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Gir Quee

Gir Quee

Member Since 28 Oct 2014
Offline Last Active Yesterday, 11:45 PM
*****

11th ISAF Assault Regiment - "The Rolling Thunder"

27 December 2018 - 11:17 PM

"Sure...you can hear them from a dozen klicks away, but what a reassuring sound. The cavalry have arrived. The hard fighters are here." ~anonymous member of the 3rd ISAF Marine Regiment after being reinforced by elements of the 11th Assault Regiment

OUT OF CHARACTER INFORMATION

GENERAL INFORMATION

COMBAT INFORMATION

  • Availability: Unique. 

  • Deployment: Mass

  • Strengths & Weaknesses:

  • High Firepower: The 11th Assault Regiment has a high amount of firepower through its use of heavy crawlers and heavily armed battle droids.

  • Staying Power: Both the crawlers and the Legionnaire battle droids, which are the bulk of the units troops, are fairly durable compared to many of their peers.

  • Dumb as Rocks: Being almost entirely manned by battle droids mean the 11th isn't very intelligent, and can often be outsmarted by opponents, especially at the lower echoleons.

  • Terrain LimitedWhile the crawlers and Legionnaire battle droids provide much of the firepower and staying power, they are both fairly large and heavy, which limits their ability to operate, such as in the tight confines of a city or the soft ground of a swamp.

Description: While many military units can trace their history for years past, some encompassing martial traditions thousands of years old, some units are created with no such roots by sheer necessity. The 11th ISAF Assault Regiment is one of those units. Faced by a perceived need to boost border defenses, Admiral Quee hastily raised the unit and marshalled its resources, including the expediently designed Gharzr-class Battle Crawler, at Balamak. A local bothan commander there, Mak Faar'im, was commissioned as a colonel to lead this new group. After several war games, the mixture of Balamak natives have been experienced in leading their largely battle droid composed unit into battle as heavy mechanized infantry. The "Rolling Thunder", as they are commonly known, typically rides onto battle on imposing battle crawlers before unloading dozens of Legionairre Battle Droids to fight on foot. These battle droids then carry on most of the fight with grim determination with the full firepower and protection of their battle crawlers backing them up all through the fight. As part of 4th Fleet's 41st Battlegroup, the Rolling Thunder typically works and fights alongside the 1st Directorate Jump Troopers Regiment and the 3rd ISAF Marines Regiment.

 

History: The 11th Assault Regiment is extremely new in its inception, being formed and raised under the direction of Admiral Quee as part of the ISAF's bid to shore up its eastern defenses. With the rapid expansion of the Sith Empire, the 11th's formation was best described as expedient. Several of Lucerne Lab's Hephaestus Factory Ships were quickly dedicated to building the thousands of battle droids which would comprise much of the regiment's, as well as hurriedly designing and building the Gharzr Heavy Walkers which would act as the regiment's heavy tanks. Organics were largely recruited from the farming population of the agri-world of Balamak, where their experience in operating heavy farming vehicles could be easily transferred to the heavy crawlers of the 11th Assault Regiment. A longstanding member of the local Balamak defense forces, a bothan named Bak Fiarr'im, was appointed command of this newly created unit. Known for being introspective and serious-minded, Fiarr'im has spent most of his energy into passing his past experiences onto the battlefield to his younger and more inexperienced subordinate officers, frequently forcibly putting them into command of certain situations to build up their leadershipskills. As a result, the Rolling Thunder's junior officers tend to take the initiativein their own hands, which suits Fiarr'im just fine. After a dozen such field exercises, many against other elements of the 41st Battlegroup, the 11th Assault Regiment had their first actual baptism of fire at the siege of Knoval, where they were largely responsible for breaching the fortress's defenses after executing a heavy artillery barrage from their crawlers. Since then, only small elements of the 11th under more subordinate commanders have been deployed in support of minor policing actions and skirmishes on the fringes of the ISAF's worlds. This has resulted in Fiarr'im possibly having one of the most practiced and independent subordinate command teams within the 41st Battlegroup.

