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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Tue Nov 15, 2005 5:53 am Post subject: |
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Ok, aside from my already voiced misgivings about this ship, I have noticed one other item I believe to be a serious flaw:
Death Star Scale???
I think not. I think not for several reasons.
• It is smaller than the death star by far, and should not be given death star scale.
• With a hull code that is already higher than that of BOTH Death Stars, it should not be listed as Death Star scale.
• If the Empire was capable of building a ship smaller, faster, stronger, more manueverable, and more powerful than either Death Star, then why did they bother with the Death Stars?
I can understand the reasoning for the Superlasers at Death Star scale, but not the vessel itself. I feel this should still be capital scale, or if it must be Death Star scale, its hull should be significantly lower. That's my opinion. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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ZepDek Sub-Lieutenant
Joined: 13 May 2005 Posts: 56
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Posted: Sun Feb 19, 2006 8:02 pm Post subject: |
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Hmmm...I'll make good use of this ships stats in my AU game. (Both Empire and rebellion are on the run, Coruscant, Mon Calamari, and Nar Sha Da (For the hell of it) where completly destroyed by an alien invader...Maybe I can have this hidden away at a secret sectore. On and if any of you are curios about my AU campain, let me know, I'll be glad to share). Or I could use it to curb some of the PC's munkinlike tendencies.
PC 1: Alright, Now that we've captured a fleet of Star Destroyers (Actually happened....don't ask), Lets go see how the empire likes being orbital bombarded!
PC 2: Uhh Dude? We have a problem...
PC 1: What? You better not tell me that we've run out of donunts!
PC 2: Ummm I'm not sure What it is sir.
GM: Shows them a picture and gives brief description of it.
PC's: OH %(#@!!
PC 1: I wounder if we can capture that? |
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Kayle Skolaris Lieutenant Commander
Joined: 10 Mar 2006 Posts: 224 Location: Brandon, MS
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Posted: Fri Mar 10, 2006 1:23 am Post subject: |
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I actually know David Briedis, the fellow who drew the Imperium. I came up with some stats for it several years ago, but have misplaced them since then. I'll see if David still has them. If he doesn't, I'm sure my deranged mind can dream some up again. Oh yes, I think the size is off. I remember his original size figure was off as compared to the other ships in the picture and I corrected it for him, but either he never got around to correcting it in the picture or he 'corrected it' with the wrong number. Oh well, I'll double check the size while I'm at it. |
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Kayle Skolaris Lieutenant Commander
Joined: 10 Mar 2006 Posts: 224 Location: Brandon, MS
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Posted: Fri Mar 10, 2006 4:06 am Post subject: |
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KageRyu, it should be pointed out that while the Imperium is indeed less massive overall than either of the Death Stars, it is over twice as long as the first one is wide. Giving it Death Star scale isn't beyond the pale for something this immense, especially since the skeletal Death Star Prototype in the Maw Facility was rated at Death Star Scale and possessed far less mass than the Imperium.
In any event, David has kindly responded to my inquiry and sent me my original monstrosity. Looking at it now, I'm almost embarrassed by it...
Almost.
Craft: Imperium-Class Ultra Star Dreadnought
Type: Transgalactic Invasion Craft
Scale: Death Star
Length: 260,000 meters
Displacement: 35 quadrillion metric tons
Skill: Capital Ship Piloting
Crew: 5,818,858, Gunners: 72,150, Skeleton: 485,560/+15
Crew Skill: Astrogation: 6D, Capital Ship Gunnery: 5D+2, Capital Ship Piloting: 5D+1, Capital Ship Shields: 6D+1, Capital Ship Repair: 6D+2, Capital Ship Weapons Repair: 6D, Communications: 6D, Security: 5D, Sensors: 5D+2, Starship Gunnery: 5D
Passengers: 2,000,000 (mainly troops and support personnel)
Cargo Capacity: 250 trillion metric tons
Consumables: Indefinite
Cost: Unknown
Hyperdrive Multiplier: x1
Hyperdrive Back-Up: x1
Space: 4
Atmosphere: 280; 800 kph
Maneuverability: 2D
Hull: 12D
Shields: 6D with 6D of back-up shields.
Sensors:
Passive: 100,000/4D
Scan: 150,000/4D+2
Search: 200,000/5D+1
Focus: 3,000/6D
Weapons:
Spinal-Mount Stellar Repulsor Cannon
Scale: Ring World
Fire Arc: Front
Crew: 50
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 10,000-50,000/150,000/300,000 (300,000,000 kilometers)
Atmosphere Range: 20,000-100,000/300,000/600,000 km
Damage: 15D to any Ringworld Scale structure. Anything of a lesser scale is automatically atomized.
