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First Order Pre-Factory Workshop

MBT-44 Series Main Battle Tank

h23Ok48.jpg


Image Source: Modelled by Tristyn (me)

Intent: Main battle/scout tank

Development Thread: N/A

Manufacturer: Aratech Loratus Corporation

Model: MBT-44

Affiliation: First Order

Modularity: Yes. The main gun's caliber may be changed

Production: Mass Produced

Material: Durasteel

Role: Main Battle Tank, Reconnaissance

Height: 2 meters

Length: 6 meters

Width: 2.7 meters

Weight: 21 tons

Minimum Crew: 1

Optimal Crew: 3 (driver and gunners)

Propulsion: Repulsorlift

Top Speed: 84km/h

Armaments:
Squadron Count: 1

Passenger Capacity: 1

Cargo Capacity: 8 tons

Misc. Equipment:
  • GD-08 Main Gun Director, computer which can control the main cannon and fire it very accurately
  • DS-LM mk21 Deflector shield generator, protects the tank from small arms fire and can system a few hits from light laser cannons
Strengths:
  • Fast, light and Agile. Even though it carries a heavy main cannon, the repulser lifts that it uses for propulsion can carry a great load and allow it to travel fast and maneuver well, making it a great reconnaissance vehicle.
  • Good protection, without the shield generator, this tank could've simply been made of cardboard. The deflector shield could almost indefinitely shrug off small arms fire, grenades and can take up to 3 shots from a light laser cannon before failing
  • Powerful weapons. The tank's stock main gun is a 88mm mass driver which fires a heavy but high velocity shell, which can easily penetrate armor and ignore many shield systems, which would usually bounce off laser fire. The tank is also coupled with a gun director , which is eventually a computer which can direct where to accurately fire the cannon, such as at low flying aircraft or at small targets 5km away.
Weaknesses:
  • Expensive. The only expensive part of the tank is it's gun director. This small computer costs the same as the actual tank. Shouldn't be a problem for large militaries however.
  • Limited ammunition. Because the stick main cannon fires physical projectiles, it requires space to store them. At most, this tank can carry 60 88mm shells
  • Deathtrap without it's shields. The crew members can get shot right in their tank from small arms fire once the shields go down, because of it's thin armor. Not only that, but a hit to the ammunition rack will blow up the entire thing.
Description:

The design for the MBT-44 series was based on the need for fast ground attack craft, whilst having the firepower of traditional walkers. Many designs were put through, and some were approved for construction as prototypes. The first group of designs were deemed failures, as they were far too heavy and sluggish, as the designers focused solely on armor and firepower, with too many weapons and armor that was too thick.

The second set of designs were much faster and more agile. The final version had emphasis on firepower and speed, whilst lacking in armor. They trade off was considered a good one, as the tank had almost no armor, just thin durasteel plating. This made it significantly lighter. The only protection it had was it's shield generator, which was virtually immune to small arms fire and could take around three shots from rocket launchers are light laser cannons.

The tank's main gun was a projectile firing mass driver, effective and destroying buildings, vehicles and even shielded targets, thanks to the fact gun fired a physical shell, and not a laser. The gun director, mounted on the side of the turret, could be controlled by an AI or have commands inputted into it, which could then accurately fire at any target, even moving and low flying targets, at a maximum range of 5km away. The cannon is loaded via a machine and can fire a shell every 6 seconds.

The tank is also equipped with an E-Web heavy repeating blaster, which can be used to fend off any ground troops that get to close. Firing arc is limited to the front of the craft.

The tank has no particular weakness when shielded, but the shield is down, the weakness is the entire tank.
 

Tanomas Graf

Guest
T
[member="Maizono"]

Just a suggestion, but you may want to make the production limited to First Order so that those Resistance scum can't use it! :p It also doesn't make the "Expensive" weakness just aesthetic.

(Doesn't really apply to us, we can just make fleets and armies out of thin air anyway, it's for the Factory judges.)
 

Tanomas Graf

Guest
T
tie_defender___the_force_awakens__style_by_darksapiens-d8wfmy4.png

Image Source: http://darksapiens.deviantart.com/art/TIE-Defender-The-Force-Awakens-style-538206700
Affiliation: The First Order
Manufacturer: The First Order
Model: TIE/D Defender
Modularity: No
Production: Limited to the First Order
Material: Titanium hull with Quadanium steel solar panels
Classification: Space superiority fighter/Interceptor/Light Bomber
Length: 9.2 meters
Height: 9.2 meters
Width: 9.2 meters

Armament: 6

(4 x 1 = 4
2 x 2 = 4
2 x 2 = 4

Total Armament Exchange = 12)
Defenses: 5
Squadron Count: 8

Special Features:
  • Hyperdrive
  • Solar panels
Maneuverability Rating: 3
Speed Rating: 2
Hyperdrive Class: 2.0

Strengths:
  • Light Bomber: The heavy ion cannons and warhead launchers give this fighter the ability to take on larger ships such as cruisers in groups
  • Interceptor: The good amount of speed, maneuverability, and laser cannons help the Defender take out other fighter-sized ships.
  • Good Defenses: Due to the deflector shields, this fighter doesn't just pack a punch, it can take them too.
  • Hyperspace-capable: The TIE Defender also carries a hyperdrive, allowing it to operate independently without need of a carrier ship.
Weaknesses:
  • Expensive to produce: The cost of just one TIE Defender is around 300,000 credits, making it one of the most expensive fighters in the First Order's arsenal.
  • Vulnerable without shield: With its shield gone, the TIE Defender is as flimsy as its predecessor the TIE/LN, one hit and it'll explode.
  • Power Hungry: Firing the weapons drains a large amount of power, and the reactor plus the solar panels cannot keep up with the power requirements of firing the weapons for extended periods of time without draining power from other systems like engines, shields, and life support.
Description: Among the recent influx of ancient starship designs from the Galactic Empire including Imperial Star Destroyers was an advanced interceptor/bomber hybrid the TIE/D Defender.

One of the most expensive fighters of the time reserved for only the elite pilots of the Empire and made distinct by its three two-pronged wings, the TIE Defender was more than an ordinary fighter as it had a deflector shield that could defend against laser fire and its own hyperdrive that gave it the ability to jump into hyperspace without having to dock with a carrier or a star destroyer.

The weapons on the TIE Defender was a mix between what a TIE Interceptor and a TIE Bomber would have, carrying four laser cannons for anti-fighter duty, two heavy ion cannons for use against both starfighters and for getting through the shields of a capital ship, and finally two warhead launchers for delivering a deadly payload of proton torpedoes (or concussion missiles) on any cruiser that stands in their way.

The TIE Defender's speed and maneuverability is unmatched by other heavy-duty starfighters such as this, giving it a nice edge against other starfighters along with its healthy allotment of weaponry.

The drawbacks of the Defender may outweigh the advantages depending on how you look at it. The cost itself prevents the TIE Defender from being mass-produced for widescale deployment among the naval forces. Along with that once the shields are down, the material used to construct it is flimsy enough to be destroyed in one single shot at the cockpit. And finally using the weapons enough will cause a power shortage that the reactor and solar panels couldn't even replenish in the heat of combat.

