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Approved Starship Marauder-class Medium Cruiser

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Grand Admiral, First Order Central Command
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OUT OF CHARACTER INFORMATION
Image Credit: The incomparable FractalSponge
Intent: To create the iconic First Order Cruiser, official SWRP version. Aka my version of the Vindicator.

Canon Link: Vindicator-class Heavy Cruiser
Restricted Missions: N/A
Primary Source: N/A

PRODUCTION INFORMATION
Manufacturer: The First Order
Model: Marauder-class Medium Cruiser
Affiliation: The First Order
Modularity: N/A
Production: Minor Production
Material: Turadium Hull, Alusteel and Quadanium Double-Layer Armor Plating, Glassteel and Transparisteel where appropriate. Internal Duraplast and AR-03 Damage Reduction Component plating.


DESCRIPTION
Despite the fact that the iconic image of every would-be Empire involves some derivative of the Imperial Star Destroyer, the truth is that such ships are incredibly expensive to build, man, and equip and necessarily few in number. Even for the First Order, with it's nearly limitless access to the resources of the spinward Outer Rim, there are simply not enough Star Destroyers to both adequately garrison planets and fulfill operational needs. There are two general ways to solve this problem, The first, and generally more common approach, is to use larger vessels as dedicated capital ships and fill in the gaps with various classes of escorts. The second is to rely more mid-sized cruisers for most work, with escorts and battleships being brought in for tougher jobs. The First Order has opted for the latter option, and the Marauder-class Medium Cruiser is the first attempt to make a general purpose cruiser.

Built around the classic dagger shape, the Marauder is, first and foremost, a very durable ship. The internal structure uses extremely dense Turadium, which is encased in layers of Duraplast and AR-03 plating. External armor is a double-layered composite, with Quadanium Steel on the surface and additional coats of Duraplast-AR03 Component, followed by Alusteel. This makes the ship very durable for its size, without sacrificing too much to mass or space.

The armament of the ship is fairly large and designed for combat at all ranges. Four batteries of long-range weapons provide the initial punch, followed up by a variety of conventional range weapons, mostly focused around both volume and damage of fire. Unusually for First Order vessels, a number of Rapid-Fire Mass Drivers (picture a supersized version of this) are utilized to deny the enemy the ability to prioritize Ray Shields. The Mass Drivers fire 54cm rounds of two main types. The first is an armor-piercing delayed explosive round, designed to penetrate armor and then detonate after approximately .4 miliseconds. The second features a Beryllium charge rather than standard detonite, designed to cause fires and wreak havoc on internal systems. Typically rounds are loaded in a 4-1 configuration.

The AA suite is limited as with most cruisers, but benefits from the inclusion of the versatile Mk 26 'HARM' system and an advanced combat system suite styled after the famous 'Bastion' system. While not nearly as effective as the actual system it does allow both the extensive missile array and short-ranged turbolasers (and, situationally, the Tractor/Pressor beams) to work in concert with the defensive weapons (if assigned) allowing for respectable medium-range coverage.

The missile loud-out in particular is worth mentioning. Forgoing any of the large Assault Warheads common to Cruisers, the Marauder instead has a massive battery of regular launchers. Divided into groups of ten, three of these are in clusters up on the bow, and are primarily used offensively. The remaining twenty launchers are broken down into two groups of cells port and starboard, typically used defensively.

In most other areas the ship is decidedly average, though extremely well-engineered. The hanger contains two squadrons, usually interceptors or multi-role fighters to support the cruiser, but occasionally bombers or specialist craft. Unusually for an Imperial design, there is no large ventral hanger. Instead the squadrons are divided into two small 'combat' hangers with only a single aperture. An engineering necessity, it limits deployment and recovery speed and could potentially trap a squadron inside the ship if heavily damaged. Additionally these combat hangers represent a structural weak point, an engineering sacrifice as a result of the compactness of the design, and if both are heavily damaged could result in catastrophic internal collapse.

