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Approved Starship TS-01 - Chiss Tether Ship

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Matt the Radar Tech

ꜰɪxɪɴɢ ᴛʜᴏsᴇ ʀᴀᴅᴀʀs ᴀɴᴅ sᴛᴜꜰꜰ
TS-01 - CHISS TETHER SHIP

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OUT OF CHARACTER INFORMATION
  • Intent: To create a specialized craft for fleet engagements, used by the Chiss Ascendancy
  • Image Source: deviantart.com
  • Canon Link: Tug Class
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: High-Power Tug Class
  • Length: 10 meters
  • Width: 6 meters
  • Height: 3 meters
  • Armament: Very Low
    1 Heavy Maser Canon (swivel 360 degree mount; top of craft)
  • 1 Ion Pulse Missile Launcher

[*]Defenses: High

[*]Squadron Count: Average (12)
[*]Maneuverability Rating: Average
[*]Speed Rating: Very High; Extreme under booster burn (see strengths)
[*]Hyperdrive Class: None
STANDARD FEATURES
  • Standard Communications Array
  • Thermal Shield Generator
  • Reduced Deflector Shield Generator
  • Standard Ion Engines
  • Standard Hyperdrive
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Repulsorlift Engines
  • Standard Sensor Array
  • Standard Targeting Systems
  • Hyperwave Transceiver
  • Subspace Transceiver
  • Distress Beacon
  • Ejection Seat
  • Tri-Tracker
ADVANCED SYSTEMS

[*]Fusion disk tow cables, weaved with trimantium reinforcing mesh and layered in Insulfoam (able to be manually detached by pilot)
Strengths:
  • Powerful modified engine pods boast a range of power enhancing components, allowing for a 'booster burn' when the system is activated; the power output of this booster burn is designed to compete with thrust power of ships several times their own class, allowing a Tether Ship the capacity to shift the facing of other craft, through shunting and momentum manipulation.
  • Strong and durable tow cables, which fuse to surfaces via fusion disks, have been modified and reinforced with trimantium mesh and layered insulfoam, for additional tensile strength against counter-ion engine strain and radiated heat.
  • Due to primarily attacking engines of enemy craft, the Tether Ships boast very strong heat resistance; this includes an array of dissipation, ablative and even thermal shielding, to avoid being disintegrated when passing through particle clouds from ion engines considerably larger than themselves.
  • Strong individually, able to affect ships up to two classes above them; but considerably stronger as a squadron of twelve, able to affect capital class ships.
Weaknesses:
  • Engine pods are able to perform several boost burns 'safely', but run risks of overheating and even meltdown with continued repeat use.
  • Lack of armament leave Tether Ships open to counter-attack.
  • Tow cables able to snap, if tethered to too high a class of ship, without additional squadron numbers to spread counter forces.
  • Focus on heat resistance has left Tether Ships with basic durability to other damage types.
  • Highly specialized squadron that serves a specific purpose, and offers no standard starfighter level support or function beyond that.
  • Required to close distance with larger ships, which can be dangerous given durability shortcomings.
  • Booster burn effectiveness of cruiser class or higher ships wholly reliant on numbers; loss of units results in effect being reduced to eventual redundancy.
Description:
The Chiss Tether Ship is a specialist craft, made for shunting and shifting larger vessels. They are designed primarily for ambushing enemy ships of larger class size, disabling their engines (ideally) and then forcefully tethering to their rear hull plating and moving them with boosted engine pods. Individually, a Tether Ship boasts an impressive capacity for speed, with decent maneuverability, and when engaged in a tethered booster burn is able to compete with maneuvering thrust strengths of frigates and cruisers with additional Tether Ship numbers; and with disabled engines, higher classes are possible. It should be noted that this form of power output isn't designed for 'pulling larger ships away', but rather for forcing unintended angle changes and momentum shifts.

The real strength of the Tether Ships comes into play when an entire squadron attaches to single craft; and with a combined boost burn, are able to shift capital class ship facings and momentum, by overpowering maneuvering thrusters and using its own ion engine power against it. This is more effective if the Tether Ship squad are able to disable engines prior.

