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Approved Starship [The Republic] Deliverance-class Heavy Carrier

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Deliverance-class Heavy Carrier



Image Credit: I modified Spartan Game's Ares-class Carrier and created the background

Development Thread: N/A

Manufacturer: Lucerne Labs

Model: Deliverance-class Heavy Carrier

Affiliation: Galactic Republic

Modularity: hangar can carry different vessels, otherwise no

Production: Minor

Material: Mirrsteel frame, quadranium steel plating, transparisteel viewports, solar ionization reactors, other typical starship components


Classification: Heavy Cruiser (Support)

Role: Capital Ship, Warship, Heavy Carrier

Height: 160 Meters

Width: 280 Meters

Length: 850 Meters

Power Core Generator/Reactor: Solar Ionization Reactors (2)

Hyperdrive Rating: Class 1

Backup Hyperdrive Rating: Class 10

Minimum Crew: 1,210

Optimal Crew: 4,020 + 120 Gunners

Armaments:
10 Rhongomyniad-class Mass Driver Cannons
10 Triumph-class Light Quad Turbolasers
10 Flak Cannon Batteries
15 Quad Laser Cannon batteries
10 Anti-Missile Octet Batteries

Hangar:
60 Starfighters
12 Gunships

or

72 Starfighters


Special Features:

LLT-4 Aegis-class Anti-concussion Field Generator

Standard Communications Array

Encryption Network

Escape Pods

Holonet Transceiver

Machine Shop

Standard Deflector Shield Generators

Standard Detention Cells

Standard Life Support Systems

Standard Navigational Systems

Standard Sensor Array

Standard Targeting Systems

Tractor Beam Projectors



Speed Rating: 12

Maneuverability Rating: 12




Strengths:
-can support/carry a large amount of starfighters

Weaknesses:
-weak armament
-relies on a limited number of physical munitions for its main punch
-requires extensive maintenance to keep its flight support systems (catapults, shuttle car system, etc) operational


Passenger Capacity: 600 marines

Cargo Capacity: 12,000 metric tons

Consumables: 12 Months



Who Can Use This: Galactic Republic

Description: The Deliverance-class Heavy Carrier is designed to be a space-going airbase universally compatible with all makes of starfighters and small craft used by the Republic. The entire vessel is constructed around a rectangular, giant hangar composed out of three separate and vertically stacked hangar bays. The vessel's stern houses the rest of the ship's main systems, including its solar ionization reactors, propulsion, and life support. Everything else is built around the hangar bays, including the living quarters, most of the ship's weapon systems, and so forth. Everything on the Deliverance is dedicated to ensuring that these hangar bays can provide a safe home for starfighters in and out of battle.

The frame of the Deliverance is made out of mirrsteel, the internal bulkheads out of durasteel, and the outer armor plating is quadranium steel. While sturdy, this construction is nothing out of the ordinary for many warships, the layout is unusual. The Deliverance has three flight bay decks, all stacked vertically upon each other. These three flight bays can all be entered and exited by going through an anterior chamber at the bow of the vessel. During normal operations, this anterior chamber only has a magcon field up, allowing small starships unfettered access to and from the hangar bays. But during battle, this entrance is typically closed by two redundant blast doors which are each as thick as the ship's normal armor. These blast doors prevent opportunistic opponents from striking into the hangar bays itself, rather than through the ship's armor, and to prevent infiltrators from simply flying aboard the vessel. There are also three smaller hangar doors on each side of the flight bays (18 total) that each have four catapult pressors. These pressors are used to quickly launch starships already put on standby status. Like the main hangar entrance, these side entrances are typically shut with blast doors during combat, but are otherwise only protected by a magcon field. In order to keep the flight decks as safe as possible, no munitions, fuels, or otherwise volatile substances are stored in the hangars. Instead, these items are stored deeper into the vessel, and are brought forward onto the flight decks by automated shuttle carts. This storage area, just to the rear of the flight decks, also houses a mechanic's bay for repairing the starfighters, including a partially automated machine shop that can fashion spare parts for the craft on demand, instead of relying upon storing a huge supply of spare parts for the myriad of craft a Deliverance might carry. This area is also used as a staging area for mechanics, repair droids, medical teams, marines, and firefighting droids in case an incident occurs on the flight deck.

