The Parliament
- Intent: To provide The Elysium Empire with a Powerful Asset
- Image Source: https://www.deviantart.com/usfu/art/Union-class-Battle-cruiser-25624699
- Canon Link: N/A
- Permissions: N/A
- Development Dominions: None (Not a Warship, but a heavily defended Hospital Ship)
- Primary Source: N/A
- Manufacturer: Scion Mobile Shipyards (Unknown IC)
- Affiliation: The Elysium Empire
- Model: N/A
- Production: Unique
- Material: Titanium, SSD Electronics, Vong Bio materials (Dovin Basals), Hyperdrive Electronics, custom Electronics (All listed subs)
- Classification: Super Star Healer-Class Vessel
- Length: 10,000 meters.
- Width: 7000 meters
- Height: 6000 meters
- Armament: None
- Defenses: Extreme
SSD-Grade Hyperspace Inertial Momentum Sustainer
Titanium Molecularly Bonded Armor
Stygium Crystal Cloak Device
SSD Grade Sound Dampening Stealth System
SSD-Grade Shroud Dispenser
SSD Grade Anti-Mind Control Device
SSD Grade Storm Barrier Generator
SSD Grade Electrostatic Repeller (Enhanced)
SSD Hydrostatic Bubble (Enhanced)
SSD Grade EM Field Generator
Vast Internal Defenses with Ion Paddle Beam Turrets ,Tanglefoot Field Generators
SSD Grade Anti Concussion Field
SSD Grade Energy Suppression Field (Enhanced)
SSD Grade Missile Deactivators (Enhanced)
SSD Grade Targeting Jammers (Enhanced)
Dovin Basals
- Hangar Space: 72
- Hangar Allocations:
- Starfighters: 0 squadrons
- Support Craft: 72 squadrons (All R.S.S.H. Hospital Shuttles)
- Maneuverability Rating: High
- Speed Rating: High
- Hyperdrive: 0.1 (Path Engine)
Standard Crew Complement: Normally unnecessary, but a Skeleton crew of up to two thousand can staff critical positions
Security Teams
R.S.S.H. Droid Marines (15,000)
Droid Marine Armaments:
E-5 Phantom (Primary Weapon)
R.S.S.H. Sensor Array
R.S.S.H. Comm Array
R.S.S.H. Navcom
R.S.S.H. Path Engine
R.S.S.H. Power Plant
Mess Areas
Escape Pods
Physical Therapy Rooms
Diplomatic Conference rooms
SSD Grade Ion Engines (6. Two large main engines, four secondary engines)
ADVANCED SYSTEMS
R.S.S.H. Molecular Furnace System
Medbays and sophisticated micro surgical theaters with following supplies:
500,000 Field Bacta Tanks
500,000 PMC-210 Medical Capsules
500,000 Suspended Animation Caskets
500,000 IM-6 Med Droids
5000 Mobile Surgical Units
5000 Hyperbaric Medical Chambers
Vast supplies of FastFlesh Medpacs
Vast supplies of Antidote Kits
Vast supplies of ECM Backpacks
Vast supplies of Flexpoly Bacta Suits
Bacta Production Facilities
SSD Grade Stygium Crystal Cloak Device, capable of hiding the vessel for up to two weeks. Also comes with an SSD-Grade Sound Dampening System to reduce all noise it makes in atmosphere to nothing. Both Systems can be on at the same time
Expansive Brig/Detention Area
Vast Legion of Repair Drones, capable of repairing ship to 70 percent in 24 hours as long as they have raw materials
Capable of hovering, and landing in atmosphere, unlike other SSD sized Vessels, via Dovin Basal Engines which "cushion" it's immense weight via manipulating gravity fields. Combined with a Hydrostatic barrier, this enables it to hide underwater for extended periods of time
Same SSD Grade Healing Field Generator found on the Shield of Sacrifice, enabling the healing of even near mortal wounds slowly over the course of four hours
BRT Supercomputer wired to automate most ship functions
STRENGTHS
Why won't you die (Note, the following is taken from the entirety of the Deflector Shield Sub): Provides Astonishing resistance to severe bombardment from nearly any form of weaponry, to a degree that would shock Captains of other SSD-Sized Vessels. The shielding is so powerful it can flee and hide in the Coronal Discharge of a Star at a much deeper depth than any normal SSD sized vessels (Or most other vessels for that matter) could hope to follow. Recharges Twice as fast as standard Super Star Destroyer Shields and
double as SSD Grade versions of the Solar Recovery System found aboard The Castle Morpheus, allowing it to completely refuel the R.S.S.H over the course of a week, allowing the Ship to operate with all systems for potentially 7 years without refueling. Combined with it's vast internal defenses, including Technology capable of disrupting mind control attempts by Force Users, middle defense and target jamming, an enemy would have to put in a truly exorbitant level of effort to bring it down
Go Anywhere: Capable of hovering, and landing in atmosphere, unlike other SSD sized Vessels, via Dovin Basal Engines which "cushion" it's immense weight via manipulating gravity fields. Combined with a Hydrostatic barrier, this enables it to hide underwater for extended periods of time
See no Evil (Note: Strengths taken from Sensor Sub):
The Sensor System is SSD Capital Ship grade, customized to have 7 times the range and sensitivity of normal Super Star Destroyer grade Sensor Arrays, enabling it to minutely detect specific threats well before they are in range to harm anyone aboard the ship and has been reinforced with anti jamming Equipment, making it next to impossible to disrupt using typical ECM Methods,. Also, efficient manufacturing and design means it can quickly be restored to full or limited condition with minimal resources.
