[W] Immortal Avengaline II-class Star Destroyer

Solaris

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Manufacturer: Chiss Ascendancy
Production Line: Star Destroyer
Model: Avengaline II-class Star Destroyer
Technical Designation: ChAD-I Type-14 battle cruiser
Affiliation: Chiss Ascendancy
Availability: Low production numbers
Modularity: Average
Composition: Titanium-reinforced alusteel structure, duralium-lanthanide hull and inner hulls, impervium-impregnated turadium armor plating, nightshadow hull coating.
Ownership: Immortals
Description: One of the larger vessels available to the Immortals, this expensive cruiser is a new design only recently put in service. Though it is a small ship as modern warfare goes, it is highly advanced and packs much of the power of an Imperial-class Star Destroyer in a hull less than half the size while requiring a tenth the crew - and four times the price. Narrow in profile, yet presenting a lethal broadside and able to bring to endure intense firepower, the Avengalines are a threat to Star Dreadnoughts in numbers. While certainly not individually capable of enduring the enemy's assault, a wolf-pack of Avengalines packs enough firepower to defeat a Super Star Destroyer.

With these warships, size truly does not matter.

The Avengaline II-class originated with the vessel commissioned by High Immortal Nasiri Lavii shortly before Martel's promotion and Havoc's exile. The first of the line was named for the Avengaline, a Chiss Star Destroyer that served during the Iskadrell Campaign of 934 ABY and was destroyed preventing the escape of the bulk of the Iskadrell armada by providing the hammer to the Chiss armada's anvil. It is expected that the Avengaline II will endure a fate no less honorable in the war against the new threat to the galaxy, the Galactic Alliance.

