Star Wars Roleplay: Chaos

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Approved Starship Space Slug - Sentient Insectoid Marauder Ship

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Manufacturer: Anyone - Biological entity - However, production is "limited" because Space Slugs must be tamed and then bred by a person, entity, company, or faction.
Market Status: Closed Market
Production: Limited
Length: Average
Width: Average
Height: Very Small
Size: Average
The Conqueror of Koboth
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Space Slugs

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Kobok Race - Leader at the time: Xaraxunia the Conqueror
  • Affiliation: Any insectoid; any person, creature, company or faction that is capable of taming / breeding Space Slugs.
  • Market Status: Closed-Market.
  • Model: A so-called "Type II Mutation" caused by solar flare activity. Solar flares from the Koboth Sorrowlands turn certain insectoids into monstrously large space slugs, which are then fleeted as if they are ships. Since insectoids of this size and mutation type do not need atmospherics, they can live in space and even travel through light hyperdrive.
  • Production: Limited - Only insectoids and talented creature tamers can breed and tame these gargantuan space slugs.
  • Material: Biological entity - space slug with armor packed overtop of it.
  • Modular: Yes. Incredibly modular. (See stipulations below). Two thirds of the ship can be covered in guns from top to bottom. The last third of the ship is located near the mouth and ears of the space slug, and this area is typically fortified with additional armor. That means that up to 132m of the 200m Space Slug "ship" can be full of armaments
TECHNICAL SPECIFICATIONS
  • Classification: Sentient Marauder-Class Corvette
  • Length: Marauder Class Corvette: 195 meters
  • Width: Marauder Class Corvette: 131 meters
  • Height: Marauder Class Corvette: 22 meters. This is considered "very low" height for a Kobohi warrior because these evolved insectoids stand at 10ft tall.
  • Armament: Low. The space slug uses its claws, biting, tentacles - and any armaments that have been added onto it (the slug can handle it, don't worry). It can grab ships to prepare to board them. The armaments are low because the Space Slug is already ideal for boarding other ships, and the 10ft tall insectoids do just that.
  • Defenses: Low. The Space Slug is just a biological entity with doonium armor. However, it is capable of defending itself with kinetic attacks.
  • Hangar Space: Very Low: 0. The Slug won't tolerate any sort of ship anywhere near its mouth. It will EAT that ship. The rest of the ship is typically so full of third-party / scavenged guns and armaments that there's nowhere to land anything. So, don't land on it!
  • Hangar Allocations: 0. There is no real hangar. A desperate ship could land on the exterior of the Slug, which is probably a bad idea, and everyone onboard will tell you not to.
  • Single Craft Hangar: No. Since the Koboks can fly, they can don space suits and flee directly into carrier space crafts in the event the ship is downed.
  • Maneuverability Rating: Low. The space slug effectively gets to determine the direction of travel, although the insectoid / Morneau hive mind keeps this under control.
  • Speed Rating: Average. The space slug travels about as quickly as a heavy corvette, and it can use its speed to ram into a ship and clamp down on it with its tentacles.
  • Hyperdrive: 2.5. This little buddy can really ZIP through hyperdrive lanes! But make sure to give them a break every two or three systems, because the space slugs will need to eat, sleep and engage in biological functions.
STANDARD FEATURES
  • Storage Bridge Area
    • Number of Crew: 125 large insectoids or 300 average or small insectoids
    • Number of Passengers: 300 average or small size insectoids
  • Armaments
    • Maximum Across Entire Craft: 40 Small Turret Lasers OR 20 Heavy Laser Cannons OR 10 Cannons OR 5 Turbolasers
    • Cannot be outfitted with explosive weapons. (It bothers the Space Slug).
    • Cannot be outfitted with weapons that make really loud bang noises or do something that would distract the Space Slug whilst it is flying e.g. slugthrowers.