 

Equipment: The durability and firepower needed for the regiment's assault mission profile and Admiral Quee's ability to quickly bring Lucerne Labs to help build the unit have largely informed its equipment choices. Hulking Legionairre Battle Droids fill out the regiment's infantry ranks while smaller numbers of more diminutive Hoplite series Synthetic Soldiers are programmed to act as crawler crewmembers. While the Legionairre Battle Droids can rely on their built-in weapons and defenses, the synthetic soldiers and organic elements of the 41st are equipped with Carabello Armored Series Clothing in the form of gray-green fatigues and LPD-11 Blaster Pistols. While this seems like light equipment for a soldier, the organics and Hoplites are only expected to use these in last resort situations, as their primary role is to operate the regiment's heavy crawlers. Phobos Heavy Crawlers are the regiment's prime vehicle, as each crawler is capable of moving and supporting a platoon of Legionairres on the battlefield, acting in a similar way to the legendary AT-AT. Accompanying these transports are a smaller number of Gharzr Battle Crawlers, whose heavy firepower is put to use demolishing enemy defenses, enemy vehicles, and large groups of enemy troops.

 

Tactics: The Rolling Thunder utilizes the mobility and durability of its crawlers and combines it with the utility of battle droid infantry. On a strategic level, the entire regiment can be embarked on its crawlers, affording the regiment long term strategic mobility and endurance. Typically, the Gharzr Battle Crawlers of the armor battalion will spearhead the initial assault to soften up opponents before the lesser armed Phobos Crawlers and battle droids enter the battlefield to mop up opponents. At a platoon level, the crawlers typically move into engagement zones before deploying their battle droid infantry, which employ simple but effective fire team tactics that largely rely on the natural firepower, durability, and unhesitating reaction of the Legionairre Battle Droids. This pairs well with Fiarr'im's practice of encouraging junior officers to quickly take initiative on the battlefield to rapidly react to sudden changes on the battlefield without waiting on orders. Still, such improvisation is not perfect, and Fiarr'im or one of his more senior subordinates is often on standby with a small element to reinforce units under more junior commanders to help right their mistakes on the battlefield, typically meaning that at least part of the 11th Rolling Thunder is detailed to act as a battlefield reserve from the start of any operation.

 

Deployment: The 11th Assault Regiment is assigned to the Silver Jedi 4th Fleet as part of its 41st Battlegroup, notably serving alongside the 3rd ISAF Marine and the 1stDirectorate Jump Trooper Regiments. Unsurprisingly, the 11th spends most of its time embarked on the 4th Fleet warships, even when the fleet is docked in port because of the time that would otherwise be required to load and unload its heavy vehicles. 


Gharzr-class Battle Crawler

23 December 2018 - 02:57 PM

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OUT OF CHARACTER INFORMATION

 

PRODUCTION INFORMATION

  • Manufacturer: Lucerne Labs
  • Affiliation: Directorate, Silver Jedi, Closed-Market 
  • Model: Gharzr-class Battle Crawler
  • Modularity: ammunition, MAST turret configurations
  • Production:  Mass-Produced.

TECHNICAL SPECIFICATIONS

SPECIAL FEATURES


Strengths:

  • High Firepower: The Gharzr-class Battle Crawler is very well armed, sporting several weapons commonly found on capital ships. The foremost of these is a cut-down hypervelocity cannon, which can often make short work of heavy walkers, main battle tanks, and fortified positions.
  • Heavy Defenses: The Gharzr sports resilient shielding technologies and thick armor plating, which allows it the opportunity to better endure enemy attacks 

Weaknesses:

  • Low Performance Vehicle: The Gharzr is fairly slow and unmaneuverable even for a vehicle of its size.
  • Large and Heavy: The Gharzr is fairly large for its size. This presents several logistical problems for transporting them from different places to places (such as on dropships) but it also limits their practical deployment because of their weight and size.

DESCRIPTION

Seeing increasingly large vehicles being employed on the battlefield, Admiral Quee directed Lucerne Labs to develop a very heavy tank based on their Phobos Heavy Crawler using already existing components as a temporary stop-gap measure until a more dedicated vehicle could be devised. While an obvious product of expedience, the resulting Gharzr sports impressive amounts of firepower and staying power that makes it a fine vanguard vehicle for direct frontal assaults against heavily armed and well defended enemies. Gharzrs often find themselves as the core of armored groups, using their impressive firepower and defenses to batter back foes while smaller friendly vehicles can protect its flanks.

