Post by Solaris on Feb 27, 2013 20:49:24 GMT -5
I'm still sounding out how I want to do the format for these things.
Click to enlarge.
Manufacturer: Santhe/Sienar Technologies
Production Line: 8383-series
Model: Celestial Phoenix-class assault transport
Technical Designation: 8383-R Celestial Phoenix custom
Affiliation: Independent
Availability: Custom
Composition: Quadanium hull, titanium structure
Ownership: Char and his crew.
Ship-Mind: Phoenix
Description: While 8383-series ships are useful little armed transports in and of themselves, designed to run blockades and stand off pirates, it's only a small jump from pirate-hunter to pirate. This ship belonged to an Outer Rim crime lord before her crew liberated her, and he made several special modifications to the ship - and was in the process of making more when she was stolen out of the outlaw shipyards doing the modifications.
The interior of the ship is split into two main portions - the forward bridge module and the aft engine module. The bridge module has two and a half decks, while the aft module has three.
The forward module's main deck holds the bridge, which has a captain's chair overlooking a series of operations stations. The pilot and co-pilot are seated directly ahead of the captain, with the best view through the ship's viewports. Behind the bridge is a landing ramp on the starboard side and a docking port on the port side. On the deck below the bridge are the gunnery stations for the fore turrets, ahead of them the ship's main computer and much of her electronics systems. On the partial deck above the bridge are the captain's quarters, with a small 'balcony' overlooking the bridge that holds the HoloNet transceiver.
The 'neck' of the ship has a corridor deliberately designed as a choke point, with defenses to prevent forced entry into either of the two modules. It also contains the ship's two shield generators.
The aft engine module's upper deck holds the engine room, which contains access to the five sublight engines and the hyperdrives as well as the engineers' quarters and the dorsal turret. The main deck has the ship's workstation, common/dining area, upper half of the cargo bay, and living quarters for the passengers. The lower deck has the medical bay and quarters for crew, as well as the bottom half of the ship's cargo bay. The cargo bay spans the bottom and main decks, taking up their entire rear halves with the loading ramp located beneath the ship's thrusters. It has a catwalk spanning the perimeter at the level of the aft module's main deck.
Classification: Transport
Height: 15 meters
Width: 80 meters w/ wings, 28 meters w/out.
Length: 85 meters
Power Core Generator/Reactor: Hypermatter annihilator reactor, solar ionization panels, backup energy cells.
Hyperdrive Rating: Class 0.5, Class 3 backup
Minimum Crew: 2 (pilot, engineer)
Optimal Crew: 6 on the bridge (commander, pilot, co-pilot, sensor operator, shield operator, gunner), 2 in engine room (engineer, assistant engineer), and the gunnery crew of 3 in the turrets.
Armaments:
Cargo Capacity: 100 metric tons
Consumables: 1 month
Sublight Speed and Maneuverability: 1,650 km/h atmospheric; 110 MGLT and quite maneuverable for her size. She's no dogfighter, but she can certainly outmaneuver most corvettes and freighters. Without her s-foils in attack position, the ship's maneuverability decreases to about average.
Role: Privateer warship
Click to enlarge.
Manufacturer: Santhe/Sienar Technologies
Production Line: 8383-series
Model: Celestial Phoenix-class assault transport
Technical Designation: 8383-R Celestial Phoenix custom
Affiliation: Independent
Availability: Custom
Composition: Quadanium hull, titanium structure
Ownership: Char and his crew.
Ship-Mind: Phoenix
Description: While 8383-series ships are useful little armed transports in and of themselves, designed to run blockades and stand off pirates, it's only a small jump from pirate-hunter to pirate. This ship belonged to an Outer Rim crime lord before her crew liberated her, and he made several special modifications to the ship - and was in the process of making more when she was stolen out of the outlaw shipyards doing the modifications.
The interior of the ship is split into two main portions - the forward bridge module and the aft engine module. The bridge module has two and a half decks, while the aft module has three.
The forward module's main deck holds the bridge, which has a captain's chair overlooking a series of operations stations. The pilot and co-pilot are seated directly ahead of the captain, with the best view through the ship's viewports. Behind the bridge is a landing ramp on the starboard side and a docking port on the port side. On the deck below the bridge are the gunnery stations for the fore turrets, ahead of them the ship's main computer and much of her electronics systems. On the partial deck above the bridge are the captain's quarters, with a small 'balcony' overlooking the bridge that holds the HoloNet transceiver.
The 'neck' of the ship has a corridor deliberately designed as a choke point, with defenses to prevent forced entry into either of the two modules. It also contains the ship's two shield generators.
The aft engine module's upper deck holds the engine room, which contains access to the five sublight engines and the hyperdrives as well as the engineers' quarters and the dorsal turret. The main deck has the ship's workstation, common/dining area, upper half of the cargo bay, and living quarters for the passengers. The lower deck has the medical bay and quarters for crew, as well as the bottom half of the ship's cargo bay. The cargo bay spans the bottom and main decks, taking up their entire rear halves with the loading ramp located beneath the ship's thrusters. It has a catwalk spanning the perimeter at the level of the aft module's main deck.
Classification: Transport
Height: 15 meters
Width: 80 meters w/ wings, 28 meters w/out.
Length: 85 meters
Power Core Generator/Reactor: Hypermatter annihilator reactor, solar ionization panels, backup energy cells.
Hyperdrive Rating: Class 0.5, Class 3 backup
Minimum Crew: 2 (pilot, engineer)
Optimal Crew: 6 on the bridge (commander, pilot, co-pilot, sensor operator, shield operator, gunner), 2 in engine room (engineer, assistant engineer), and the gunnery crew of 3 in the turrets.