    • Cannot be outfitted with weapons that run really hot, or rely on any kind of corrosive or radiative material. (It bothers the Space Slug).
    • Cannot be outfitted with any weapon or array of weapons that is larger than two-thirds of the size of the Slug's body, which is 132m.
    • Cannot use any sonic weapons (Too loud for the Space Slug).
    • It CAN hold one very large weapon in its mouth, like a heavy laser cannon or a lance.
  • Defensive Measures
    • Doonium Armor Plating.
    • Natural Exoskeletal resistance against lasers.
    • Natural Exoskeletal resistance against EMP.
ADVANCED SYSTEMS
  • Dookie Attack: The pilot of the craft may elect to...well...uhm...you see, Space Slugs, when they need to use the bathroom...they emit a...spray? Well, that spray is corrosive to almost all types of beings except insectoids and beast-like creatures. It obstructs the view of the viewing screen, it can sometimes eat through lesser hulls, . Plus it gives a big, buggy middle finger to the enemy.
STRENGTHS
  • More Range of Attacks than a 'Regular' Corvette: This style of ship gets more opportunities to attack and move compared to non-biological ships. This advantage is owing to the Space Slug's multiple appendages, armaments, melee type attacks, and the fact that it is intended as a boarding assault craft.
  • Supreme Boarding Craft: The pilot couldn't ask for a better boarding craft. The craft can carry 125 insectoid warriors (10ft tall) and 300 Koboki warriors (read: small, 5ft tall). The insectoids come out of the scruffs of the Space Slug's neck: dorsal fin doors, of sorts, that attach to its interior.
  • Fast-Moving, but Not Agile: The Space Slug ship travels at a fast speed, considering that it can keep up with vehicles that use propulsion and propellant technologies. However, once it heads in one direction, its long body needs to wrap around almost in a full circle to adjust its bearings.
  • Does Not Need to Eat If Filled Only with Insectoid Crew: The insectoid crewmates are capable of processing Space Slug bodily fluids into a type of royal jelly, which can feed not only the insectoids, but the Space Slugs as well. Other races can harness the Space Slug fluids too, but they will need a technology sub or special equipment to do it.
  • KARK Fuel Sources!: You won't need any space ship fuel. You'll only need coolant for the hyperdrive and electronic power for the life support and guns.
  • Clutch Boarding: The Space Slug can clamp itself to other ships and to asteroids via its tentacles and/or mouth, ripping holes in the hull, through which insectoids can travel.
  • The EMP, It Does Nothing!: The doonium exterior has been covered with some sort of strange, insectoid fluid that has a strong chance of reflecting EMP. This seems to be a natural protective substance shed by the slug, something like an advanced form of sweat, which ensures that its life support and guns won't shut down duringt a fight.
  • Natural Exoskeletal Armor: The Space Slug naturally resists laser rounds because it has an exoskeletal bug-like exterior.
  • Dookie Attack: The pilot of the craft may elect to use the bodily functions of the Space Slug against the opposing ship, which can corrupt hulls and disrupt enemy troops.
WEAKNESSES
  • But Captain, I Can't Dookie: Regarding the "Dookie Attack" special weapon, there is a chance that the Space Slug will choose to act honorably, and will refuse to dookie on the enemy. Or maybe, he/she is just too nervous to go. The Defender will decide the results - and bodily fluids - that emanate from the Space Slug during a Dookie Attack.
  • Low Health Consequences: After taking two consecutive hits in battle, the Space Slug may try and break away from the fleet. Roll a coin (1d2) each turn. If the results is "tails", the Space Slug is afflicted with a "terror" effect, which will cause the entire squadron to lose control of the Space Slug until the next turn. The Space Slug will flee away from the direction of the blow, and can only move or use a melee attack - all guns are disabled.
  • Slug Hates Fire: Fire or explosions automatically evokes a "terror coin flip" per the Low Health Consequences rule.
  • Slug Hates Ordinance: Space Slugs take heavy damage from explosions. It will also have difficulty maneuvering out of the way of said explosives.