Intent: To create an advanced hybrid fighter for the First Order and its pilots.
Who Can Use This: The First Order

@[member="Roderik Von Brinkerhoff"]
 
Grand Admiral, First Order Central Command
That's not actually what production means. It generally refers to the scale of units produced in a vaguely IC sense, and in OOC specifically restricts it's use in 'game' threads. For example, showing up with more than one or two 'Limited' production ships in a fleet battle would be frowned upon. Conversely you could take as many Mass Production ships as you want.

Affiliation is what restricts use by faction. As long as they're marked 'First Order' they are NOT for public use and there's no fear of other people nabbing one to use against us. I would highly encourage a general purpose tank to be 'Mass Production.' An elite starfighter on the other hand, fits fine as either Minor or Limited.

[member="Tanomas Graf"]
For the Tie/D, I would crank the Armament and Defense rating up high. Right now those numbers indicate a very sub-par fighter. Remember that the Arm and Def ratings are relative to each class, whereas Speed and Maneuverability are a linear scale.

[member="Maizono"]
A heavy hitting Light Tank? Looks good overall, though I always recommend going overboard on the description if possible. Things like design concept, difficulties in the process, battlefield role, etc can all be mentioned and give the judges a warm fuzzy. I would also hesitate to call it an MBT, given its relative fragility. As a final note, having a repeating blaster is fine, but having a hyperlink to the article to a pintle-mounted E-Web Heavy Repeating Blaster looks even better.
 

Valessia Brentioch

Guest
V
B L A C K W E L L
9S31nRs.jpg

QXnvpKE.jpg

Image Source: Stormcloud // Sci-Fi Meshes (x) (x)
Affiliation: First Order
Manufacturer: FOCIE, First Order Corps of Imperial Engineers
Model: FIMT Blackwell-class
Modularity: Yes

  • Surgical Suites

  • Scientific/Medical Laboratories

  • Defense Systems
Production: Limited, First Order
Material: Durasteel-hull
Classification: Frigate, Medical Transport

Length: 496m
Width: 84 m
Height: 148m

Armament: Rating - 1
4 Anti-Missile Octet
3 Point Defense Cannons

Defenses: Rating - 14
Redundant Wtarship Shields

Hangar: While the Blackwell boasts no more than two repair drones to her name, her hangars are such that will allow transports to land, or become moored.

Special Features: Listed as;

  • Seven Forward - A forward lounge for crew and medical staff to relax, order a drink or a meal that isn’t served in the mess hall and actually has some flavor. Poetry readings, jazz nights and even a one-act play or two can be held here.

  • Observation Lounge - Where patients, therapists, and even the staff and crew can look out and enjoy the view. There’s a small piano here but not much else, this is mostly for sitting, meditation and reading.

  • Burn Unit - Isolated in the center most part of the ship, the burn unit is renown in dealing with all types of burns, patients with burn related injuries are sent here to be tended to properly.

  • Triage - Most if not all wounded come through here and are then sent to where they need to go, unfortunately not everyone is sent on to surgery.

  • Operating Theater - Unique to the Blackwell-class, it comes equipped with a theater so that new combat surgeons can be trained on the go.

  • Surgical Suites - The Blackwell-class comes equipped with two fully equipped surgical suites that can be broken into approximately four operating rooms a piece, totalling eight - each room can house two patients and a full staff of surgeons and nurses.

  • Nursing Stations - Are standard throughout the Blackwell and classes above her size, here nurses monitor all patients, each deck is equipped with anywhere between two - six stations depending on the level of care required.

  • Conference Room - There are only two of these, and here are where medical teams can come together and discuss their options before going forward.

  • Pharmacy - A closed pharmacy that dispenses medication to patients throughout the vessel.

  • Medical Testing - From X-Ray’s, MRIs, CAT Scans, ultrasounds and more, the Blackwell is equipped to test and diagnose various ailments, diseases and check for broken bones that may otherwise go undetected.

  • Recovery - From surgery our patients are moved into recovery where they are monitored until suited to be released into stable condition.

  • Intensive Care - There is one deck devoted to intensive care and has the most nurses stations, six.

  • Stable Care - When patients are healthy enough they are moved into stable care.

  • Morgue - Unfortunately not everyone makes it, and here in the morgue we care for the dead.

  • Counseling - Mental health is very important to the First Imperial Military, and as such, counseling is offered on the Blackwell.

  • Therapy - Therapist of all sorts are also aboard to help rehabilitate soldiers quickly and get them back out onto the field as soon as possible.

  • Dental and Vision - While the First Order’s military’s primary concern is for their soldiers to be patched up, the Blackwell does offer Dental and Vision care while aboard. One dental office with examination room, one optometrist office with examination room.

  • Tactical and Security Offices - The Blackwell has room for only one of each, and the offices are conjoined by the armory where weapons are maintained.

  • Redundant Shield Generators - housed just before you enter engineering, much like the Fortan-class, these generators are designed to come up when primary shields fail.

  • Bridge - the Commanding Officer and his/her command staff monitor the ship’s vitals from here.

  • West/East Engineering - The Blackwell’s engineering room is toward the back of the ship and is broken down into two parts, West Engineering and East Engineering.

  • Logistics Management - A little bit larger here than on most vessels of her size, due to the sheer amount of cargo that must be handled and maintained properly.

  • Habitat Halls - Due to the function of the Blackwell, medical staff and crew usually share their living areas that are called halls, and function like dormitories. Officers have one, enlisted have another, while civilians have one of their own as well. Halls are separated by gender into wings, North and South. North generally reserved for men and South reserved for women.
  • Standard Warship Hazard and Damage Control Systems
  • Standard Warship Sensors and Targeting Systems
  • Standard Warship Communications Systems
  • Standard Warship Environmental Control Systems
  • Standard Warship Tractor Beam

Maneuverability Rating: 10
Speed Rating: 10
Hyperdrive Class: 1

Strengths:
[+] 4077: The Blackwell’s top of the line equipment makes them a go-to for anyone in dire need of emergency surgery, and are not close to a hospital that can aide them. This surgical transport works to keep patients alive and well until they can get them to a proper hospital.

[+] Duplicates: The Blackwell’s shields have a redundancy system, in that if primary shields fail then a secondary system kicks in and provides shields while primary shields regenerate or are brought back online.

Weaknesses:
[-] Small Capacitors: Because the Blackwell’s shields are on a redundancy system, the secondary shields are generally much weaker than primary as they are only meant to hold up until primary systems come back online.

[-] No Pew-Pew: The Blackwell is a medical transport and is not heavily armed, in fact, she’s not considered to be much of a threat as her guns are ‘defensive’ weapons only. As she is not meant to see combat at all.

[-] Fatality: Because her shield generators are housed so close to the engines, any direct hit the engines take may result in a catastrophic failure of shields, leaving the Blackwell either dead on arrival (a sitting duck), or gone altogether.

[-] Fine Tuned Equipment: Due to the nature of the Blackwell, it absolutely must maintain a smooth ride. Heavy jarring or impacts such as from weapons fire, or engine issues - or even natural phenomena in space itself that may occur without warning. Equipment aboard the Blackwell is quite sensitive and routine maintenance and care for said equipment must be a priority right up with patient care.

