made aware that the helmet, when worn, can protect the wearer from the mental tricks of Sith and Jedi. In addition to the standard Vacuum, Zero-G, Fire Fighting, and Evacuation training that every passenger and member of the crew receives before beginning a tour of duty aboard a Type 3 Keldabe, each individual is trained to remove any head garments and equip their Force Mask Helmets immediately after receiving orders from command to do so. This training is very similar to gas-mask training that many military personnel receive.


Strengths
  • Heavy Brawler at Close Ranges: Possessing numerous ordnance launchers, extremely large caliber mass-driver cannons, and a wide range of more exotic weaponry, the ship is capable of an impressive damage output at standard turbolaser ranges and only gets more powerful the closer it gets to its target
  • Advanced Hull Design: Highly resistant to internal damage, capable of rerouting power around damaged areas and capable of sustaining massive damage while still retaining structural integrity
  • Advanced, Double Layered Armor Plating: Highly resistant to energy weaponry such as Long Range Turbolasers and HLR Turbolasers; Nearly immune to small caliber weaponry such as standard and light mass-drivers as well as standard turbolasers.
  • Advanced, Double Layered Shields: Highly resistant to energy weaponry and capable of reflecting a portion of incoming turbolaser fire back towards the attacker.
  • State of the Art Navigation and Hypernautics: Capable of precision hyperspace jumps and navigating long distance routes without needing to drop out of hyperspace to identify position.
  • GTFO Button: Capable of spawning a Hyperspace Wormhole as an emergency escape route when operating near a planet or within the effects of interdiction.
Weaknesses
  • No Artillery-Range Weapons: While the ship is capable of both impressive speeds and impressive damage output at close ranges, the ship has no true answer to long range weaponry such as hypervelocity cannons and other exotic artillery weaponry.
  • Limited Ventral Weapons: Due to the placement of the drop pod launch bays, the ventral weaponry of the ship is lighter than elsewhere on the dorsal, port, or starboard side of the ship.
  • Vastly Reduced Hangar: The ship possesses nearly half the hangar capacity of the previous generations of Keldabe Battleships.
  • HLRHVC Vulnerability: Though the armor of the ship is extremely durable to traditional weaponry and small caliber weaponry, the nature of the armor's construction causes the ship to take significantly increased structural damage from direct hits by Heavy Long Range Hypervelocity Cannons.
  • Advanced Shields: Though they are highly capable of protecting the ship from harm, the shielding of the ship also prevents it from firing its weapons. To bypass this, the numerous shield emitters are tied to local weapons batteries so that small holes in the shielding can be opened right before the weapons fire, which prevents the ship from damaging its own shields during combat.
  • Time consuming and costly to manufacture (IE; restricted availability)
  • Power Hungry: Astrometrics Lab (10% drop in available power while in use)
  • Bandwidth Hog: Astrometrics Lab (crippling communications lag while in use)
  • Power Hungry: Hyperdrive (20% reduction in shield strength while preparing for long distance jump, 20% reduction in weapon power for two minutes when first arriving in-system)
  • Power Hungry: After activating the wormhole-creating Gravity Polarization Beam, the ship suffers a 20% reduction in both weapon power and shield strength that lasts for roughly two minutes
  • Experimental Technology: While the capability to enter hyperspace while in a gravity well and escape a very dangerous realspace battle is a valuable tactical advantage, the use of this means of escape is highly unpredictable and comes with no guarantee that the exit point will not be just as dangerous as the point of entry.
  • They say the weight of captaincy is a heavy one, but to those who sit upon "the chair", that weight can prove fatal.
TECHNICAL SPECIFICATIONS
Classification: Battleship (Heavy Cruiser)
Role: Ship of the Line, CIC Ship,
Length: 750 meters
Power Core Generator/Reactor: Firestorm Isotope-5 Reactor, Capacitor Banks, Emergency Power Cells,
Hyperdrive Rating: Class 0.5, Backup Class 12
Minimum Crew: 3,000
Optimal Crew: 6,000
Passenger Capacity: 1,000 Marines
Cargo Capacity: 20,000 Tons
Consumables: 2 Years
Sublight Speed: Class 10 (Class 12 Reverse)
Maneuverability: Class 10

