Shuklaar Kyrdol
CEO of Breshig War Forge Consolidated
- Intent: To create an advanced heavy missile battlecruiser for use by Strill Securities.
- Image Source: Here. here, and here.
- Canon Link: N/A.
- Permissions: N/A.
- Primary Source: N/A.
- Manufacturer: Breshig War Forge Consolidated.
- Affiliation: Strill Securities.
- Market Status: Closed-Market.
- Model: HMB-01M Tracyn'buurenaar-class Heavy Missile Battlecruiser.
- Production: Limited.
- Material: Stesr'gar hull frame, Agrinium mesh inner hull liner, Thermal gel hull liner, Stesr'gar hull plating, Stesr'gar-reinforced Stygian-triprismatic Polymer composite armor, Reflec coating, Blast-tinted Beskar-Glasteel alloy viewports and Ultrachrome wires, circuitry and electronics.
- Classification: Heavy Missile Battlecruiser.
- Length:3750 meters.
- Width: 780 meters.
- Height: 1890 meters.
- Armament: Extreme.
- 3x UAC-01S Usen'ye-class Ultra-heavy Accelerator Cannon (spinal-mounted, side-by-side configuration)
- 24x MMOL-03C Modular Mass-driver Ordnance Launcher turrets (4x dorsal fore, 4x dorsal aft, 4x ventral fore, 4x ventral aft, 4x starboard mid, 4x port mid) (total ordnance loaded in each launcher listed, another reload stored)
- 30x Tra'ragir-class Assault Brilliant Missile or
- Any combination of the following:
- Tra'ragir-I: High-output Ion Charge.
- Tra'ragir-B: High-yield Baradium Charge.
- Tra'ragir-BT: Tandem High-yield Baradium Charge.
- Tra'ragir-HEKP: High-yield Baradium Charge w/ Depleted Baradium Penetrator.
- Tra'ragir-S: Seismic Charge with Depleted Baradium Penetrator.
- Any combination of the following:
- 30x Assault Grade Juryam-class Brilliant Seismic Missile or
- 40x Assault Grade Tbarsr-class Guided Baradium Cluster Missile or
- Any combination of the following:
- T'barsr-I: Ion charge.
- T'barsr-B: Baradium charge.
- T'barsr-BT: Tandem Baradium shaped charge.
- Any combination of the following:
- Any equivalent combination of the above or equivalent.
- 30x Tra'ragir-class Assault Brilliant Missile or
- 24x Assault-grade MRP-01 Mass-driver Rocket Pods (4x dorsal fore, 4x dorsal aft, 4x ventral fore, 4x ventral aft, 4x starboard mid, 4x port mid) (total ordnance loaded in each launcher listed, another reload stored)
- 16x Quad HETL-05S Heavy Energy Torpedo Launcher turrets (6x starboard, 6x port, 2x dorsal mid, 2x ventral mid)
- 16x Quad SAC-02S Super-heavy Accelerator Cannon turrets (6x starboard, 6x port, 2x dorsal mid, 2x ventral mid)
- 16x HJB-04 Heavy Jamming Beam Emplacements (4x dorsal mid, 4x ventral mid, 4x starboard mid, 4x port mid)
- 20x 'Shereshir' Heavy Long-range Tractor/Pressor Beam Projectors (5x dorsal mid, 5x ventral mid, 5x starboard mid, 5x port mid)
- 60x Starship-variant 'Araniik' Point-Defense System turrets (2x starboard fore, 3x starboard mid, 2x starboard aft, 2x port fore, 3x port mid, 2x port aft, 2x ventral fore, 3x ventral mid, 2x ventral aft, 2x dorsal fore, 3x dorsal mid, 2x dorsal aft, 4x ventral hangar)
- Power Allocation Rating Adjustments and Weapon System Changes(power redirected from weapon systems):
- One unit of power redirected: Very High.
- 6x Assault-grade MRP-01 Mass-driver Rocket Pods (1x dorsal fore, 1x dorsal aft, 1x ventral fore, 1x ventral aft, 1x starboard mid, 1x port mid) deactivated.
