The Crew's Equipment

Mordred

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Manufacturer: Manufactured by Corellian Engineering Corporation, Designed by GemWorks and A&I Technologies
Ownership: N/A

Intent: A lot of RP will be going on in the ship. I’ll even have roleplays that revolve completely around the ship, and whatever it is going through. They are going to be SUUUPER fun. I’m even going to create a group/mini-faction for people who want some unique roleplay on the side, and it won’t be mandatory to roleplay only in that area, but it will be a mini-faction that is slowly built up & includes the ships of those who sign up, so development will be the basis for it. It is for “faction” (it’s not a large faction, and when it begins it’ll just be a ship) use, and I don’t intend to sell or market it. It is different from similar technologies because it is a well-armed, but small sized corvette that has a fighter that can attach and detach from it through a specialized docking process.

Model: Homebound-class Captain’s Yacht

Name: The Hallowed Dagger

Dimensions:

Length: 122.5 meters
Width: 45 meters at the widest point
Height: 32 meters at the highest point

Class: Warship/Capital Craft

Crew:

Armament:

+ 48 HLS/VLS Electromagnetic Launch Assault Tubes (32 Torpedoes in each Torpedo Tube (though not all are loaded, but can easily be loaded)), with 16 missiles in each Missile Tube (though not all are loaded, but can easily be loaded), with both of them being loaded electromagnetically by an automated system[that means 768 torpedoes, and 384 missiles, which includes a full compliment of Trident torpedoes, and 192 standard Imperium missiles, with 160 Phrik Kinetic Kill Projectile for the orbital/anti-capital missiles, and 32 nuclear warheads of varying yields); the Assault Torpedo Tubes are capable of sporting a variety of different torpedoes, but the most common is a kind of proton torpedo - the Assault Missile Tubes usually sport powerful explosive ballistic missiles capable of entering into an atmosphere, should the need arise, though there have been noted to be Ion Missiles, Advanced Concussion to Assault Concussion Missiles, and a variety of other missiles that have been used with the tubes, pointing to their compatibility
+ 4 Medium Quickfire “Iconic” Ionized Megamaser Cannons (“Wings”)
+ 2 Retractable Underside Assault Concussion Missile Launchers (4 assault concussion missiles each)
+ 2 Combat Tractor Beams

Equipment:

+ Military-Grade Multispectrum Combat & Ultra-long Range Sensor Array
+ Military-Grade Navigation Computers
+ Military-Grade Targeting Suite & Automated Fire Coordination System
+ Military-Grade Communications Suite (Communications array, Hyperwave transceivers, Crew Communications System [intercoms, communication badges], telesponder, BattleNet Host [Tactical & Up Only], Distress Signal Beacon, Beacon Finder)
+ Military-Grade Life Support & Environmental Control System w/backups
+ Military-Grade Plumbing and Water & Waste Recycling
+ Starship Aspect Control Array [SACA] (so that different amounts of power can be sent to shielding, weapons, propulsion, life support, et cetera, and so that the ship itself can have its various aspects controlled)
+ Reinforced Armor
+ Heavy Fighter Ray Shielding
+ BattleNet Connection
+ Antimissile Systems (Smart Flare & Chaff, Microwave Laser Emitters)
+ Compatibility with Loronar Intelligent Integrative Docking System
+ External Hyperspace Ring aboard starship it launched from
+ Underwater Activity Module (allows it to move at a normal speed underwater)
+ High-end creature comforts for every area, and every room
+ 1 year Consumables
+ 2 Escape Pods
+ Infirmary
+ Brig
+ Bar
+ Automated Military Grade Antimissile & Antistarfighter System (Projectile & Starship/Starfighter Tracking w/Threat Analysis, Immediate Vicinity Warning, Incoming Ship Detector, Lock & Incoming Projectile Warning System, Smart Flare & Chaff Dispensers, and 4 flak guns (2 starboard, 2 port), 10 [Standard] 12 [Tactical] 24 [Enhanced Model] Quickfire Point Defense Smart Variable Power Ionic Maser Cannons (Mounted in Single Turrets) [The ionic maser cannons for the point defense system are capable of smartly changing their power from Light to Medium to based on the information delivered by the threat analysis system], with 32 Antimissile Octets)
+ Enhanced Smartly Automated Security, Integrity & Containment System (ESATSICS) (Reinforced blast doors, with cutoff systems for airways, stopping air flow (for fire, or to suffocate invaders), and various other things [it’s a sectioned ship]), non-lethal gas deployment, internal & hull-based containment/integrity shielding (including fire containment shielding), access limitation based on rank, tracking for the ComBadges. anti-tamper locks, security cameras, intruder alert, internal sensors, internal stun particle beam blaster turrets, & safe rooms with their own life support system)
+ Tactical Stealth, Thermoregulation & Fire Control System (TST&FCS), prevents & manages fires, as well as regulating the thermals of a ship, and allowing the Tactical & up models to mask their reading & hide from thermal readers by regulating the external temperatures to the levels of the environment around it, even through the reflex coating, and is capable of regulating internal temperatures to a healthy level for all occupants
+ 6 x E-Type “Excalibur” Hybrid Shield Generators; Sectioned Configuration (Each of the most important sections of the ship have a shield generator, with the rear having two due to the lack of defensive and offensive aft capabilities, and these shield generators are powerful and advanced enough in the Enhanced Model that the crew can manipulate the shield to change its shape, surround another ship, extend one of the shield generators to take over for another (even if that means that either will be weakened), or send more energy to one section or another (IE 60% shielding in one area that is receiving the least damage, for 40% more energy in another area that’s receiving more and more damage).