Stealthy: Possesses a Stygium Crystal Cloak Device as well as an SSD Grade Sound Dampener for when it's in atmosphere
Hear no Evil (Note: Strengths taken from Comm Sub):
Its comms unit uses hundreds upon hundreds of encryption methods to make intercepting and decoding it's transmissions next to impossible, even for ships with Equipment specifically designed to break this type of encryption, allowing secure communication and employs heavy ECCM (Electronic Counter-Countermeasures) to make it very difficult simply to jam it's transmissions. On top of that it has seven times the range of an ordinary SSD Comm Array.
Speak no evil: Multiple shielded Diplomatic conference rooms to prevent eavesdropping via wireless or direct means
Do no evil: Contains massive brig for security threats
Super Star Hospital: A fully equipped Star Hospital, able to care for thousands of patients at a time, and possesses and SSD Grade Healing Field Generator that can heal all but the most mortal of wounds across the entire ship over the course of four hours
Mobile: Due to having no weapons, this ship is shockingly nimble for a vessel it's size
Fast (Note: Taken from Path Engine sub):
An astounding 0.1 Capital Ship Hyperdrive that can take something like a Destroyer anywhere it wants to go, even routes that would normally be impossible due to its path engine design, enabling it to make up to 10 hyperspace jumps in a row--all while being half the Size of a typical Destroyer Hyperdrive and have the ability to make very precise jumps through hyperspace. Also, due to lack of weapons, it's able to go much faster than a vessel this size should normally be able to.
Travel No Evil (Note, Taken from Navcom Sub):
Its Navcom is top of the line, and keeps running and is built to be difficult to damage. It can plot very precise safe paths through hazardous areas and micro Repair drones make constant Maintenance and if it suffers any real damage, it is restored to full condition over the course of two hours
Self Reliance (Note: everything is taken from the Molecular Furnace and Power Plant sub):
Using Molecular Furnace Tech similar to that of the EVS Construction Droid, any Capital Ship with this base version installed becomes a micro factory specializing in producing Droids, Hand Held Infantry Weapons, Electronics, and even Clothing, along with armor and medical supplies for Valhoun's People all at an equally high rate and though it's programmed to produce certain items, this programming can be swapped out via data tapes to make more specialized items. If broken salvage is fed directly into the hangar sized micro factory's processing chambers, it will break them down and recycle their raw components, such as metal, at an extremely fast rate of three hours.
As to the power plant, despite being only three fourths the size of a typical main power plant, it's fully capable of powering the ship for up to 7 Years with all systems constantly running. As to the Power Plant itself, it runs on Solar Energy, and multiple modernized safety features and redundancies make it extremely difficult to damage or sabotage, and the R.S.S.H. doesn't need to worry about a catastrophic failure destroying the vessel unless the damage truly is that bad. If there is no chance to refuel over a star, it can take in limited amounts of Hypermatter to fully refuel itself and is built to be restored to working condition with limited of minimal resources. It takes way less to fully repair this thing than it would other SSD Power Plants. Vast Legion of Repair Drones, capable of repairing ship to 70 percent in 24 hours as long as they have raw materials
Peace Keepers: Capable of providing relief to an entire Solar System, treating everyone in a large metropolitan area on a planet
The Brains Department: A BRT Computer has been wired to the ship to automate most of its functions, leading to vastly increased efficiency and less need for crew.