ARMAMENT
Armament Rating : 19
Point Defense: 16
  • Firing Modes and Fire Arcs
  • All Forward (Fore 20 / P&S 12 / Dorsal 12 / Ventral 10 / Aft 08)
  • Broadsides (Fore 13 / P&S 18 / Dorsal 10 / Ventral 08 / Aft 08)
  • Vert-sides (Fore 13 / P&S 10 / Dorsal 18 / Ventral 16 / Aft 08)
  • Spread Fire (Fore 13 / P&S 14 / Dorsal 14 / Ventral 12 / Aft 08)
  • Weapons Aft (Fore 13 / P&S 12 / Dorsal 12 / Ventral 10 / Aft 16)
Gun-count
Defensive Ratings by Area
  • Overall Value: 18 (19 vs energy)
  • Armor Strength: 19
  • Hull Integrity: 18
  • Shield Strength: 16 (18 vs energy)
  • Shield Regen: 16 (+2 if using Aegis or Energy Siphon, +4 if using both)
  • ECCM: 16
HANGAR
  • Prow Hangar
  1. 2 Squadrons of Starfighters, Bombers, Gunships, Shuttles, or Dropships
  • Ventral Drop Pod Launch Bays
  1. 16 Ventral Drop Pod Launch Tubes
  2. 6-8 Drop Pods per Launch Tube
NON-COMBAT ATTACHMENTS
Encrypted Communications Systems
Advanced Navigational Systems
REFERENCE HYPERLINKS

MARKETPLACE TRANSACTIONS


Restrictions: Should be PC commanded or used to escort a PC commanded Alor-class Dreadnought with no more than two Type-3 Keldabe-class Battleships under a single writer's command in a single engagement/thread.
OOC Notes:
1) A Hyperspace Wormhole immediately removes any ship entering it from a "competitive" thread, such as an Invasion or Skirmish, and results in the near-instantaneous travel of the ship to a random location in a random system at a random distance from the system in which the thread takes place. This effect can only be "aimed" in a general 45-degree cone centered over the system in question and will typically result in the travel to a random system within 2-5 Hex of distance. Obviously, any ship leaving a thread in such a way would not be able to re-enter the same thread/fleet engagement unless the thread itself involves a suitable time-skip to explain the time it would take for the ship to return to realspace, orient itself, and begin the trek through Hyperspace to return.

2) A ship must be piloted into a wormhole in some manner. It cannot be "sucked in". And while a hyperspace wormhole can be opened in the path of a moving ship, it is up to the player writing for that ship to decide if it tries to navigate into the wormhole or avoids the wormhole.
 

Jorus Merrill

is mek bote
Character
[member="Captain Larraq"]

Before we get into the nuts and bolts, we should handle the superweapon issue.

I'm aware of three or four instances where superweapon technology has been downgraded far enough to make it an interesting precedent but not a threat to Factory balance. At least one of those was submitted by Tef, so I feel comfortable proceeding. On the basis of those precedents, my ruling is that you can't have a gravitic polarization beam. You can, however, in keeping with your original intent for the device, have an emergency navigation system derived from a gravitic polarization beam. I'd prefer that the system be submitted separately, but you can keep it as part of this submission if you like, provided you move it to special features as a navigational system that does no damage.
 

Captain Larraq

Capitalist
Character
[member="Jorus Merrill"]

In terms of combat capabilities, the ship is nearly identical to the Type 2.5 Keldabe with the exception that it is a little bit more durable. Roughly balancing out to a +2 defensive rating difference. The structural integrity of the hull is superior and the armor plating is more advanced/rare. The structural integrity bonus comes from this using the same internal reinforcements as the Alor-class Dreadnought as a "ground up" part of the design, instead of rebuilding and repairing existing ships. And the armor has the Echani Graphite mixed in for a bit of added durability from the armor plating. All in all, you're looking at a general increase from a defensive rating of 16 (18 energy) to 18 (19 energy), with some special notes regarding the armor plating's durability. The armor plating is highly resistant to standard weaponry, near-immune to low-caliber weaponry, and takes significantly greater damage from HLRHVC weapons. (Instead of punching right through, the incoming hypervelocity round and the plate it impacts shatters and sends shotgun-like shrapnel into the internal hull)

Also, the hanger has been cut from 3.5 squadrons down to 2 squadrons with several drop pod bays making up the difference.




