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Approved Starship SC-013 "Lucrehulk III" Class Super Carrier

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Deep Blue -
    • With the X-02 onboard the Lucrehulk III, the ship is capable of magnifying the tactical capacity of all droid ships underneath it - maximizing their ability to fight enemy fighters, ships, and more; with the additional power of precognition through probability. Meaning that of most tactical responses one could make, the Lucrehulk III can out think them, and outdue them - already planning twenty moves ahead on every connected droid brain.
  • Artemis -
    • With the long range capabilities of most dedicated dreadnought killers, the Lucrehulk III is capable of finding targets, and destroying them from vast distances. Armed with Jaeger branded capital killers, many of which utilize radiation bombs, droids used in boarding operations can find their work made far easier.
  • Infestation -
    • Being a super carrier, the Lucrehulk III is capable of holding a vast amount of ships and auxillery ships fro ground support. This vast swarm of ships allows for the Super Carrier to be the sole support a fleet needs on the battlefield - enforcing their power across the battlefield with little equal, added to by the joint command given by the Apollo.
WEAKNESSES
  • Slow and Steady -
    • The Lucrehulk was never designed for front line combat; and as such wasn't designed to get to the frontline very fast. The massive weight of the ship, and the complete lack of focus on the ion engines make it so that the massive vehicle that it is cannot move at a very fast rate. If corvettes, or anything capable of closing the gap, tried to get close to the Lucrehulk, they would succeed.
  • Artemis's Heel -
    • The vast weight of the vessel's armament is focused on long distance combat - meaning getting close to the ship is a great way to counter most of its exceptional fighting capacity. Although one would still have to deal with the hanger and starfighters, the fact that you could ignore a vast majority of its hyper velocity and hellbore cannons, is certainly enough to take the stress out of the engagement.
DESCRIPTION

Originally designed by Hoersch-Kessel Drive, Inc. as enormous cargo haulers, and later modified into the primary capital ship of the Trade Federation’s Trade Defense Force; the Lucrehulk became synonmyous with the strength of the Confederacy; added to by its absolutely insane hanger space, and otherwise demanding presence on a battlefield. It was again redesigned later on by Druckenwall Shipyards as a far smaller command ship - militarized, weakened in size and capacity, but with the benefit of stronger armor, more weapons, and a more essential pocket capacity. More recently however, the Confederacy created the Lucrehulk II; an update to the aging pocket design, and brought far closer to its previous size; with the added benefit of stronger weapons, defenses, and hyperdrive class.
None of that, however, holds up to the current state of the Galaxy; and once again the Confederacy reached for a modernization to their aging capital ship. Introduce, Jaeger Solutions - who narrowly stole away the contracting rights from other notable ship building companies; and knowing this was a very lucrative deal with one of the largest navies in the galaxy willing to outsource their ships, Jaeger decided sparing no expenses was for the best, to ensure a future healthy relationship between the two entities.
That, and Jaeger’s acting CEO, Dorian Harper had a slight bias in doing so for the sake of Srina Talon Srina Talon after their meeting on Ryloth.
The Lucrehulk III was designed with a nearly 80% increase in size overall, and with it came an absolutely massive increase in hanger capacity, armament, defenses, and the additional benefit of Jaeger’s own branded technologies - ones that would increase the combat effectiveness of the Lucrehulk ten fold to its prior innovations. From its artillery based armament, to its experimental and extremely dangerous Artificial Intelligence; the Lucrehulk III was designed from beginning to end as the premiere name in Super Carries - and would serve as the greatest example of Jaeger’s prowess in design to date.
Taking much of its design off the legendary rearmament of the Acerbitas, the Sith Empire’s flagship, the Lucrehulk III was founded with decades of ship building expertise and experimentation put behind it; finding genesis first in the all to exceptional armament it was given. With a wide berth of hyper velocity cannons, Hellbore cannons, artillery grade ion and turbolasers - the entire ship is designed for long range engagements; able to decimate fleets with the help of its squadron escorts, and the all too exceptional artillery armament as less of an accessory, as a second hand in a one two punch that would lay most ships on their butt. Adding to this, a long list of tactical mines were added for both offensive and defensive measurements, along with long range capital grade missiles for would be assaults from corvettes, star destroyers, and any other ship based CQC.
For its defenses, the Lucrehulk III was given a slightly downplayed system of Jaeger’s personal design for Starship Hulls, and the legendary Aegis Shield - with the only cost being more extended shield generators across the hull for the sake of energy conservation. While this has led to a slightly less useful close quarters vessel - and certainly one that can’t sustain the same level of damage as more defendable capital ships, it is none the less enough for prolonged combat. It serves solely as a time saver for more armed escorts to arrive, and secure the Lucrehulk before it can be destroyed.
The hanger was designed with space in mind; with a variety of ships from the Confederacy arsenal put into its engineering. Able to hold a vast amount of them, all it takes is a slight rearmament to change the automated loading and unloading droids to be able to handle any future designations of fighter ships. It should be noted that the hanger is also allocated with space for ground support vessels, and even has a record of over a million droids; directly taken from the far smaller ‘Planet Cracker’ designed by Jaeger previously. This allows the Lucrehulk to be a planet sieging monstrosity at the same time as a command vessel; making it the pinnacle of any fleet.
However, despite all the basic wonders of the Super Carrier, the most exceptional part of the device isn’t its armament or hanger space; but the absolute astonishing AI that is onboard. While prior CIS command vessels were given automated droid brains for the ease of use; the Lucrehulk III is armed with a X-02 “Apollo” - an experimental Super AI designed specifically by Jaeger for use in naval combat, mass management, and otherwise anything requiring exceptional probability. Able to hack most systems off pure brute force, and even outhink Mechu Deru masters; the X-02 is able to command an entire fleet to victory on the back of Force attuned calculations into the future -
Truly, a marvel of engineering.
Overall, the Lucrehulk III serves as one of the most premier command vessels in the galaxy; standing on par or above many Super Star Destroyers in everything but raw power and presence. However, their reduced cost to produce, among its more advanced accessories, serve to consider the Lucrehulk III as a success even over Jaeger’s larger projects - such as the Fortressa.

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Runi Verin

Two pounds shy of a bomb.
Darth Empyrean Darth Empyrean

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I know you've got them, but you still need to put your permissions to use MonCal, Iron Crown, BlithTech, etc etc.
Armed with Jaeger branded capital killers, many of which utilize radiation bombs, the droids used in boarding operations can easily follow up on a long distance disablement that sees the enemy brought low in a matter of a few tactical moves.
Likely hyperbole, but could be taken as calling damage. Soften/amend as necessarily, please and thank you.

Tag me when you've finished and I'll re-review.
 
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