- 6x MMOL-03C Modular Mass-driver Ordnance Launcher turrets (1x dorsal fore, 1x dorsal aft, 1x ventral fore, 1x ventral aft, 1x starboard mid, 1x port mid) deactivated.
- 4x Quad HETL-05S Heavy Energy Torpedo Launcher turrets (2x starboard, 2x port) deactivated.
- 4x Quad SAC-02S Super-heavy Accelerator Cannon turrets (2x starboard, 2x port) deactivated.
- Two units of power redirected: High.
- 8x HJB-04 Heavy Jamming Beam Emplacements (2x dorsal mid, 2x ventral mid, 2x starboard mid, 2x port mid) deactivated
- 8x 'Shereshir' Heavy Long-range Tractor/Pressor Beam Projectors (2x dorsal mid, 2x ventral mid, 2x starboard mid, 2x port mid)
- Three units of power redirected: Average.
- 6x Assault-grade MRP-01 Mass-driver Rocket Pods (1x dorsal fore, 1x dorsal aft, 1x ventral fore, 1x ventral aft, 1x starboard mid, 1x port mid) deactivated.
- 6x MMOL-03C Modular Mass-driver Ordnance Launcher turrets (1x dorsal fore, 1x dorsal aft, 1x ventral fore, 1x ventral aft, 1x starboard mid, 1x port mid) deactivated.
- 4x Quad HETL-05S Heavy Energy Torpedo Launcher turrets (1x starboard, 1x port, 1x dorsal mid, 1x ventral mid) deactivated.
- 4x Quad SAC-02S Super-heavy Accelerator Cannon turrets (1x starboard, 1x port, 1x dorsal mid, 1x ventral mid) deactivated.
- Four units of power redirected: Low.
- 16x Starship-variant 'Araniik' Point-Defense System turrets (1x starboard fore, 2x starboard mid, 1x starboard aft, 1x port fore, 2x port mid, 1x port aft, 1x ventral fore, 2x ventral mid, 1x ventral aft, 1x dorsal fore, 2x dorsal mid, 1x dorsal aft) deactivated.
- One unit of power redirected: Very High.
- Defenses: Very High.
- Stesr'gar hull frame
- Agrinium mesh inner hull liner
- Thermal gel hull liner
- Stesr'gar hull plating
- Stesr'gar-reinforced Stygian-triprismatic Polymer composite armor
- Combat De-ionizer(s)
- Cap Drain(s)
- 2x 'Caritr' Shield Generator
- Default Setting: 1x fore hemisphere coverage, 1x aft hemisphere coverage.
- 'Ori'ga'yusr' Electronic Warfare Suite
- 72x PCBL-01 Point-defense Cluster Bomb Launcher (18x port, 18x starboard, 18x ventral, 18x dorsal)
- 72x CL-02 Countermeasure Launcher (18x port, 18x starboard, 18x ventral, 18x dorsal)
- Power Allocation Rating Adjustments and Defense System Changes (power redirected from defense systems):
- One unit of power redirected: High.
- 1x 'Caritr' Shield Generator deactivated.
- Two units of power redirected: Average.
- 36x PCBL-01 Point-defense Cluster Bomb Launcher deactivated (9x port, 9x starboard, 9x ventral, 9x dorsal)
- 36x CL-02 Countermeasure Launcher deactivated (9x port, 9x starboard, 9x ventral, 9x dorsal)
- Three units of power redirected: Low.
- 'Ori'ga'yusr' Electronic Warfare Suite deactivated.
- Four units of power redirected: Very Low.
- 2x 'Caritr' Shield Generator deactivated.
- One unit of power redirected: High.
- Hangar Space: Low (14).
- Hangar Allocations:
- 'Can'gal Morut' Modular Hangar (ventral blast door protected access)
- Starfighters: 12 squadrons.
- Standard company allocation:
- Standard company allocation:
- Support Craft: 2 squadrons.
- Standard company allocation:
- 2x G-02H Vuhyr'galaar-class Heavy Gunship squadron.