Speed: 120 MGLT

Hyperdrive Rating: Class 1, with a Class 8 Back-up

Maneuverability: Quick to accelerate, and average to climb and dive, and below average for a ship of its size to roll, and it can’t perform many complex, complicated maneuvers
 
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Mordred

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Manufacturer: Manufactured by Corellian Engineering Corporation, Designed by GemWorks and A&I Technologies

Ownership:

Intent: I created this to act as the personal ship fighter of my character. It’s purpose is to depart from Ascendant’s corvette, and act as his primary vessel when it comes to missions. Not much roleplay will be going on inside of it, but it’s personal use means that it will be used often. It is different from similar technologies due to its heavy armament, and heavy armors.

Model: (What is your ship's name or designation? An example: YT1300 Freighter)

Name: The Homebound

Dimensions:

Length: 62 meters
Width: 16 meters
Height: 8 meters

Class: (What type of ship is it? Is it a fighter or a bulk freighter? Is it a cruiser or a carrier? Remember that PC's aren't allowed to own capital ships – if your ship is over 150M in any dimension, it might be considered a capital craft! Try to keep the size under 100M if you're designing a ship for your own personal use. If you're unfamiliar with ship classes, theAnaxes War College System is a handy guide for designations.)

Crew: 2 pilots, 1 engineer, 1 navigator, 1 astromech droid, with room for 7 other crew members

Armament:

+ 4 Medium Quickfire “Iconic” Ionized Maser Cannons (“Wings”)
+ 1 Retractable Proton Torpedo Tube (Top of Ship, near center) (Has 8 torpedoes)
+ 2 Retractable Assault Concussion Missile Launchers (6 assault concussion missiles each) (Top of Ship, near rear)
+ 2 Retractable Underside Assault Concussion Missile Launchers (4 assault concussion missiles each)
+ 1 Combat Tractor Beam

Equipment:

+ Military-Grade Communications Suite
+ Military-Grade Sensor Array (Long Range)
+ Military-Grade Navigation Module
+ Standard Life Support
+ Back-up Life Support
+ Reinforced Armor
+ Heavy Fighter Ray Shielding
+ BattleNet Connection
+ Antimissile Systems (Smart Flare & Chaff, Microwave Laser Emitters)
+ Compatibility with Loronar Intelligent Integrative Docking System
+ External Hyperspace Ring aboard starship it launched from
+ Underwater Activity Module (allows it to move at a normal speed underwater)
+ 1 year Consumables
+ 2 Escape Pods

Speed: 120 MGLT

Hyperdrive Rating: Class 1, with a Class 8 Back-up

Maneuverability: Quick to accelerate, and average to climb and dive, and below average for a ship of its size to roll, and it can’t perform many complex, complicated maneuvers
 
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Mordred

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Affiliation: Corellian Engineering Corporation; if you wish to use this as a faction ship, please, post here or PM me

Ownership: Iala Tal’kina; if you wish to use it as your personal ship, please, post here or PM me

Intent: I created this to act as the personal fighter of my character, and act as the ship that departs from the Hallowed Dagger. It’s purpose is to depart from the Crew’s ship, and act as the primary vessel when it comes to missions. Not much roleplay will be going on inside of it, but it’s personal use means that it will be used often. It is different from similar technologies due to its heavy armament, and heavy armors.

Model: Keres-class RF3A Long Ranged Assault Starfighters

Name: "The Jagged Claw"

Dimensions:

Length: 25m
Width: 14m
Height: 8m

Class: Long Ranged Assault Fighter

Crew: 1 Pilot, 1 Astromech Droid

Armament:

+ 4 Linked Quickfire “Excelsior" Csillian Medium Maser Cannons (Under Nose)
+ 2 Linked Quickfire “Tigress" Light Plasma Cannons (on right and left under wings)
+ 1 “Icon” Medium Ion Cannon (Center of Nose)
+ Retractable Concussion Missile Battery (Top of Vessel, Near Aft) (3 Racks, with 3 missiles each, for a total of 9 missiles)
+ Proton Torpedo Tube (Centerline in the hull, 6 torpedoes)

Equipment:

+ Military-Grade Communications Suite
+ Military-Grade Sensor Array (Long Range)
+ Military-Grade Navigation Module
+ Standard Life Support
+ Reinforced Armor
+ Heavy Fighter Ray Shielding
+ BattleNet Connection
+ Anti-Missile Systems (Smart Flare & Chaff Dispenser)
+ Compatibility with Loronar Intelligent Integrative Docking System
+ External Hyperspace Ring aboard starship it launched from
+ 4 Weeks Consumables
+ 1 Escape Pod
+ Astromech Droid Socket

Speed: 85 MGLT

Hyperdrive Rating: Hyperdrive Class 1

Maneuverability: Average acceleration, and climbing and diving, with rapid rolling and turning and the capacity to perform nearly any complex, complicated maneuver. It’s about on par with most multi-role fighters, even if it is a little heavily armed.
 

