Star Wars Roleplay: Chaos

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CDI "Siege Breaker" PSG-12 Planetary Shield Generator

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BIG Z1776

Baboon with a MAAWS
OUT OF CHARACTER INFORMATION
  • Intent: To create a large planetary shield generator for the Crossroads Republic
  • Image Source:
    • The generator itself is based on: This ModDB page's model
    • By: ModDB creator Riser
    • The power generator is based on: Ship Shield Generator page on Wookieepedia
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS
  • Classification: Planetary Shield
  • Weight: Extreme
  • Resistances:
    • Energy: Very High
    • Kinetic: High
    • Lightsabers: High
    • Ion: High
SPECIAL FEATURES
  • Has its own built-in system of fortified power generators, always installed nearby.
  • A single one can encompass a small moon with substantial strength.
  • It is flexible enough to open up holes for ships or missiles or projectiles to pass through.
  • Can link with other PSG-12's in order to strengthen the shield. More of them can be used to create a layered shield system. There is a very high limit of three layers, which requires more than two dozen of these shield generators scattered across a planet.
  • Can allow ships to pass through, but these craft lose all power until they plummet from the sky and impact on the ground, the effect is permanent without a full system reboot.
STRENGTHS
  • A single one can project a shield over a small moon with substantial-enough strength to ward off powerful planetary bombardment.
  • Can let the defenders shoot back by opening up holes for projectiles and ships exit and enter.
  • Takes a lot of reactors being destroyed to knock out power to the emitter the sheer number of power generators makes them highly-redundant. Can still operate (at proportional capacity) to the number of reactors it has available.
  • Can disable ships passing through the shield and prevents invasions from occurring.
WEAKNESSES
  • Very sensitive equipment, needs careful management from highly-trained personnel, destruction of the command center or its personnel can eventually lead to an automatic shutdown due to overheating when exerted by bombardment, time result may vary depending on what the shield’s operating capacity is and what is hitting it to cause duress.
  • A single generator cannot protect a full-sized planet, it requires numerous generators to protect a whole planet.
  • While numerous, each individual reactor is rather fragile, and is prone to destruction in a number of ways: Will scram itself if its connection to the emitter is compromised, will overheat and cease to operate if its large cooling systems fail or are damaged, will be irreparably damaged if the glass housing is breached and the hermetic environment inside is compromised. Any of these can be accomplished with a lightsaber (at the risk of deadly radiation poisoning) or an explosive charge.
  • Has to be opened in order to allow friendly ships in through the shield but this process opens the shield and potentially allows enemy craft through right along with friendly craft.
  • The emitter itself is prone to catastrophic overheating under duress, damage to its cooling system can result in shutdown.
DESCRIPTION
A large and powerful shield generator, little different than any other military shield generator except for the fact that at a bare technical level it is semi-mobile. However, they are quite large, with the projector itself being three stories tall, and the reactors are two stories tall. Each projector needs a dozen of these reactors in order to function at the height of its capability. The reason for so many reactors is redundancy, to prevent the shields from collapsing if sabotage disables a couple of them. The shield can remain on, at decreasing levels of effectiveness all the way until the last reactor is destroyed.
 
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BIG Z1776 BIG Z1776

So overall, it feels like a fine submission, but a few quick issues;

While the armor template doesn't entirely make sense for something like this since its a large scale shield - I would like it to be used so we can get a good idea on its resistances and limitations. Please use that, with emphasis on its resistances.

It can be layer indefinitely at the moment. This opens it up to a report later on that you likely won't want to deal with. Please put a limit on how "layered" it can be.

Weaknesses. For the three you have, they work for flavor - but are not actually practical. Expensive equipment doesn't matter since there is no tracked monetary system on Chaos, lots of space doesn't make sense since its meant to cover planets which by definition have alot of space, and last the installation time taking a while doesn't really matter since time is fluid and if they're being used, they're likely already installed.

Add some weaknesses in regards to what it can handle, what it cant, size limitations, power limitations, or anything you can think of and this will be good to go.
 
BIG Z1776 BIG Z1776

In regards to the weaknesses and strength again; I notice you say the facilities and generators are hard to destroy (assumedly in comparison to other planetary shields), but that it is highly sensitive equipment that requires large amounts of trained personnel. Being both hyper sensitive and hard to destroy seem contradictory in this sense.

It might be worth it to remove the 'sensitive equipment' parts and instead mention how things can get past the shields - say drop pods, landing craft, etc. Mention what it doesn't defend against from, and we should be set.
 
BIG Z1776 BIG Z1776

Alright, so let's recap so far so you see where I'm sitting -

This is a planetary shield with a triple redundancy, and high resistances to all common forms of damage. It can be shot out of by planetary defense emplacements, can disable enemy ships if they fly through it, and is very hard to destroy even if ground forces get to it.

And the weaknesses right now are it needs npcs, more npcs, and can sometimes let enemy ships in by accident if friendly ships go in and out.

The balance on this is still not working out. Ill leave it up to you, but this needs either tangible weaknesses, or it needs to lose strengths before it is accepted - or else we end up with a shield that has no weaknesses you can't just handwave.
 

BIG Z1776

Baboon with a MAAWS
John Locke John Locke I assumed it worked the same way as the shields that we saw in Empire Strikes Back. If I have misinterpreted that I can simply rewrite it to be a particle shield like the one around Scarif, no solid objects in or out without opening a gap in the shield.
 
S O V E R E I G N
Factory Judge
BIG Z1776 BIG Z1776

You will need to re-link the Crossroads Republic as it leads to a broken link.

I am going to need some of the wording in the submission to be toned down to not "Call hits." Such instances include the following.
  • Can allow ships to pass through, but these craft lose all power until they plummet from the sky and impact on the ground, the effect is permanent without a full system reboot.

I also recommend adding the weakness related to enemy ships passing through due to the opening of the shield, to also be in line with weaponry being used to fire out from within the shield. If a Door is open, it can be walked through in to different directions if you catch my drift.
 
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