 

Technical Explanations

 

Crew & Internal Layout: The Gharzr can be driven by one person in an emergency, but it is usually operated by a crew of seven: a driver, a commander, a sensor/communication's system operator, and four gunners.  All of their positions are located deep in one compartment that sits underneath the crawler's heavy particle cannon turret. This depth generally protects the crew from all but the harshest attacks and allows other crewmembers to quickly take over their stations if they are somehow injured or incapacitated. Each crewmember is cross-trained to run other station in the event of an emergency. The outer doors are composed of the same thick armor that covers most of the hull, while the second set is lightly armored, and acts as a failsafe to maintain the vehicle's sealed atmosphere in case the first door takes a direct hit.

 

Drive & Power Systems: The Gharzr moves about on four separate continuous tracks which use overlapping road wheels. Each track is powered by a separate hydrogen-oxygen fuel cell engine derived from the Lab's previous Myrmidon-class APC. This drive system provides the Gharzr with a robust drive system that is capable of navigating through many terrains, though it is not as fast nor as capable of maneuvering around objects as many repulsorlift vehicles. The tradeoff is that the Gharzr's drive system is more resistant to electromagnetic fluctuations, making it more resistant to EMP attacks and allowing it to work on worlds with unusual magnetic fields, such as Jabiim. The vehicle uses a quartet of AH-50 disposable high intensity power cell to power its other systems.

 

Defensive Systems: The Gharzr most basic defense its reinforced beskar frame, which is then covered in layers of Argentum Matrix Armor plating that is carefully designed to act as sloped armor.  Thus the actual arrangement of plates combined with its frame is designed to resist kinetic weaponry, while the plating composition itself is designed to resist a wider variety of attack ttypes. This protection is then supplemented by HU-OC deflector shield generator, a slow-charging by highly durable deflector shield system. The "overcharging" system drains power from the vehicle's Hypervelocity cannon and/or plasma turbolaser, and thus is mostly used to provide extra protection to the vehicle when that weapon is not in use. The Gharzr also sports the revised Aegis II Anti-Concussion Field Generator for protectionagainst physical threats, which has dedicatedpower source for low-power at all times, though like theHU-OC, power must be drained from the vehicle's primary weapons to keep it full-powered at its most potent state. Most Gharzr Crawlers are covered in camouflage patterns appropriate for the environment in which they are (or will be) deployed. Given their large size, however, these are generally only useful in concealing them from casual observation when sitting still or from great distances. The Gharzr also sports a MAST turret mounted on its main turret. This is typically outfitted with a sensor jammer or directional particle shield, providing the Gharzr with a more active means of defense.

 

Offensive Systems: Guided by an Omniprobe Sensor similar to that found on the Heavy Tracker, the Gharzr's primary weapon is a cutdown Angon-class Hypervelocity Cannon, which provides the Gharzr with aweapon of exceptional power and range. Not only can a single hit from this weapon destroy many vehicles in a single shot, but it provides access to a variety of damage types. Perhaps just as importantly, it provides the Gharzr with its prime means of indirect firepower. Unfortunately, the weapon's colossal size means that its tracking capability is fairly poor against small or moving targets. Additionally, the size of each munition is quite large, meaning that it only carries several dozen shots at a time. Because of theselimitations, the Gharzr actually primarily relies on a coaxial-mounted Firestorm Plasma Turbolaser, which provides the Gharzr with a better close-quarters weapon because of is greater tracking and store of ammunition. The Firestorm is best employed against larger vehicles like enemy tanks or low-flying aircraft, though it can be employed effectively against clustered groups of smaller enemies. For point-defense, the Gharzr carries a retractable Reaper Mag Cannon on either side of the of the front outrigger treads. These weapons typically are used to mow down infantry, light vehicles, and inbound ordinances on direct paths towards the vehicle. For more distant defense, the Gharzr has a Plumbata Defense Battery mounted on the rear of its turret, allowing it to fire up to eight projectiles during an engagement. These are typically warheads for use against enemy aircraft, but EMP probes are another favorite, especially as a means ofauxiliary protection for nearby friendly units against technologically savvy opponents.


