Scarab Scuttler – 001

Lloyd Gross

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Affiliation:
Order of the Keywork
Intent: To create a powerful gunship for the Order of the Keywork capable of crippling and boarding enemy vessels.
Model: Scarab Scuttler – 001
AKA: The Scuttler; The ‘O’ One; The Scarab; SS-001
Dimensions: 100 Length; 70 Width; 25 Height, 21 Height without shuttles.
Class: Gunship/Shuttle/Scavenger

Maximum Crew:
3 Pilot(s) (1 For each of the three vessels)
1 Gunner
1 Navigator
1 Towing/Sensor Expert
Minimum Crew:
1 Pilot
Scavenger Shuttles Crew:
1 Pilot

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Complement:
2 Scarab Shuttles come standard with every SS-001. These shuttles can carry 20 troopers each.
The SS-1 is made to tow, dock with, and board a wide variety of vessels. The SS-001 can carry one additional vessel of reasonable size on its undercarriage.

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Armament:
5 Heavy Blaster Cannons
2 Proton Torpedo Launchers
2 Mine/Bomb/Chaff Ports
2 Light Blaster Cannons (Mounted on Scavenger Shuttles)
1 Turreted Ion Cannon

Equipment:
Military Grade Sensor Array
Harpoon and Tow Cable
Tractor Beam
Navicomputer
Auto Turret Defense System
6 Docking Ring Extensions
4 Docking Bays, 2 for each Scavenger Shuttle and one bay in the middle of the top and bottom of the vessel
Transmission Jammers
Ray and Particle Shielding
Dual Plated Hull
Life support systems
Internal Dampeners
Artificial Gravity System
Targeting Computer
Slaved Weapons system


Speed: 50 with Scavenger Shuttles boosting speed, 40 without.

Hyperdrive Rating: Class 2 and a Class 10 Backup

Maneuverability: The Scarab Scuttler is a fast vessel for its size but is sluggish in maneuverability. Quick turns, rolls, and acrobatic maneuvers are not what were in mind when these vessels were created. They are meant to close the distance, cripple, and board vessels, not out fly enemy pilots.

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Description: The Scarab Scuttler is a formidable pirating vessel. A single Scuttler could be a match for a Corvette or Frigate with the right captain and crew. The Scuttler is equipped to disable and dock with a wide variety of vessels. The two scavenger shuttle compliments are able to detach from the main Scuttler and act as starfighters pestering the prey. While attached they are locked into the Scuttlers drive and weapons systems. This allows the Scuttler to gain a boost to thruster output and two additional light blaster cannons. With the two Scavengers detached from the Scuttler the vessel is slightly slower but can utilize the top docking bay to dock with other vessels. There are two bomb bays on the bottom of the vessel that can be loaded with chaff, bombs, or mine armaments depending on what the situation calls for. The center of the Scuttler is a large cargo bay where all the docking rings and bays converge. The bay area is guarded by an auto turret system to prevent the vessel from being overrun. The vessel itself can be piloted by a single pilot, however the majority of its systems would remain unusable by any but the most expert pilot. The Scuttler is highly armored with ray and particle shielding and dual plated armor.
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This design is my original work for the Order of the Keywork. I am not affiliated with their faction. If you would like an original design for your faction or character contact me with details. All work will be created through the GC3 designer.
 
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Commissar Brett

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5 turbolasers? Too much. 5 Heavy Blaster Cannons? That seems more likely on a ship this size. Just my opinion though.
 

Andrewza

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Way to few crew. It should be much higher. Remember if the ship is on patrol 1/4 will be on watch, 1/4 are those that don't pull watches and 2/4 are of watch. This ship is bigger than my ship and yet it has 1/6 the crew and we have a small crew. So while one can expect a smaller crew due to being more automated I still see it has.

3 pilots,
6 gunners
4 engineers
Nav officer
salvage officer
Gunnery officer


That by the way is still small and as lots of duel rolling. I mean no com's personal, chefs, salvage team, mechanical engineering officer, extra extra. Those can be ommited if the vessel was expected to go on short trips. Another problem with small crews. One hit could either wipe most of the crew out or force a retreat as they forced to pull people of to do damage control. There is zero mention of a auutomated system to do damage control so your crew must do it.

Personal I would make max crew be arround 50.
 

Krajin

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Turbolasers would not fit the shuttles or the ship in question. They're specifically for capital class vessels and those sport only a few depending on size. Considering that Turbolasers eat power and require decent cooling systems. Heavy and Light Laser or Blaster Cannons would be good replacement. Class 1 Hyperdrives are military grade and are huge pieces of equipment. I'd suggest a Backup of a 12 rather than a 9. Unless you have a smaller primary Hyperdrive.

If you absolutely need a small crew you'll need automation systems, droids or the more expensive Slave Circuitry.

Otherwise it looks like a scary ship!
 
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Lloyd Gross

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I've ajusted the weaponry (big surprise if you've seen my other vessels) and the hyperdrives. This ship really isn't that large so I don't think it needs a massive (50) crew especially give its tendency for pirating and guerrilla tactics. It's the same size (or smaller) than some personal ships. The NCAP-100 Coryn uses is about the same size (fewer weapons) and had a minimum crew of 1. So I don't think this is stretching the line in any sense. I also added a slaved weapons system (thought I had it in there already to be honest). If you guys think of anything else let me know.
 

Andrewza

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I don't think you realize how big this ship is. It is 3 times the size of a millennium falcon. The difference between this and a NCAP Is this is a war ship. Well you don't need 50 people it would help. The crew size I put forward is 16. Now sure you could go with your size but good luck fighting a battle. Your poor gunner will fast get overwhelmed by a swarm of fighters and there is no one on board for damage control. I mean you mention fighting corvets and frigates. One hit from a corvettes main battery and even if it does not breach the hull it will start firers, knock system out and generally cause issues. I mean look at New Hope. A few TIE fighters hit the falcon and caussed issues.
 

Clayton

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Your description seems a bit out of date with the changes in weaponry. I don't see anything objectionable though, so I'll let you update the description and see if you missed anything before I approve this.
 

Clayton

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Sorry I missed your update. Approved
 
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