Star Wars Roleplay: Chaos

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Hel-class Coral Ship

bioship2_by_eclectixx-d4u2sv0.jpg
Image Credit: Eclctixx
Intent: To create an organic heavy warship for use by the Horde with some utility thrown in
Development Thread: N/A
Manufacturer: Horde Shapers
Model: Hel-class Coral Ship
Affiliation: The Horde
Modularity: None
Production: Mass-Produced
Material: Yorik Coral, Organic Flesh,

Description:

A large and specialized warship, the Hel-class Coral Ship is a 1,000 meter long coral warship used by the Horde. Like its smaller cousin, the Hymir-class, the Hel is infested by numerous Hyvalisk Colonies, and dozens of weapon-parasites. The Hel also possesses a small number of Fenrir-class Void Swimmers that are used as dropships to deploy Horde troops. Sharing hanger space with the Fenrir creatures is a large number of Vanir-class Void Swimmers that are used to escort the ship.

While the Hel-class might at a glance appear to be an upsized Hymir-class Coral Ship, the vessel is actually a highly specialized member of the Horde fleet. Equipped with oversized Dovin Basaal organisms and specialized sensory organisms, the ship is able to create and manipulate gravitational fields and micro-black holes at far greater ranges than any other Horde ship.

The Hel-class is capable of utilizing its Dovin Basal organisms to create gravity wells at long ranges. It is likewise able to provide additional point defense support for nearby members of the fleet by opening micro black holes to intercept weapons fire that would otherwise impact the hull of the ship. Lastly, the ship is capable of interfering with the shields of enemy ships at far greater ranges than any other Horde warship.

Thanks to the specialized nature of the ship and the numerous roles it can play within the fleet, almost no Horde fleet is seen without at least a single Hel-class ship providing support.

Vong Weaponry and Equipment
Light Plasma Cannons: 2 Laser Cannon value
Plasma Cannons: 2 capital weapons each
value based on Deck Cannon value
Rock Spitters: valued same as missile systems
Heavy Rock Spitters: 2x Missile weapon systems (not assault missile value)

Bio-Acid Jet: 1 capital weapon each
Close range weapon, similar range and tracking as Heavy Blaster/Heavy Laser
Damage value slightly greater than Heavy Laser or Turbolaser

Quill Launcher: 1 capital weapon each
muscles contract to launch a 4 meter long diamond-hard spike at high speeds
Comparable to Mass-Driver
Shorter range and slower speed, slightly higher damage output

Thermal-Larva Launcher: 1 Heavy Warhead Launcher
muscle contraction launches massive larva from host ship
Larva is launched at high speed and the shock of sudden acceleration 'activates' it
The Larva begins heating up and venting proton energy (or similar/appropriate energy)
Vented energy can be directed and manipulated, allowing larva to guide itself to target
Larva has dense, razor sharp spiked carapace
Larva impacts a target, explodes in a violent burst of energy and acid,
and carapace shards

Mature Dread Weapon: 20 Heavy Warhead Launchers
Young Dread Weapon: 10 Heavy Warhead Launchers

Dovin Basal: 5 defensive guns
Light Dovin Basal: 2 Defensive guns
Cannot be used for propulsion
Heavy Dovin Basal: 10 defensive guns
Also provides Interdiction
Also provides wider area of coverage

Hyvalisk Colony (Orbalisk)
Hyvalisks are tiny insects shaped by the Vong from captured Orbalisks. These tiny insects build hives in the upper layers of coral or in the outer skin of biological creatures. These insects can survive and move about in the absolute vacuum of space. These tiny creatures form thin clouds as they swarm over the surface of the ship they infect. This layer of insects deflects and absorbs the energy of incoming energy weapons fire in much the same way as a layer of ray shielding would. The cloud of insects is so dense that even projectile weaponry are slowed and deflected off course, allowing the insect swarm to perform a similar function as a deflector shield when withstanding all forms of weaponry.
These insects feed on the host ship/creature and breed rapidly. While millions of these insects could die during a few seconds of starship combat, these millions are quickly replaced and grow to maturity in time to replace those lost during the last barrage of damage the bio-ship withstood.

Classification: Heavy Cruiser
Role: Heavily Armed Fleet Support Ship
Height: 250m
Width: 250m
Length: 999m
Power Core Generator/Reactor: Bioreactor
Hyperdrive Rating: 3
Minimum Crew: 700
Optimal Crew: 2,100

Armaments: Balanced
40 Heavy Plasma Cannons: (160 Capital Weapons)
10 Thermal-Larva Launcher (10 Heavy Missile Systems)
4 Large Dovin Basal Parasites: (40 Defensive Weapons)

Hangar:
36 Vanir-class Void Swimmer
5 Fenrir-class Void Swimmer

Non-Combative Attachments:
Sensing Nodule
Targeting Brain
Navibrain
Neuroengines
Qahsa Biocomputers
Villip Communication Organisms
Hyvalisk Colonies
Arrest Tentacles
Molleung Worms
Lorqh Membranes
Hatch Sphincters
Glow Lichens
Lumen Reeds
Nestbunks
Gestation Bins
Inhibation Fields Detention Cells
Hau Polyps

Passenger Capacity: 2,000 Soldiers
Cargo Capacity: 13,000 Tons
Consumables: 2 Years
Sublight Speed and Maneuverability: 7
 
No you may not make black holes, even small ones. They are super weapons.

  • At 1,000 meters a dev thread is very much applicable, required in fact.
  • If your own selected weapon values stick, the heavy would denote it's own x2 multiplier to your plasma cannons making one count for four instead of two.
  • Your cargo capacity is larger than an Imperial Star Destroyer's
  • New weapons and variations must be subbed via the tech forum.
[member="Captain Larraq"]
 
I'll be honest, I'm a little annoyed at the Dev Thread request, since Ayden allowed Gilamar to sub a 1,000m starship without a dev thread less than a month ago. However, having re-reviewed the rules, you are correct. A dev thread would be needed for 1,000m.

So I'll change the length to 999m.

Also, total oversight on the numbers there. I did a last minute switch to heavier weapons and forgot to change the numbers. fixed.

And honestly, at this point I can't remember what I used as a basis for the cargo capacity. I assume I had a good reason when I originally did it, but it escapes me at the moment.
 
just archive this.
I've put enough effort into the Horde's technology for them and I'm not in the mood to fight with staff over what should be a quick and minor review for play balance.
If they want it, they can sub it themselves and fight with you over it. I'm no longer in the mood for this crap and don't feel like wasting 5 weeks of my life to get everything pushed through the factory.
 

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