Admiral Fennut's Battle Baton

03 December 2018 - 11:32 PM

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OUT OF CHARACTER INFORMATION

  • Intent: To provide an item for an upcoming gift exchange

  • Image Source: here

  • Canon Link: N/A

  • Primary Source: N/A

PRODUCTION INFORMATION

  • Manufacturer: Unknown, speculated Admiral Fennut of the Hast Defence Force

  • Affiliation: A soon to be disclosed recipient

  • Model: Fennut's Battle Baton

  • Modularity: No

  • Production: Unique

  • Material: Impervium Body, spunplast grips, internal components of a sonic pistol

TECHNICAL SPECIFICATIONS

  • Classification: Battle Baton / Sonic pistol

  • Size: Small

  • Weight: Average

  • Ammunition Type: Power cell / gas canister

  • Ammunition Capacity: 50 shots

  • Reload Speed: Average

  • Effective Range: Average (Point Blank in 'blastsword' mode)

  • Rate of Fire: High

  • Stopping Power: Average (Extreme in 'blastsword' mode)

  • Recoil: Average

SPECIAL FEATURES

  • Sonic Weapon: Fennut's battle baton is essentially a sonic pistol in a wand form, which unsurprisingly, can have its frequency and wavelength altered somewhat to allow it to adapt to different environments.

  • Bludgeon: Despite its appearance, Fennut's Baton is durable and thick enough to be used as a baton. The Baton even incorporates a 'push' trigger in its tip much like a blastsword. Consequently, jabbing someone with the button will cause the batton to emit a high-pitched and intense sonic shockwave at point-blank range with a similar effect to a sonic disruptor.

  • Historical Weapon: Fennut's battle baton is a well-known historical artifact, though it is unknown if Admiral Fennut actually owned the weapon, which brings with it a certain amount of class and respect from those from Hast or Mon Calamari.

Strengths:

  • Ceremonial Weapon: The Battle Baton is a badge of office, which makes it apparent just from its presence that its user is a someone of high rank. In worse case scenarios, it can also be used as a bludgeoning weapon just like the originals.

  • High Rate of Fire: Fennut's battle baton incorporated some of the latest circuitry and capacitors of its day, allowing it to fire fairly rapidly even by today's standards.

  • Extreme Stopping Power: Fennut's battle baton's contact-emission mode, sometimes referred to as is blastsword mode, is exceptionally powerful, and much like a sonic pistol, can shatter dense objects.

Weaknesses:

  • Awkward Handling: While the battle baton is essentially a pistol, it's ergonomics are very different from that weapon, and it is difficult to use at extended ranges even by those experienced with using battle batons between the unusual grip and the lack sights.

  • Short-Range: The battle baton is intended as a personal defensive weapon, and even in its ranged weapon mode, is fairly short-ranged, comparable to a typical blaster pistol, which pales in comparison to many rifles wielded by soldiers and other combatants.

DESCRIPTION
 

This modest-looking battle baton was supposedly wielded by Admiral Fennut, one of the foremost officers in the Hast Defence Forces during that world's emergence from the Gulag Plague. Admiral Fennut was most well-known for his almost cerebral mastery of 3D tactics, such as at the Rout of ILC9464. But the early years of the reestablished HDF also meant that they were short of spaceworthy vessels, which mean that ships were boarded and captured whenever possible. During those operations, Admiral Fennut turned to his people's cultural weapon, the battle baton, and gradually modified it over the years into its current potent form.

 

The baton itself is made out of turned Impervium, making it exceptionally dense for its size and well-suited for dealing bludgeoning blows. It also makes the baton fairly durable, allowing it to parry many weapons, including brief glances with lightsabers. The rear of the baton sports what appears to be a simple, spunplast grip. Comfortable and hardwearing in many environments, this spunplast actually conceals a pressure trigger for the weapon's firing mode. Lightly squeezing the baton fires it. The impervium pommel acts as a dial-like safety device: during it a full quarter turn of the pommel will either activate or deactivate the baton's firing mode.