WEAKNESSES
Deflector Weakness (Note, all weaknesses in this weakness are taken directly from Deflector Shield Sub):
The deflector shield can only allow the ship to hide in Stellar depths for 007 hours before it must surface. Continuous Energy Beams can do significant damage to the shield. Also slightly more vulnerable to space born Seismic Charges and Sonic Weaponry in general and any Damage the system suffers during recharging the vessel could cause severe damage to every other system it's connected to. Another major weakness is it cannot be a Solar Recharge device and a shield at the same time. And for all its other defenses, disruptor based cannons pierce the shield easily, and Pulse Wave based weapons tear through it after a few hits, leaving only the hull for protection. Military grade acid causes malfunctions in the area of the shield it interacts with, breaking it down momentarily in the area it's hit in. Entering a nebula lowers all other ratings by one
Sensor Weakness (Note: taken from Sensor Array Sub):
It's large profile due to exterior mounting on vessel requires heavy Shielding around it at all times. Also, it normally it keeps it's sensor range and sensitivity at 4 times higher than an ordinary SSD Sensor Array. If forced to go to Max range it will only be able to do so for an hour before it shuts down to cool off
Comm Array Weakness:
Fully encrypting a message properly has a 21 minute lag time, which could make a severe difference in the heat of battle, as a Commander may have to choose whether they want a nearly impossible to decrypt message, or run the risk of what they say being intercepted. Also, the device is delicate due to sensitive electronics, requiring much more frequent maintainance and recalibration. A direct pistol shot to its main circuits, which are in the bridge of a ship circuits will take it out of commission for days. Lastly, transmitting at its maximum range, is a severe strain on the system. After making three transmissions in a row at Max range, it shuts down for an hour to cool down
Furnace Weakness (Note, taken from Furnace Sub):
This system piggy backs off of the R.S.S.H. Deflector Shield which it was specifically designed to work with, so whatever damage to that System while it's using it's solar recharging function could trickle down to this system, drastically slowing it down or even disabling it, especially if the power plant is damaged. It shuts off while the ship is under attack to minimize damage risk and can only produce a few platoons worth of weapons and Droids, or a massive crates worth of clothing, repair parts, or medical items at a time, not all at once
The furnace parts are also delicate. Any damage can take days to repair due to the need to recalibrate every piece of equipment properly
and is the size of a three hangars which takes up valuable space on the R.S.S.H.
Stealth Weakness: Though both it's Primary and Secondary Sound Dampening Field can remain active both in space and in atmosphere for up to two weeks, it will need up to a week to recharge both before it can be used again
No Weaponry: Absolutely no Weaponry on its hull, in keeping with it mission. This leaves it highly vulnerable to boarding measures, through which it must resort to Anti Boarding efforts through both it's assigned staff and it's Droid Marines
Underwater Weakness: Can only remain underwater for a week before it must lift off
Landing Weakness: Must find a very flat wide surface to land on, and lift off can be very slow, taking as much as a half hour
Hover Weakness: Can only hover in atmosphere about two weeks before it needs to pull away from gravity well for it's Dovin Nasals to recharge
Healing Field Limits: The Healing Generator can only be active ten Hours before it needs 48 to recharge
Brain Drain: If the Computer is taken out, the Skeleton crew of the ship may struggle to respond to ship issues in a timely manner
DESCRIPTION
The Third Super Star Healer ever constructed, this Ship carries no Maker's Mark or serial numbers on any part, and both it's Droids and the Super Computer running it have no clue who made it. Donated anonymously to the Elysium Empire by House Io, the Ship is programmed to serve and protect all Elysium Citizens and Military Personnel, and is a fully functional diplomatic vessel to boot. Constructed with the idea that it is insanely naive to think a Hospital Ship won't be targeted by a particularly ruthless opponent, and designed to make that prospect as difficult as possible for attackers.
Super Star Healers are SSD sized Hospital Ships with SSD grade defenses, capable of Bringing relief to entire star systems, with this particular one capable of treating up to half a million at a time, especially with it's powerful, ship wide healing field generator. No two SSH Vessels are exactly alike, but all are extremely difficult to destroy, even with the backing of a fleet.
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