Description: Designed by Kallea Shipwright, the vessel’s production was then sponsored and funded by a the Brentaalan Imperial Alliance Commission, or the BIAC. The name Blackwell was ranked number one on the polls by Kallea employees and BIAC members, Blackwell refers to the first woman doctor, Elizabeth Blackwell. Kallea won the rights to design a medical transport ship for the First Order, the design was approved by the First Imperial Medical Services’ Chairman Doctor Gustavo Sergione, and the First Imperial Navy.

The Blackwell will be produced at Javin Shipyards at Tokmia, and then dispersed within First Order territory via the Ison corridor. The Blackwell is a mobile medical transport, equipped to take on patients from the FO’s Medical Cutters the Steadfast-class. She is only armed with enough guns to ‘defend’ herself, as the Blackwell is not meant to see actual combat and must evacuate combat zones immediately should she find herself in one, or sees that one has come to her.

Development Thread: If Necessary

Intent: To provide a medical transport vessel for the First Order, and to diversify our navy giving fleeters/captains another ship to use.

Who Can Use This: First Order

Primary Source: N/A
 
I rewrote the description for the repulser tank.

Here it is:

"The design for the MBT-44 series was based on the need for fast ground attack craft, whilst having the firepower of traditional walkers. Many designs were put through, and some were approved for construction as prototypes. The first group of designs were deemed failures, as they were far too heavy and sluggish, as the designers focused solely on armor and firepower, with too many weapons and armor that was too thick.

The second set of designs were much faster and more agile. The final version had emphasis on firepower and speed, whilst lacking in armor. They trade off was considered a good one, as the tank had almost no armor, just thin durasteel plating. This made it significantly lighter. The only protection it had was it's shield generator, which was virtually immune to small arms fire and could take around three shots from rocket launchers are light laser cannons.

The tank's main gun was a projectile firing mass driver, effective and destroying buildings, vehicles and even shielded targets, thanks to the fact gun fired a physical shell, and not a laser. The gun director, mounted on the side of the turret, could be controlled by an AI or have commands inputted into it, which could then accurately fire at any target, even moving and low flying targets, at a maximum range of 5km away. The cannon is loaded via a machine and can fire a shell every 6 seconds.

The tank is also equipped with an E-Web heavy repeating blaster, which can be used to fend off any ground troops that get to close. Firing arc is limited to the front of the craft.

The tank has no particular weakness when shielded, but the shield is down, the weakness is the entire tank."
 

Progflaw99

Well-Known Member
OOC: Ladies and Gentlemen, for your consideration. This shouldn't require Dev, though I have plans to utilize it in the near future, IC. If you have suggestions, plot holes/ suggestions on what more to include or fill out, please let me know! Also, name is subject to change, so if you have ideas for that, please ALSO let me know.

Without further ado...

Decima Imperial Cold Weather Training & Research Facility


Kill_Zone_3_Concept_Art_by_Jesse_van_Dijk_03a.jpg
Name: Imperial Cold Weather Training Facility

Image Source: (Source)

Classification: Army Base, Cold Weather Training Facility & Research Center

Location: Hoth. 40 km south of the northern pole. Mountain Terrain. 5000m AGL

Affiliation: First Order

Population: Total Population - 12000 Troops

Training Capacity: 4000-5000 - This is the billeting space designated for students.

Staff on Station: 4000 - This is the number of permanent staff assigned to duty at this facility.

Collateral: 1000 - Family and Dependents of Station Personnel

Starfighter Augment:
(24) 2 Squadrons of TIE/In Interceptors
(24) 2 Squadrons of TIE/LN Starfighters
(16) 2 Squadron of TIE Shuttles

Amenities:

  • Billeting facilities to support 12000+ training personnel

  • Chowhall to support permanent and training personnel

  • Hospital, Branch Clinic

  • Fire Department/EMS ambulances

  • Classrooms and base theater

  • Stables and Pack Animals (Tauntauns)

  • Specialized technical mountaineering and ski equipment

  • Modern Range Operations Center

  • Multiple small arms ranges

  • Multiple rock climbing training areas

  • Multiple stream crossing sites

  • Ski Lift

  • Avalanche training site

  • Combat Operations Center

  • Post Exchange, Morale Center, Fitness Center and Rock Training/Climbing wall

  • Family Housing for Permanent personnel (Located beneath the facility.)

Training Courses Offered:


  • Mountain / Cold Weather Pre-Environmental Training

  • Mountain / Winter Operations Staff Planning Course

  • Tactical Rope Suspension Techniques (TRST) Course

  • Mountain / Cold Weather Scout Sniper Course

  • Assault Climber Course

  • Scout Skier Course

  • Mountain / Cold Weather Survival Course

  • Mountain / Cold Weather Medicine Course

  • OSV (Over the Snow Vehicle) / rough terrain driver training

  • Animal Packing Course

  • Mountain Warfare Instructor Qualification Courses

  • Special Operation Forces (SOF) Horsemanship Course

Many courses require successful completion of the Mountain Endurance Test on Training Day 1 which consists of a 5-mile ruck run with 50 lb pack in 75 min or less wearing the standard cold weather camouflage uniform and boots followed immediately by at least 10 pull ups and then directly into a 30-foot rope climb.

Defenses:

Upper Facility (Main)
Bp.X Turret Hubs: 10 x around upper facility. (Canon tech, constructed in a height tiered platform to allow crossing fields of fire, reducing any dead zones encountered by close proximity of turrets.)
Bp.2 Anti-infantry Turrets - 8
Bp.4 Anti-vehicle Turrets - 4
Bp.5 Anti-aircraft Turrets -4

XX-10 Turbolaser Towers: 10 x forming an ellipse around the main facility at the peak of the mountain.

Theater Shield: Protects from Orbital Bombardment only.

Lower Facility (Base Camp Zero)
Bp.X Turret Hubs: 4 x One on each corner of facility.
AT-ST x 15
AT-AT x 2
Stormtrooper Garrison (400) x 1


Points of Interest:

Flight Deck: The Flight deck has been constructed as both a staging area for deployment and embarkation as well as research and development testing. For example, troops designated to deploy to the various training regions will stage here prior to boarding and embarkation on TIE Shuttles. The flight deck extends out of the facility but there is also an interior hangar before reaching the exposed flight deck. An internal heating apparatus is used to prevent ice buildup but sometimes requires manual tending in which case troopers will manually remove ice buildup.

Vehicle and Starship Repair/ Maintenance Hangar: Located on the interior of the facility a large hangar with massive elevators and floor-space takes up a large portion of the structure. These elevators lead down to the research facility deep inside the mountain as well as up to the flight deck and is primarily how starships are transported up to the deck and back to the hangar. Leading from this typical hangar area are large blast doors which allow access to an outer ledge platform where the giant ski-lift to the base of the mountains is operated, the large machinery allowing 4 massive cabled lines to propel the lifts. These are large enough to transport 75-100 fully armed troopers at a time if filled to capacity. In addition to troopers, this is also another way to transport training equipment and essential supplies to varying training sites.

Ski Lift: The Ski Lift begins at the base of the giant mountains where there is a small bivouac area. This is one way to traverse the dangerous slopes leading up to the main bulk of the base. This is not however a one stop shop, there are three smaller stations on the way up to the top. These act as ski training drop off points as well as small defense garrisons for protection against any ground assault or attempt at using the Ski Lift in the event of an attack of the facility. Listed in height below are the 5 total destinations connected by the Ski Lift.