Everything else is pretty much 90% non-combat accessories to roleplay or navigational bling.
I think the biggest non-combat addition is the capacity to serve as a CIC Battleship that replaces the Skira-class Battleship.
 

Captain Larraq

Capitalist
Character
Jorus Merrill said:
and what your goal is for the dev thread you've started?
At 19-20 posts, that dev thread should be complete. The thread covered the initial planning phase for the experimental armor that the Type 3 would be getting and negotiating the contract to receive the Echani Graphite needed to create the armor plating.

Sio and HK can use the thread for company Tier advancements, and may eventually make an armor plating sub to sell or glue onto things...

Any other dev thread, I'm holding off on for the moment as I make some headway on other projects and wait for a final homework assignment for this.
 

Jorus Merrill

is mek bote
Character
[member="Captain Larraq"]

Still working my way through this. In the meantime, this is still in Strengths:

Exotic Disruptor Weapon Prototype: Possesses a shield-ignoring, armor-ignoring, anti-matter beam-projecting weapon that can cause extensive damage in limited AOE area, but is restricted to use at point-blank ranges on targets directly in front of the ship's prow.
 

Jorus Merrill

is mek bote
Character
[member="Captain Larraq"]

There have been two questions about the armament rating: whether a 19 is appropriate in the context of the ship, and whether the gun count you've listed is consistent with a 19. I won't be tackling the first question at this time, since I'm still taking in the full picture of the ship, but I can address the second question.

There is no firm, posted rule or formula on how the suggested example ships scale, how length affects rating, etc. Some submitters and judges believe that a rating-20 750 meter warship should have no more than 3/4 of the maximum armament of a rating-20 cruiser. I tend not to agree (and I think the math bears me out), though I evaluate such things in the context of the sub's overall balance. The following numbers don't take length differentials into account. They also evaluate the Type 3 as if it still had a gravitic beam equivalent to a heavy, long-range hypervelocity cannon, as per your original proposal. Therefore, these numbers aren't exact, but I'm posting them here as a benchmark for my thinking on how to evaluate the gun count of a rating-19 cruiser.

We both know this is dumb. Armament rating is a mandatory stat: gun lists are optional fluff. However, this particular question has been brought up often enough with reference to the Type 3 and the Type 2.5 that I feel my breakdown is worth posting here.

Example Cruisers:

1000m Cruiser Carrier
Rating 4:
100 Turbolasers=200
0 Warhead Launchers=0
120 Quad lasers=120
Total: 320

700m Escort Cruiser
Rating 8:
150 Turbolasers=300
8 Heavy Launchers=8x20=160
20 Quad lasers=20
Total: 480

1000m Heavy Cruiser
Rating 16:
400 Turbolasers=400x2=800
20 Heavy Warhead Launchers=20x20=400
30 Quad lasers=30
Total:1230

(Side note:
1230-320=910
910/12=75.8
75.8x4=303
303+320=623
623x0.7=436
436 is significantly less than 480
Therefore, the armament ratings pertaining to specific gun counts do not need to scale in a linear way with respect to a ship’s length.)

Hypothetical Rating 19:

Method 1:
1230/16=76.9
3x76.9=230.7
+1230=1460

Method 2:
1230-480=750
750/8=93.75
93.75x3=281.25
+1230=1511

Method 3:
1230-320=910
910/12=75.8
75.8x3=227.4
+1230=1457

Therefore, a hypothetical rating 19 ship would be around 1455-1510.