- Standard company allocation:
- Starfighters: 12 squadrons.
- 'Can'gal Morut' Modular Hangar (ventral blast door protected access)
- Maneuverability Rating: Low.
- With half power to 'Redalur' Maneuvering Thruster Array and Inertial Compensator System (requires one unit of redirected power): Average.
- With full power to 'Redalur' Maneuvering Thruster Array and Inertial Compensator System (requires two units of redirected power): High.
- Speed Rating: Low.
- With power to SLAM (requires one unit of redirected power): High.
- With 'Caritr' Shield Generator on 'Fortress' mode: None.
- Hyperdrive: Yes.
- Hyperdrive Class:
- Primary: 1.0
- Backup: 4.0
- Crew:
- Optimal: 12,620.
- Minimum: 1200 (basic crew to operate the ship).
- Passengers: 192.
- Cargo: 38,000 tons.
- Consumables: 2 years.
- Role(s):
- Battlecruiser
- Artillery Battlecruiser
- Siege Battlecruiser
- Missile Battlecruiser
- Sensors and Targeting:
- Communications:
- Computers:
- 'Sragivagr' Control Suite
- Cybersecurity Suite:
- Slicing/Network Security:
- Utility Software:
- Defensive Software:
- Slicing/Network Security:
- Propulsion:
- 9x 'Sarutaya' Engine(s) (3x in combined housing, 3 separate)
- 'Redalur' Maneuvering Thruster Array and Inertial Compensator System
- Power:
- 5x 'Ori'argu'a' Isotope-5 Reactor
- Backup Cryogenic Capacitor array (limited power to propulsion and bridge systems)
- Life Support and Environmental Systems:
- Crew Facilities:
- 'Mirshe'drashaar'yamika' Modular Variable Environment Training Facility: Small scale training facility for the ship's marine compliment.
- Holosimulator(s) for up to 28 pilots at a time.
- 2x 'Ka'ra'vhetin' Aquaponics Facility
- Optional Mandalorian Endemic Plant module installed
- 'Ka'ra'yaim' Modular Quarters
- 'Ka'ra'tapcaf' Droid-assisted Mess Hall (Mandalorian Tapcaf Style)
- 2x 'Iu'yaniyasa Nukciur' Automated Modular Medical Bay
- 32x Bacta Tank per unit
- 64x Med Units per unit
- 16x Internal 30-pax Turbolift
- 2x Aryarir-class Internal Transit Monorail
- 'Mirshe'drashaar'yamika' Modular Variable Environment Training Facility: Small scale training facility for the ship's marine compliment.
- Security:
- 'Ka'ra'mircin' Modular Brig
- Guard/Warder/Processing Room
- 24x 'Standard' Cells
- 8x Force User Containment Cell
- 4x Interrogation Cell
- 'Morut'yc' Security System
- 'Ka'ra'mircin' Modular Brig
- Cargo and Fabrication:
- Embarkation/Debarkation:
- 8x Airlock w/ Docking Collar, Plasma Cut Boarding Device and backup Force Cylinder (2x starboard, 2x port, 2x aft, 2x ventral)
- 8x 'Uliin'pirgoy' Cargo Transfer Docking Tube (4x port, 4x starboard)
- Lifeboat Bay(s)
- 1262x Cuyan-class Lifeboat(s)
- 28x Maintenance hatches for repair droids (6x starboard, 6x port, 4x aft, 6x dorsal, 6x ventral)
- Deployment:
- 'Heyr'latr Morut' Modular Drop/Boarding Pod Bay
- 24x B/DP-01M Chekar-class Boarding/Drop Pod (8x port, 8x starboard, 8x ventral)
- Ventral retrieval bay
- 2x 'Beskar'ad'ika Morut' Modular Probe/Drone Bay (1 starboard fore, 1x port fore, forward facing)
- 'Heyr'latr Morut' Modular Drop/Boarding Pod Bay
- Miscellaneous:
- 40x Adjustable Floodlights (10x fore, 10x aft, 10x starboard, 10x port)
- Crash Seats for all passengers
- Computers:
- Hyperdrive:
AllMost Guns Blazing: The ship's shape and its 'Morut' Modular Turret System turrets allow guns to elevate and depress to fire over or under one another, allowing the ship to bring a greater number of guns to bear than would be usually possible. As an added bonus, the Morut is a fast-tracking turret system.- Indirect Fire: Being a missile battlecruiser, a large number of the weapon systems on board are missiles, giving the Tracyn'buurenaar the capability to engage targets that it cannot necessarily draw line of sight to.