Note: The beam fired by this weapon is 2,500 meters in diameter. As a result, it targets ships as a capital scale weapon. Note that this beam will not strike one target and disperse, but will continue out to its maximum range or until it hits something it cannot destroy outright.
140 Medium Superlasers
Scale: Death Star
Fire Arc: 60 Front, 30 Left, 30 Right, 20 Back
Crew: 25
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 5-25/75/150
Atmosphere Range: 10-50/150/300 km
Damage: 8D
300 Hyperspace Pulsemass Generators
Fire Arc: 75 Front, 75 Left, 75 Right, 75 Back
Crew: 12
Skill: Capital Ship Gunnery
Fire Control: 6D
Space Range: 1-5/50/100
Area of effect: 5 Spatial Units
Damage: Drags ships out of hyperspace. Does 12D damage in the scale of the target to ships taken out of hyperspace. Mass lasts for 10 minutes. Each generator may only fire once per hour.
5,000 Heavy Concussion Missile Launch Tubes
Scale: Capital
Fire Arc: 2,000 Front, 1,000 Left, 1,000 Right, 1,000 Back
Crew: 1 Each
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 3-18/36/66
Atmosphere Range: 6-36/72/132 km
Damage: 15D (15D/10D/5D/2D in an atmosphere)
Blast Radius: 0-2/8/12/20 km
Ammunition: 20,000 Missiles per Tube
16,000 Heavy Quad Laser Cannons
Scale: Starfighter
Fire Arc: 4,000 Front, 4,000 Left, 4,000 Right, 4,000 Back
Crew: 2 Each
Skill: Starship Gunnery
Fire Control: 6D
Space Range: 2-6/24/50
Atmosphere Range: 200-600/2.4/5 km
Damage: 8D
6,000 Super Heavy Turbolaser Batteries
Scale: Capital
Fire Arc: 1,500 Front, 1,500 Left, 1,500 Right, 1,500 Back
Crew: 2 Each
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 4-20/40/80
Atmosphere Range: 8-40/80/160 km
Damage: 12D
4,000 Heavy Ion Web Projectors
Scale: Capital
Fire Arc: 1,000 Front, 1,000 Left, 1,000 Right, 1,000 Back
Crew: 3 Each
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 2-15/30/60
Atmosphere Range: 4-30/60/120 km
Damage: 15D Ionization damage.
Blast Radius: Net is 5 kilometers in diameter
Ammunition: 20,000 net canisters per projector
4,000 Tractor Beam Projectors
Scale: Capital
Fire Arc: 1,000 Front, 1,000 Left, 1,000 Right, 1,000 Back
Crew: 1 Each
Skill: Capital Ship Gunnery
Fire Control: 6D
Space Range: 2-10/30/60
Atmosphere Range: 4-20/60/120 km
Damage: 10D
Apparently I never created any fluff text for it, so I'll field any questions anyone may have now. |
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daphnebluestrat Cadet
Joined: 20 Mar 2006 Posts: 19 Location: 314
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Posted: Wed Mar 22, 2006 1:55 am Post subject: |
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Kayle Skolaris wrote: | KageRyu, it should be pointed out that while the Imperium is indeed less massive overall than either of the Death Stars, it is over twice as long as the first one is wide. Giving it Death Star scale isn't beyond the pale for something this immense, especially since the skeletal Death Star Prototype in the Maw Facility was rated at Death Star Scale and possessed far less mass than the Imperium.
In any event, David has kindly responded to my inquiry and sent me my original monstrosity. Looking at it now, I'm almost embarrassed by it...
Almost.
Craft: Imperium-Class Ultra Star Dreadnought
Type: Transgalactic Invasion Craft
Scale: Death Star....
...Weapons:
Spinal-Mount Stellar Repulsor Cannon
Scale: Ring World
Fire Arc: Front
Crew: 50
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 10,000-50,000/150,000/300,000 (300,000,000 kilometers)
Atmosphere Range: 20,000-100,000/300,000/600,000 km
Damage: 15D to any Ringworld Scale structure. Anything of a lesser scale is automatically atomized.
Note: The beam fired by this weapon is 2,500 meters in diameter. As a result, it targets ships as a capital scale weapon. Note that this beam will not strike one target and disperse, but will continue out to its maximum range or until it hits something it cannot destroy outright.