Classification: Capital Ship
Height: 138.6 meters
Width: 396 meters
Length: 990 meters
Power Core Generator/Reactor: Hypermatter annihilation reactors (4), solar ionization panels, backup energy cells.
Hyperdrive Rating: Class 0.75
Minimum Crew: 8 plus droids
Optimal Crew: 1,240 plus droids
Armaments:
  • Megamasers: 26 dual light megamaser turrets line the ship's hull, positioned to be useful in both broadsides and head-on attacks. The main component of the ship's armaments, they are heavy-hitting weapons with a high rate of fire able to engage anything from fighters to enemy warships.
    Each megamaser turret is in an armored sphere and protected by another armored cowling, partitioned off from the rest of the ship, with its own dedicated generator located within the sphere. The turrets are ordinarily only accessible by a hatch which seals shut during combat operations and have a gunnery crew, but can be remotely operated from the bridge via the ship-mind. The turrets are located along the dorsal ridge and the two ventral hull plates to either side of the belly hangar.
  • Ion Pulse-blast Cannons: 6 turrets mounting miniature versions of the deadly ion weapon line the sides of the ship forward of the tractor catapults, each able to generate blasts at roughly once every thirty seconds with a ten-second charge-up time. They fire a concentrated beam of ions that bursts at a pre-selected point, where the magnetic containment field gives out and lets the blast erupt into a sphere of crackling energized particles. The area of effect is smaller than the more potent Clone Wars-era version, only a sphere about one or two kilometers from the target point depending on the charge, but no less devastating to ships caught in it. Mass effectively blocks the effects of the weapon, making it less useful against tightly-packed clusters of ships than it might seem at first. While the ships nearest the target point will certainly suffer the full effects, their hulls will screen their comrades and reduce the weapon's effectiveness down to more ordinary ionic effects.
    Like the megamaser turrets, the null-blast cannons are within armored spheres and protected by armored cowlings with their own power supplies located within the armor sphere. They can be operated either by crewmen inside or remotely from the bridge via the ship-mind.
  • Missile Tubes: 12 missile launchers line the fore hull of the ship beneath retractable armored slats, designed to fire directly out to the ship's sides before angling to strike their targets. They are thus able to engage enemies in any direction, while remaining better-protected than turrets thanks to their recessed and well-protected tubes. Each missile tube has a payload of thirty missiles, with more stored in the ship's cargo bays and accessible within three minutes.
    Though the missile tubes are normally loaded with assault concussion missiles, baradium warheads, diamond-boron warheads, or other payload types are quite possible.
  • Axial Supercannons: 2 tractor rail-guns that fire from the ship's nose with a firing rate of once every three minutes with a thirty-second final charge cycle. Each of these weapons runs the length of the ship's keel, a design reverse-engineered from purchased Mandalorian warships. They accelerate cylindrical shells the mass of a light freighter up to extraordinary speeds best measured in Cee. With that much power, the shells need only be inert weapons; they are typically slugs of scrap metal and rock welded together and placed in the weapon's breech. Complex systems are simply not possible, as the extreme stresses of the acceleration destroy them. The weapons are also very accurate, able to strike targets from across solar systems thanks to their fine-tuned systems and refined fire control tied directly into the ship's drives. However, its power drain is so intense that it must cease firing its other weapons (save for those with their own dedicated power supplies, a virtue earlier ships of the class lacked) and drop its shields in for the final charge-up cycle in order to power the tractor and pressor beams that propel the projectile.
    It's not unheard-of for the Immortals to use captured enemy vessels, escape pods, and fighters as ammunition, a process euphemistically termed the "ensured exile". They do not necessarily kill the crews first.
  • Point-defense quad maser cannons: 52 quad maser turrets protect the ship from enemy fighters, missiles, and incoming debris. They are effective at their jobs, being operated by a combined team of cybernetic gunnery crewmen and advanced target predictor synthetic intelligences. While the quad masers are protected within armored cowlings, they do not have quite as much protection as the larger guns do.
  • Tractor beam projectors: 6 of these, four located around the belly hangar and one on each wing hangar, serve not only to help capture and contain enemy vessels but also to recover escape pods and downed fighters.
  • Tridiflective shield generator network: The ship's regenerative shield generators are designed along the Mon Calamari lines coupled with Chiss technology, employing dozens of overlapping shield generators rather than a small handful of large generators. The ship is protected by both ray and particle shields, and unlike many shields are able to reverse their polarity to become a molecularly destructive force field encapsulating the ship. The ship-mind and the crew can do this locally in order to repel boarding shuttles while retaining protection elsewhere on the ship, or the generators can all reverse on, say, everything fore of the engines to provide for an intensely destructive ram. The shields, while active, also block enemy sensors while not inhibiting the vessel's own.