- Tough Nut to Crack: The Tracyn'buurenaar is protected by a pair of powerful shield generators and has a number of cap drains and combat de-ionizers. The ship's hull frame and plating are made from tough Stesr'gar and feature Agrinium and thermal gel lining. The tough hull is plated in Stesr'gar-Stygian-Triprismatic Polymer composite armor, which has the added benefit of helping lower the ship's sensor signature.
- Advanced Sensors and Communications: The Tracyn'buurenaar's powerful sensor suite that when combined with its Manda tactical battlenet module gives it advanced tracking and targeting capabilities as well as a notable ability to be able to analyze enemy craft to potentially ascertain any sort of weaknesses that the target might have. Its advanced, encrypted communications systems allow it to stay in contact with friendly forces even in the face of heavy enemy jamming.
- Advanced Point-defense Suite: The Araniik emplacements on the Tracyn'buurenaar's tracking speed, accuracy, and the devastating weapon systems that it utilizes give the ship considerable ability to counter enemy ordnance, starfighters, sub-capital craft and even small corvettes. Anything that slips past the Araniik emplacements also have to slip past the ship's cluster bomb launchers, which are particularly useful against incoming ordnance.
- Self-Sufficient: The Tracyn'buurenaar's salvage and repair/support foundry modules as well as it's Ka'ra'vhetin aquaponics modules make the ship almost entirely self-sufficient provided it can salvage the right materials from the battlefield. Regardless, they greatly increase the ship's endurance.
- Low Sensor Signature: For a ship of its class and tonnage, the Tracyn'buurenaar has a low sensor signature thanks to its low profile engines, electronic warfare suite and the Stesr'gar-Stygian-Triprismatic Polymer composite armor.
- Limited Aft Firepower: The lack of significant concentration of weapons that can face rearward is a notable issue for the Tracyn'buurenaar given its lower than average maneuverability.
- Missile and Rocket Heavy Armament: Missiles and rockets are far easier to defend against than turbolasers, mass-drivers and the like. In addition, while not vulnerable to jamming in the traditional sense, the missiles will lock onto the strongest source of jamming if said jamming causes them to lose their target lock on their original target.
- Not a Knife Fighter: While far from defenseless in a close quarters fight, the Tracyn'buurenaar's weapon loadout is optimized and focused on extreme and long-range combat. Against ships of similar tonnage and armament the captain of a Tracyn'buurenaar has more than a tough time ahead of them.
- 'Fortress' Mode: Only with all power from engines diverted to shields can the Caritr shield generator activate its 'fortress' mode.
- Friendly Fire: Careful use of the cluster bomb launcher is required so as to not friendly fire friendly starfighters, which can be difficult in particularly chaotic close quarters engagements.
- Exposed Command Superstructure: While the Tracyn'buurenaar is an extremely space efficient warship, the designers were forced to mount the command super structure dorsally rather than further in the hull, as a result, it is an exposed target for enemy gunners and sits toward the front of the warship to boot.
"Okay, we tried the hard way. Now we try the easy way."
- Fleet Admiral (then Admiral) Nyles Kote to a pirate blockade after their refusal of his offer to surrender, speaking of the Tracyn'buurenaar.
Part siege breaker, part artillery ship, the Tracyn'buurenaar excels at both roles. The Tracyn'buurenaar's ability to bring to bear a frightening array of ultra-long range heavy and super-heavy weapons by forgoing a more traditional weapons loadout has given it a special place in Strill Securities' fleet ORBAT. Every single company naval command has at least a few of these vessels for the simple reason that even if not breaking a siege, the considerable firepower one of these ships can bring to bear simply cannot be ignored. - Fleet Admiral (then Admiral) Nyles Kote to a pirate blockade after their refusal of his offer to surrender, speaking of the Tracyn'buurenaar.
