Star Wars Roleplay: Chaos

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Pickle Rick Project - Due 11/15

Rick Kaloo

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R
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION

[*]Exterior


TECHNICAL SPECIFICATIONS
  • Classification: Command Ship, Heavy Battlecruiser/Light Dreadnought
  • Length: 5000 meters
  • Width: 4190 meters at widest, 1020 meters at narrowest
  • Height: 1080 meters at highest, 540 meters at side protrusions
  • Armament: Extreme
    Superheavy Offense Emplacements:
    10 Cerrus-class Demolishers (four on top of each of Pickle Rick's wings, two on top of the Central Quarter of Pickle Rick)
  • 20 superheavy magnetic railguns (Evenly spaced throughout Pickle Rick)
  • 20 Onager-class plasma railguns (15 fore/5 aft)
  • 50 superheavy anti-capital missile/warhead launchers (Evenly spaced throughout Pickle Rick)
  • 50 Tyrvald-class Pulse Turbolasers (Evenly spaced throughout Pickle Rick)

[*]Heavy Offense Emplacements:
  • 100 heavy turbolaser turrets (Evenly spaced)
  • 100 octuple barbette turbolasers (Evenly spaced)
  • 50 minelayers (15 fore/10 bow/10 starboard/15 aft)
  • 40 heavy missile/warhead launchers (Evenly spaced)
  • 20 heavy ion cannons (Evenly spaced)

[*] Anti-Capital Offense Emplacements:


[*]Defenses: Very High

[*]Ion/EMP Defenses

[*]Other Electronic Protections

[*]Anti-Boarding
  • Turadium blast doors
  • Complex internal layout - Halls leading into halls leading into the same hall
  • Wall-mounted automatic machine guns
  • Barracks rooms - See below

[*]Anti-Hacking (Cyber Defense)

[*]Defensive Armaments


[*]Hangar: Low (10 starfighter squadrons)
[*]Maneuverability Rating: Very Low
[*]Speed Rating: Low
[*]Hyperdrive Class: 1.5, 10.0 backup
STANDARD FEATURES
  • Living Features
    Crew Quarters - Rectangular, long end parallel with hallways. Fits sixteen crew on eight bunk beds, two per corner of the room. Entry is provided by duraplast doors requiring a specific room code to be typed in, using numbers 1-9 (ex: 19485). Override keys can be used by specific agents to enter a room through a keyhole without any code verification necessary. There are around a thousand of these evenly spread throughout Pickle Rick.
  • Officer Quarters - Rectangular, long end parallel with hallways. Fits eight officers on eight single beds, two per corner of the room. Entry is provided by duraplast doors requiring a specific room code to be typed in, using letters A-I (ex: AIDHE). Override keys can be used by specific agents to enter a room through a keyhole without any code verification necessary. There are around five hundred of these evenly spread throughout Pickle Rick
  • Mess Hall - In the back left quarter of Pickle Rick, there is a large, hollowed out space where crew aboard Pickle Rick can be provided with food. There are about a hundred subrooms within the mess hall, each with tables, seats, entertainment, and food providers.
  • Medical Rooms - In each quarter of Pickle Rick, there are twenty fully stocked medical rooms. They are usually easy to find and their doors, despite having a barcode system replicating the crew quarters but with shapes, are usually left unlocked. In the rooms, qualified doctors treat wounded crew, sometimes even performing surgeries or applying prosthetics.

[*]Command & Utility
  • The Quarter System - Pickle Rick is organized into four quarters, each representing a part of the ship's interior, and each with a specific role.
    The Forward Quarter consists of the front "beak" of Pickle Rick, and its main role is command of the heavy battlecruiser and coordination between the ship's quarters.
  • The Central Quarter takes up the middle of Pickle Rick, and its functions include monitoring the massive reactor powering Pickle Rick, housing a majority of the ship's crew, and coordinating starfighters and boarding forces.
  • The Outer Quarters, consisting of the two wings extending out of Pickle Rick, is responsible for handling and interrogating POWs. Additionally, should the Forward Quarter find themselves occupied, the Outer Quarters are also suited to handle maneuvering of Pickle Rick.
  • Finally, the Flank Quarter manages the massive engines that power Pickle Rick through space.

[*]Command Bridge - Pickle Rick's command bridge is perched near the top of the structure jutting out from the front of Pickle Rick in the Forward Quarter. Its glasteel windows provide a 180 degree view outward from the front of the vessel. An elevated platform sits in the center of the room, filled with computers. The computers in the platform are wired to the engines, and used to coordinate where Pickle Rick travels to and when. Additionally, hyperdrive systems are controlled from the central platform. In the very front of the bridge, another, longer raised platform as a direct contact with the outside space, as well as a control center for coordination between the four quarters of Pickle Rick. In between the two platforms are a variety of smaller computers and platforms for all the Judgeship's essential functions.
[*]Prisons - The Outer Quarters contain the prison systems of Pickle Rick. Similar to many other capital ships, Pickle Rick's prisons are single-story and horizontally lined. They wrap around the outer wings of Pickle Rick like a roll of tape, with the total cell layout resembling an imperfect oval. Each cell is roughly square, with laser beam systems instead of doors providing entry and exit. The cells are about six meters in all dimensions, perfect cubes. The cells are bare, with no bed or furniture to accompany prisoners on the hard iron floor. Additionally, there is a small, lockable tab of reinforced glasteel that can flip open or closed to allow meals to come in to prisoners without the laser doors being opened. There is a command center near the top of Pickle Rick's left wing dedicated to monitoring the prisons and handling the treatment of prisoners.