Outlander

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Ok, so i'll have to take a few minutes to read through this and give it my complete critique. But so far, it's not looking too good.
 

Mordred

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Manufacturer: Manufactured by the Corellian Engineering Corporation, Designed by GemWorks and A&I Technologies(Is your device made by, or used by, a faction? If so, who? If none, put 'N/A')
Affiliations: The Crew; If you wish to use this for your faction, please, send me a PM or post here
Ownership:

Intent: I created this to act as one of several ships that are capable of flying out of the Hallowed Dagger-class Corvette to aid in whatever is needed. It’s an Engineering Starfighter capable of, well, engineering, and electronic warfare, but is lightly armed compared to many vessels due to the unique gadgets (such as the high powered ionic feedback weaponry, which delivers absorbed shield power, weapon power, and power in general back to the vessel), the Omnidirectional Ionic Blast Generator, the ECM/ECCM/ES Multif It’s purpose is to depart from Ascendant’s corvette, and act as his primary vessel when it comes to missions. Not much roleplay will be going on inside of it, but it’s personal use means that it will be used often. It is different from similar technologies due to its heavy armament, and heavy armors.

Model: Daedalus-class RF3E Long Ranged Engineering Starfighter

Name: N/A

Dimensions:

Length: 25m
Width: 14m
Height: 8m

Class: Long Ranged Multi-purpose Engineering Straighter

Crew:

+ 1 Pilot
+ 1 Astromech Droid (Optional)

Complement:

+ 2 Engineering Drones

Armament:

+ 2 Duel Quickfire “Zeus” Medium Ionic Feedback Cannons; these leech shield, weapon, and other ship power and are capable of delivering this power back to the Daedalus-class starfighter
+ 1 Variable Power Laser Cannons; these are designed specifically to be used in a wide array of situations, including engineering and repairs, and can have the beam spread out or focused for various purposes
+ 3 Sensory Decoy Probes capable of fooling a variety of sensors
+ Military-Grade ECM/ECCM/ES Multifunction Electronic & Cyber Warfare Module (This allows for the ship to passively jam missile systems, fight against other electronic warfare systems, actively jam other ships and communications systems, assault the computer systems of other ships and electronic devices, and is capable of reaching out to target scramble sensors, decrease the effectiveness of sensors on the ship and those it is protecting, reduce the accuracy of targeting systems, can protect ships from Electronic and Cyber Warfare through various methods including combining processing power, deactivating the Electronic Warfare subsystems of the enemy starships, and, overall, defending other ships and themselves by dropping EW capability for stronger defenses, is capable of targeting specific subsystems instead of just an entire ship or electronic item at large, and can merge with the EW systems of other ships for enhanced capabilities)

Equipment:

+ Energy Shipment Beam Generator; this allows the starfighter to send energy to other vessels or electronic devices (Explain what kind of shields your ship carries and what kind of equipment it has. Anything that's not a weapon goes here - from sensors to escape pods, if your ship has it, please list it!
+ Military-Grade Sensor Array (Long Range)
+ Military-Grade Navigation Module
+ Military-Grade Ray Shield Generator
+ Reinforced Armor
+ Standard Life Support
+ 4 Weeks Consumables
+ Antimissile Systems (Smart Flare & Chaff, Microwave Laser Emitters)
+ 1 Escape Pod
+ Sensor Relay & Hypercoms
+ BattleNet Connection
+ Compatibility with Loronar Intelligent Integrative Docking System
+ External Hyperspace Ring aboard starship it launched from

Speed: 95 MGLT

Hyperdrive Rating: Hyperdrive Class 2

Maneuverability: Above average in all areas, but it isn’t designed to perform many complex, complicated maneuvers
 
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Mordred

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Manufacturer: Manufactured by Koensayr Manufacturing, Designed by GemWorks and A&I Technologies
Affiliations: The Crew; if you wish to use this for your faction, please, send a PM or post here, and I will add you to the list

Intent: I created this for use aboard the Hallowed Dagger, but it quickly evolved into a piece of technology that I could sell and market. It is made to provide enhanced propulsion capabilities aboard large ships. It is different from other technology that is similar because it is made for larger ships, instead of starships.