1. Cold Weather Training Facility - 5000 m AGL
- 500m
2. Underground Research Facility - 4500m AGL
-1000m
3. Bivouac One, Rock Climbing/Mountain Survival Level - 3500m AGL
-2000m
4. Bivouac Two, Winter Survival/ Avalanche Survival Level - 1500m AGL
-1500m
5. Base Camp Zero (Base Level, Winter Survival & Majority of training conducted at this level)

Research Facility: This research facility's primary function is creating troop enhancing gear for inclement conditions. As such the labs are primarily smaller only boasting two medium size additions but no room for larger development. In addition, this base is not equipped with anything more than a miniature production facility so anything produced here will have to be put in full production elsewhere.

Bivouac Sites: Along the long traverse of the ski lift are two key bivouac sites, One and Two. At each of these sites, a full platoon of stormtroopers is garrisoned as 1. Security against any sort of attack on the facility attempted by means of the ski lift. In addition at each small checkpoint facility are housed rotating crews of training staff to assist in the particular training performed at each level.

Base Camp Zero: Base Camp Zero is the small facility at the base of the mountain where the majority of the training takes place as well as the the 'gateway' to the facility. Unless the weather permits for shuttle transport at the high altitude and windy skies at the actual facility, this is the only other sane way to reach the facility. As such, it has its own defense perimeter and high wall. These walls are always manned. Atop the wall there are several EWEB emplacements as well as two larger anti-vehicle turrets just outside the gate, operated from the control tower. At this location there is also a small storage facility, utilized for equipment and supply storage. This is the typical method of delivering supplies to and from the base at the peak of the mountain.


Description: The Decima Imperial Cold Weather Training & Research Facility was created in a remote location near the northern pole of Hoth. Build atop and deep inside of a mountain the main bulk of the operational base is buried deep in the mountain beneath the large structure on top. Featuring over 50 levels below the main structure, this facility is a dual purpose base. The uppermost section is devoted to training and development testing and consists of classrooms, supply caches, a hangar, flight deck, and administrative offices. Below this lies billeting for both troops attending training courses and permanent staff, though married staff who may want their spouses and/or children on site with them are able to relocate them to the "Family" billeting even further below soldier billeting.

The base was constructed in a very vertical fashion, various functions being spread out across several sites connected to the main facility by way of 4 large ski-lifts. The base serves as a cold/extreme weather training facility for troops about to deploy to less than hospitable arctic worlds. Training at this facility focus around enduring and thriving in less than hospitable and sub-zero temperatures. Topics covered range from Survival and First Aid to Deployment and Strategy when faced with cold weather climates.

In addition to the training in both cold weather warfare and assault climber's course, there are research labs located on the lowest levels of the peak facility. These labs are primarily used for researching new troop enhancing technology such as advanced polymers and technology to enhance the survivability and provide performance enhancing technology research to the First Order.

Aside from the primary facility located at the peak, the main staging area is located at the base of the mountain at "Base Camp One". This operates less as a base and more of a garrison, billeting 400 troops at max capacity. There is a small mech facility housing the 15 AT-ST's and 2 AT-AT's. In addition to this, there are numerous warehouses used to both hold troops as extra/training billeting as well as storage for training equipment and supplies.

History: Established shortly after the resistance was forcefully rooted out of the caves and stomped out. It was created after the need for a remote research facility and Cold Weather Training Facility was addressed. Hoth was the perfect place for such a base, remote enough to be mostly overlooked and cold enough to provide a significant planet to place a cold weather training facility.

Intent: To create a Cold Weather Training Facility and Research Facility on the planet Hoth under the First Order's control.

Links: N/A
 

Valessia Brentioch

Guest
V
E M P I R E


empire__frigate_unit_finished_by_handofmanos-d52my1m.jpg


Image Source: Hand of Manos // Deviantart (x)
Affiliation: First Order
Manufacturer: First Order Corps of Imperial Engineers (FOCIE)
Model: FIHF Empire-class
Modularity: Yes

  • Armament

  • Diplomatic Conference Rooms

  • Scientific Labs

Production: Mass-Produced

Material:

  • Turadium/Durasteel Compound Frame

  • Quadanium/ Durasteel Shell

  • Transparisteel Viewports w/ Durasteel Shutter Rigs

  • Heat Lining / Reentry Liner
Classification: Heavy Frigate
Length: 500m
Height: 90m
Width: 170m

Armament: Rating - 17
4 Assault Concussion Missile Launchers
8 Quad Turbolasers
2 Heavy Quad Turbolasers
4 Dual Long Range Turbolasers
6 Dual Ion Cannons
10 Point Defense Cannons

Defenses: Rating - 13
Standard Warship Shielding

Hangar: 0 Squadrons

Special Features: Listed as;

  • Five Forward - Located on deck five, this designed to allow enlisted crew and officers to come together and relax, have a drink, share a meal and perhaps enjoy a holomovie or two.

  • Uprated Sickbay - A standard sickbay with the addition of a dental and counseling offices, allowing the crew time to maintain their oral and mental health.

  • Diplomatic Conference - Designed with today’s modern dignitary in mind the conference room is built to be module either as a long table, or into a very small, auditorium for presentations (no rising seats, sorry).

  • Observation Lounge - Serves as a waiting area for diplomats and doubles as a meditation, or quiet area for those who need it.

  • Scientific Laboratories - Multipurpose for astrophysics, botany, geology, chemistry, quantum physics and many, many over scientific fields.

  • Missile Storage - Holds the Assault Concussion Missiles and are located beside the science labs.

  • Captain’s Galley - A private dining room for the commanding officer and special dignitaries.

  • Bridge - Where the commanding officer and his/her staff monitor the ship’s systems, use the ship’s tactical systems and weapons.

  • Tactical Systems and Offices - Tactical has a few offices here on the Empire-class, each one dedicated to monitoring the ship’s defenses and offensive weapons.

  • Security Offices - Enforcing First Order Law aboard ships, security does have a few offices usually across from their tactical brothers and sisters, and they’re also in charge of the armory, the brig and internal security of the vessel.

  • Main Engineering - Housed in the lower level of the ship with damage control, hazard systems, and environmental systems near by. Main engineering as you might guess takes up quite a bit of space.

  • Logistics Management - Supplies, personnel management, and communications are left up to these fellows. Logistics has a few offices aboard the Empire-class, and most notably the quartermaster’s office.

  • Standard Warship Hazard and Damage Control Systems

  • Standard Warship Sensors and Targeting Systems

  • Standard Warship Communications Systems

  • Standard Warship Environmental Control Systems

  • Standard Warship Tractor Beam

Maneuverability Rating: 11
Speed Rating: 11
Hyperdrive Class: 1

Strengths:
[+] Hasta La Vista: Equipped with Assault Concussion Missile Launchers, the Empire isn’t messing around when she bares her teeth. In addition, her long range turbolasers give her an advantage for a ship of her class, when the Fortan calls for the Empire. The Empire will answer.
[+] I’ll Be Back: The Empire is designed with both forward and aft weaponry giving her the ability to fire behind her her laser weapons cover an 180 degree arc.