[*]Notable Military Emplacements + Structures
  • Main Hangar - Pickle Rick's primary hangar actually shares a close resemblance to those of the First Order's heavy capital ships, whether intentional or not. Since the hangar is primarily painted a dull black, anomalies and other out of place objects can be found relatively easily. Additionally, on the left and right walls of the hangar are charging stations where starfighter-sized craft can be docked and their energy replenished through use of Pickle Rick's reactor core. However, heavy bombers and shuttles cannot fit in the energy docks.
  • Barracks - For about one in every fifty crew quarters, there are barracks where onboard marines and crew members can quickly grab blasters to repel boarding parties or be the boarding party themselves. The barracks are almost four times bigger than the crew quarters, and each can fit enough blaster rifles and grenades to arm three hundred fifty soldiers. Like crew quarters, the barracks require a numerical code to enter. However, the barrack doors are further reinforced by integrated turadium alloys.

ADVANCED SYSTEMS

Strengths:
  • War Machine - Designed to smash through everything in its path, Pickle Rick's combined armament makes it one of the most powerful ships in the entire galaxy. From artillery cannons larger than a typical escort frigate to hundreds of anti-aircraft guns, there is nothing that can survive long against Pickle Rick short of a fifteen-kilometer dreadnought.
  • Tank - Wielding sophisticated Mon Calamari shielding systems expanded massively to cover the pure bulk of the dreadnought, Pickle Rick can take a beating from an entire fleet and still have enough of itself left to send a barrage in return. Additionally, the refined, compound armor plating on Pickle Rick is an average of ten feet thick, with many places in the vessel being having two or three times as much plating.
  • Perfectly Balanced - Pickle Rick's armaments have little to no blind spots or weak areas, with a well-developed 360 degree spread. Even when flanked, Pickle Rick will still have hundreds of guns to bear.
Weaknesses:
  • Bantha - The huge emphasis on armament and defense weighs down Pickle Rick severely and causes it to move extremely slow, with an Imperial Star Destroyer being capable of going two and a half times its speed. Additionally, it takes a horrendously long time for Pickle Rick to turn. In fact, it would be possible that if someone were to eat an entire small Pizza Hutt pizza at a casual pace, by the time the pizza were completely consumed, Pickle Rick would have only turned 180 degrees.
  • Fat - Due to Pickle Rick's immense weight, it is incapable of entering the atmosphere of most worlds. The amount of thrust necessary to keep Pickle Rick in the atmosphere of a world with a level of gravity suited for humans would require massive sacrifices in armaments and defensive systems.
  • Kamikaze - Pickle Rick has no escape pods. It was designed to be operational for many decades, and its high defenses make the odds of its destruction very low. But if it were to somehow become damaged beyond repair, the battleship's entire crew would go down with it.
  • Unfocused - Pickle Rick cannot bring more than half its guns to bear at an enemy at a time, reducing its effectiveness against the more common wedge-shaped dreadnought.
  • Big, big guns - Firing more than a single Cerrus-class Demolisher at a time significantly reduces power to other armaments and even some defensive arrays, limiting the use of the massive cannons to long-range sniping duels and fleet busting.
Description: The idea for Pickle Rick began with the late career of Rick Kaloo. He had been debating retiring from his post as the CEO of Outer Rim Military Engineering, the company he single-handedly lead for almost fifteen years at the point. Rick had many good reasons retire, but felt guilty regardless. So, to ease his guilt, Rick decided to work on one final project. It would be one he ensured the company would never forget.

A five kilometer battleship, surpassing nearly tenfold the next biggest ship Outer Rim had built in its entire history, even before it renamed itself. If Rick hadn't been the CEO of his company, the idea would have been rejected without a second thought. However, being the CEO of the company, he pushed the idea forward. After a great deal of convincing, one of the biggest engineering projects in galactic history began.

New resource harvesting facilities were added to the ORME roster just to supply the proposed colossus with the materials necessary to begin establishing its frame. Thousands of workers, both from Outer Rim and foreign-employed servicemen, were recruited to take on the massive project. Thousands more labor droids were produced to assist in the task, handling the physical portions of the project. And it would all occur in a single, massive station, its location classified in the far reaches of the Mon Calamari system. The task would become known as Project Centurion, and its details were kept highly classified even within ORME until the ship entered its final stages.

However, just as Project Centurion was coming to its final stages, the Sith invaded Mon Calamari. It was only through the use of dozens of escort cruisers and Destroyers, as well as the early firing of the prototype dreadnought's primary weapons that the project staging station was able to jump away into the safety of SJO space, and finally apply the finishing touches.
 

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