  • Sensor jammers: The Avengaline II-class bears a powerful jamming system useful as a form of electronic warfare. It severely hinders enemy sensors and targeting computers, as well as blocking enemy communications in the given area. The ship carries several of these devices, most effective against fighters and small craft; they are barely useful against capital ships, if at all. Unlike most jammers, the ship's systems do not interfere with the sensors, targeting computers, and communications of the ship it is installed on - nor does it interfere with those of allied vessels.
  • Dedicated Energy Receptor Projector: The DERP works by absorbing and blocking incoming long-range sensor pings and transmissions broadcast by enemy ships, rendering the ship invisible to most enemy scanners, targeting computers, and incoming missiles. This is a stealth measure, not an active countermeasure, and is more effective at range than close in.
  • Missile Deactivation Transmitter: These transmitters, as their name suggests, are able to detect the guiding frequencies used by enemy missiles and warheads. They are capable of autonomously sending a signal to deactivate the projectiles before damaging the ship.
Hangar Capacity:
  • Starfighters: 6 squadrons (36 fighters). The fighters are ordinarily Nssis-class Clawcraft and TIE Marauders, able to deploy much faster than normal thanks to their tractor catapults. While not dedicated fleet carriers, the ship retains enough fighters for decent force projection. Like all Immortal ships of the line, the fighters are stored in a complex honeycomb system of shelving units that maximizes storage space, their s-foils closed (and in the case of the Clawcraft, collapsed completely against the hull of the fighter so as to provide no increase to its vertical cross-section, only its length). The ship-mind's coordination of the hangar bays' tractor/pressor beams is practically a necessity for rapid deployment of the fighters, as few pilots are skilled enough at the close-in maneuvers necessary to exfiltrate the hangars at anything but a snail's pace.
  • Shuttles: 4. The ship carries a quartet of shuttles in the same vein as the Lambda-class, designed for transporting officers and VIPs or small units of troops into relatively secured zones. Unlike the fighters, they are carried in the belly hangars.
  • Assault Shuttles: 6. The ship carries a half-dozen assault shuttles designed to transport troops into and out of combat zones. This total does not include the shuttles organic to the troops the ship carries, which naturally varies by the unit. Unlike the fighters, they are carried in the belly hangars.
  • Ground Vehicles: A couple dozen, enough to support her ground crew in routine tasks as well as some fighting vehicles for the ship's marines. This does not include the vehicles organic to the troops the ship carries.
Non-Combative Attachments:
  • Ship-Mind: An advanced artificial intelligence keyed into the Immortal networks, the ship-mind enables maximum efficiency and coordination between the droids, the crew, and the automatic systems of the ship. With the ship-mind in full automation, the ship can engage in combat operations with a crew of only eight - it is capable of flight and routine operations with just one person aboard.
  • Tractor catapults: The ship has six launch-and-land fighter catapults, three located on each side of the wings. The catapults operate by using tractor beams to accelerate the fighters and guide them out the opening, already at combat speed by the time they breach the containment fields. They are capable of processing fighters very, very quickly, enabling the ship to keep its fighter complement armed and fitted as well as to launch them in a quarter of the time it takes for standard hangar types to deploy their fighters. Most importantly, it enables the fighters to be immediately useful in the close-in knife-fight ranges that front-line warships sometimes find themselves.
  • HoloNet transceiver: Like many capital ships, the class is equipped with HoloNet transceivers capable of high-density data transmission across the galaxy in seconds rather than years.
  • Sensor suite: The class's sensors are advanced, though not spectacularly so; it can counteract most stealth measures at closer ranges, but makes a poor dedicated detector ship. It has a multi-spectrum sensor suite capable of long-range detection and target resolution, with magnetic and gravimetric sensors being the most remarkable part. The ship also features several multi-spectrum telescopes useful in astronomy as well as long-range target identification.
  • Repair drones: Hundreds of these little droids, all networked to the ship-mind, run about the ship. They not only conduct basic maintenance alongside the organic crew, but also serve as automated damage control teams and rescue workers.
  • Defense drones: Not yet implemented (will be a separate tech profile entry).
  • Medical bays: The medical bays aboard ships of the Avengaline II-class are more akin to full-fledged hospitals than the limited medical facilities found aboard many warships, able to receive and treat about two dozen casualties. They are fully outfitted with bacta tanks, medical droids, and treatment wards all neatly compacted using the same efficiency of space and miniaturization as the rest of the ship.
  • HIMS: The Hyperwave Inertial Momentum Sustainer technology enables the ship to counteract an interdiction field. A gravitic anomaly sensor in the system provides the ship's hyperdrive the ability to shut off, preventing damage from sudden realspace reversion upon encountering a gravity well. At the same time, the HIMS can produce a static hyperspace "bubble", sustaining the ship's presence in hyperspace while accumulated forward momentum propelled it along. While the HIMS can only keep the ship in hyperspace briefly, it is sufficient to pass through most any interdiction fields.
Passenger Capacity: 1,550 (two battalions of troops)
Cargo Capacity: 12,080 metric tons (typically used for the troops' vehicles and field materiel)
Consumables: 4 years
Sublight Speed and Maneuverability: 62 MGLT, 950 km/h atmospheric; good maneuverability.
Role: Destroyer, carrier, command ship.
 