Model/Name: M-Type Retractable Enhanced Propulsion Module Starship Modification

Type: Starship Module
Power Supply: Powered by Starship
Size: Dependent on Want & Ship Size

Composition: Duranium, sublight & hyperspace engine parts

Cost: 175,000 Credits

Attributes:

+ Made for use on corvettes, frigates, destroyers, cruisers, star destroyers, and other Capital Craft
+ Is a circular construction that deploys from the center or the rear of the starship
+ Functions separately from primary sublight engines, with a higher amount of sublight engines capable of being deployed for a higher speed
+ Hosts an 0.5 Class hyperdrive that activates as soon as the module is activated
+ Can hold 8 super high output ion turbine engines, and 2 high output ion engines in a corvette, with 2 more added for each class higher (If the description gives you trouble, you can fill out a list of features instead and omit the description. If you filled out the description, omit this part of the template.)
+ Takes 1 to 5 minutes longer than the standard jump to hyperspace due to the engines having to deploy
 

Mordred

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Manufacturer: The Loronar Corporation, Designed by GemWorks and A&I Technologies(Is your device made by, or used by, a faction? If so, who? If none, put 'N/A')
Affiliations: The Crew; If you wish to use this in your faction’s ships, please, PM me or post here, and I will add you to the list
Ownership: N/A

Intent: I created the IIDPs to be used aboard the Hallowed Dagger as a replacement to its hangars. I intend to sell and market it, and may potentially use it for personal use. It is different from similar technologies because it is completely unique.

Model/Name: IIDPs (Intelligent Integrative Docking Ports)
Type: Docking Port & Hangar Replacement
Power Supply: Powered by Ship

Sensors: Docking Sensors
Size: Dependent on Vessel
Composition: Composed of Ship Materials

Cost: 220,000 credits if being added to unconstructed ship; 650,000 credits if adding to already constructed ship

Attributes:

+ Strengthens structural integrity due to filling hangar
+ Suitable to smaller ships
+ Holds less ships than hangars
+ Can host starfighters, a captain’s yacht, and droids
+ Adds extra normal docking ports so that starships can dock with the ship for boarding purposes, if wanted, which is useful for diplomatic missions
+ Integrates docked ship by “merging” with them in an aesthetically pleasing, aerodynamic way (like the thing on the bottom of Voyager, or the plane that dock into in the Marvel Agent’s of Shields giant plane)
+ Launches ship through electromagnetic methods at a high speed
 

Mordred

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Manufacturer: Corellian Engineering Corporation, Designed by GemWorks and A&I Technologies
Affiliations: The Crew; if you wish to use this in your ship, OR design an electromagnetically propelled torpedo/missile/whatever projectile, please send me a PM so I can add you to this list
Ownership: If you wish to use this in your ship, remember that you can do so, and that as soon as you do so you can create a projectile the right size to fit the EM(HLS/VLS)LS modification added to your starship. This allows an ease of use for both factions and individuals so that the array of munitions can be developed and improved as time goes on, and so that a variety of munitions for different sizes of ships, both personal and capital, can be created as well. You see, as of me writing this there are only two munitions, and these munitions were created just for capital craft, so, please, develop an array of different types of munitions for this launch system so that it can become set in cannon as time goes on. Thank you.
Intent: I created this launch system so that it could be used as a starship modification. It’s purpose is to launch variety of projectiles that use electromagnetism to propel themselves instead of engine-based propulsion; these would be projectiles such as missiles, torpedoes, kinetic kill munitions and other unique ballistic ammunition, through a method that uses electromagnetism to launch these projectiles in a unique way.

Model/Name: CEC Electromagnetic HLS/VLS Launch System [EM(HLS/VLS)LS)

Type: Launch System
Power Supply: Powered by Ship
Size: Dependent on Vessel

Composition: Duranium

Cost: 240,000 Credits

Attributes:

+ Launches projectiles electromagnetically, which gets rid of the need for standard propulsion engines
+ Projectiles can store a greater amount of sophisticated components, better targeting equipment, a greater amount of explosives, and, well, more because they don’t have your usual propulsion system
+ Similar to a railgun, but capable of storing multiple missiles or torpedoes within one tube
+ The projectiles are launched at speeds ranging from 4 kilometers per second to 6 kilometers per second
+ Loads projectiles with a magnetic, and then seals them so that they are launched at an accelerated pace
+ Synchronized with targeting system
+ Able to launch a massive variety of torpedoes, missiles, kinetic kill munitions, and other ballistic ammunition

Note: I recommend adding ion thrusters to projectiles so that they can turn, and actually navigate towards their target because all this system does is launch them very fast
 

Mordred

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Manufacturer: Designed and Manufactured by Corellian Engineering Corporation
Affiliations: The Crew; if you wish to use this for your faction and it’s ships, please, send me a PM or post here and I will add you to the list
Ownership: N/A

Intent: I created this to be the primary weapon aboard the Hallowed Dagger itself. Its purpose is to be a unique, powerful weapon, and the only one of its kind. It is not for personal use, and I am making it specifically to be capable of taking on large capital ships. I don’t intend to sell it at all, and it is different from similar technology because of how heavy of a weapon it is.