While the Deliverance's heart and joy is its flight decks, the carrier also possesses some firepower and military hardware that allow it to survive running engagements against smaller opponents, such as frigates and corvettes. It does not have the power to defend itself from similarly sized ships, and relies on escorts or its fighter complement to defend itself. The Deliverance's weapons are designed to engage opponents in zones. The Deliverance has a very limited ability to engage targets at long range by its ten mass driver cannons, all equally spaced around the vessel. The next zone of engagement sees the mass drivers joined by twenty LLT-8 Triumph-class Light Quad Turbolasers, which are dual-purpose weapons designed to be employed against smaller capital ships and formations of starfighters. The other zones are then exclusively anti-starfighter and oncoming projectiles oriented, consisting of flak cannons, quad laser cannons, and finally anti-missile octets. Lastly, the Deliverance-class carries an Aegis Anti-Concussion Field Generator, which is typically used to protect the craft a long ranges from enemy mass drivers; something expected to be a common occurrence because the Deliverance is often expected to stay in the rear of most Republic battle formations. During the field generator's use, the Deliverance must shut down its weapons, shields, or engines in order to provide the device enough power.

The ship's normal operations are conducted from a traditional command tower located on top of the ship, which uses a traditional KDY-style architecture popularized by early Imperial star destroyers. But the vessel also has a dedicated Flight Ops center combined with an auxiliary bridge buried deeper in the Deliverance. Here, the flight controllers and tacticians can track and guide starfighter operations using two holo-tanks supplied with information from the Deliverance's and other allied ship's sensors.

Because the Deliverance is not designed to see front-line combat itself, it typically is deployed in the company of other warships. Sometimes it is the centerpiece of formations, especially during long-range commerce raiding missions. More often, the Deliverance is used to bolster the starfighter complement in fleets comprised primarily of larger warships, such as star destroyers and star defenders. Wherever or however it is deployed, the Deliverance brings its swarm of starfighters to the battle.
 
[member="Gir Quee"]
The first thing I noticed right off the bat was that this submission exceeds what is capable of for a ship this size as far as squadron counts go. 132 Starfighters is an 11 Squadron Count, a 3000 m long Dedicated Carrier (Heavy Carrier falls under this category) is capped out at 10. This means that if your ship was 1150 m larger and with likely less guns, this would still be beyond the maximum allowed hanger size. Lower this and @Mention me once this has been met and we will continue from there.

If this was intended to be a different class of ship please let me know and modify your Classification as needed to fit with the template.
 
[member="Silara Vantai"]

That's my mistake. I got the numbers from referencing the "How to build a Starship 2.0" guide, but that doesn't match up with the current template.

What would you suggest for carrying capacity then?
 
[member="Gir Quee"]
As your ship is less than half of the maximum size of a Heavy Carrier, I would suggest somewhere in the 40-55% range of that, being 4-6 squadron counts (48-72 Starfighters). The higher you go in squadron counts, the lower you will need to bring your armaments down as well, so please keep that in mind. Once you have a solid idea on the general direction you wish to pursue, please @Mention me.

Edit: This being the upper limit of what is acceptable.
 
[member="Gir Quee"]
You're on the right path, but you seem to have made a mistake involving your first hangar count. A dropship and gunship have the same squadron count as a starfighter would (assuming the dropships and gunships are not above 50m in length), meaning your former count adds up to 84 or a count of 7, whereas your second count is at 72 or a count of 6. If your intention was to make the two the same, I would suggest lowering the starfighter count appropriately to accomodate the others (-12) or reduce the total by whatever means you wish. If you intend to keep your hangar count at 6-7 (60% of the original amount) then I will also need the armaments reduced a bit further, though not by a considerable amount. If there is anything I may be misunderstanding, let me know.
 
