Star Wars Roleplay: Chaos

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Approved Starship Munto-class Escort Transport

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OUT OF CHARACTER INFORMATION
Intent: To provide an armed transport for the CSA's First Response Force
Image Source: Star Citizen's Polaris Corvette, image modifications by yours truly
Canon Link: N/A
Restricted Missions: N/A
Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
Classification: Light Corvette
Length: 50 meters
Width: 30 meters
Height: 17 meters
Armament: Average
2 Triumph-class Light Quad Turbolasers
10 Rainburst-class Flak Cannons
10 Twin PLX-2M Launcher Turrets
12 Quad Laser Cannons
12 Sentinel-class Point Defense Emplacements
10 Trudo-class Defense Turrets
Defenses: High
Hangar: 0 Squadrons
Maneuverability Rating: Average
Speed Rating: Average
Hyperdrive Class: 1

SPECIAL FEATURES
Aspis-class Shield System
Biolux Organoform Circuitry
Calor series Bio-computers
Encryption Network
Escape Pods (x4)
Nimble-5 Ion Engines
Oracle-class Communications System
Standard Life Support Systems
Standard Navigational Systems
Standard Sensor Array
Target Identification Network
Wavefront Active Tractor Beam Projectors (x2)
Can Enter Atmosphere and Land
Cargo Capacity: 400 metric tons
Passenger Count: 40 passengers or 80 B1 Battle Droids of the First Response Force

Strengths:

Well-Defended: The Munto-class Escort Transport is exceptionally well-defended, boosting thick quadanium-steel armor and above average shield power. This allows the Munto to survive harsh attacks, whether it is screening a large warship or delivering troops onto the battlefield

Adaptable Subsystems: The Munto sports the latest Lucerne Labs systems, many of which have secondary modes that allow a degree of flexibility in adapting to different situations.

Weaknesses:

Exposed Bridge: The Munto has fairly exposed bridge at the front, which makes it a tempting target, especially when the corvette is stationary.

Pillow-Fisted: The Munto focuses primarily on light weapons to fend off starfighters and to provide fire support its ground forces, leaving it highly ineffective against fighting other capital ships.

Description: The Munto-class Escort Transport, a custom variant of the Liberté-class Light Corvette, was specifically designed to transport and support the CSA's First Response Force onto the battlefield. But it also sees service as a patrol and screening ship, where its large number of small caliber weapons is a potent deterrent against enemy starfighters and small craft.

Technical Explanations

Crew: The Munto's bridge is more of a cockpit, with an arrangement of eight stations set at the ship's bow, giving the crew a panoramic view of the space in front of them, which allows the ship's pilot to make the most use of the vessel's speed and agility. The Munto uses a large amount of automation compared to its predecessor, which allows a single person to pilot it if necessary, or about a dozen people to man it. Most of the small weapons are linked to droid brains using a Target Identification Network and the ship's standard sensor array to automatically target enemies. Because the First Response Force is largely automated, the Munto's controls were also designed to be backwards compatible with older CIS technology, allowing OOM pilot droids or other like droids to run the vessel. This allows the First Response Force to deploy without using any organic elements.

Engine Systems: The Munto has the same oversized bank of Nimble-5 Ion Engines as the Liberté. However, because the Munto carries thicker and denser armor plating and a stronger shielding system, it is not as efficient in propelling the craft. This gives the Munto about average sublight engine performance all around. The ship otherwise carries a typical x1 hyperdrive.

Shielding Systems: The Munto carries Lucerne Lab's Aspis-class Shield System with above average shield power as stock. Combined with the multiple settings of the Aspis, this makes the Munto exceptionally resilient on the battlefield against a variety of threats.

Hull: To ease production of the ship, the Munto's internal compartments are prefabricated as entire and complete units in the automated fabrication bays of Gyndine's shipyards. Each durasteel-cased compartment is then joined together via mol-welding and then laminated as whole unit with thin layers of Trimantium to better resist tensile stresses on the hull during flight. This hull is then covered in thick Quadanium Steel armor plating. The cockpit or bridge of the vessel and the viewports are layered in thick ceraglass. This provides the Munto's hull with above average durability, allowing it to safely transport its battle droids onto the battlefield or endure intense weapons fire as it screens larger ships.