Apparently I never created any fluff text for it, so I'll field any questions anyone may have now. |
Holy cow.
::laughs:: |
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Wed Mar 22, 2006 9:48 am Post subject: |
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Mmmmmmmmmmmmm, at's some good Anime Weapon! |
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Phalanks Balas Lieutenant Commander
Joined: 05 Jul 2005 Posts: 176 Location: Paris - France
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Posted: Tue Apr 04, 2006 8:19 am Post subject: |
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Kayle Skolaris wrote: | Craft: Imperium-Class Ultra Star Dreadnought
Type: Transgalactic Invasion Craft
Scale: Death Star
Length: 260,000 meters
Displacement: 35 quadrillion metric tons
Skill: Capital Ship Piloting
Crew: 5,818,858, Gunners: 72,150, Skeleton: 485,560/+15
Crew Skill: Astrogation: 6D, Capital Ship Gunnery: 5D+2, Capital Ship Piloting: 5D+1, Capital Ship Shields: 6D+1, Capital Ship Repair: 6D+2, Capital Ship Weapons Repair: 6D, Communications: 6D, Security: 5D, Sensors: 5D+2, Starship Gunnery: 5D
Passengers: 2,000,000 (mainly troops and support personnel)
Cargo Capacity: 250 trillion metric tons
Consumables: Indefinite
Cost: Unknown
Hyperdrive Multiplier: x1
Hyperdrive Back-Up: x1
Space: 4
Atmosphere: 280; 800 kph
Maneuverability: 2D
Hull: 12D
Shields: 6D with 6D of back-up shields.
Sensors:
Passive: 100,000/4D
Scan: 150,000/4D+2
Search: 200,000/5D+1
Focus: 3,000/6D
Weapons:
Spinal-Mount Stellar Repulsor Cannon
Scale: Ring World
Fire Arc: Front
Crew: 50
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 10,000-50,000/150,000/300,000 (300,000,000 kilometers)
Atmosphere Range: 20,000-100,000/300,000/600,000 km
Damage: 15D to any Ringworld Scale structure. Anything of a lesser scale is automatically atomized.
Note: The beam fired by this weapon is 2,500 meters in diameter. As a result, it targets ships as a capital scale weapon. Note that this beam will not strike one target and disperse, but will continue out to its maximum range or until it hits something it cannot destroy outright.
140 Medium Superlasers
Scale: Death Star
Fire Arc: 60 Front, 30 Left, 30 Right, 20 Back
Crew: 25
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 5-25/75/150
Atmosphere Range: 10-50/150/300 km
Damage: 8D
300 Hyperspace Pulsemass Generators
Fire Arc: 75 Front, 75 Left, 75 Right, 75 Back
Crew: 12
Skill: Capital Ship Gunnery
Fire Control: 6D
Space Range: 1-5/50/100
Area of effect: 5 Spatial Units
Damage: Drags ships out of hyperspace. Does 12D damage in the scale of the target to ships taken out of hyperspace. Mass lasts for 10 minutes. Each generator may only fire once per hour.
5,000 Heavy Concussion Missile Launch Tubes
Scale: Capital
Fire Arc: 2,000 Front, 1,000 Left, 1,000 Right, 1,000 Back
Crew: 1 Each
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 3-18/36/66
Atmosphere Range: 6-36/72/132 km
Damage: 15D (15D/10D/5D/2D in an atmosphere)
Blast Radius: 0-2/8/12/20 km
Ammunition: 20,000 Missiles per Tube
16,000 Heavy Quad Laser Cannons
Scale: Starfighter
Fire Arc: 4,000 Front, 4,000 Left, 4,000 Right, 4,000 Back
Crew: 2 Each
Skill: Starship Gunnery
Fire Control: 6D
Space Range: 2-6/24/50
Atmosphere Range: 200-600/2.4/5 km
Damage: 8D
6,000 Super Heavy Turbolaser Batteries
Scale: Capital
Fire Arc: 1,500 Front, 1,500 Left, 1,500 Right, 1,500 Back
Crew: 2 Each
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 4-20/40/80
Atmosphere Range: 8-40/80/160 km
Damage: 12D
4,000 Heavy Ion Web Projectors
Scale: Capital
Fire Arc: 1,000 Front, 1,000 Left, 1,000 Right, 1,000 Back
Crew: 3 Each
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 2-15/30/60
Atmosphere Range: 4-30/60/120 km
Damage: 15D Ionization damage.