Weaknesses:
[-] No Maverick: Even with all her hype the Empire lacks fighters, interceptors or even a TIE Scout, she is in fact without a single squadron to her name.
[-] That Stings!: Another of the Empire’s weaknesses happens to be the lack of fighter screens, or the ability to fight off starfighters.
[-] Up the Tailpipe: The Empire does not come equipped to dampen its thrusters, additionally - a well placed torpedo may in fact, cripple the Empire. Or worse, completely destroy her.
[-] Cooldown: The Empire’s guns cannot be fired in rapid succession they must be allotted a cooldown period of approximately thirty seconds, the missile launchers require forty-five seconds to cool down before firing again.

Description: One of the last contracts for Primo Victorian, the Empire-class also designed by Primo Victorian was sponsored and funded by FODAS. The First Order’s Division of Applied Science, the Empire-class would go through the new routes as charted by the Dagger-class and conduct scientific investigations. While this is all good and well, the First Order always seems to end up in conflict and so the Empire-class was designed to be something of a multipurpose ship. She can be outfitted with either scientific laboratories or diplomatic conference rooms, uprated VIP quarters and other essentials necessary for diplomatic missions.

These scientific laboratories or diplomatic conference rooms can be swapped for additional armaments and payloads, for when the Empire is needed to head into battle or patrol the First Order’s borders. Given the possibility of her diplomatic and scientific roles, the Empire-classes shall be denoted with either, S, D or P before being rolled off their lines. S for Science, D for Diplomacy and P for Patrol, respectively allow the First Order to employ more of these in their arsenal.

Standard Empire-class vessels come equipped with a little of each and do not have a letter beside their name, for example, FIV Kaas, would be registered with the FINR (First Imperial Naval Registry) as INCC (Imperial Naval Construction Contract) 84401-D, FIV Shyrack as INCC-84403-P, etc.

Development Thread: If Necessary

Intent: To create a heavy frigate for the First Order, diversify our fleet and give our fleeters and captains additional options when building their fleets.

Who Can Use This: First Order

Primary Source: N/A
 

RIP Carlyle Rausgeber

"It's all been bloody marvellous..."
[SIZE=9pt]Name[/SIZE][SIZE=9pt]: Karron Rapid Response Center.[/SIZE]
[SIZE=9pt]Image Source[/SIZE][SIZE=9pt]: (Optional. Please link the origin and artist of the image you have used, if possible.)[/SIZE]
[SIZE=9pt]Classification[/SIZE][SIZE=9pt]: Army Base.[/SIZE]
[SIZE=9pt]Location[/SIZE][SIZE=9pt]: Zarnathea, The Karron cave system.[/SIZE]
[SIZE=9pt]Affiliation[/SIZE][SIZE=9pt]: The First Order.[/SIZE]
[SIZE=9pt]Population[/SIZE][SIZE=9pt]: 35’000 First Order Stormtroopers [/SIZE]
[SIZE=9pt]50’000 Nar’iin Military Personnel[/SIZE]
[SIZE=9pt]3000 Vax Slaves[/SIZE]
[SIZE=9pt]1000 First Order Naval Staff.[/SIZE]
[SIZE=9pt]Defenses[/SIZE][SIZE=9pt]: 120x Blaster Canon Emplacements[/SIZE]
[SIZE=9pt]1x Water Pump[/SIZE]
[SIZE=9pt]12 TIE squads of different variants[/SIZE]
[SIZE=9pt]20x Atmospheric Assault Landers[/SIZE]
[SIZE=9pt]6x Enforcer Turbolasers[/SIZE]
[SIZE=9pt]1x Advanced Sensor/Comms Array[/SIZE]
[SIZE=9pt]Points of Interest[/SIZE][SIZE=9pt]: In the lower levels, there are massive caves filled with growing fungi. These are edible, and are cultivated by a team of Vax slaves who work around the clock trying to cultivate the plants and making the base self sufficient.[/SIZE]
[SIZE=9pt]In the upper levels, there are training centers designed to keep stormtroopers on their toes, and ready to combat the enemy in any situation. [/SIZE]

[SIZE=9pt]Above that, and built into the mountainside is a hangar bay, which holds a large TIE and Lander compliment. It's fortified with large turbolasers to deter fighter attacks.[/SIZE]

[SIZE=9pt]And above that is the sensor/comms array. A sector dedicated to receiving data from the space, and alerting the base and more broadly the planet, for invasion. The array is able to transmit data across the Galaxy and is constantly patched into First Order command. [/SIZE]


[SIZE=9pt]Description[/SIZE][SIZE=9pt]: The entire base is an underground fortress built within Zarnathea’s largest cave system, the Karron. There are 24 entrances to it, all of which have been sealed by protective barriers, and heavily fortified bunkers and protected by 5 heavy blaster emplacements. The largest entry way is the hangar bay, built into the side of one of the mountains, but even then that is fortified by six turbolasers. Built into the mountain near the hangar bay is the Sensor Array, built into the mountain and used to detect incoming ships and communicate with First Order fleet command. [/SIZE]

[SIZE=9pt] The upper levels of the base act as training rooms, and the command centre for the facility. Immediately below it is the armoury and below that the trooper barracks. The highest point of the base is the hangar, which builds up into one of the mountains, and is the most fortified part of the base. It sports all six enforcer turbolasers which act as artillery for the northern face of the base, and to protect the comms array from enemy fire. The lower caverns of the base are used to produce local food in the form of mushrooms. For generations, Vax tribesmen had harvested the edible and nutritious cave mushroom. The First Order use 3000 Vax slaves to cultivate the mushroom in the hopes of building up stores in the case of siege. The Vax’s slave pens are located in the same caverns, and they need a guard of about 1000 troopers to keep them in line. [/SIZE]

[SIZE=9pt]However, in case of emergency, or breach, the First Order have an ace up their sleeve. The water pump. When the Karron caves were first taken over, massive stagnant pools of water were found, which threatened the production. Using high powered pumps, the First Order managed to pump it away. However it would need constant pumping to keep it out. It was then realized by engineers, that if they built a series of pipes, they could flood any cavern they wanted, no matter how big, in a matter of minutes. This piping was extended to corridors, so if the signal of a breach goes out and the whole sector could be flooded, bar the hangar bay. [/SIZE]

[SIZE=9pt]History[/SIZE][SIZE=9pt]: The First Order learned bloody lessons during Zarnathea’s annexation in the art of urbanized warfare. The General Staff decided that after such a demoralizing victory, the First Order would be better to operate outside of Nar’Tan, rather than have its forces subject to another urbanized skirmish. Instead, it opted to create a base outside of Nar’Tan (Although it’d keep outposts there), instead it decided to create a rapid response base. A facility which would have the aim of deploying as many stormtroopers as possible across the planet to quell inevitable rebellions by the restless Vax. [/SIZE]

[SIZE=9pt]After much deliberation, the Karron cave system was chosen to build the base. The reason for it was three fold. The Vax worshipped the area, so if the First Order were to take it, it’d hopefully spark some of them to attack, and thus good enough reason to enslave the heathens. The second was that the dense nature of the rock, and nature of the caves would allow it to be spared orbital bombardment. And the third was it’s easy defendability.[/SIZE]

[SIZE=9pt]As predicted, the Vax attacked the First Order during the initial construction. However they were no match for First Order stormtroopers and blasters, and were thusly easily captured. The tribes who fought the Order were the ones to desecrate their place of worship, ripping up plants, and creating a proper fortress for the Order. Despite minor setbacks involving water, the base was constructed quickly. The idea for the harvest of mushrooms came from one local commander, who enjoyed the delicacy, and managed to convince First Order command to allow slaves to cultivate the mushrooms for growing.[/SIZE]

