Deryn Kaaldos
- So, we have a few things to go over with this submission before it's ready to be passed on for approval. The first is your image sources, while the one for the artwork used for the ship is good - you've got three images in your div coding that will have to be sourced as well. If you didn't want to link them, you're welcome to remove them - and change the div coding to be a flat background or an outline. (The header image, footer, and div background images are the ones that I'm concerned about.)
- Model: Honestly speaking, I can't find any information on models aside from TIE Fighters and their Twin Ion Engines. Help would be appreciated.
- Production: Limited
The Model is whatever designation you wanted to give your vessel, TIE-series is an example, as it the CR90 Corvette, and etc. As it seems like this is meant to be a unique starship, Not Applicable will probably best suit the intent and layout of your design. Now, your production rating doesn't seem to match with the rest of your submission - as everything reads like it's a unique vessel, rather a limited production run. If the intent is the latter, then we've got a few things that need to be adjusted in terms of naming scheme, description, and the like.
As it stands, your ship is overpowered by two ratings. This can be remedied by increasing the production rating to unique, which would then balance out that portion of the submission. If you're wanting to remain at limited production - in addition to some clerical changes as mentioned earlier - you will have to reduce your total ratings by two. This means you can drop one rating, twice, or two ratings, once. Naturally, the choice there is entirely up to you.
From there I have a few suggestions and questions for you. The first is a suggestion. I see that you've placed your armament and defensive capabilities in the advanced features section. As those all link to canon articles, there really isn't anything advanced about them. To make things easy for yourself and your opposition, I'd recommend (re)listing them underneath their respective ratings.
Secondly, I wanted to talk with you about your weaknesses.
- Due to being an extremely old model ship with recreated, unique parts, repairs are often slow and difficult as the parts that can fit it. Some of the parts were custom made, and when needing to be repaired, these parts may need to be remade again.
- It is rather slow in Hyperdrive Speed.
From a narrative standpoint, these are annoyances at best. In a RolePlay standpoint, especially one as freeform as Chaos, I'm afraid these are fluffy weaknesses, rather than one's that can be exploited in collaborative combat. TIE Fighters had no shield generators, with a limited array of weapons, but were compensated by being notably faster and more maneuverable than their opposition. X-wing's were marginally slower, but they had shields and heavier weapons complement to compensate. It's a game of give and take. Presently, your sole strength says that your ship is a good all-round ship without the weaknesses to balance it. I'd recommend taking some time to consider fleshing out that portion with actionable weaknesses that are fitting with your design.
To get you started I'll list some common weaknesses below.
- EMP and Ion - Smaller ships tend to be disabled with Capital-grade Ion weapons, or EMP bombs strike their shields or miss the ship - but travel close enough to overload its capacitors. As you've mentioned this is an older ship - perhaps it could have cascading failures as old circuitry blows out when trying to work in concert with newer modules.
- Molecular Shields - They only protect from energy-based attacks, so the ship's defences might crumble much faster under a barrage of kinetic weapons, including missiles, spatial debris and the like.
- Firing Arc's / Attack Vectors - Some weapons don't cover certain areas of a starship, including the engines. While it looks like there's a pair of cannons on the dorsal surface (top) of the vessel, it's likely that if attacked from underneath - the Pilot would be forced to flip his ship over to attack them with said weapons. The same could be said of your concussion missiles, as they'd likely be fired from fixed missile tubes at the front of the ship - making it harder to attack someone when they're behind you.
The last thing is the question. I see that you've listed that this ship has an Antimatter Hyperdrive; other than a source of fuel - how do you think it would integrate with hyperdrive mechanics? ala spool-up time, overload, and the like.