Blast Radius: Net is 5 kilometers in diameter
Ammunition: 20,000 net canisters per projector
4,000 Tractor Beam Projectors
Scale: Capital
Fire Arc: 1,000 Front, 1,000 Left, 1,000 Right, 1,000 Back
Crew: 1 Each
Skill: Capital Ship Gunnery
Fire Control: 6D
Space Range: 2-10/30/60
Atmosphere Range: 4-20/60/120 km
Damage: 10D
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Kayle, I friendly tell you that this is the dream of a foulish man. You write this starship have 140 superlaser cannon ! What could provide enough power to use them ?
Do you thing a ship with 140 superlaser cannon and 4000 ion weapons need other capital weapons like turbolaser or missiles ?
A simple other point : What is the status of the empire side at this time ? Do they have enough human ressources to be able to hire a crew with 5D/ 6D on specialised skills ? _________________ Phalanks
A day you will be facing the guns of the Black Pearl. You will know what means damned pirates ! |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Tue Apr 04, 2006 12:15 pm Post subject: |
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The Empire doesn't NEED to hire people.
They CONSCRIPT them. |
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Ejacobs Lieutenant Commander
Joined: 07 Nov 2005 Posts: 183 Location: Afghanistan...Again
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Posted: Tue Apr 04, 2006 9:58 pm Post subject: |
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I would say the entire central core is full of reactors creating enough power to operate the ship. Also, regardless of the number of weapons it has, it is unlikely (highly unlikely) that they would fire all of them at the same time. Due to its size, I'm sure they have a plan to coordinate fires between sectors to keep power usage to a minimum. And, if blasting their enemies fails, they can always ram the snot out of them and practically take no damage. JK on that last bit.
E |
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Wed Apr 05, 2006 9:21 am Post subject: |
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"And this is Donovan, of our R&D Department, with a brand new weapon." "Yes, I call it the Mass Driver." "That's... Not a brand new weapon." "Well, no, it isn't. The ammunition, however, is. Hardened AT-AT Hulls designed to puncture Capital Ships, and then release the Troops within."
Guess who gets to test it out. |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Wed Apr 05, 2006 11:29 am Post subject: |
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FLUFFY in tha hizouse!
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Thu Apr 06, 2006 8:59 pm Post subject: |
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Nah, I was thinking the Railrunner Platoon (Fire Unit, now) from the movie. |
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Artemas Ward the XXIII Cadet
Joined: 19 Mar 2006 Posts: 6
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Posted: Mon Apr 17, 2006 3:08 am Post subject: |
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Here is something....
If a ship is 280 km long (or even 17 km), how would people live/get to duty stations/ escape pods/mess hall, et cetera?
On a SSD, an engineer who had to travel to the very tip of the ship would have to travel 17 km. Walking that would take 3-4 hours, plus 1-2 hours of work (say, repair) then 3-4 hours back. This would be a full day trip. There must be....cars, or something.
Now, on this 280 km behemoth of a ship, it would take YEARS for the Captain to review even half the ship. There would be barracks, mess halls, rec centres, escape pods, officers quarters, armouries, hangars, and many other rooms in but one small section of the ship. Like, say, the reactor core, or the very tip if this vessel.
Now, on another point, it would be more cost effective to instead build some 10,000 ISDs, and custom fit them for various duties. Have a few thousand of them stripped of their internals, and then given facilities for animals, or plants, or frozen people, or troops, or fighters. One might even be able to cut out everything in an ISD except the reactor, and install a small superlaser. Of course, that is all the ship would be able to afford energy-wise (after reactor upgrade) have, but still......a superlaser. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14031 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Apr 18, 2006 2:14 am Post subject: |
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Good point. Though i feel for large ships such as this, and the SSD, personnel were assigned sectors and they staued there... Say a sector was 800m in length, 2-5 decks worth... that is not much to go through.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Artemas Ward the XXIII Cadet
Joined: 19 Mar 2006 Posts: 6
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Posted: Tue Apr 18, 2006 6:02 pm Post subject: |
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Yeah, most people will stay, live and operate in a small subsection of the ship. But what if members of the command crew wish to inspect? Thats a really long walk....
As well, what if the forward batteries need more turbolaser components, do they have their own supply rooms? Or do they need to go all the way to the supply section? What about resupply? They would have to load all the supplies into the hangar(?) and then transport them to section supply caches, a long and difficult process. |
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