Star Wars Roleplay: Chaos

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Tyrant-class Star Destroyer

Grand Admiral, First Order Central Command
Pretty sexy ship there.

I would think you could up the armament rating pretty safely to at least 14 or so, maybe higher (depending on dev). For purely fluff-related reasons, I would also up the number of guns in general.

The only other thing i can think of is a means to further distinguish itself from the Wyyrlok and Dark Blade. Both of those are focused on long-range firepower, so perhaps some more close-range focused weapons? Given the detail on the molecular furnace (and thus the ability to fabricate ammunition), I'd imagine some sort of medium range mass driver, similar to what the Republic and Mando's have.

That's where I might take it, but frankly it looks great as is.
 
[member="Cyrus Tregessar"]

I based it on the Balanced Destroyer (allowed 890 total weapons, rating 10) Dropped a squadron and went to 960 total weapons. Compared to the 1282 the Assault is allowed (Rating 16), I figured 12 was fine. Its a ship of the line, you should be proud of the Ship of the Line. When dev starts, if it gets up there in posts, I may add more.

I've used the Molecular Furnace on a civilian ship before, its often glared at as a possible superweapon, and thus I wanted to clearly state its capabilities, but also, I often go nuts with description.

It would be easy to change the main armament from Turbolasers and Ion cannons to Deck Cannons. They are pretty nice Ion/Mass Driver weapons, good mid range, and require ammunition, which would complement the Furnace well. How does that sound?
 
Grand Admiral, First Order Central Command
Yeah I see what you're saying on the math, I just tend to push the limits and see what I can get away with than start within limits and not know, you know?

Depending on the judge, you can get away with poodoo with more description, (why did I add that, you were a judge) so I definitely feel you there. Also it's nice to see effort put in to things. I have noticed Molecular Furnaces used on ships before so it seems like their limited form as seen on this board is basically standard now.

As for weapons, I'd say it's worth it to have all three, or perhaps dropping the ion cannons (since they come attached to deck cannons).

Just thought about this, but given that it's a Star Destroyer, you can usually get away with providing for dedicated troop transport and shuttles/dropships accordingly without affecting your squadron size and etc.
 
Cyrus Tregessar said:
(why did I add that, you were a judge)
But I'm free now, and I've only worked with 2 of the current Judges.

I went with all three weapons, we will see where the Dev takes us. I like to hammer out the minimum (in this case 10) and then "Practice" with subs for dev, so it could end up being decent post count. If not, It can be trimmed there as needed.
 
Cyrus Tregessar said:
Just thought about this, but given that it's a Star Destroyer, you can usually get away with providing for dedicated troop transport and shuttles/dropships accordingly without affecting your squadron size and etc.
Just saw this. You are correct, and IF-120 Landing Craft, Sentinel-class Landing Craft, and an AT-AT Barges could work. I rarely include them in subs (Factory isn't geared for them heavily), but I could include that they are held in the Port and Starboard hangars allowing from rapid deployment. Normally I only include the set of 2-3 for things like PC owned Stealth Freighter, or the like. Its so a PC can legitimately leave the ship in something, or on rare occasion for including freighter sized escorts (Like the Roche-class and the Keldabe I'm currently using in Togoria)

Basically, I only include spaces for those intended to be directly used in combat. The Imp Star One had at minimum 38 shuttles and drop ships with recovery craft and repair vehicles not included. I don't bother with the 30ish drop ships it should have.

[member="Darth Ophidia"]
Most of it is a fancy way of saying, It does many things.
 
Grand Admiral, First Order Central Command
[member="Draco Vereen"]

That missile launcher is straight fucking beautiful, and I want to contract for an effectively unlimited supply to equip future One Sith ships. I have no idea how you got it approved so easily, you can swap between firing 20 Assault Concussion missiles to hitting fighters with a volley of 100 regular concussion missiles on the fly.
 
Cyrus Tregessar said:
20 Assault Concussion missiles to hitting fighters with a volley of 100 regular concussion missiles on the fly.
Where are these numbers being drawn from? His missile launcher can only carry a single assault missile at a time, and only 4 normal missiles otherwise.
This means that one single assault concussion missile accounts for 10 turbolasers worth of weaponry.
This means that one single concussion missile accounts for 2 turbolasers worth of weaponry.

So sixteen of these launchers means sixteen total potential assault concussions missiles or sixty-four potential concussion missiles. Or some mix of the two.
 
Cyrus Tregessar said:
I want to contract for an effectively unlimited supply to equip future One Sith ships

Unfortunately, its minor production, so it can't be slapped in to every ship class. But, perhaps an exchanged for them HARM Missiles and 240mm Hypervelocity guns can be arranged (And would help with devving this beautiful ship).
 

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