Armaments:
- Fore Turrets: These light turbolasers are controlled from gun wells located just below and behind the bridge. They can angle ninety degrees up and can rotate the full way around, though computerized safeties prevent them from shooting at the ship's wing sections. These turrets have their own gunners, but the bridge or ship's computer can assume control if the gunner is absent or wounded.
- Dorsal Turret: The dorsal turret is a point-defense dual laser cannon designed to engage enemy starfighters. It can engage any target within the ship's dorsal hemisphere, as well as being able to engage twenty degrees downward in the front sides between the leading edges of the s-foils and the sides of the cockpit; its engagement range actually decreases when the s-foils deploy. The turret has a dedicated gunner, but the ship's computer can assume control if the turret is unscrewed.
- Main Gun: Mounted on the port s-foil, this turbolaser packs a surprising punch for its size. It requires about thirty seconds to charge up and is designed for use against capital ships. While it can punch through the armor and shielding of most corvettes and even some light frigates, being designed to cripple large freighters and system patrol ships, it has trouble tracking anything smaller than the Phoenix. Naturally, the main gun can only fire when the s-foils are in attack position. The gunner can either assume manual control, or he can relinquish to the bridge or ship's computer.
- Aft Auto-Turrets: These getaway turrets are located two above and two below the engine room. Each is a quad laser turret with a coaxial proton torpedo launcher. The torpedos have payloads of four torpedos apiece. Unlike most of the ship's arsenal, they are controlled by the ship's computer though the bridge crew (gunner, pilot, co-pilot, or commander) can assume manual control.
- Tractor Beam: The ship has a tractor beam emitter located above its bridge module, able to move around ships and objects about half the Phoenix's mass.
- Internal Defense Systems: The ship has a pop-out light repeater mounted above both of the main points of entry (the airlock located on the starboard side of the bridge module and the aft cargo ramp) as well as in the corridor to access the engine room and the bridge.
The access ramp and main corridors all have conduits beneath them that electrify them (and anyone on them), and can be set to either stun or kill. The command switches are in the bridge, though the ship's computer can also activate them on command. - Deflector shields: The ship's ray shielding is quite strong, a double-redundant Mon Calamari design that can absorb a surprising amount of punishment due to their durability and the regeneration capability that is a trademark of the Mon Calamari. They have additional power generators and dedicated heat sinks to supplement their redundant Mon Calamari shield generators.
- No-Show shield: When active, this shield blocks energy emissions (including heat and light) and turns it into a perfect blackbody. This makes it tricky to detect by eye against the backdrop of space (especially at range) as it blocks out stars, but more importantly it makes the ship very difficult to detect using sensors. Unfortunately, the No-Show shield also interferes with the ship's own sensors. This shield cannot be active while the ship's deflectors are active, and attacking the hull with energy weapons can overload the No-Show and cause it to collapse rather easily.
- Main Computer: The ship's central computer is a powerful, intelligent AI. It has holographic emitters throughout the ship that enable it to project an avatar to interact with its crew on a more personal level, as well as networked droids that let the ship practically operate and maintain itself. The computer has a built-in remote processor that enables it to send the droids out to a distance of about five hundred kilometers and still retain command and control over them.
- Sensory Suite: The ship has a dedicated sensory computer and enhanced sensors, bringing it up to military-grade targeting and detection capabilities. The computer is also designed to compensate for the effects of the No-Show shield, preventing the ship from blinding itself when it goes dark - though naturally using its active components while the No-Show is engaged is rather counter-productive.
- HoloNet Transceiver: Located in the bridge's upper deck on a balcony overlooking the operations terminals and captain's chair, this enables communication instantly across the galaxy. Terminals located throughout the ship tap into the transceiver, though its bandwidth is not infinite.
- S-Foils: The ship's wings are in fact s-foils, folding back like a variable-geometry fighter's wings. They are solar ionization panels, and assuming the attack position is necessary for the ship to charge and fire its main gun. They also bear thrusters on their tips, enabling the ship to maneuver much better than it ordinarily could by providing it greater leverage.
- Docking Clamp: An electromagnetic grappler, this enables the Phoenix to perform what are euphemistically termed 'non-standard docking maneuvers'.
- Medical Bay: This bay is located in the aft section of the ship on the lower deck. A marvel of organizational engineering, it is a fully-stocked medical ward. While much of its supplies can be used without training, a deliberate feature, it contains nearly everything a doctor could want to treat patients. It has space for four on the beds, plus one more in the bacta tank.
- Athakem II Med Units: The bay contains four of these 2-meter-long automated couches. They are better than a medical kit but not as useful as a full medical droid. When a patient is placed within the Med Unit, it immediately begins to analyze the patient's condition, displaying any information it gains about wounds, diseases, and poisons the patient is suffering from. This takes five to ten seconds. The Med Unit then begins treating the patient with robotic arms and an internal supply of medical materials. The Med Unit is designed to provide a minimal level of aid for any user, regardless of medical training. The Med Unit can perform at the level of a trained paramedic, and can aid medically-trained personnel in their efforts. The Med Unit uses medpacs in its treatment of a patient. It has enough materials for ten treatments requiring medpacs, after which they must be replaced. A Med Unit can use non-standard medpacs as well, such as the BioTech FastFlesh medpac.
- Bacta Tank: The medical bay also has one bacta tank large enough to hold a Wookiee. - Disguised Transponder: This ship has a transponder that contains three separate registrations. Unlike the standard such outlaw tech, the ship can easily change out its false codes thanks to the main computer.
Cargo Capacity: 100 metric tons
Consumables: 1 month
Sublight Speed and Maneuverability: 1,650 km/h atmospheric; 110 MGLT and quite maneuverable for her size. She's no dogfighter, but she can certainly outmaneuver most corvettes and freighters. Without her s-foils in attack position, the ship's maneuverability decreases to about average.
Role: Privateer warship