Weapons: While it only carries a pair of light quad turbolasers for use against capital and subcapital ships, the Munto carries a mix of potent point-defense weapons that are highly capable of shredding through most ground forces or small craft. The Munto's weapons are designed for a layered fields of fire approach, with flak cannons used to break up clouds of enemy fighters and PLX-2M missile launchers to hit individual ships at long ranges. At mid-range, the quad laser cannons and Trudo Point Defense turrets can usually stop most threats, ranging from starfighters to armored missiles, while automated Sentinel-class Point Defense emplacements can usually eliminate most short-range threats through a high rate of fire and excellent tracking. These weapons are all linked into the Target Identification Network for ground operations, allowing the Munto to provide precise fire support to deployed First Response Force units.

Carrying Capacity: The Munto-class can carry about a platoon's worth of conventional infantry, or about two platoons worth of the compact B1 Battle Droids used by the First Response Force. It also has a pair of small cargo holds that allow it to carry additional supplies for extended ground operations if need be.
 
Grand Admiral, First Order Central Command
[member="Gir Quee"]

Cool looking boat.

Looks like the formatting is a bit wonky, some double spacing and a line to the right of the image. Please give the sub a quick once over.

The only other thing is that while I realize gun counts don't matter (and your ratings are fine), this ship is seriously over-armed. For reference, the old 'Picket Corvette' design had 10 TB's, 3 Launchers, and 15 defense emplacements total at 80m. A Corvette had 30 Turbolasers but was also 200m. Start there and go with whatever seems reasonable.
 
Cyrus Tregessar said:
Looks like the formatting is a bit wonky, some double spacing and a line to the right of the image. Please give the sub a quick once over.
Thank you for pointing that out; I missed that at a first glance. I'm fiddling with it now to try and get it to look a bit better.



Cyrus Tregessar said:
The only other thing is that while I realize gun counts don't matter (and your ratings are fine), this ship is seriously over-armed. For reference, the old 'Picket Corvette' design had 10 TB's, 3 Launchers, and 15 defense emplacements total at 80m. A Corvette had 30 Turbolasers but was also 200m. Start there and go with whatever seems reasonable.
This sounds like a good opportunity to clarify something about the (new to me) system. Is it practice to scale gun counts by size even with ratings?

I realize that the Munto appears to have an exceptionally high number of weapons at a glance, but I think it's kosher based on the exchange chart. But I could be wrong, so please bear with me as I try to explain my thought process.

By my math, the Munto currently has 2 normal turbolaser equivalents (The light quad turbolasers are each equivalent to a single turbolaser per its own tech submission) and 60 "defense emplacements".

If I used the picket corvette's armament rating and gun count and converted it to a similar loadout using the exchange chart, I would have 2 turbolasers and 48 defense emplacements. Similarly, if I used the heavy corvette for something similar, I would have 2 turbolasers and 84 defense emplacements.

Is there something I'm missing in my understanding of the new system or have I made a math error somewhere in there?
 
Grand Admiral, First Order Central Command
[member="Gir Quee"]

It is not, since ratings scale but gun counts don't matter, there's no formal practice at all either way. Thus, ships with no listed armament at all. That said I do try to apply a common sense scale. As for the gun count...

Pulls out old dusty gun math calculator.

A Quad Light would still count as 2 each (x4 for Quad, x0.5 for Light) giving you six turbolasers leftover. That's 12 extra emplacements on top of 15 standard. The missiles are a bit trickier but I can accept they're used defensively. That's another 12 from the missiles, so 39 total.

So you're right, you're not far off from what would've been hard limits once upon a time. It just looks like too much. If you take a pseudo-realistic point of view, and start figuring power draw, ammunition storage, so on and so forth, it starts getting sort absurd to my mind.

But at the end of the day, as noted, gun counts don't factor. So I'll throw the ball in your court. Formatting looks good so there's technically nothing holding this sub up. Edit the loadout or don't, your call, let me know in a reply and I'll stamp this Pending.
 
Cyrus Tregessar said:
A Quad Light would still count as 2 each (x4 for Quad, x0.5 for Light) giving you six turbolasers leftover.

Normally I'd agree with you. I specifically subbed the Triumph though to be equivalent in terms of power and ability to a standard turbolaser, that's why the sub has this specific line in it:

In terms of energy use and size, it is equivalent to a standard turbolaser.
I'm not pointing this out to be difficult, but to demonstrate that I'm not trying to make an overpowered ship. I have also reduced the number of defense emplacements.
 
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