Model: Superheavy Comet-class Plasma Railgun
Type: Unique Ship Weapon
Size: A couple hundred meters when fully deployed, but is capable of being stored in the ship’s weapons bay when retracted due to the turret it is hosted on. It is long, thinner at the front, and wider at the base. The weapon is large, and powerful.
Composition: Impervium, variable other aspects components that allow it to smoothly function

Range: Theoretically indefinite in space, and it is accurate at hundreds of kilometers, but, as the distance lengthens, the less accurate it becomes
Muzzle Speed: 6 km/s
Projectile: Plasma Bolt w/Phrik Penetrator
Ammunition Capacity: 32 Bolts

Cost: 1.2 million credits

Description:

Designed by the same team of engineers in CEC that were responsible for many of the different creations aboard the Hallowed Dagger, the Superheavy Comet-class Plasma Railgun is a weapon to be reckoned with. Less of a weapon, and more of a force of nature, the slow but steadily firing weapon creates stench of fear as it launches its plasma bolt through the depths of space. The Comet is a deadly piece of the Hallowed Dagger’s arsenal that is capable of completely crippling a ship if the target is hit in the right place, or laying waste to something on a planet by driving through the atmosphere and impacting the ground below.

Designated the “Comet” for the comet-like streak that the projectile creates as it is fired, the legendary weapon of the Hallowed Dagger is noted to be the most powerful weapon aboard the ship. Placed in the LV4F Irreplaceable turret, it is paired with 4 variable power megamasers that, combined with the Comet, give the capacity to lay waste to other capital craft, and perform orbital bombardments. The downside to the weapon, however, is that it can only fire a bolt around every 30 seconds, but the upside is that the bolt is powerful enough to do a good job in harming opponents.

Features:

+ Ship & Targeting System Synchronization
+ Extremely long range, but slow firing due to reloading process
+ Capable of crippling a ship if it hits the target right
+ Launches plasma bolts with an armor penetrating Phrik core
+ The plasma bolts don’t damage the shield directly, but continue to burn long after being launched and deliver massive amounts of damage to the hull and shielding, while the Phrik penetrator allows the shields to be partially bypassed (or the other way around), and some plasma left on the shielding, and some plasma left on the hull in a half-to-half ratio, with both having equally massive amounts of damage integrated
+ Turret is capable of charging the plasma bolt instead of engaging in the standard shot due to the plasma generator that lies within it, which allows it to fire heavier bolts of plasma, but this turns one bolt into plasma so that it can surround the other bolt, meaning each of the charged shots take 2 bolts (and they make the firing process take twice as long). The charged bolt can be burst in midair by a thermal detonator within the phrik kinetic kill projectile, which allows it to spread out among a formation of starfighters and such.
 

Mordred

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Manufacturer: Designed & Manufactured by the Chiss
Affiliations: The Crew; if you wish to use this for your faction and it’s ships, please, send me a PM or post here and I will add you to the list
Ownership: N/A

Intent: I created this, originally, to be used aboard the Hallowed Dagger[/i[-class ship as one of its primary weapons. Its purpose is to deliver a heavy weapon with varying power levels, and its use is to be placed aboard a capital craft to destroy opponents. I am not making it for the sake of making it, but I do plan on selling it to others, should the chance come about.

Model: Lightning-class Triple Variable Power Ionic Megamasers
Type: Triple Barreled Variable Power Ionic Megamaser
Size: They are fairly large when fully deployed, about the size of your average megamasers, but are small enough to be stored inside of a ship’s weapons bay if you get the retractable version

Composition: Durasteel, various other components and metals
Range: About the same as other megamasers (I didn’t have anything to base this on)
Ammunition Capacity: About the same as other megamasers (I didn’t have anything to base this on)

Cost: 120,000 credits

Attributes:

+ Capable of varying power from a light megamaser, to a heavy megamaser
+ Able to be linked, and can be “unlinked” to fire separately (but they still maintain linked power-wise, which maintains their efficiency)
 

Mordred

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Manufacturer: Designed & Manufactured by GemWorks and A&I Technologies
Affiliations: The Crew; if you wish to use this for your faction’s ships, please send me a PM

Ownership: N/A

Intent: I created this to have a turret aboard the Hallowed Dagger that replaced its original retractable weapon, and to have something that I could sell and market. It is different from similar technologies because it is both retractable, and rotary, and maintains complete modularity.

Model/Name: Retractable Rotary LV4F “Irreplaceable” Turret

Type: Modular Turret
Cost: 70,000 Credits for installation; 40,000 credits for each weapon converted to be retractable

Size: Dependent on size of ship

Composition: Duraplast

Attributes:

+ Hosts 1 Superheavy weapon, and up to 4 other heavy or lower weapons, and 3 other medium or lower weapons
+ Allows corvettes, frigates, and similar classes of ships to sport a significantly larger amount of weapons
+ Rotates alongside entire area it has been placed on (so if it is on the bottom, it will be able to rotate around the entire bottom of the ship)
+ Retractable
+ Extremely durable
+ Can support a wide variety of weapons
+ Has a personal ray shield generator that forms a dual layer configuration because the ship’s shields protect it as well
 

Mordred

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Manufactur: Designed and manufactured by GemWorks and A&I Technologies
Affiliations: The Crew; If you wish to use this for your faction and its members, please, send me a PM or post here, and I will add you to the list
Ownership: If you wish to use this for your character, please, send me a PM or post here, and I will add you to the list
Intent: I created this to allow for an intimate connection with ships, data readouts, electronics, and the mind in such a way that drastically improves the mind’s capacity to register information. It is made for both personal use, and the use of factions, and has been created as a multi-purpose implant. I am not making it for the sake of making it, but instead for the Crew’s members to more easily interact with the ship and gain information. I intend to both sell, and market it. It is different from similar technology specifically because there aren’t many, if any, pieces of technology that do what the Gemworks Data Chip Implant does.