Keldabe 2.5

Rating 19:
12x Assault Grade Flex-Tube Launchers = 12x20 = 240
8x Heavy Turbolaser Batteries = 8x2x4x2 = 128
8x Super-Heavy Mass-Drivers Batteries (Heavy, Heavy Mass-Drivers) = 8x2x2x4x2 = 256
8x Heavy Deck Cannon Batteries = 8x2x2x4x2=256
4x ACS Energy Siphon Cannons 4x40x2=160
4x Vulcan Cannons =4x30=120
4x Heavy Tractor Beam Projectors=4x20=80
4x Heavy Pressor Beam Projectors=4x20=80
4x ACS Witch Fire CIWS Batteries=16
4x DM Guardian System Batteries=16
1x MH EM Field Generator Battery=16
Total: 1368


Keldabe 3.0

12x Assault Grade Flex-Tube Launchers = 12x20 = 240
1x Axial Gravitic Polarization Beam = heavy, long-range hypervelocity gun = 2x4x20=160
8x Heavy Turbolaser Batteries = 8x2x4x2 = 128
8x Super-Heavy Mass-Drivers Batteries (Heavy, Heavy Mass-Drivers) = 8x2x2x4x2 = 256
8x Heavy Deck Cannon Batteries = 8x2x2x4x2=256
4x ACS Energy Siphon Cannons 4x40x2=160
4x Vulcan Cannons =4x30=120
4x Heavy Tractor Beam Projectors=4x20=80
4x Heavy Pressor Beam Projectors=4x20=80
4x ACS Witch Fire CIWS Batteries=16
4x DM Guardian System Batteries=16
1x MH EM Field Generator Battery=16
Total: 1528 1368

Both the Keldabe 2.5 and the Keldabe 3.0 are consistent with a reasonably large Rating 19 cruiser.

No response necessary: just posting it here for transparency.
 

Jorus Merrill

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[member="Captain Larraq"]

Still working my way through. Starting to get a handle on the big picture. Two things:

This is taking a massive amount of time, and while I'm fine handling that as a judge, I don't feel it's a fair obstacle to this ship's future opponents. As such, please start your Description field with a clearly labeled Summary of no more than 500 words, summarizing the 9-10,000 words you currently have in your Description field.



Captain Larraq said:
A Hyperspace Wormhole immediately removes any ship entering it from a "competitive" thread, such as an Invasion or Skirmish, and results in the near-instantaneous travel of the ship to a random location in a random system at a random distance from the system in which the thread takes place. This effect can only be "aimed" in a general 45-degree cone centered over the system in question and will typically result in the travel to a random system within 2-5 Hex of distance.

This is cool. I like it. Can you please clarify that the Keldabe Type 3 cannot reenter the fleet engagement afterward?
 

Captain Larraq

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[member="Jorus Merrill"]
Jorus Merrill said:
Also, re: the hyperspace wormhole paragraph, please also also reiterate some of the other material about how this is a navigational system, not a weapon, and cannot be used to remove other ships from the board without consent. Turns out we need more clarity here.
Was that seriously a concern?

This weapon is no match for the power of plot armor.

Hits would have to be taken for such an event to take place.

kidding aside, sure. I'll tinker with the description and get things smoothed out.
 

Captain Larraq

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Character
[member="Jorus Merrill"]


Jorus Merrill said:
This is taking a massive amount of time, and while I'm fine handling that as a judge, I don't feel it's a fair obstacle to this ship's future opponents. As such, please start your Description field with a clearly labeled Summary of no more than 500 words, summarizing the 9-10,000 words you currently have in your Description field.


Actually... now that I think about it, wouldn't this be covered by the strengths and weaknesses section? Like... isn't that why we started including strengths and weaknesses in subs?
As best I'm aware, all of the combat features of the ship are pretty clearly laid out by the listed Strengths and Weaknesses.
 

Jorus Merrill

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Captain Larraq said:
[member="Jorus Merrill"]





Actually... now that I think about it, wouldn't this be covered by the strengths and weaknesses section? Like... isn't that why we started including strengths and weaknesses in subs?
As best I'm aware, all of the combat features of the ship are pretty clearly laid out by the listed Strengths and Weaknesses.
We need something in between those levels of detail. 3-500 words of the 'big picture' please.