  • Biological Boundaries: The space slugs will need to eat, sleep, and engage in biological functions. Yes, all of them (Except potentially eating - see "Strengths" above).
  • Taste My Lightning, Suckers!: A pilot could still fire an EMP or perhaps even Master-level force lightning into the Slug's mouth, which may turn off its life support system. It will choke until the power comes back on. Oh, and force choke works too.
  • Never Land on It: The Space Slug will attempt to eat ANY SHIP, including allied ships, placed anywhere near its giant mouth. Never land on it. This also means that there is no hangar space, and a separate carrier-type craft is required to field traditional types of ships alongside the Space Slug. Insectoids must exit "from the dorsals, never the mouth".
  • Power off Condition: If the Space Slug loses its life support system for three or more turns, it is deemed "disabled" (unconscious or dead - Defender's choice). Therefore, a viable strategy is to simply board the Space Slug before the insectoids have a chance to board you!
  • Dead Slug: If the Slug dies, the pilot must take secondary measures to keep it moving long enough to flee. All insectoids onboard the Space Slug will be stranded, and the crew may starve in space if they do not have some form of secondary propulsion. Usually, a portion of the insectoids must exit the craft in space suits and fly the Space Slug out of battle.
  • HyperDrive: The pilot has to be particularly careful taking the Slug through hyperdrive lanes. Although the Slugs' unique physiologies allow them to survive hyperdrive travel, they will need frequent breaks between clusters. As mentioned above, the Slugs are constrained by both basic and secondary biological functions.
DESCRIPTION
[ Xaraxunia reveals to you through his protocol droid that on the planet of Koboth, any creatures which remain in the Sorrowlands when the solar flares hit will either be killed or "mutated severely". This is what happened to the mighty Purple Carapace Tribe. When these giant insectoid warriors attempted to withstand the solar flares rather than fighting the other tribes to get out of the Sorrowlands, which happened approximately nine thousand years ago, the flares swept them straight off the planet. An armada of Space Slugs were found in space, and these Space Slugs recognized the Kobok Union warriors to be their brothers and sisters. Desperate to not be isolated, the Space Slugs begged the Kobok to take them back to Koboth and to space them. The mutation evolved the purple Koboth beings into a sort of floating race of Exogorth. The Purple Tribe was considered obliterated, but the Space Slugs continued to serve the other Koboth tribes as if they had never been mutated at all. The Purple Tribe's mission has changed from conquest to spacing and exploration. The Space Slugs wish to go everywhere and see everything, even if they must sloth head-long into battle to see the galaxy. The Space Slugs breed and replicate just as the Kobok do. Though reluctant to accept their mutated brothers and sisters, the Kobok eventually re-integrated them back into society, knowing fully that the Purple Tribe Space Slugs could crush anyone they wanted if they turned against the other Koboth denizens. ]
 


Out Of Character Info


Intent: To create sentient, insectoid style spaceships that can be fielded in battles, skirmishes, exploration, as PVE, etc.
Image Source(s):
Permissions: Original Lore

Technical Information


Affiliation: Any insectoid character, company, or faction, or anyone who has the ability to tame gargantuan creatures.
Model: N/A
Starship Class: Corvette (50-200m)
Starship Role: Carrier
Modular: Yes
Material: Biological entity - space slug with armor packed overtop of it.
Armaments: Maximum Across Entire Craft: 40 Small Turret Lasers OR 20 Heavy Laser Cannons OR 10 Cannons OR 5 Turbolasers, with stipulations - see main entry.
Defense Rating: Low
Speed Rating: Average
Maneuverability Rating:: Low
Energy Resist: Very High
Kinetic Resist: Low
Radiation Resist: Very Low
Other Resistance(s):

EMP

Minimum Crew: 0
Optimal Crew: 125
Passenger Capacity: 300
Cargo Capacity: Very Small
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