Insofar as the Tether Ship itself, it is very lightly armed with only a single maser cannon and a single missile launcher. The cannon is capable of top-mounted three-hundred-and-sixty degree movement, but offers little more than very basic defense against enemy starfighters; the launcher is specifically for ion pulse missiles, no other ordinance. The shielding is mainly concerned with thermal and heat resistance, but does offer a reduced deflector shield in case of ambush or counter-attack. Due to the removal of the hyperdrive, every Tether Ship relies on transport to and from battle, however this additional space allowed for the heavy engine pods to be expanded further and to output even more power.

The systems of the engine pods are volatile, when under booster burn. The Chiss techs have put as many safeguards as possible, but ultimately there is real risk of boost system failure with repeated use; simply due to component burnout and overheating. And should the pods begin meltdown, the front partitions can be ejected for safety, while retaining the basic ion engine rear-mounts of the craft for blast radius escape. Several booster burns during the course of a battle are entirely within standard ranges of use, and if given time to cool-down are able to continue for another several burns, and so on.

After the conclusion of battle, Tether Ships are also able to double as tug boats.

All in all, the highly specialized nature of the Chiss Tether Ships offers specific advantages in combat, by being able to manipulate formations of larger craft through powerful engine pods, highly resistant tow cables, and being made to withstand as much radiant engine heat as possible; however the lacking weapon and armor, potential for engine pod meltdown and reliance on numbers for larger ship shunting, means they serve no real purpose in battle beyond their intended operation - other than being capable of acting as tug boats, after battle.
 
Thorne said:
Powerful modified engine pods boast a range of power enhancing components, allowing for a 'booster burn' when the system is activated; the power output of this booster burn is designed to compete with thrust power of ships several times their own class, allowing a Tether Ship the capacity to shift the facing of other craft, through shunting and momentum manipulation.



Thorne said:
Strong individually, able to affect ships up to two classes above them; but considerably stronger as a squadron of twelve, able to affect capital class ships.

Nothing wrong with this conceptually. I do want to point out though, that your opponent will be the one who ultimately dictates how much his or her ship is shifted.



Thorne said:
when engaged in a tethered booster burn is able to compete with maneuvering thrust strengths of frigates and cruisers; and with disabled engines, higher classes are possible.
If you'll make a note somewhere in here that this is dependent on a large number of tether ships being used.
 

Matt the Radar Tech

ꜰɪxɪɴɢ ᴛʜᴏsᴇ ʀᴀᴅᴀʀs ᴀɴᴅ sᴛᴜꜰꜰ
[member="Gir Quee"]

Gir Quee said:
Nothing wrong with this conceptually. I do want to point out though, that your opponent will be the one who ultimately dictates how much his or her ship is shifted.
I'm just wondering to what degree could opponents disregard the effect? For example, if an entire squad was attached and shunting their capital ship, would the general concept and approval be enough for a player to admit to some effect of shifting/shunting? Or would it come down to a case of 'I can ignore this because I feel my engines are far superior'? Although I did want to make it important to note that it's not direct engine-to-engine based, so much as engine-to-maneuvering thrusters and alignment systems based.

Added:

when engaged in a tethered booster burn is able to compete with maneuvering thrust strengths of frigates and cruisers with additional Tether Ship numbers.
Is that suitable?
 
Thorne said:
Gir Quee, on 08 Apr 2018 - 11:00 PM, said: Nothing wrong with this conceptually. I do want to point out though, that your opponent will be the one who ultimately dictates how much his or her ship is shifted. I'm just wondering to what degree could opponents disregard the effect? For example, if an entire squad was attached and shunting their capital ship, would the general concept and approval be enough for a player to admit to some effect of shifting/shunting? Or would it come down to a case of 'I can ignore this because I feel my engines are far superior'? Although I did want to make it important to note that it's not direct engine-to-engine based, so much as engine-to-maneuvering thrusters and alignment systems based.
In terms of roleplay rules, it wouldn't be any different than how people write taking damage. In other words, they can't be told that they have to shift their ship's facing, but dependent on the number of tether ships putting forth that effort, my personal advice to your opponents would be to have them shift at least somewhat. Just not like not taking damage, I think it would be poor form to not write having their ship not do some sort of position or facing change. But ultimately, they get the ultimate say on what effect the tether ships' actions have.



Thorne said:
Quote when engaged in a tethered booster burn is able to compete with maneuvering thrust strengths of frigates and cruisers with additional Tether Ship numbers. Is that suitable?
That looks fine to me. The number of ships actually needed to get this effect will likely depend on your opponent.

Do you have any other questions or concerns before I set this to pending approval?
 
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