Directorate Officer
OUT OF CHARACTER INFORMATION
Intent: To provide the Silver Jedi with a heavy battle platform
Image Source: Vortex-class Battle Station modified by your's truly
Canon Link: N/A
Restricted Missions: N/A
Primary Source: N/A
Manufacturer: Lucerne Labs
Model: Breakwater-class Battle Station
Affiliation: Silver Jedi
Production: Limited
Material: Argentum-series Matrix Armor Plating, Agrinicrete, Ferrocarbon frame laminated with condensed matter composite, standard starship components
Classification: Battle Station
Length: 1800 meters
Width: 1800 meters
Height: 1800 meters
- 18 Scythe-class Homing Lasers
- 18 Angon-class Hypervelocity Cannons
- 64 Iris-class Turbolaser Batteries
- 20 Rhongomyniad-class Mass Driver Batteries
- 20 Firestorm-class Plasma Turbolaser Batteries
- 25 Harpoon-class General Purpose Warhead Launchers
- 50 Tenjin-class Ion Torpedo Launchers
- 20 Rainburst-class Flak Cannons
- 30 Plumbata-class Defense Batteries
- 20 Sentinel-class Point Defense Emplacements
Hangar: 6 Squadrons
Maneuverability Rating: Very Low
Speed Rating: Very Low
Hyperdrive Class: x4
STANDARD FEATURES
- Biocomm
- Encryption Network (with Mithril Security Software)
- Escape Pods
- Oracle-class Communications Package
- Standard Detention Cells
- Standard Life Support Systems
- Standard Navigational Systems
- Standard Sensor Array
- Standard Targeting Systems
- Tactical Operations Center (ARENA-7580 HoloProjectors, CL-3 Command Links, Comscans, Merlin Holographic Displays, Holo-tanks)
- Tractor Beam Projectors (x18)
Advanced Systems
- Aegis-class Anti-Concussion Field Generator
- Angon-class Hypervelocity Cannons
- Argentum-series Matrix Armor Plating
- Dual layered, heavy Aspis-class Shield Systems
- Firestorm-class Plasma Turbolasers
- Hyperwave Inertial Momentum Sustainer
- Harpoon-class General Purpose Warhead Launchers
- Iris-class Turbolasers
- Plumbata-class Defense Batteries
- Rainburst-class Flak Cannons
- Rhongomyniad-class Mass Drivers
- Scythe-class Homing Lasers
- Sentinel-class Point Defense Emplacements
- Tenjin-class Ion Torpedo Launchers
High Firepower: Each Breakwater packs significant firepower concentrated mostly in heavy weapons mounts, making it exceptionally dangerous to capital ships.
High Defense: Each Breakwater is covered in thick Argentum-series Matrix Armor which is augmented by an Anti-Concussion Field Generator and redundant Aspis-based shielding.
Mobile Base: Breakwaters are designed to act as orbital bases, using the significant volume of their spherical shape to host large numbers of troops (up to a Corps), supplies, and miscellaneous facilities to support large operations.
HIMS: Breakwaters are equipped with a HIMS device, which combined with their ability to dock corvettes and small frigates in its equatorial trench, allows it to transport these vessels through hyperspace as well.
Low Speed: Breakwaters are exceptionally slow, being designed to primarily be stationary vessels.
Low maneuverability: Likewise, Breakwaters are also not very maneuverable, being designed to primarily be stationary vessels.
Large Target: While its spherical shape provides it with a lot of internal volume, it also makes Breakwaters into exceptionally large targets no matter the approach angle.
Slow Hyperdrive: The Breakwater's hyperdrive is oriented mostly towards hauling such a large mass (and any docked ships), which makes it also exceedingly slow.
Breakwaters are massive space stations designed in equal parts as orbital battle platforms and mobile ground forces bases. By using a spherical shape to maximize internal volume, Breakwaters are able to fulfill both of these mission profiles adeptly. Its surface is studded with numerous heavy weapon emplacements backed by thick armor plating and advanced shields, making them quite dangerous to enemy ships. Internally, the vast decks of Breakwaters are home to extensive barracks, vast cargo bays, and almost comprehensive support facilities that can support up to a Corps of troops. As impressive as Breakwaters are in their role, they are also limited by their exceeding slow speed and large size, which tends to make them fire magnets which almost always necessitate escort vessels.
Technical Explanations
Crew and Automation: Despite being such a massive vessel, the Breakwater has a comparatively small crew, as the station is highly automated through the use of Calor Series Biocomputers and Biolux organoform circuitry to form slave circuits. The organic crew typically works in three sections during normal operations, with each section being responsible for an eight hour shift during the day. These shifts typically involve overseeing the droids and other automation that keeps the sstation working. In times of combat and emergencies, the entire crew is mobilized to improve performance. The station is run from a CIC-style buried deep within the Breakwater's superstructure. Like most Lucerne Labs bridges, the Breakwater's bridge uses amphitheatre layout, with the command staff positioned on the bottom floor around a large ARENA-7580 holo-projector.