[SIZE=12pt]Intent[/SIZE][SIZE=12pt]: To give the First Order occupation of Zarnathea a base of operations.[/SIZE]

[SIZE=12pt]I've gotta find images for it, but would love feedback.[/SIZE]
 

Valessia Brentioch

Guest
V
S T E A D F A S T


star_wars_puncture_class_imperial_corvette_by_adamkop-d5nxtyd.jpg

Image Source: Adam Kop // Deviantart (x)
Affiliation: First Order
Manufacturer: First Order Corps of Imperial Engineers (FOCIE)
Model: FIMC Steadfast-class
Modularity: Yes

  • Defenses, Armor

  • Search and Rescue Operations

  • Speed

Production: Mass-Produced
Material: Durasteel hull, heat lining / reentry liner
Classification: Medical Cutter / Search and Rescue

Length: 48m
Height: 9m
Width: 12m

Armament: Rating - 6
2 Ion Turrets

Defense: Rating - 7
Light Starship Shields

Squadron Count: 0

Special Features: Listed As;
  • Crew Pit - a tiny area reserved for coffee breaks, reading, catching up on reports. This also doubles as the crew's galley.
  • Surgical Swamp - mostly referred to as the swamp, it's where patients receive their meatball surgery to keep them together or stable enough to receive proper medical treatment.
  • Medicine Cabinet - There's actually two rows of these above the swamp allowing the crew to do their best to keep that patient alive for as long as necessary.
  • Rescue Basket - is a literal basket in which the crew uses to rescue those stranded in water, deserts, or any other hazardous environments / conditions.
  • Synthrope Ladder - is rolled out as another option for rescue, crews are hooked onto the ladder and go down to try and save those need to be saved.
  • Fight Control - front end of the cutter two seats for navigation and flight
  • Turret & Shield Systems - are typically automated but manned and looked on for by a single person on the crew.
  • Cabin - houses the cutter's crew, can double as a rescue holding for evac purposes.

Maneuverability Rating: 3
Speed Rating: 3
Hyperdrive Class: 2

Strengths:
[+] Rescue 911: The Steadfast serves as the First Order’s go-to ambulatory vessel rushing into places that perhaps other vessels such as the Blackwell cannot go and saving those who need to be saved.

[+] Med Evac: The Steadfast is ready to deploy into hot zones, equipped to defend herself if necessary her primary goal is to get in and get out as quick as possible taking with her wounded or those in need of evac.

Weaknesses:
[-] Paper Thin: The Steadfast has relatively thin armor and is more prone to kinetic damage than anything else, her pilots fly her with precision and care to ensure that she does receive any damage.


[-] Pick’em Off: Due to her size, and shape she’s easily identified and is often the target of enemy fire, and because of her thinner than usual armor she’s more susceptible to damage from those hits.


[-] One-Hit Wonder: A well placed torpedo, anti-air or even laser can spell the end of the Steadfast.


[-] High Powered: The Steadfast consumes a lot of energy due to her equipment and the rate of speed she is required to go to ensure the patient receives the proper medical attention as soon as possible.

Description: Sponsored by FIMS, the First Imperial Medical Services with funding provided by the First Order Ministry of Health and Human Services, or FOMHHS. Together the two divisions worked with the FOCIE to develop a unique vessel to act as an ambulatory service for the First Order Military and on the homefront as search and rescue.

The Steadfast’s unique ‘puncture’ design was done to give the cutter an edge in hostile environments. Lined with a reentry liner produced within First Order territory gives the vessel a lower cost of production, allowing the First Order to mass produce the vessel. Due to the nature of the Steadfast you must be certified to fly and operate the vessel and the equipment inside of it, just as doctors and other medical staff are trained, certified and educated to operate their equipment.

Those who serve aboard the Steadfast are also certified emergency service technicians, paramedics, firefighters or have received search and rescue training from the First Imperial All-Surface Guard. FIASG work to train for search and rescue operations regardless of surface, whether oceanic, arctic, desert, jungle or mountain, etc.


The Steadfast can have up to six people (patients, evacuees, refugees, etc), it can house more if necessary - up to a max of ten if the crew gives up their cabin space to fit (tightly) four other people.

Development Thread: If Necessary

Intent: To create a fast moving, rapid response / emergency responder cutter to evac wounded out of combat zones, namely planetary and stations. To diversify the Navy and give fleeters / captains a new choice of vessel.

Who Can Use This: Anyone

Primary Source: N/A
 
W8Y9Db5.png


Here's a preview of a star destroyer I modeled. I'm going to be writing up a new starship. Do you guys want a star destroyer or a heavy cruiser?

VQiQbhC.png
Here's a smaller starship if what you are looking for is a destroyer of the more realistic kind. Fast, agile by heavily armed.
 
Komaru Class Assault Cruiser
5HEl0hj.jpg


Image Source: Tristyn (me), click here to view a gallery

Affiliation: The First Order

Manufacturer: First Order Corps of Imperial Engineers (FOCIE)

Model: DD Komaru Class

Modularity: Yes. I ship this size can be heavily modified

Production: Mass-Produced

Material: Durasteel hull, heat lining / reentry liner

Classification: Assault cruiser / Destroyer

Length: 700 meters

Armament: 14
Defenses: 6
  • 2 Deflector shields

Hangar: 2 Small Shuttles or fighters

Special Features:
  • Advanced fire control center. Allows all turbolasers to fire quickly and accurately at small and fast fighter craft or large and slow vessels.
  • 4 Tractor Beam generators
Maneuverability Rating: 11

Speed Rating: 10

Hyperdrive Class: 1

Strengths
  • Fast and Agile, the Komaru class assault cruiser is true to it's name. This vessel is very fast and agile compared to traditional cruisers of the same size. This ship was built for speed and had to sacrifice armor and weaponry to achieve it's speed.
  • Versatile, the Komaru class is equipped with a variety of weapons and equipment suitable for multiple situations. It has torpedo tubes and heavy turbolasers are very effective against ships of the same size and larger. It has many light turbolasers to deal with lightly armored ships and fighters or to bombard ground forces. The light turbolasers can be used as point defence weapons to shoot down incoming missiles or torpedoes.
Weaknesses
  • Poor protection, the Komaru class was not built to withstand sustained fire from other enemy ships. It's shield only serves to protect it from light turbolaser fire from small vessels like corvettes or light cruisers. It will survive for maybe a few minutes against a 1 on 1 with a heavy cruiser.
  • High Power Consumption, the advanced fire control, multiple torpedo launchers, heavy turbolasers and high powered thrusters consume a lot of energy. In most cases having all the systems online at the same time can lead to some serious issues.

Description:

The Komaru class assault cruiser is more of a fast destroyer. It has strong emphasis on speed, agility and versatility, rather than arms and armor. But just because this cruiser is light armored, doesn't mean it isn't effective against larger ships. The Komaru class is equipped with 4 heavy turbolaser turrets to quickly deal with small vessels or harass larger vessels. It is also equipped with heavy proton torpedo launchers that are devastating against large ships, or anything really. They however are most effective against larger ships because of their slow speed.