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Green Ranger

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3 wings for a ship of that size?
 

Solaris

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Venators have easily twice that, if not more, and they're about twice the size, a thousand years older, and much less expensive.
 

Green Ranger

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Venators are Carrier/Destroyers - multi-role ships, not dedicated warships like this seems kitted out to be (which it'd have to be if it packs the power of an ISD like you say it does). They've also got a ventral hangar bay that runs two thirds of the length of the ship to hold that many craft, and are comparably lackluster in terms of firepower.

Heavy cruisers (I'm using that as an example due to the technical designation you chose) of comparable size are usually only able to hold a squadron or two at best - a good example is the Dreadnought Heavy Cruiser.
 

Solaris

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This one also has a ventral bay, which was mentioned a couple of times. It also has the quicker and very large main bays on the wings. Both of the fighter types it carries are well-designed for carriers, being that they can stow very well, and the ship utilizes some clever honeycomb vertical fighter storage rather than laying them all out on the deck like a modern-day carrier.

The Dreadnought is also generally considered an example of a piss-poor design.
 

Green Ranger

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This one also has a ventral bay, which was mentioned a couple of times. It also has the quicker and very large main bays on the wings.

Alright, so it's more a carrier/cruiser role then, that's fine. If that's the case though, then it should have much less space for weaponry then. I mean, even as a dedicated warship it's over-kitted for its size. You can't have it both ways.

EDIT: Also, if it's got a large ventral bay, wouldn't that kind of get in the way of those supercannons it has? Each cannon is said to five projectiles the size of a light freighter, which is...oh, 25-30 meters in size roughly. Two of them would almost take up the entire width of the ship at it's widest, nevermind the actual size at the nose.
 
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Solaris

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That's why a lot of the space that would ordinarily be expended on crew and supplies is instead used for weaponry and armaments.

EDIT: Dude, it has thirty-two big turrets. The quad masers are about the size of the things on the Millennium Falcon. It has seriously reduced crew because it uses massive amounts of automation. Many of the numbers are scaled-down ports from the Venator, or are dramatically reduced from that.
 
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Green Ranger

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Yet it still has consumables for six years and twice the cargo capacity of a Victory?
 

Solaris

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Of course it does. That crew is tiny. The biggest part of most any ship is the life support.
 

Green Ranger

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Of course it does. That crew is tiny. The biggest part of most any ship is the life support.

So basically we've gone through every list and you've justified it by cuts in other areas that are justifiably larger by cuts in yet other areas that eventually boils down to having a ridiculously tiny crew number because droids and slave circuitry...yet still is capable of deploying (on average) three times more fighters then ships of the line twice its size, is able to outgun those ships, uses a fraction of the crew requirements, can be fielded in deep space operations for longer, holds more cargo, and still has space for slave circuitry, a prefab base (which is usually reserved to be held by only the very largest destroyers btw), HIMS systems (which, as a note is redundant technology and has been considered as such from the start of the timeline), Mon Cal-derived shield networks, missile disabling systems, DERP systems (which make it invisible to scanners) as well as automated self-repair and defenses in the forms of drones?
 

Green Ranger

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The same Beviin class that has one eighteenth the fighter complement, a third the amount of consumables, a quarter the amount of cargo capacity, no ventral bay so it actually has space for a spinal weapon (of which it only has one), and is significantly larger then your design?
 

Solaris

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You and I have different definitions of 'significant'.

It also has significantly more weapons.
1.57m mark.IX HMAC (prow),
Heavy turret mounting three 15 cm mark.VII MAC with individual generators(4 turrets)
Heavy Quad Turbolaser Cannons (12; concealed beneath retractable armor plating)
Twin Turbolaser Cannons (18; concealed beneath retractable armor plating)
Twin Laser Cannons (24; concealed beneath retractable armor plating)
Quad Point Defense Laser Cannons (36; turreted)
Concussion Missile Pods (16; thirty missiles per pod)
Heavy Proton Torpedo Tubes (40)
Magnetic Docking Clamps (4; armed with high intensity laser drills for forced entry)
Tractor Beam Projectors (2; one fore, one ventral)
Versus
26 twin megamasers
6 ion pulse-blast cannons (miniature-type)
12 missile launchers
2 axial supercannons
64 point-defense quad masers
6 tractor beam projectors
So don't just go picking and choosing numbers for on-site comparisons. Take the whole of the design into consideration (like, for example, the forty heavy proton torpedo tubes are probably the biggest space allocation on the thing because of their ammunition requirements - or that the turrets on the Avengaline are practically external to it and are barely part of the ship save for its mass). The Beviin also has a very, very tiny crew, smaller than even the Avengaline's, so by your metrics that should be taking up a lot of space. By mine, not so much.

Now for the consumables. It has a small crew (the Beviin actually has too small, but that's besides the point). This small crew requires far less consumables than a large crew does. Thus, the stuff in storage, which does not take up that much space if modern food/water/air tech is any indication (to say nothing of the fact that it's Chiss, who're much better at the refined and miniaturized technology than the Mandos), six years isn't that hard at all.