 

While it appears that the baton at one point concealed a blaster mechanism like many battle batons, it appears that eventually Fennut replaced these internals with those of a sonic pistol. Unsurprisingly, this weapon's ranged performance is largely identical to such weapons, such as the SD-77, though its handling is a bit more awkward between its grip and lack of sights. Fennut or one of his technicians appears to add a pressure stud to the tip of the baton. When pressed against an object or person, this stud acts as a pressure trigger much like that of an Adumari blastsword. This contact mode causes the baton to emit a very short-ranged but very intense sonic blast which can shatter many solid objects or cause devastating internal injuries to organics.

 

Fennut's battle baton was formerly kept in a Hast Defense Force museum ship before it was raided and plundered by pirates. Eventually, the weapon returned into native hands once again after the raiders were subsequently caught by then Commodore Quee. While the man kept the weapon as a symbol of his rank and ties to Hast during his time as a Galactic Republic and then Directorate officer, he has since planned on awarding it to someone else who might make better use of its abilities, as the man much prefers a more conventional gun for actual combat use.

 


Achelous-class Star Destroyer

09 November 2018 - 08:06 PM

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OUT OF CHARACTER INFORMATION

  • Intent: To provide another star destroyer option for the Silver Jedi

  • Image Source: Originally found here, modifications by yours truly

  • Canon Link: N/A

  • Restricted Missions: N/A

  • Primary Source: N/A

PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS

STANDARD FEATURES

ADVANCED SYSTEMS

Strengths:

  • Slugger: The Achelous has somewhat heavier weapons and defenses than the average star destroyer, making it well-suited to slugging matches.

  • Operations Center: The Achelous harkens back somewhat to the older Imperial Star Destroyers, carrying an extensive amount of troops and support craft in order to support dedicated ground operations. As part of this, the Achelous also sports a dedicated command complex derived from the Union-class Assault Carrier.

Weaknesses:

  • Small Starfighter Complement: The Achelous does carry as many starfighters as many of its counterparts, limiting its ability to project power and fight off enemy strikecraft.

  • High Sensor Signature: The Achelous has an usually high sensor signature, largely due to its increased defenses. The Beskar frame makes FST returns much more prominent, and the ship's layered shield technology produces a higher energy signature than normal. 

 

Description: The Acheolous is a larger star destroyer based on expanded versionof the Tempest's hull. Unlike that star destroyer, the Achelous is designed to engage specifically to slugging matches with heavier weaponry and defenses. Ideally, the Achelous will use its massive Onager-class Rail Cannons to cripple an opponent from range before sliding into a broadside position to finish off foes concentrated turbolaser fire and warhead salvos. The Achelous also houses a large number of troops, making it well-suited for launching extensive and prolonged ground operations. Unfortunately, all of these capabilities come at the loss of much of the ship's starfighter complement, which means that it is often accompanied by screening escorts or dedicated carriers.

 

Technical Descriptions

 

Crew & Automation: As a larger evolution of the Tempest-class Star Destroyer, the Acheolous is fairly similar in that it is designed to be run with a typical sized crew, but it continues to retain a network of Calor Bio-computers and Biolux Organoform Circuitry. This automation cannot only assist the crew in their tasks and automate some basic day to day functions, but it can also act as emergency back-up control for critical systems. This allows the systems of the ship to function even without a full crew, though at the cost of less efficiency and effectiveness. Because a large number of the Silver Jedi and ISAF forces are composed of droids, the Acheolous has a large number of droid power charging stations and maintenance facilities in order to effectively keep this mechanical force running. The Achelous has a typical Lucerne Labs CIC-style bridge located near the center of the ship, but it also has a pair of supplementary command stations dedicated to runing teams of smaller space and ground forces respectively: the SOC and POC.