Model/Name: GemWorks DRME MK. I Implant

Type: Implant

Power Supply: Powered by the user’s own organic

Mechanisms: Self-diagnostic sensors, interconnectivity chip,

Size: Around 1 centimeter in radius (yes, it’s large for a chip, but it needs to be)

Composition: Adaptive materials that allow it to be absorbed into the body as though it were a part of it

Attributes:

+ Displays all information, if wanted, “in” the eye/user’s sight
+ Drastically improves the recognition time of most beings with it, and can allow them to register new information almost immediately
+ Gifts an enhanced memory to 100% of individuals, a photographic memory to 30% of individuals, and a completely eidetic memory to 5% of individuals
+ Connects to the senses of those it is implanted in, and can send the information gathered to the database, which is very useful aboard the Hallowed Star
+ Connects to ships, chips, readout displays, operating systems, electronics, weapons, and most other devices to deliver information
+ Connects to the HoloNet
+ Is especially effective in Starship control, and such things due to changes being registered almost immediately
+ Completely painless, and able to be used with ease due to near flawless integration
 

Mordred

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Manufacturer: Manufactured by various companies, Designed by GemWorks and A&I Technologies
Affiliations: If you wish to use VAPE for your faction and its ships, please, send me a PM, or post here
Ownership: If you wish to use VAPE for your character’s personal ship, please, send me a PM, or post here

Intent: I created VAPE as a starship modification for the Hallowed Dagger, for personal use, and to market and sell it. It is different from similar technology because of how it goes about doing things. (Why did you create this? What is its purpose? Is it for personal use? Are you making it for the sake of making it? Do you intend to sell or market it? What makes this different from other similar tech? This will influence any ruling made on your technology, so please explain at length what your intentions are!)

Model/Name: VAPE (Variable Adaptive Pressurization Enhancement)
Type: Starship Modification

Sensors: Thermal & Environmental & Pressurization Sensors
Size: As large as the ship
Composition: Various components

Cost: 170,450 Credits for one starfighter, and 60,000 credits more for every 50 meters

Features:

+ Seals & Reinforces the hull with a flexible, durable resin with high heat resistance that allows more thermal and pressure-related protection
+ Updated environmental controls are give a new ionization reactor and regulator every 50 meters of ship. They can manage pressure levels at an extreme tier.
+ Engines and thrusters are retrofitted with specialized components that make them 40% quieter, 20% more efficient, and capable of functioning underwater
 

Mordred

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Manufacturer: The Santhe Corporation, Designed by GemWorks and A&I Technologies(Is your device made by, or used by, a faction? If so, who? If none, put 'N/A')
Affiliations: The Crew; if you want to use this, or do use this, as a personal item, please PM or post here so that I can add you to the list.
Ownership: If you want to use this, or do use this, as a personal item please PM or post here so that I can add you to the list.
Intent: I created this to be used for the Crew. It’s a communication device, badge, tracker, identifier, and is capable of scanning the vital signs of anyone onboard. It is not necessarily for personal use, but each member of the Crew will have a badge. I am not making it for the sake of making it, but I do plan to sell or market it should the chance arise. It is different from standard tech

Model/Name: Santhe “Harmony” MK. I ComBadge
Cost: 2,020 credits per standard unit
Type: Multiple Purpose Starship Crew Gadget
Power Supply: Power Crystal that provides near unlimited energy

Mechanisms: Medical Sensors, Locator/Lock Assistance Beacon, Ship Sensory Extension, Badge Connector

Size: About two inches long and one inch wide at the widest point

Composition: Phrik, gold, electrum, and various polymers, resins, crystals, and electronic parts that allow it to be used

Description: (Describe your device in good detail here. What is its function? What can it do? What can't it do? Who makes it? Put in as much as you can. You can only use features you've written down, so include everything you intend to use.)

Features:

+ Allows communication between crew members, the ship, and can be used to directly communicate an individual crew member by stating name and rank
+ Connected to ship’s computer to allow easy to access information
+ Vital scanning & Connection to ship for this
+ Can be used in tandem with a ship’s sensors by extending the sensory array of the ship, connecting to off-ship sensors and scientific devices, and the ship's computer system to identify various things, if your ship is equipped with the proper computer and interactive database, anyways
+ Aids in locating crew members
+ Individual identification
+ Can be used to identify crew members, visitors, specific individuals, and specify the rank and permissions of those with the ComBadge to limit access and computer information, allow people to enter or not enter certain rooms, give people the right or inability to do something, and use them to easily identify each other
+ Waterproof, and heat resistant
+ Has a maximum range of 800 meters without the assistance of the ship, but, with the ship, the maximum range can be hundreds upon hundreds of kilometers(If the description gives you trouble, you can fill out a list of features instead and omit the description. If you filled out the description, omit this part of the template.)
+ Badges can be used to identify each other (as mentioned before), extend the maximum range by 200 meters with every additional badge on the ground, and the capacity to otherwise connect to other badges through the badge connector
+ The badge connector also allows badges to be connected to computer ships, control and command systems, and various other things
 