EDIT: And that's not how axial weapons work.
 

Green Ranger

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You and I have different definitions of 'significant'.

It also has significantly more weapons.

Versus

So don't just go picking and choosing numbers for on-site comparisons.

I'm not picking and choosing - I'm looking at overall capabilities for the size that the ship is, ie the big picture. Yes, the Beviin is heavier armed, but it lacks a ton of the systems and support craft your ship does, and it's a fair bit bigger - significant adjustments have been made to it to make it so heavily armed. Fighters don't just take up space for the ship itself, there's all sorts of repair and maintenance bays, you need storage for backup missiles and fuel, crew quarters etc.

Take the whole of the design into consideration (like, for example, the forty heavy proton torpedo tubes are probably the biggest space allocation on the thing because of their ammunition requirements - or that the turrets on the Avengaline are practically external to it and are barely part of the ship save for its mass). The Beviin also has a very, very tiny crew, smaller than even the Avengaline's, so by your metrics that should be taking up a lot of space. By mine, not so much.

The space taken up by the Beviin's proton launchers equates to similar space - likely much less - then just housing your three wings of starfighters alone, let alone the ancillary systems they require. Yes, the launchers obviously require space for additional torpedoes, but compared to the size of a fighter hangarit takes up a lot less space.

Now for the consumables. It has a small crew (the Beviin actually has too small, but that's besides the point).

Your minimum crew is eight, so I wouldn't be talking about silly crew numbers.

This small crew requires far less consumables than a large crew does. Thus, the stuff in storage, which does not take up that much space if modern food/water/air tech is any indication (to say nothing of the fact that it's Chiss, who're much better at the refined and miniaturized technology than the Mandos), six years isn't that hard at all.

That doesn't negate the fact that the ship is over-equipped to the point of not having room for that kind of storage, for both cargo and consumables - especially when it somehow has more space for cargo then ships that are half again the size of it.

EDIT: And that's not how axial weapons work.

Okay, so...how do I think axial weapons work, and how do they actually work, if we're going down that path?
 

Solaris

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You know what? I'm done arguing with you, 'cause... well, you're ignoring everything I have to say and picking-and-choosing from canon to make your point while ignoring the canon evidence that supports mine. Frankly, I find you tiresome and your points dull - for example, the crew requirement states 'plus droids'... with the implication, if you're not spectacularly dimwitted (I must assume you aren't, of course), that there are hundreds, if not thousands of such droids. That eight is also the minimum, not the optimum. It'd be like showing up to a firefight with four guys instead of a platoon. Sure, it's theoretically possible, but I wouldn't recommend it unless you like being dead.

I'll wait for Xeno to rule on this, being that he's the Tech Admin. Not to be rude, but I don't take as gospel on tech anything but what he or Bac have to say.
 
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Green Ranger

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It's fine if you want to wait for Xeno, I'm totally cool with that, but resorting to insults like that only does you a disservice man.

EDIT: And, as a note, Bac doesn't touch tech stuff. He usually defers to me or Jiang. Or Xeno obviously, when he's available.
 
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Brandon Rhea

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Anyone who takes as Gospel what I have to say on tech stuff is reading the wrong Bible.
 

Solaris

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And considering you've recently post pretty much only in my ships when it comes to tech, usually with demands that they be nerfed (and never mind comparable vessels already on the site, much less in canon)... yeah, I'm standing by my getting irate. From where I'm standing, it's looking like you got something personal against me.

I said Bac 'cause he's the only one who outranks Xeno in this area, so if he makes a ruling we have to abide by it, too. Not 'cause of any particular expertise.
 
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Brandon Rhea

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FYI, if an admin makes a tech ruling, there's a 99% chance that I'm not going to overrule it. Please don't use me as an attempt to get a second opinion on tech stuff. Admins are here to make decisions, and they have the right to make those decisions without me having to micro-manage and review every single one -- especially on tech.
 

Green Ranger

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I think I've only posted on like...two or three of your ship write-ups, and two of them were because I was trying to sort out what the GA, as a faction, could bring to space battles. If I have some vendetta against you, it's news to me.
 
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