 

The SOC, also known as the “wishing well”, is a tactical command post loosely based on the bridge of the old Inexpungnable-class. It is circular room with two levels, with the inner level being substantially lower than the outer ring. The outer ring holds typical computer consoles, comscans, and a handful of small scale holo-tanks. But the central portion is created with a transparisteel deck and walls through which embedded holo-projectors could recreate the space around them and the objects, both artificial and natural, on a large scale that is not only detailed and immersive, but also in real-time. Such a presentation affords the crew manning it perhaps the easiest method to observe and interpret on a large scale while avoiding being sucked into observing the battle through a handful of 'keyholes' viewpoints, such as the bridge viewport or an several electro-photoreceptors. Commanders and flight controllers often use it to help coordinate groups of ships, particularly starfighter squadrons and corvettes for quick, surgical strikes.

 

The Planetary Operations Center(POC) is located a short distance away from both the main bridge and the SOC. This is a rectangular room whose walls are mostly covered in LCD screens which frequently display live feeds from cameras and other visual sensors found on personal armors, droids, vehicles, and other like devices. Most of the room is occupied with neat rows of computer consoles and holographic tactical battlefield displays needed to interpret the vast amount of data flows through the center and coordinate the units present on the ground. Many of these consoles are equipped with CL-3 headsets to help control and coordinate droids and other automated units.  This room also contains a CS-Mark 12 Holo-projector, used to plan large-scale movements, and a pair of CS-Mark 10 Command Combat Simulators, which are used to analyze terrain and simulate battle plans. Commanders typically use the POC as a mobile command post for a large variety of units and missions, from monitoring strike teams through helmet cams to directing armies thousands of individuals strong into battle. 

 

Communications: The Achelous uses a pair Oracle-class Communications Packages supplemented by several dozen comm lasers and a pair of Biocomms. This provides the ship with a fairly typical communication's suite for a ship its size. It generally has enough bandwidth ability that it can act as the flagship for smaller combined arms task forces, much like the Imperial Star Destroyers before it. On a more technical level, the included Oracle Package and Biocomms make it fairly effective on battlefields which increasingly shown a renaissance of electronic warfare.

 

Hull: Given the Achelous' evolution from the Tempest, it unsurprising shares roughly the same fluid, aquatic lines that are endemic to Mon Calamari designs. A frame of mol-welded beskar forms the base of this hull's construction. This primary frame is then covered in secondary armor belt of link-steel laminated with plasteel to provide some flex in absorbing and dispersing physical impacts. This secondary belt also acts as a rudimentary farraday cage to help protect the vessel from electromagnetic radiation, whether it is naturally occurring or as part of an enemy attack. This armor belt is then in covered in a primary belt of Argentum Matrix Armor, which is designed to better mitigate the effects of heavier weapons that can pierce through the ship's double-layered shields. Some vital sections of the ship, such the bridge and engineering sections, are shielded with Agrinicrete to provide protection against unusually strong radiation that may get past the ship's shields and hull.

 

Hyperdrive: The Achelous is equipped with a x1.5 hyperdrive, giving it relatively average performance for its size. With the prevalence of interdictor technology, this hyperdrive has been hooked up to multiple hyperspace coils to form a HIMS device, allowing it to better penetrate extensive interdiction efforts.

 

Security: The Achelous incorporates conventional Lucerne Labs internal security systems, making extensive use of code cylinders and droid-specific passcodes to control sensitive access to the ship and its systems. Tripping or attempting to force one's way into the system can not only trigger silent alarms that inform the ship's security complement, but also trigger any number of automated traps. Forced access to most restricted rooms triggers man traps concealed underneath the deck's plate in an attempt to immobilize the intruder. Key rooms, corridors, and junction points are further guarded by automated Stormfire Repeater emplacements and force-field generators. In terms of electronic protection, the ship utilizes typical pyrowalls and Rapid Repetition Defense Measure programming supervised by a dedicated team of a dozen EI-9 network security droids spread throughout the ship.

 

Shields: The Achelous is equipped with a pair of low powered Aspis Shield Systems, using several layers of overlapping shields much like the earlier Mon Calamari cruisers before it. This provides a reasonable amount of protection for a ship its size, and allows the Achelous to take some local shield generators or projectors offline for repairs during combat while still allowing some shielding to remain online in those some areas. The Achelous also sports the new Aegis II Anti-Concussion Field Generator, though it only has a small amount of power fully dedicated to it at all times. In most instances, power has to diverted from other systems in order to provide the Aegis II with enough power to make it effective against most capital-grade kinetic weapons.

