Star Wars Roleplay: Chaos

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Approved Starship Siege Breaker Cruiser

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Affiliation:
Blood Hunter's Iron Works
Open Market

Manufacturer:
Blood Hunter's Iron Works

Model:
Grand Hammerhead Class Cruiser "Siege Breaker"

Modularity:
Minor- Hanger Variety

Production:
Limited Production- Built by Order

Material:
Reinforced Durasteel Armor
Titanium Alloy Frame
Photo-Reactive Transparisteel
Miscellaneous Components

Classification:
Medium Cruiser

Length: 650 meters
Height: 140 meters
Width: 435 meters

Power Plant:
Clan Heart Reactor (6)

Armament:
- M.A.R.C. 1 (2) 30 rounds each ; Wings forward facing
-Plasma Railgun (3) Nose forward facing
- Twin Turbo-Laser Turret (10) ; Dorsal of Hammer
- Twin Turbo-Laser Turret (10) ; Ventral of Hammer
- Twin Turbo-Laser Turret (30) ; 15 port/15 starboard ; Midsection
- Turbo-Laser Turret (10) ; 5 Dorsal/ 5 Ventral ; Aft Section
-Concussion Missile Tube (8) 10 warheads each ; 4 port/ 4 starboard ; Midsection
- Quad Laser Cannon Turret (14) ; Various Positions

Blood Hunter's Hangar:
H-SDV1" The Truck" (8)
DTI-60 Rail Tank (6)

Open Market Hanger:
H-SDV1" The Truck" (8)
Can accommodate one of the following
- 6 Main Battle Tanks or Small Walkers
- 12 Moderate sized Speeders or similar vehicle
- 48 Swoop/Speeder Bikes or similar vehicle

Special Features:
Communications Arrey
Holonet Transponder
Encryption Network
Escape Pods
Standard Life Support System
Standard Sensor Suite
Advanced Targeting System
Standard Ray Shield Generator
Standard Particale Shield Generator
Detention Cells

Manoeuvrability Rating: 13
Speed Rating: 12
Hyperdrive Class: 1.5 main/ 10 backup

Strengths:
Impressive Fire Arch
Strong Broadside

Weaknesses:
Poor Forward Fire
No Fighter/Bomber Support

Description:
The Siege Breaker lives up to it's name. Designed to push through enemy blockades, this big Hammerhead Cruiser is able to engage enemies from nearly every angle. The hanger is setup with the sole purpose of delivering vast quantities of supplies, equipment and personnel to entrenched allies, hopefully to positively alter the outcome of any engagement. Beyond the hanger's capacity to hold advanced ground combat vehicles, The Siege Breaker is able to house six hundred combat personnel, ready and able to be deployed in nearly any conflict. Why, Blood Hunter's Iron Works has even seen fit to include a number of H-SDV1s, a combat Dropship capable of making hyperspace jumps by itself, bringing the fight to enemies everywhere.

Let's talk combat. The Grand Hammerhead Cruiser is literally bristling with Lasers. These weapons are laid out so that no matter where you take this vessel, be it punching through a blockade or parked in the midst of an enemy fleet, The Siege Breaker is going to dole out serious punishment. It's most dangerous aspect lies in it's broadside. Not only does this vessel boast a solid number of Turbo-Laser banks on each side but, the ship's small handful of Missile Tubes are also positioned to fire port and starboard, bringing that extra punch to the fight.

You might not think it at first glance but, The Siege Breaker is not well suited to head-on engagements. The five forward facing railguns may seem impressive but their role is often reserved for a finishing blow. The Plasma Railguns deal very little damage on impact, although they bring a minimalistic chance of disrupting enemy electronics into the fight. These weapons are dangerous yes but, they need time to cause any real harm. Time to weaken shields, time to burn into vital systems or destroy weapon banks, time to burn into the enemy hull, softening it for the next blow. It's often in conjunction with the M.A.R.C.1s that the forward weapons have any real power. The two heavy mass drivers this vessel boasts are fairly impressive cannons. They fire large, heavy slugs at incredible speeds and are able to fire again in six seconds. These weapons work best when employed in a six second firing sequence. One, two MARC rounds fire. Two, plamsa bolt. Three, plasma bolt. Four, plasma bolt. Five, delay for burn. Six, two MARC rounds fire. When used against weakened or crippled ships this firing sequence has the potential to be devastating to a target. The first volley is designed to disable vulnerable shields, allowing the plasma bolts to impact a target. The delay in plasma bolts is meant to increase accuracy, spacing the shots to compensate for ship movement. On the fifth second there is a delay in fire, giving the superheated plasma time to weaken the enemy hull. By the time the second MARC volley arrives, the heavy slugs are libel to not only pierce the hull, but drag superheated plasma into the ship as they pass through.

Development Thread:
If Required

Intent:
An assault cruiser. A vessel to be used as the largest thing Tier 2 companies can employ.

Who Can Use This:
Blood Hunter's Defense Fleet
Approved Buyers Only

Primary Source:
N/A
 
<p>RESEARCH REVIEW<br /> <br />Star Wars Canon:<br />Pending initial review<br /> <br />Starwars Chaos: <br />Pending initial review<br /> <br />WITHOUT DEV THREADS<br />Pending initial review<br /><br />WITH DEV THREADS<br />Pending Initial review<br /><br />SUGGESTIONS<br />Pending Inital review</p>
 
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