[member="Silara Vantai"]

I misunderstood you on the hangar count. I've completely cut the dropships out of the count now and turned the gunships to a dozen even.

I'm roughly following the Crinan Carrier for numbers right now, since it's a recent analogue and roughly the same size (30 meters shorter).

The Crinan Carrier sports 20 more capital guns and 30 more defensive gun batteries than the Deliverance, but the Deliverance currently carries only 4 more starfighters/gunships compared to the Crinan Carrier.
 
[member="Gir Quee"]
Unless I am mistaken, the Deliverance carries 70 Capital Guns while the Crinan has 48. It should also be noted that the Crinan carrier has less supply space, a slower hyperdrive, and lower maneuverability.

I've also taken notice that you only have one weakness listed, which isn't really the case while your support ship is carrying 10 railguns.
Weaknesses: (Provide, in list format, a minimum of 2 weaknesses of this submission.)
 
[member="Silara Vantai"]

The Deliverance should have 20 capital guns by my count.

Each Rhongomynidad-class Mass Driver Cannon counts as a single capital gun, much like the "advanced mass driver cannons" used by several Tenloss Syndicate designs, and as also established by the rhongomyniad-class as used in the Stormfire-class Assault Frigate.

The Light Quad Turbolaser is less powerful than a standard turbolaser, which means that I've been counting it as one capital gun (also why I had that listing specifically state as the power usage and size being the same as a standard turbolaser).

Unlike most current quad turbolasers, the Triumph is significantly smaller, actually a quad mounting of four light turbolasers. In terms of energy use and size, it is equivalent to a standard turbolaser.
In comparison to the Crinan Carrier, the Deliverance is also slower by 2, which I would say offsets the -2 maneuverablity that the Crinan Carrier has. In other words, if the Crinan's maneuverability and speed were averaged, they'd equal out to be 12, which is the same as the Deliverance.

I've added two weaknesses to the design too now, noting the reliance on the limited physical ammunition for the mass driver cannon, and the heavy maintenance requirement to keep all of that flight equipment working (catapults, hangar doors, etc).
 
@[member="Gir Quee"]
I mistakenly calculated your Light Quads, but by fixing that I come up with 30 Capital Guns (Your Mass Drivers will remain to be counted as 2 per) and 110 Defensive guns. Comparing to the Crinan, it has 48 Capital Guns and 92 Defensive. The Crinan Carrier also has a development thread behind it to allow for greater weaponry and hangar space.

Deliverance Features:
  • 30 Capital Guns
  • 110 Defensive Guns
  • 2/3rds of Capital Guns are Railguns (Mentioned for Posterity's sake)
  • A special anti-concussion field
  • 12 Months Consumables
  • Class 1 Hyperdrive
  • Class 10 Backup Hyperdive (Compared to Crinan)
  • Hangar Space for 72 Starfighters (6 Squadrons)
  • 12,000 m tons of Cargo Space (800 tons more than Crinan)
  • 12 Speed
  • 12 Maneuverability
  • 160 m (height) x 280 m (width) x 850 m (length)
  • No Development thread
Crinan Features:
  • 48 Capital Guns
  • 92 Defensive Guns
  • Class 2 Hyperdrive
  • Class 15 Backup Hypdrive
  • Hangar Space for 68 Starfighters (5 3/4 Squadrons)
  • 400 m tons of Cargo Space
  • 10 Speed
  • 14 Maneuverability
  • 6 Months Consumables
  • 220 m (height) x 360 m (width) x 820 m (length)
  • Development thread
The Crinan Carrier is larger in every proportion except length, which is essentially traded off for the girth of the ship. It carries less consumables, has a lesser hyperdrive and backup hyperdrive, far less cargo space, less special features, less hangar space. Proportionately it is roughly the same in terms of gun count if you were to consider capital and defensive guns the same, but it has a development thread to allow for those guns to be added on to begin with. If you wish to retain the same features you have now, I will need a 10 post quality development thread.

If not, lower the hangar count or armaments by some small degree.
 
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