 

 

Sublight Drives: The Achelous sports banks of Nimble-5 Ion Engines, providing it with typical sublight speed for a vessel of its size during most operations. The engine's boost function can be triggered at times to improve the ship's speed at the loss of maneuverability and shield regeneration. This makes it useful for strategic bursts of speed on the battlefield. Similarly, with the Achelous typically only has average agility at sublight speeds, it can activate its Gulfstream Maneuvering System to increase its maneuverability at the cost of speed, making it relatively agile for its size. This is typically done when an Achelous is engaging an opponent in close quarters, allowing it to get in an optimum slugging match position with its opponent.  

 

Armament: The Achelous is designed around a pair of massive Onager-class Plasma Rail Cannons, which can quickly dispatch giant slugs or vibrant bolts of sizzling plasma across entire battlefields. Each rail cannon by itself has the firepower of a typical heavy frigate, and when fired together, the Achelous's rail cannons can often make short work of many cruisers and smaller vessels. Unfortunately, because of their great size and the nature of their spinal mount, the rail cannons are primarily aimed by the entire ship maneuvering to point itself at its targets. These rail cannons are unsurprisingly backed by faster-tracking weapons in the forms of long range solar ionization cannons and Iris-class Turbolaser Batteries, which also allow the Achelous to effectively engage targets in typical broadside brawls. The Achelousalso incorporates dozens of recessed Harpoon General Purpose Launchers covered by sliding armored doors and oriented at 45 degree angle from the ship's central axis. This unusual set-up allows the launchers to effectively be used fire in both the fore and side arcs with a little maneuvering by the missiles while the blast doors increase the chances that they will remain operational during extended slugging matches. The Achelous's last capital grade weapons are a handful of minelayers, which are typically used to provide some deterrence against rear attacks. Defensively, the Achelous has a pair of Erebus sensor jamming arrays backed by dozens of defensive missile launchers, fast-tracking autoblasters, and pressor field/particle shield projector turrets.

 

Carrying Capacity: Achelous's carry up to four squadrons of fighter craft, using almost identical hangars to those than found on the parent Tempest-class, though the hangars are fewer in number. Each hangar hosts a single starfighter squadron and includes several pressor catapults, a small tractor beam to help recover damaged craft, and a pair of blast doors constructed of thick Argentum Matrix Armor. Blast doors are shut when the hangars are not actively launching or recovering friendly starships. The other remaining two hangars found on the original Tempest now carry support craft to better enable the Achelous' mission profile of effectively deploying and supporting ground troops. Much of the lengthened hull and reduced internal enginevolume have allowed expansive troop cabins and equipment storage sites to be installed within the ship. This typically allows the Achelous to carry the equivalent of an old Imperial Battlegroup, typically composed of four regiments used to working with each other as a single cohesive unit. However, some Achelous's assigned to backwater sectors within the Silver Jedi do not carry a full battlegroup, with the excess housing being used to transport more civilian passengers (such as aid groups, construction workers, etc), supplies, or thousands of extra L1 Marinus droids to supplement running the ship or any captured prizes.


Looking for Factory Judges

07 November 2018 - 10:57 PM

The Factory is looking to form a new team of Factory Judges.

To be a successful applicant you must:

  • Show tact and courtesy while advising members on their submissions

  • Be impartial when approving submissions

  • Be able to work in a team and take instructions

  • Consistently be able to judge at least several times during the average week

  • Have prior experience submitting submissions to the Factory

  • Discord Chat accessibility. This is mandatory for all Factory Judges

Please read everything before submitting your application in a single pm to Gir Quee:

In the PM state:

  • The profile you would want to judge in.

  • Examples of your best Factory submissions / Previous experience.

  • Why you want to become a factory judge?

  • How you would help make the factory better? Ideas?

  • Your discord name.

If you do not follow these instructions, your application will be ignored.