Mordred

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Affiliation: Manufactured by CEC, Designed by GemWorks and A&I Technologies
Ownership: N/A
Intent: I created this to be used aboard the ships equipped with the Electromagnetic HLS/VLS Launch System [EM(HLS/VLS)LS) Starship Modification as a torpedo. It's purpose is to blow things up in a non-personal manner. I intend to sell and market it as soon as more ships adopt the EM(HLS/VLS)LS Starship Modification.
Model: CEC Imperium MK. I Electromagnetically Propelled Triple Munition Torpedo
Type: Triple Munition Torpedo (for use in capital craft)
Size: 3 Meters tall
Composition: Durasteel Chassis, w/a duranium heat shield, and Phrik kill munition
Reloading Mechanism: Automated Magnetic Load & Seal

Cost: 10,000 credits

Range: Launched at a speed of 2 to 6 km/s, and is theoretically capable of continuing indefinitely in space

Ammunition Capacity: 3 Full-Sized Variable Yield Proton Warheads w/a Solid Phrik Kill Munition

Description:

The CEC Trident MK. I is the follow up to a prototype torpedo that was propelled through the EM(HLS/VLS)LS when it was in its testing stages, and was created and marketed due to the prototype torpedoes success. Able to be launched at speeds that approach a total of six kilometers per second, the Trident makes an extremely dangerous weapon when combined with its unique aspects. Because it hasn’t been equipped with a full propulsion system, and is actually guided by ion thrusters and propelled by the electromagnetic system, the Trident is able to host more than one warhead, and sufficiently more capable components.

Named the Trident for its three, full-sized variable yield proton warheads that are capable of separating from the primary Phrik kinetic kill projectile to target different parts of the same, large target, the torpedo is dangerous to capital craft. As the armor penetrating kinetic kill phrik munition embeds itself in an important system, and deals a large amount of damage to its speed, three warheads of varying yields are capable of targeting the same area, or targeting different parts of the same, large craft. The torpedoes are also effective against clusters of fighters due to the fact that the three warheads can be remotely detonated at a specified distance, and this proves that the torpedo, launched from a capital craft, can be used effectively as both a method of offense and a line of defense.

Multispectrum homing, and sensor synchronization with the ship it is launched from enable a connection to the BattleNet, and both superior tracking and homing based on data not normally available to torpedoes. This feature is only enhanced by a Reflec coating, and an anti-point defense durasteel reinforcement combined with ion thrusters that allow it to maneuver in its trajectory up to 280 degrees to change targets, control individual warheads, and defend against point defense systems while maintaining a significantly lower size on sensors. The torpedo is able to act as a capital ship’s favorite weapon because of these features, and strike a level of fear into opponents not originally thought capable of being felt from one weapon.

Features:

+ Multispectrum Homing
+ Sensor Synchronization (It synchronizes to the sensors of the ship it is launched from, can synchronize with the BattleNet for further information in targeting, and similar synchronizations to drastically improve accuracy)
+ Reflec Coating & Anti-Point Defense Durasteel reinforcement
+ Remote detonation control
+ Advanced Components (the components are sophisticated, more durable and resistant to such weaponry, and allow for a superior projectile compared to most, w/a higher amount of accuracy)
+ Ion Thrusters (allows up to 280 degree change in trajectory, so that it can both launch and then focus on its targets)
+ Not being launched by conventional, engine-based propulsion allows the 3 meters to be filled with more advanced electronics, a larger amount of explosives, et cetera
+ Phrik Kinetic Kill Munition is capable of causing immense damage through armor penetrating, bunker busting traits
+ Potentially Indefinite Range
 

Mordred

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Affiliation: Manufactured by CEC, Designed by GemWorks and A&I Technologies
Ownership: N/A
Intent: I created this to be used aboard the ships equipped with the Electromagnetic HLS/VLS Launch System [EM(HLS/VLS)LS) Starship Modification a long ranged multipurpose missile. It's purpose is to blow things up in a non-personal manner. I intend to sell and market it as soon as more ships adopt the EM(HLS/VLS)LS Starship Modification.
Model: CEC Imperium MK. I Electromagnetically Propelled Ballistic Missile
Type: Variable Warhead Ballistic Missile (for use in capital craft)
Size: 10 Meters tall (Standard)
Composition: Lead-laced reinforced durasteel Chassis, w/a duranium heatshield
Reloading Mechanism: Automated Magnetic Load & Seal

Cost: 20,000 (Standard) to 200,000 credits (Orbital/Capital Kill Munition)

Payload:

Standard

+ High Explosive 3 to 5 Megaton Proton Warhead capable of exerting massive amounts of damage due to its explosive radius that can target either groups of starfighters or parts of a capital craft