Also, as mentioned on Skype, we need more clarity on how far in front of the Keldabe the wormhole appears, and especially transit time. Transit time's the big one (has to be comparable to a hyperdrive) or we run into the 'no stargates' rule.
 

Captain Larraq

Capitalist
Character
Jorus Merrill said:
We need something in between those levels of detail. 3-500 words of the 'big picture' please.

Also, as mentioned on Skype, we need more clarity on how far in front of the Keldabe the wormhole appears, and especially transit time. Transit time's the big one (has to be comparable to a hyperdrive) or we run into the 'no stargates' rule.
The wormhole connects one point in space-time to another point in space-time.
To the people aboard the ship, the travel feels instantaneous.
However, in practice, the randomness of the wormhole's exit point results in a travel time that would be fairly average for Hyperspace travel.
More or less.
It's random though. You may end up only a few lightyears away having taken several months to get there, or you could end up four Hex away after only a few hours/days.
Or you could end up a few lightyears away a few hours later, or you could end up in the middle of nowhere several Hex away several months later.

It averages out.
Roll a die and GTFO.
What happens when you return to realspace would be an issue to cover in another thread, or ignore entirely.
Since you're getting chucked into a random point in space and not a specific destination, it should be meh.
I mean... There's just no way to turn this thing on and say "We're going to fly through this hole and exit in orbit over Coruscant 1 hour from now."





Also, I specified the wormhole as spawning roughly 500-850 meters in front of the ship.




Jorus Merrill said:
3-500 words of the 'big picture' please.

Three words.

"Overcomplicated Internet Spaceship"

XD

I'll figure something out for this.
 

Jorus Merrill

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Character
[member="Captain Larraq"]

I feel like we're making serious progress here, lol.



Captain Larraq said:
However, when it is used the energy beam's activation causes a temporary 20% reduction in power to shielding during and immediately after firing as well as a similar 20% power reduction for all of the ship's other weaponry.


Captain Larraq said:
Power Hungry: After activating the wormhole-creating Gravity Polarization Beam, the ship suffers a 20% reduction in both weapon power and shield strength that lasts for roughly as long as it would take the ship to fully enter the wormhole
Can you nail this down to an approximate time frame or range, and put that range in both places?




Captain Larraq said:
While many experiments with this technology have been made, there has yet to be any concrete means of predicting either the point in space or the point in time from which the wormhole will vomit forth an entering ship back into reality. In some instances, travel via this means would seem to have resulted in a ship re-entering realspace hundreds of light-years away a few moments before it had actually entered the wormhole. In other instances, a ship that was considered lost to the wormhole was instead vomited out into realspace several months after originally entering.
While this is really cool, it comes too close to the 'no stargate' thing we talked about. I'm fine with a range from hours to months, but the fastest possible objective travel time has to be comparable to a hyperdrive.



Captain Larraq said:
The unpredictable nature of these excursions into wormholes would have resulted in the removal of the GPB Weapon from the Type 3 Keldabe design were it not for a singular aspect of its capability. As these wormholes are forced into being in a state of disconnection with the gravitational fields that surround it, they can be created at any point in space regardless of closeness to a gravity well and can even be generated within the atmosphere of a planet. In this regard, the Hyperspace Wormhole created by the Type 3 Keldabe-class Battleship is the only known means by which a starship can flee a realspace battle in spite of nearness to a natural or artificial gravity field. However, when it is used the energy beam's activation causes a temporary 20% reduction in power to shielding during and immediately after firing as well as a similar 20% power reduction for all of the ship's other weaponry.
The 'only known means' thing has to go, unless you say that that's from Mandal Hypernautics' perspective.

Hyperspace wormhole within atmo is consistent with canon but could be immensely destructive. Please specify that weaponized use is not possible (i.e. hovering precisely in front of a building and making a wormhole inside the building or whatever). Use whatever technobabble necessary to justify that limitation IC. (Try and throw in something that'll keep you from spawning wormholes in nearby space stations, too, lol. Maybe something about how the projector gets baffled by the station's artificial gravity.)

Next up at my end: evaluating the main stats.
 
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