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Approved Starship H.M.S. Carannia

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GladiatorClassStarDestroyer-SWArmada.jpg

OUT OF CHARACTER INFORMATION

  • Intent: to make a unique Strike Carrier
  • Image Source: Here
  • Canon Link: NA
  • Primary Source: NA
PRODUCTION INFORMATION
  • Manufacturer: Independent Military Developers
  • Affiliation: Ruler of Serenno
  • Model: H.M.S. Carannia
  • Production: Unique
  • Material: Turadsteel outer hull, Durasteel internal superstructure, and trainsteel viewports
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
  • Communications Array
  • Encryption Network
  • Escape Pods
  • Holonet Transceiver
  • Advanced Deflector Shield Generator
  • Standard Detention Cells
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Sensor Array
  • Standard Targeting Systems
  • Tractor Beams
  • Troop Barracks (Brigade)

ADVANCED SYSTEMS
220-SIG Tactical Sensor Jammer
TibanaX fusial engines
Rock Ivory Hanger Bay
Stygium Clock
Gravity Modulator
Interdiction Field


Strengths:
  • Stealthy
  • Carries a lot of troops
  • Rock Ivory Hanger bay/ can launch fighters and drops ships without decloaking
  • Heavy Armour
Weaknesses:
  • Slow
  • Moves like a banta, so easy to hit
  • Not designed to fight other capital ships
  • Shields are down, when in stealth
Description: The Ship was designed to express Serenno anger towards a planet, sure they could send a fleet and begin orbital bombardment of planet. This was different, this was designed to put a full Regiment of infantry on the government's door step, as well as a Company of Palace Guard. These where protected by the best fighter pilots Serenno has to offer, this was better than an orbital bombardment, as the people who had offended or attacked serenno interest could get away. This made it less likely, as they where going to be attacked by surprise two thousand four hundred sixty personal on there door step. They have no warning, just the sound of troops, breaking into the there homes and offices. Though against hard points, in the target area, they have orbital bombardment cannons to obliterate it. Though they could not target other ships, unless they put themselves between it and the target, then it would not last very long. Though they could be aimed at ships, that had very low maneuverability, and be quite nasty. It also had interdiction field, to stop the people they wanted from escaping.

The ship had an extensive Hangar bay holding twenty two squadrons in it, the actual hangar bay was also had Rock Ivory in it from Barbatos. This gave it anti gravity field, so the ships could be jetted out without the carrier breaking stealth. This allowed for ships to leave, without the any risks, for anyone detecting a stealth ship leaving a stealth carrier. As no gas from the a standard launcher platform, would be detected, as there was none to detect. As they just used a durasteel wire catapult, to get them out. Then once they had enough clearance, so no engine scoring on the ship giving it's position away. Though not all the ships that came out of it where stealthed, and thoose that where not still left this way, but the ship moved as they did, so not to give to much away.

Though like all stealth ships, when they are cloaked they are vulnerable, as power has to be diverted from shields. though once declocked, it can take a clobbering. As it had good shields, and really tough armour. Though it has limited maneuverability, which meant it was a prime target to be shot at, as it was easy to hit. Though it did have an extensive arsenal against fighters and bombers, as these where perceive these as a threat. As they would be the first to come towards it, once it decloaked as they where the fastest ships the enemy would have. While it waited for it's escorts to jump in, these where its biggest threat.
 
This submission has been reported because of its use in the current CIS-ME invasion. Particularly this part:

1x Noctule squadron on the ground to possibly evacuate the queen
7x Noctule 2 squadron damage or destroyed (in space)
1x Pipistrelle strafing run
6x Pipistrelle with ion torpedoes 4 squadrons
1x company of palace guard at 50% strength
1500x Droids left from the first wave 3040 scrapped
1 further waves of 1712 in next wave
3rd wave of 984


Darth Banshee said:
Hangar: Extreme 12x I.M.D. Pipistrelle 10x I.M.D. Noctule

The IMD Pipistrelle and IMD Noctule are both semi-unique production ships because of the inclusion of stygium cloaking devices. I see that in their subs, you've listed them as " Semi-Unique to one unique carrier (to be subbed later)". However, semi-unique is actually a smaller amount. From the template:

Semi-Unique (A single small unit, squad, or squadron)
This means that while the fighter and dropship submissions are fine by themselves, there cannot be more than roughly a single squadron of each. We have two ways going forward:

1) Keep the fighter and dropship submissions the way they are, and change the fighter and dropship listings here in this ship
2) Change the fighter and dropship submissions so that they are significantly less stealthy, and keep the fighter and dropship complement the same as it is currently.
 
[member="Gir Quee"]n sorry this has came as a bit of surprise, as subbing them said unique to this ship. Also been taking casualties, whenever they were targeted. As the post shows, so not been trying to cause drama, or pull wool over peoples eyes.

I just been talking to someone on discord, and I am unsure how to proceed.
Can you give me a link to the current stealth ship rules, so I know what I am editing towards. :)

Can you give my apology to ever reported it and thank them, as I was unaware I was breaking the rules.