The biggest benefit of the considerable arsenal of the Tracyn'buurenaar was very obviously its missile focused armament, which not only had the obvious advantage of being able to engage targets not directly in the ship's line of sight, but also allowed for a more precise application of firepower and a surefire solution to targeting enemy electronic warfare equipped ships. This focus on missiles however does reduce its effectiveness in close quarters battles. This reduced effectiveness exacerbates the general lack of aft weapon concentration, especially given the ship's lower than average maneuverability for its class. Sub-capital and even small corvette vessels, however, have to run the gauntlet of the Araniik emplacements and cluster bomb launchers, making this relative lack of maneuverability harder to exploit by those vessels.
Though common to all company vessels, the Morut turret system in conjunction with shape of the ship's hull enables the Tracyn'buurenaar to bring maximum weapons to bear on a target at a time. This is especially important in the case of its direct-fire weapons, of which there are few.
The Tracyn'buurenaar's hangar space is severely limited by the pair of spinally mounted UAC-01S Ultra-heavy Accelerator Cannons and the ammunition for aforementioned main battery. Rather than try to ensure a balanced hangar allocation, the ship forgoes carrying any bombers among its usual complement, instead choosing to focus on fighter support, though they could be hosted aboard in lieu of other craft if required. This lack of space however, has necessitated giving up any manner of conveyance for vehicles, and so it was decided to not include any provisions for the ship to carry ground troops. Though not designed to carry ground troops the ship can carry an extra 192 Marines to aid in anti-piracy operations or augment shipboard security during high risk operations.
As would be expected of a Mandalorian warship, the Tracyn'buurenaar is an extremely tough nut to crack. The ship is protected by two Caritr shield generators, one set to focus on the fore hemisphere and one set to focus and the aft hemisphere. These shield generators are adept at absorbing and drawing energy from all manner of damage which not only keeps the capacitors charged but also can be diverted into other systems, though with the extremely high output of the ship's reactors this tends to be a waste. The real value of the Caritr comes from its 'fortress mode' which while it requires all power from the ship's engines, makes the shields incredibly difficult to wear down. The ship's hull like the vast majority of company warships is made from Stesr'gar and features both Agrinium and Thermal Gel, and features Stesr'gar-Stygian-Triprismatic Polymer composite armor which has the added benefit of lowering the ship's overall sensor signature. This signature is lowered further thanks to the ship's engines and electronic warfare suite.
The Tracyn'buurenaar features a number of systems that have become standard on company warships that greatly increase the vessel's tactical flexibility. One of these systems is its probe droid deployment bays. Decoy, reconnaissance, jamming and point-defense drones all allow a commander more options when conducting a number of operations from deploying fighters to defending against a superior number of enemy fighters or attempting to deal with enemy ordnance. The vessels countermeasure system features countermeasure gas rockets which while designed largely for defensive use can be put to good tactical use during offensive actions. Finally, the ship's complement of boarding/drop pods allow it to either deploy marines to disrupt enemy vessels or aid in ground engagements without having to carry ground troops or deploy its own contingent of gunships.
The Tracyn'buurenaar's salvage and repair/support foundry modules as well as it's Ka'ra'vhetin aquaponics modules make the ship almost entirely self-sufficient provided it can salvage the right materials from the battlefield. The aquaponics module along with the ship's automated 'tapcaf' and cargo handling module greatly increase crew efficiency by greatly reducing if not eliminating the requirement for crewmembers to be assigned to mundane tasks such as food preparation or cargo handling and inventory management. When combined with the utilitarian comforts of the quarters on the ship, it is easy to see the impact that these modules have on not just crew efficiency but also crew morale.
Though not nearly as versatile as any of the other vessels employed by the company, the Tracyn'buurenaar's place in the company ORBAT is unlikely to be taken by another design for quite some while.
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