Star Wars Roleplay: Chaos

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  • Classification: Personal Freighter
  • Length: 47 meters.
  • Width: 28 meters (wings down) 24.5 meters (wings raised) - 18 meters landed footprint with wings up and legs deployed.
  • Height: 16.5 meters (wings down) 14.25 meters (wings raised).
  • Armament: Very High
  • Defenses: Extreme
  • Squadron Count: None: 0
  • Maneuverability Rating:
    • Average - Standard - 48 DPF
    • High - Agility Mode - 56 DPF
    • Low - Boost Mode - 41 DPF
  • Speed Rating:
    • Very High - Standard - 980 km/h in atmosphere - 78.94 MGLT
    • High - Agility Mode - 900 km/h in atmosphere - 72.5 MGLT
    • Extreme - Boost Mode - 1,060 km/h in atmosphere - 85.38 MGLT
  • Hyperdrive: 2.0
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  • Jammer - With the Jamming system active, and boosted by the 29L system, it provides a distinct area to potentially disrupt enemy sensors and scanners from detecting the vessel.
  • Blind - With the Sensor Blind active and boosted by the 29L, the system doesn't jam enemy scans and sensors as much as it attempts to fill it with muddled readings, such as surrounding spatial anomalies, background readings, and nearby starship signatures to confuse/distract enemy systems.
  • Structural Integrity - Using Alardite to ground the entire vessel, and Seigurium for its construction and plating, the vessel flaunts a daunting target with equally strong shielding systems.
  • Weapons Hot - The inclusion of newer weapons aboard the ship makes it an alarming target for pirates or the unwary to come across. Long reaching light turbolasers fan the sides while dedicated Ion and Spectrum Laser cannons sit fore and aft for the first and last punch. With a custom Fire Control System, the weapons can all be firelinked though firing arcs may limit effective use of this feature.
  • Agility And Boost Mode - The standard feature aboard the Variable Output Ion Drives brings adjustable features to the engine systems. Agility mode boosting maneuverability while Boost mode directs available power to direct output.
  • A Real Close Look - The Smuggling Compartments were found during the refit of the ship, and were left after the fact. Difficult to find without remembering the locations, the Compartments have been further enhanced to block all but the most intensive and focused security scans.
  • Locked On - Through the use of a Magnetic Barge Clamp along the spine of the ship, the recessed area between the cockpit and the engine mounting can keep hold of a single, average starfighter for transportation purposes.
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  • Jammed - While active and boosted with the 29L system, it generates a large zone that can be used to manually track the vessel's location, as well as potentially blinding friendly forces during use.
  • Fuzzy Really - Even boosted, the Sensor Blind is not a true jamming system, but rather a masking system. Should nothing of significance be nearby, such as other space faring vessels, spatial anomalies, or large energy rich areas, the system is rather useless.
  • Atmospheric Blunder - With an awkward construction given the large cargo pod on the belly of the vessel, and heavy generalized construction of the craft, combat in atmosphere is ill advised.
  • Weapons Not - If the Fire Control System is active and linking all available weapons, an Ion or EMP strike of significant strength will knock all of them out in one swoop, leaving the ship toothless in a fight. As well as potentially knocking out the Queen's Knight Droid-mod Co-pilot if it is controlling the Fire Control System.
  • Sluggish Spins - The Agility and Boost Mode features have a detracting factor to each, with Agility Mode sapping speed and Boost Mode sapping Maneuverability. Paired with no cargo pod in atmosphere, it could lead to catastrophic, out of control turns, or unresponsive stalls.
  • Carapace - While a heavily armored variant of the standard freighter, it still suffers from having a softer underbelly, requiring the angling of it's armored hull to protect the cargo pod.
  • Exposed - While able to hold a single, average length starfighter along the spine, without a pilot being on board that starfighter, one must traverse space to get to it. As well, being on the armored portion of the ship guarantees that the attached starfighter will bear the brunt of whatever incoming fire the carrying vessel receives.
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Minimum Crew Required: 1+ Droid Pilot System
Optimal Crew Complement: 4+ Droid Pilot
Passenger Capacity: 8 organics - Including Crew
Consumables: 4 months
Cargo Capacity: 1,150 Metric Tonnes per pod - 10 Metric Tonnes Smuggling Space

The original Skiptown was recovered after an incident in the Outer Rim that left it a mangled mess.