It has countless light turbolasers with high rate of fire and deadly accuracy, thanks to the advanced fire control center, which can enemy corvettes, fighters and bombers at bay. These light turbolasers can also shoot down missiles too.

The Komaru class is very lightly protected. It has no armor layers and only two military deflector shields to protect it.

Intent: To create a fast, hard-hitting, mass produced and multi-purpose starship.

Who Can Use This: The First Order
 
Grand Admiral, First Order Central Command
[member="Maizono"]

For a fast heavy-hitter, I would try and crank up the armament rating while possibly sacrificing defenses. For a ship with little/no armor I would imagine around 5 or 6 for defense.

Also the FO has a number of unique turbolaser mounts, the rapid fire ones in particular would make for a nice touch, giving the impression of a ship that can dart in, deal out a lot of fire, and then dart away.
 
LPjLDJ2RBy3nnLH3Hdzz4H-650-80.jpg
render_08_podpis_by_darthkedar-da5xkm0.png
Image Sources: Gamesradar, Deviantart
Affiliation: The First Order
Manufacturer: Sienar-Jaemus Fleet Systems
Model: TIE/Striker
Modular: No
Production: Mass produced
Material: Titanium alloy reinforced hull
Classification: Atmospheric fighter-bomber
Length: 9m
Height: 4m
Width: 7m

Armament (10)
  • Four fixed position laser cannons
  • Two wing-mounted ordnance rack mounts (4 proton bombs)
Defense (8)
  • Deflector shields
  • High maneuverability
Squadron Count - 16, per new First Order Starfighter Corps regulations

Special Features
  • Specialized high speed atmospheric wings, increasing aerodynamic performance at the expense of some astrodynamic potential.
  • Engines optimized for atmospheric conditions
  • Advanced air-to-ground sensor suite; including enhanced ground navigation and collision avoidance systems
  • Pilot ejection seat
Maneuverability Rating (2)
Speed Rating (2 - Atmosphere, 3 - Space)
Hyperdrive Class (None)

Strengths
  • Optimized systems for atmospheric combat and ground support missions.
  • High atmospheric speed capabilities.
  • Advanced sensor package for close-ground support operations.
Weaknesses
  • Slower maximum obtainable speed in space-flight.
  • High Maintenance/Sophisticated systems increasing repair and replacement times in the field.
  • Basic deflector shields which do not take a punch, causing susceptibility to damage or destruction from concentrated or sustained ground fire.
Description

An aircraft design selected to join the First Order's Starfighter Corps modernization project. It is intended to fill the immediate need for a craft fitting the role for dedicated atmospheric flight operations. Aerodynamic compatibility with the most prominent worlds inhabiting First Order space was a chief concern, which in turn caused some diminishing returns for the TIE Striker's space-borne capabilities. The craft is capable of operating in space but must be unloaded of any munitions during planetary entry for fear of inadvertent detonation from the heat exposure.

Dev Thread: If necessary!

Intent: To provide a standard atmospheric fighter for the First Order Starfighter Corps to utilize in their upcoming ground support squadron.

Who Can Use: All First Order pilots.

[member="Greta Kohler"]
 

Tanomas Graf

Guest
T
gus-mendonca-gm-firstorder-tieinterceptors.jpg

Image Source: Here.
Affiliation: The First Order
Manufacturer: The First Order

Model: TIE/IN Interceptor
Modularity: No
Production: Limited to the First Order
Material: Titanium hull with Quadanium steel solar panels
Classification: Interceptor
Length: 9.6 meters
Height: 7.4 meters
Width: 9.6 meters

Armament: 12


Defenses: 6
Squadron Count: 12

Special Features:

  • Solar Panels

Maneuverability Rating: 1
Speed Rating: 2
Hyperdrive Class: N/A, No Hyperdrive

Strengths:

  • Interceptor: ​Speed and maneuverability helps this ship take out other pesky starfighters that are bothering your starfleet.
  • Inexpensive: Cheap materials and weaponry make the TIE/IN an easy starfighter to produce in large numbers.
  • Decent Weaponry: Four laser cannons and two missile launchers are mounted on the Interceptor give it the ability to take down other ships with ease.
Weaknesses:
  • Poor Defenses: Even though it has deflector shields installed, the TIE/IN can only take at most a couple of shots before being destroyed for good.
  • No Hyperdrive: A common problem among almost every starfighter, the TIE/IN has no hyperdrive requiring it to be dependent on a carrier ship for getting around the galaxy.
  • Power Hungry: Like other ships in the series, such as the TIE/D Defender, the TIE/IN Interceptor suffers from an extreme power deficiency of power when the weapons are fired for extended periods of time.
Description: Suffering from a galaxy full of enemies with a vast array of starfighters that could ruin its day, the First Order approved the research and development of an inexpensive but powerful interceptor craft to combat the ever-increasing amount of snubfighters.

The TIE/IN Interceptor is an adapted design from the Empire of old, like many of the other ships and fighters that make up the First Order's military arsenal. Unlike the original TIE/IN, the starfighter features inverted wings and a number of other changes that make it superior to its predecessor. Per its designation as a interceptor, the TIE/IN has a magnificient amount of speed and manueverability, also allowing it to combat enemy bombers, but in exchange it sacrifices the powerful weaponry, shields, and armor that regular starfighters have.

One massive advantage that the TIE/IN has over others is the fact that it is extremely cheap to produce, permitting swarms of interceptors to storm the battlefield. Though without a hyperdrive to jump from system to system, they have to rely on carrier ships to ferry them across the galaxy, which is perfect for when they have to deploy for a fleet action but costly when a star destroyer is considered overkill for an operation.

Even with its numerous advantages to other TIE models it still suffers from a fatal flaw, the weakness of its hull and deflector shields. Two blasts from a laser cannon could easily destroy the TIE/IN. The TIE/IN also shares a glaring lack of power when firing its array of weapons, due to the limited amount of energy produced by its reactor and solar panels.

In short, the TIE/IN is a perfect light fighter/interceptor with its advantage and disadvantages evening out enough for it to be considered a cost effective alternative to the standard TIE/FO and its costly cousin the TIE/D.

Development Thread: If necessary
Intent: To create a readily-available interceptor for the First Order and its pilots.
Who Can Use This: The First Order
 

Valessia Brentioch

Guest
V
I N F L I C T O R
imperial_escort_cruiser_by_jbjhjm-d3chfg5.jpg

imperial_escort_cruiser_by_jbjhjm-d3chfii.jpg


Image Source: JBJHJM // Deviantart (x) (x)

Affiliation: First Order
Manufacturer: FOCIE / Provisio Duraworks
Model: FIEC Inflictor-class
Modularity: Yes
Production: Limited; First Order
Material:

  • Turadium/Durasteel Compound Frame

  • Quadanium/ Durasteel Shell

  • Heavy Transparisteel Viewports w/ Durasteel Shutter Rigs

  • An Additional Durasteel Layer

  • Double Layered Quadranium Plating

Classification: Heavy Cruiser

Length: 1000m
Width: 150m
Height: 300m

Armament: Rating - 14
12 Laser Cannons
8 Rapid, Point Defense Cannons
10 Anti-Missile Octet
8 Dual Long Range Turbolasers
16 Quad Heavy Turbolasers
6 Quad Turbolasers
8 Heavy Quad Ion Cannons

Defenses: Rating – 16
Redundant Warship Shields
E-Warfare
2 Heavy Tractor Beams

Hangar: 0 Squadrons

Special Features: Listed As;

  • Elven Forward - A place where the crew, enlisted and officer alike can come, hang out and relax after a long day. Music, camaraderie and the like can be had here as well. Food is served hot and fresh, there’s a wet bar as well, but it’s all synthol anyway.