A unit of stormtroopers is also normally carried. The ship is designed to support a single Expeditionary Marine Battalion of around 420 troops, along with heavy equipment and limited vehicle support, as a permanent part of the crew. Several assault shuttles are carried for use in boarding and landing operations. Additional passengers and equipment could be carried but not for extended periods of time.

Command of a Marauder is seen as a prestigious posting for First Order officers, and being placed in charge of a patrol (2-4 ships) is usually a stepping stone to Captain. Versatile and durable, able to perform in theaters and in ways that its larger and more specialized brethren cannot, the Marauder is well on its way to becoming the most recognized First Order cruiser.

Strengths

  • All-Rounder: With a respectable armament, good engines, and decent sized hanger the Marauder-class is capable of performing many roles on many different battlefields.

  • Punches above its weight: The variety and types of weapons fielded by the Marauder give it impressive firepower for its size. It can go toe-to-toe with Heavy Cruisers (for a time) and presents a serious threat to Destroyers and larger vessels.

  • Durable Profile: The Marauder features a slimmer than normal profile, a combat command tower, and a compact design, the Marauder features survivability better than its defense rating would indicate. The ship still loses combat effectiveness as one would expect but have a tendency to get away from even critical damage. The exception to this is aforementioned hanger problem.
Weaknesses

  • Jack of all trades..: The other side of being a generally capable ship is the Marauder isn't a particularly exceptional ship in any field (except its armor). Can't chase down frigates, can't go head to head with destroyers, etc.

  • Hanger Layout: Slow deployment and recover time for squadrons, in addition to the chance of small craft being trapped inside if either hanger is damaged-there is no way to move craft across the ship. Furthermore the hangers represent a structural weakpoint in the ship, and a potentially exploitable advantage for the enemy.

  • Knife Tang: The classic flaw of the iconic dagger shape, limited fire arcs to the rear.
TECHNICAL SPECIFICATIONS
Classification: Medium Cruiser
Role: Patrol/Line Cruiser
Length: 750m

Width: 337m
Height: 141m
Power Core Generator/Reactor: Cruiser-scale Solar Ionization Reactor
Hyperdrive Rating: 1.0
Minimum Crew: 687
Optimal Crew: 2,422
Passenger Capacity: One Expeditionary Marine Battalion (approximately 420 troopers)
Consumables: 1.5 Years
Sublight Speed: Average
Maneuverability: Average

ARMAMENT

Armament Rating: High
Defense Rating: Moderate

HANGAR

  • 2 Squadrons

  • 4 x Assault Shuttles

  • Misc. small craft
NON-COMBAT ATTACHMENTS

[*]
Advanced Electronics Warfare/Countermeasure Package
 
RESEARCH REVIEW
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Star Wars Canon:
Pending initial review
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Starwars Chaos:
Pending initial review
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WITHOUT DEV THREADS
Pending initial review
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WITH DEV THREADS
Pending Initial review
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SUGGESTIONS
Pending Inital review
 
Cyrus Tregessar said:
Versatile and durable, able to perform in theaters and in ways that its larger (x, x, x) and more specialized (x, x) cannot, the Marauder is well on its way to becoming the most common First Order warship.
I'm guessing the "x"s here are links? My guess is that there's one piece of missing code somewhere in the sub which has killed all of the links in here.



Cyrus Tregessar said:
Armament Rating: 16


Cyrus Tregessar said:
Defensive Ratings by Area Overall Value: 15


Cyrus Tregessar said:
Sublight Speed: 12 Maneuverability: 12


Cyrus Tregessar said:
HANGAR 2 Squadrons

Individually, none of these stats would be a cause for concern, nor would they call for some sort of development. However, when I look at these compared to the template example, I think this could maybe use some alteration.

Essentially, this has the firepower (and almost the defense) of a heavy cruiser in smaller package that is significantly faster and it holds two additional squadrons of starfighters.