So if I am right I can keep the ten Dropships, for stealth as they are if I edit the star fighters, is that correct.
If so can you give me away launching them, without compromising the carriers location, and I will drop the stealth completely and redo the pipistrelles.
 
Darth Banshee said:
Can you give me a link to the current stealth ship rules, so I know what I am editing towards.
That can be found here under the starship forum rules section. Here is the quoted rule on stealth ships:

  • Particularly rare or powerful special features may necessitate using a lower production (for example, cloaking technology, gemcutters, crystal grav traps, equivalent stealth or anti stealth technologies, or rare canon technologies and their equivalents will only be permitted at Semi-Unique production)


Darth Banshee said:
So if I am right I can keep the ten Dropships, for stealth as they are if I edit the star fighters, is that correct.
If you mean 10 dropships, and not 10 dropship squadrons, that'd be fine. Keep in mind that with the latest update to the starship template, there is a hangar section listed specifically for support craft. You will likely have room to use other support craft in addition to the Noctules.



Darth Banshee said:
If so can you give me away launching them, without compromising the carriers location, and I will drop the stealth completely and redo the pipistrelles.

I'm not sure I entirely follow. I don't see an issue with the carrier maintaining stealth while the fighters are launched, but if the fighters aren't stealth, they'll likely be detected almost instantly as they launch, which in turn means that your opponents will almost automatically have a rough idea of where this carrier is, at the least the position while it was launching fighters. I suppose that could be offset by immediately having the carrier change locations while having its cloak engaged.
 
[member="Gir Quee"]
Okay on that note:
  • Can I up the dropship count to 10 per squadron, and have one squadron
  • Can I edit the pipistrelles, as they where meant to be elite fighters, so if they lose stealth, they will need rebalancing.
  • Can have a few days to design a couple of drop ships, to get through the factory
 
Darth Banshee said:
Can I up the dropship count to 10 per squadron, and have one squadron Can I edit the pipistrelles, as they where meant to be elite fighters, so if they lose stealth, they will need rebalancing.
I've move this two back to the usual starship forum so that you can edit them accordingly.



Darth Banshee said:
Can have a few days to design a couple of drop ships, to get through the factory
Fine by me.
 
[member="Darth Banshee"], given that the small craft have now been taken care of on their own, I guess it's time to look at the ship's hangar itself.



Darth Banshee said:
Hangar: Extreme 12x I.M.D. Pipistrelle 10x I.M.D. Noctule

The new template splits starfighters and support craft into separate counts. I'd recommend following that:

  • Fighter Hangar: (Please provide the amount of fighters this submission can hold in it's hangar by count of Squadrons, which hold 12 average Starfighters. The higher your squadron count, the lower your Armament and number of advanced systems should be. )
    2000 Meters: [None: 0 | Very Low: 3 | Low: 4 | Average: 7 | Moderate: 8 | High: 11 | Very High: 15 | Extreme: 18]
  • 2500 Meters: [None: 0 | Very Low: 4 | Low: 5 | Average: 9 | Moderate: 10 | High: 14 | Very High: 18 | Extreme: 22]
  • 3000 Meters: [None: 0 | Very Low: 5 | Low: 6 | Average: 11 | Moderate: 12 | High: 17 | Very High: 21 | Extreme: 26]
  • 3500 Meters: [None: 0 | Very Low: 6 | Low: 7 | Average: 13 | Moderate: 14 | High: 20 | Very High: 24 | Extreme: 30]
  • 4000 Meters: [None: 0 | Very Low: 7 | Low: 8 | Average: 15 | Moderate: 16 | High: 23 | Very High: 27 | Extreme: 34]
  • 4500 Meters: [None: 0 | Very Low: 8 | Low: 9 | Average: 17 | Moderate: 18 | High: 26 | Very High: 30 | Extreme: 38]
  • 5000 Meters: [None: 0 | Very Low: 9 | Low: 10 | Average: 19 | Moderate: 20 | High: 29 | Very High: 33 | Extreme: 42]

[*]Support Craft Hangar: This is the amount of support craft (dropships, shuttles, gunships, etc)this submission can hold in its hangar by count of squadron based on the ship's size. This number is not modifiable.
  • 2000 Meters: 3 Squadrons
  • 2500 meters: 3.5 Squadrons
  • 3000 Meters: 4 Squadrons
  • 3500 Meters: 4.5 Squadrons
  • 4000 Meters: 5 Squadrons
  • 4500 Meters: 5.5 Squadrons
  • 5000 Meters: 6 Squadrons
 
[member="Darth Banshee"], if you'll edit your submission to reflect that per the template, there are two separate hangar fields. Both fields should be there as their own separate identities. They should not be combined as a single "hangar".
 
[member="Darth Banshee"], I hate having to be a stickler for this when the intent is clear, but it's a factory standardized rule:

The entire template must be used in your submission. Users can customize templates to their own personal liking, but the template's fields are not to be changed/removed/altered, additional information may be added but base fields may not be changed or removed.
In other words, the "Main Front Hangar" should just be the "Fighter Hangar". The "Side Support Hanger" should be the "Support Craft Hangar".
 
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