Command and Control Facilities: The Breakwater's main use is to act as a mobile base for up to a corps of soldiers. Naturally, this necessitates significant command and control facilities. This had lead to multiple tactical operations centers being located throughout the station, with each command level from the corps to the battalion level having their own station to serve as their headquarters. Most of these pretty similar in capabilities, with each TOC having a large ARENA-7580 HoloProjector to display the battlefield in great detail in realtime as seen by friendly sensors. Supplementary equipment includes various computer consoles outfitted with CL-3 Command Links and Merlin Holographic Displays, comscans, Command Combat simulators, and several small holo-tanks for coordinating important but small-scale actions. It is not uncommon for officers to modify the rooms to better suit their own physiologies and psychologies.
Engine Systems: The Breakwater is equipped with standard ion drives spaced around equidistantly across the ship. Owing to its great mass, the Breakwater is just able to propel itself at speed that is best described as "ponderous". These engine systems are rarely used: most typically they are used to move a station into orbit, and occasionally to make minor alterations in orbit or position. Likewise, the Breakwater has a powerful if slow hyperdrive that allows it to transverse the void. The hyperdrive's field can be slightly expanded to incorporate small capital ships docked to the station. This allows it to move damaged starships, cargo containers, or ships without hyperdrives (such as intrasystem tugs). Because of its potential vulnerability if caught in open space, the Breakwater is equipped with a HIMS device.
Shielding Systems: Breakwaters are protected by twin, heavy duty Aspis-class Shield Systems. By using a spherical shape, Breakwater's maximize shielding efficiency (much like Yevethan thrustships), which allows it to go toe-to-toe with many heavier star destroyers and smaller battle cruisers. This shielding is supplemented by an Aegis-class Anti-Concussion Field, which is fed by its own dedicated hypermatter reactor. This makes Breakwaters exceptionally resilient on the battlefield.
Hull: On a broad superficial scale, Breakwater's roughly spherical shape resembles the famed Death Star's, but on a more practical level, it is most equivalent in functional layout to a Lucrehulk core ship, using is vast volume to hold large amounts of troops and cargo. The station's frame is constructed of reinforced ferrocarbon laminated with condense matter composite to help it withstand the rigors of space travel. Most of the station's internal structure is then constructed in a normal method, but several important areas including engineering and command sections also incorporating Agrinicrete shielding around the room, making these areas less affected by radiation weapons. These internals are then covered by two layers of Argentum-series Matrix Armor which are separated by another layer of condensed matter composite, which provides a high level of defense for a vessel of its size.
Weapons Systems: Breakwaters have weapons equidistantly spread out across its spherical hull, meaning that there is no one particular blindspot: practically a necessity given the station's almost negligible speed and maneuverability. Most of its firepower is concentrated in two sets of heavy, long-ranged weapons designed to be used in a complimentary fashion. Almost twenty Scythe-class Homing Lasers provide the Breakwater with a sustained, long-range energy weapons fire that can be synced together to mimic the effects of composite beam weapons. A set of eighteen Angon-class Hypervelocity cannons provide bursts of high impact kinetic energy with variable payloads to devastate enemies at range. These heavy weapons are then backed by a large number of Iris-class Turbolaser, plasma turbolasers, and mass driver cannon batteries that provide supplementary firepower in support of the main guns or to hit targets too small for the main batteries.=. These guns are then backed by auxiliary warhead launchers. Individual Tenjin Ion Torpedo launchers are typically used to soften up local shielding before hitting the target with the Breakwater's heavy guns or to disable smaller targets at range. The Breakwater also incorporates heavy general purpose warhead launchers, which can be outfitted to carry a variety of mission specific ordinance. Defensively, the Breakwater uses a traditional, layered network of point defenses equidistantly across the station to protect itself from small threats. Rainburst flak cannons are used to disrupt enemy formations at long ranges, whereas Plumbata-class Defense Batteries provide overlapping mid-range coverage. Lastly, Sentinel-class Point Defense Batteries provide close quarters defense against warheads, starfighters, and boarders.
Carrying Capacity: From the very first seeds of its conception, Breakwaters were designed specifically as spheres in order to maximize internal volume for material cost. By maximizing its volume, Breakwaters are able to dedicate large amounts of space to carrying cargo and passengers. At its zenith, a Breakwater can carry up to full corps of troops for short durations, allowing it to act much like the old Empire's Evakmar-KDY Transport. This is typically quite rare, and most often occurs when planetbound corps are reestablishing new bases or are being transported to battle. More typically, a Breakwater will host one or two Battlegroups, with the vast majority of the remaining space onboard being dedicated to hold long-term supplies for the Corps. Because the Silver Jedi and associated ISAF typically do not field large standing armies, most space-bound Corps are composed of several organic units augmented by many more battle droids. Sometimes very few troops are actually carried, and the barracks space is then turned to warehouse space. This allows Breakwaters to act as Fleet Supply Depots or warehouses for valuable goods, such as bacta. Breakwaters are also host to two full wings of starfighters, which are housed by squadron in equatorial trench hangars. One wing is typically a superiority starfighter wing, which is used to defend the station and establish air superiority over landing zones, while another is a dedicated bomber wing, which is typically used to soften up targets before the Breakwater's troops are deployed. There are several other hangar bays located across the station that are used to transport cargo, supplies, and passengers.
Mobile Base: Breakwaters are more to its host units than mere transport to the battlefield: they are also its home, complete with all the facilities needed to maintain their unit readiness. This includes such things as medical treatment facilities, vehicle repair bays, armories, physical fitness facilities, and a number of other basic amenities found on most military bases. While not typically desirable postings for most troops, they are also considered very secure and safe postings as well.