Alternatively, I could compare it to the escort cruiser template (since this is just slightly larger than the example ship), in which case it is slightly slower, but it also has double the armament and defense ratings and an additional starfighter squadron.

When I look at this ship I think very much of our old balanced heavy cruiser in Starship 2.0 (if that guide was still in use, I think this would be pretty close to kosher).

I'm open to suggestions or ideas on how you'd like to tackle it. If you haven't seen it already, I'd recommend playing with Raziel's Ship maker. While it's not official (and I'm not interested in holding you strictly to its formulas), I've found it useful for making ships that don't neatly fall into template's examples.
 
Grand Admiral, First Order Central Command
[member="Gir Quee"]

I'm still at work and cant do much right now, but i'm wondering if the difference can be made up with dev (and if so, how much) or is it simply too far outside the lines.

Regardless of the answer I will take a look at that calculator and see about tweaking things, but I am very fond of the design as it stands right now and perfectly willing to do work to make it a reality.

Edit: Back from work, results below.

Based on calculator (for 800m Cruiser, which I'm willing to do):

Option A - Leave as is
Raz Says: 'Pushing the Boundaries, towards Flagship

Option B - Increase Spd/Man to 13.
Raz Says: 'Will need lots of Development'

Option C - Arm/Def to 15/13. Alternatively, simply drop hanger to 1.
Raz Says: 'Will need lots of Development'

Option D - More drastic reductions.
Raz Says: 'Might need some Development.'

Any idea what sort of post counts I'd be looking at for the above options, assuming they meet the criteria to begin with? In all cases I'd prefer to keep the ship at 750m, just for thematic reasons, but I'm willing to bump it up to 800m for sake of making things easier. As far as my preference goes, it's basically in the order shown (A > B > C > D).

Oh right, that first bit with the x's was just linking to other FO cruisers for the sake of comparison. In retrospect, it's not needed.
 
Cyrus Tregessar said:
Option A - Leave as is Raz Says: 'Pushing the Boundaries, towards Flagship
This would be a lot of posts (at least 50+), and I'm not even sure then how comfortable I would be with approving it given how high-powered ships appear to be drawing reports these days.



Cyrus Tregessar said:
Option B -Increase Spd/Man to 13. Raz Says: 'Will need lots of Development'
Rough estim
Cyrus Tregessar said:
Option B -Increase Spd/Man to 13. Raz Says: 'Will need lots of Development' Option C - Arm/Def to 15/13. Alternatively, simply drop hanger to 1. Raz Says: 'Will need lots of Development'

I would estimate around 30 posts. If the posts are pretty long and are of high quality, I could see this being less than 30 posts.



Cyrus Tregessar said:
Option D - More drastic reductions. Raz Says: 'Might need some Development.'
Anywhere from 0-10 posts.


As a general thought, you may want to consider production levels as well. A lower production value will give you a bit more leeway with this all.
 
Grand Admiral, First Order Central Command
Gir Quee said:
As a general thought, you may want to consider production levels as well. A lower production value will give you a bit more leeway with this all.
Yeah, but it would throw a wrench in my concept for the ship, to make it the standard FO Cruiser.

At any rate i'll get started on dev and see where I end up.
 
[member="Cyrus Tregessar"]
I will be archiving this submission until the development you are working on is completed. Please send either [member="Spencer Varanin"] or another Admin or RPJ (such as myself) a PM when you wish to have this pulled out of the archives.
 
Grand Admiral, First Order Central Command
[member="Raziel"]

All things considered, I'd rather drop the Armament down to Moderate, or possibly even reduce production to Minor. I've tried to balance it with weaknesses to allow for some variation in the template design, the concept doesn't neatly fit in any of them. Would either of those options work?
 
[member="Cyrus Tregessar"]

If you can bulk up the weakness on the hangar usage slightly (it doesn't feel like it would come up much) or drop one of speed/man down and drop to minor (in both cases) I'd be happy.
 
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