Most of the systems had been damaged in some way, and the hull integrity completely compromised. The owner had been going back and forth on her decision to keep the vessel before ultimately deciding to go forward with her Freight hauling career.

While it temporarily sunk them into a bit of debt, they projected a healthy and steady flow of credits by moving Freight across the galaxy at large.

The original YZ-1408 featured a decent setup for a wider market, and as is standard with most Corellian products, the modification potential was near limitless. Being given the green light, the REAPP-01 facility took liberties with the retrofit of the vessel.

Scrapping the initial outer hull down to the frame, and even requesting blueprints upon further deconstruction, the vessel was rebuilt from the ground up. An Alardite frame keeps the systems grounded during high ionic emissions, while Seigurium construction and armor plating insures the continued integrity of the vessel during the worst encounters. The Skjöldr Shield Generators gave the vessel its final bit of protection it needed for those hairy encounters.

While the vessel was able to be constructed in such a secure fashion, the grumbles about the cargo pod integrity went largely ignored.

After the frame and hull were finished, work began in full with saving space for maximizing potential internal systems. Bundled features were fitted, streamlining use by a single organic pilot via the PGEM-EOAFC system. Three seats were placed inside the cockpit as was standard as per the former design, though only two of the seats feature full flight controls. The third wielding dedicated Fire Control Systems in lieu of flight controls.

The addition of the Queen's Knight Droid-mod Co-pilot system further aids a single operator by removing the need for the pilot to fly the vessel while also operating the weapons system should the need arise. While not an organic pilot, it is an entirely adaptable system for comfortable flying and evasive maneuvering to most organics.

Further space saving was made with bundling the communication systems, freeing up space for restructuring of the sleeping compartments. While not a standardized feature, a few security additions were made to better allow the vessel to remain secure and out of the hands of those curious slicers.

Sporting 4 double bunk rooms to house the 8 crew, expansion was made possible with a reduction in space requirements for other systems. The space was previously limited in their private functions, requiring a shared refresher. As well, the modular systems inside the PGEM-NBD can permit the bunk setup to shift into a full bed with slight alterations. Using only common tools typically found aboard most freighters or readily at ports should a couple be flying as passengers or pilots.

The Boost to morale and personal comfort with dedicated Refresher systems in each room was seen as a major plus.

Moving to the weapons systems, the overhaul to the armament was deemed a necessity to avoid further incidents such as the one that brought the Skiptown to the facility in the first place.

Formerly featuring a total of 8 laser weapons on the dorsal ridge, the ball turrets there have been upgraded to dual-barrel, light turbolasers, extending the standoff reach of the vessel. They double as defensive weapons by use of either a dedicated organic pilot per side, or use of the Droid-mod Co-pilot system.

The front and rear ball turrets also formerly sported laser weapons, but have been shifted to far more capable weaponry in their respective rights. Each fore and aft ball turret features a Spectrum Laser Cannon barrel toward the outside of the assembly. The inside barrel of each ball turret now sporting an Ionized-Plasma Cannon.

Working in tandem or separately, the Ionized Plasma Cannon can quickly whittle away shields while the Spectrum Laser Cannon works best against the hull of an aggressor. The focus of the fore and aft ball turrets being to quickly rid the Skiptown of aggressors that fall into their sights, or dissuade them from further pursuit.

The PGEM-CFR system is another bundled feature, saving space in regard to fuel needs and Reactor as well as Hyperdrive space to allow for additional tools and even a dedicated maintenance area in the rear of the vessel. The PGEM-VOID is one of the final attempts to mitigate space featuring its integrated maneuvering system and auxiliary power upgrades. Boasting four of these drives, the vessel can push the vessel along at alarming speeds.

A number of additional maneuvering thrusters were included in place of the previous roll thrusters to compensate for not only the added weight, but added agility of the vessel as a whole. Their use in atmosphere is limited given the severe weight of the vessel, especially without a cargo pod attached.

While the owner was not aware until after the fact, Smuggling Compartments had been built into the ship prior. Upon the discovery, the construction teams were let down to find most of them were bare upon deconstruction of the vessel. The compartments were included in the reconstruction and even upgraded for future use.

A final addition to the now empty space of the old systems was a Jamming and Masking system. While not state of the art or cutting edge by any measure, the two systems were seen as a bonus addition to give the owner a small edge in their future freight hauling exploits.
 
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