  • Fabrication Labs - Because the Inflictor serves as a fleet tender outside of battle, she has her own built-in fabrication labs, where her engineers can produce new parts with the resources available to them - on the go and help get repairs underway. Or, even begin new construction projects on behalf of the First Order.

  • Manufacturing - Some pieces require a little more work and need to be manufactured, these are pieces are small to medium with the biggest being a set of pipes used to assist with planetary development. The Inflictor can only produce a very tiny-amount of these pipes, but can produce a large quantity of nuts, bolts, washers and little things to help keep construction going, or to help with repairs.

  • Extensive Infirmary - The Inflictor comes equipped with extensive and uprated onboard medical, including three operating rooms, a small ambulatory center that can see up to six people at a time. She also comes equipped with a dentist and dental surgeon who is on-call, along with standard sickbay compliments.

  • Electronic Warfare CM/CCM Systems - Equipped to handle sensor jamming or an attempt to overwhelm sensors, the Inflictor can also, inflict the same on her enemies.

  • Scientific Laboratories - Includes, astrophysics, biochemistry, quantum physics, botany and geology, other disciplines share the ‘free roaming’ lab which means it can be transformed into whatever type of lab that particular scientist is in need of.

  • Bridge - Where the commanding officer and his/her team monitor ship’s vitals and coordinate to ensure mission completion.

  • Tactical Offices - The Inflictor comes equipped with offices for tactical officers to coordinate, study and keep up with the Inflictor’s weapons and defensive systems.

  • Security Offices - There are a few of these on the Inflictor, several, actually. Including brigs, and armories along with a shooting range to keep officers up to par on their skills.

  • JAG Office - There is one, one assigned to the Inflictor to help security officers and keep things moving smoothly. JAG also doubles as a Diplomatic Officer, and Liaison/Arbitrator when dealing with species who already reside within First Order territory.

  • Main Engineering - Houses the main components of the Inflictor’s engines, and this is where you’ll see the most activity with regards to the engine and keeping her well maintained.

  • Lower Engineering - Houses the secondary components to the Inflictor’s engines this also houses the secondary generators for the redundant shielding system.

  • Sub Level Engineering - Mostly houses the last of the generator components, chief engineer offices, along with offices for who are deployed off the ship to assist with projects around the galaxy and who are considered to be on-call for the First Order.

  • Logistics Management - As you can imagine, being a quartermaster or personnel officer or someone who works with rosters, posting of assignments, etc on a ship of this size with a ship of this nature can be. Well, it can be quite daunting, and as such Logistics Management has several offices aboard the Inflictor-class.

  • VIP Lounge - Meant for diplomats, guests of the First Order, this lounge can double as the courtroom should one be necessary and members of the First Imperial Military or the First Order are not anywhere near a planet with judicial capabilities.

  • Hygiene - Aboard the Inflictor and other vessels who are of her size or larger, a hair salon will be included to assist members with upkeep (maintaining inspection quality looks). A dry cleaning center is also offered to keep uniforms wrinkle free and crisp.

  • The Commissary - A small little market in the centermost part of the ship, this allows officers, enlisted alike to purchase little things for themselves. Those unlucky enough to serve on a ship that is not an Inflictor - will have to wait until they arrive at a base to do so.

  • Standard Warship Hazard and Damage Control Systems

  • Standard Warship Sensors and Targeting Systems

  • Standard Warship Communications Systems

  • Standard Warship Environmental Control Systems

  • Heavy Tractor Beams

Maneuverability Rating: 15
Speed Rating: 15
Hyperdrive Class: 2

Strengths:
[+] The Iron Bull: Built to soak up damage, one of the Inflictor’s strengths is just that. Her redundant shielding, plating and one additional layer of durasteel assist in her ability to take on capital vessels.

[+] Pentaghast: She can not only take the damage but she can dish it out just as well, the Inflictor makes no bones about her name. She can and will Inflict damage in the name of the Supreme Leader.

Weaknesses:
[-] Bianca’s Sad: The Inflictor has no squads to her hangar, she has room for transports and shuttles to land but nothing in which to deploy.


[-] By the Anvil: The Inflictor has weapons on front and aft for a reason, she’s slow to turn and slow to speed. There are certainly faster vessels of her class, but the Inflictor, not so much.


[-] Blasted, Darkspawn!: The First Order is growing and as such has been experiencing growing pains due to this the Inflictor being what she is not only more expensive to produce, she’s produced in limited quantities.


[-] Maker Help Us: Susceptible to on-board fire from her machinery departments (Fabrications and Manufacturing). The power draw from such equipment is also great, this is part of why the Inflictor moves as slow as she does. As you can imagine these facilities must be shut down during battle or else the Inflictor will suffer greatly from power fluctuations.

Description: A hybrid design by Primo Victorian and Provisio Duraworks whose company is lead by retired Commodore Savastian Carterore. Primarily responsible for creating Durasteel and Duracrete works for various jobs around Dosuun. Provisio Duraworks worked extensively with Primo Victorian who was contracted by the First Imperial Navy to design a new combat boat.

CEO Gralycia McBose took on the contract herself. The Inflictor named for the vessel that Captain Ciena Ree commanded during the Galactic Empire era, is designed to perform two functions. The first of which is providing cover against capital ships and the second is what the Imperial Navy referred to as 'fleet tender.” Where the ship in question goes around making repairs, typically to larger vessels of the fleet, but the Inflictor will also take care of larger projects and assist civilians when necessary.

Or a vessel designed to soak up damage given by larger ships and then dish just as much as she receives, what she lacks in hangar support she more than makes-up for in defensive capabilities. The Inflictor-class starship was funded by the Tarkin Naval Foundation and sponsored by Commodore Carterore's wife Mrs. Ysabeth Carterore, chief financial officer for Carida Insurance.

The Inflictor is currently being produced at Cloud City Imperial Shipworks, Amman-Ra Naval Yard which is located near Tokima, and Meerstadt Naval Yard over Yalara. Because of her dual role nature, the Inflictor is produced in limited quantities.

Development Thread: If Necessary

Intent: To create a heavy cruiser for the First Imperial Navy, and to diversify our fleet. Giving captains / fleeters for the First Order another option to choose from.

Who Can Use This: First Order

Primary Source: N/A
 

Progflaw99

Well-Known Member
[member="Tanomas Graf"]

Love it!

A couple observations/ suggestions.

I assume that the laser cannons are mounted wingtip as per usual for interceptors? I would recommend either adding 2 laser cannons on the chin mounts (There's debate as to what's canon and what's not but according to the movies, interceptors can be seen firing from their chin mounted cannons.) or adding 2 ion cannons it would definitely give this pupply a little more teeth without going outside of possibility.

So my recommendation would be the weapons get adjusted to:

Armament: 12

Beyond that, I think she's designed quite beautifully!
 

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