Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Hymir-class Coral Ship

p37.jpg
(Ships in Foreground)
Image Credit: http://www.cthulhutech.com/art/
Intent: To create an organic light warship for use by the Horde
Development Thread: N/A
Manufacturer: Horde Shapers
Model: Hymir-class Coral Ship
Affiliation: The Horde
Modularity: None
Production: Mass-Produced
Material: Yorik Coral, Organic Flesh,

Description:

Small by coral-ship standards, the Hymir-class Coral Ship is a light, general purpose warship often seen in large numbers in Horde fleets. The ship is comprised of a living coral frame, from which numerous host and parasitic creatures anchor themselves. The ship is propelled by multiple Dovin Basal's, which can also be used as point defense or to strip away the shields of hostile ships that venture to close to the Hymir-class Coral Ship. However, a Dovin Basal can only be used for one such action at a time. For each Dovin Basal that focuses on point defense or offensive action the speed and maneuverability of the ship is reduced by 1, to a maximum reduction of 3 (for speed and maneuverability of 9). Living in the outer layers of the starship are a number of organic weapon-parasites and several colonies of Hyvalisk Colonies.

In combat, the ship operates as a heavy brawler that seeks to get into point-blank ranges to batter an opponent with the short-ranged but powerful weaponry that is signature to Vong warships. The ship is also equipped with a large number of dropship-esc Fenrir-class Void Swimmers that live within hanger-bay -like caverns within the coral of the ship. These smaller organisms are then used to either assault a planet, board and enemy ship, or used as living ordnance in naval combat.


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: Cruiser (Gun Heavy)
Role: Close range attack ship
Height: 180m
Width: 300m
Length: 500m
Power Core Generator/Reactor: Bioreactor
Hyperdrive Rating: 3
Minimum Crew: 225
Optimal Crew: 800

Armaments: gun heavy
25 Plasma Cannons: (50 Capital Weapons)
20 Quill Launchers: (20 Capital Weapons)
20 Bio-Acid Jets: (20 Capital Weapons)
10 Thermal-Larva Launcher (10 Heavy Missile Systems)
3 Dovin Basal Parasites:

Hangar:
14 Fenrir-class Void Swimmers

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: 1,500 Soldiers
Cargo Capacity: 1,000 Tons
Consumables: 2 Years
Sublight Speed and Maneuverability: 6
 
Okay, there's very little I can say about this ship that I haven't been over with the other ones but there is a few things.
  • Cruisers start at a speed of six, making this an assault (gun heavy) bumps it to a 7.
  • Need a range on your tentacles.
[member="Captain Larraq"]
 
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.
 

Users who are viewing this thread

Top Bottom