AND

+ 50 Homing Concussion Micromissiles (antistarfighter/multiple small or vulnerable targets)

Orbital/Capital Kill Munition

+ 3 to 45 Megaton Nuclear Warhead

OR

+ Phrik Kinetic Kill Munition in Center

AND

+ 5 Homing Assault Concussion Missiles that separate from the main warhead and Phrik Kinetic Kill Munition in the atmosphere to target individual planetary targets

Range: Launched at a speed of 2 to 6 km/s, and is theoretically capable of continuing indefinitely in space

Description:

The CEC Imperium MK. I, in a situation similar to the CEC Trident MK. I, is the followup to a prototype missile originally tested with the EM(HLS/VLS)LS, that was created and marketed due to the success of the original, experimental missile. The Imperium was designed to be an extremely high powered missile, with variable warheads, and the capacity to place nuclear superiority into the hands of the ships that have them. Without the usual engine system, more explosives, more advanced components, and superior materials were able to be incorporated into the Imperium that, while raising costs, made the Imperium a particularly notable weapon.

Christened “Imperium” for the fact that it allows a certain kind of control over those that would normally oppose the force wielding less effective weapons, the missile is launched by capital craft for either anti-starfighter, anti-capital craft attacks, or to attack a planet from a distance. Whether a nuclear warhead, proton warhead or Phrik kinetic kill projectile is incorporated into the Imperium missile, it is usually placed in starships in a variety of different forms so that multiple purposes can be fulfilled. The 10 meter long Imperium is a danger to just about anyone it comes up against, and the elect coating alongside the anti-point defense durasteel reinforcements helps when it comes to penetrating defenses.

Multispectrum homing that is placed together with sensor and BattleNet synchronization with the ship it is launched from enable the Imperium to have a higher amount of accuracy than the usual missile. A remote kill switch, remote detonation control, and air burst or surface explosion options allow safety, near complete control, and for threats to nearly be fulfilled when a missile is launched into an atmosphere. Ion thrusters enable the missile to modify trajectory up to a 280 degree change, and a flare and chaff launcher has been equipped so that anti-missile defenses can be, well, defend against.

Overall, the Imperium is a dangerous and useful weapon that is slightly above average for a missile.

Features:

+ Multispectrum Homing
+ Sensor Synchronization (It synchronizes to the sensors of the ship it is launched from, can synchronize with the BattleNet for further information in targeting, and similar synchronizations to drastically improve accuracy)
+ Reflec Coating & Anti-Point Defense Durasteel reinforcement
+ Remote Kill Switch
+ Remote detonation control
+ Airburst or Surface Explosion Options
+ Ion Thrusters w/(allows up to 280 degree change in trajectory, so that it can both launch and then focus on its targets)
+ Not being launched by conventional, engine-based propulsion allows the 10 meters to be filled with more advanced electronics, a larger amount of explosives, et cetera
+ Flare/Chaff Launcher
+ Multiple Yield Types
+ Phrik Kinetic Kill Munition is capable of causing immense damage through armor penetrating, bunker busting traits, and can theoretically exert up to 100 megatons of energy when launched into a planetary atmosphere
+ Potentially Indefinite Range
+ Accurate up to 2 feet for planetary purposes
 

Mordred

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Ok, so i'll have to take a few minutes to read through this and give it my complete critique. But so far, it's not looking too good.

Please, take note of the modification I made to the speed underwater. Well, take note of the fact I added a speed underwater. All it does is move up and down, x3, it has little to no speed :/
 

Nor'baal

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Before you go any further you need to read the tech rules announcement that came out a few days ago, then read through the stuff I said on Ascendants profile, notably the stuff about making something overpowered - and then re-look at this.

I appreciate (a great deal) that this took you a long time, but at the same time you really should have read the tech rules and not tried to replicate the Mary Sue character you made, and then apply that very flawed outlook into a ship.

I can provide a greater list of the issues with the first vessel in this thread if you really need it, but I think a look at the tech rules combined with the feedback you received on ascendant should make the issues very self explanatory.
 

Outlander

All Indie, All the Time
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The fact you can go underwater at all is a huge problem in itself.
 

Mordred

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Joined
Jul 23, 2015
Messages
109
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Before you go any further you need to read the tech rules announcement that came out a few days ago, then read through the stuff I said on Ascendants profile, notably the stuff about making something overpowered - and then re-look at this.

I appreciate (a great deal) that this took you a long time, but at the same time you really should have read the tech rules and not tried to replicate the Mary Sue character you made, and then apply that very flawed outlook into a ship.

I can provide a greater list of the issues with the first vessel in this thread if you really need it, but I think a look at the tech rules combined with the feedback you received on ascendant should make the issues very self explanatory.

Oh, you mean this? Yeah, don't see anything pertaining to my vessel, here.

Anaxes War College System
  • The more guns/armor/functionality your ship/vehicle has, the slower it will be
  • Having a ship that goes over 200 MGLT is extremely unlikely. Even top-line interceptors struggle to get there. Such a ship would have paper-thin armor, one light laser cannon, and barely any extra doo-dads
  • Fighters and Small Vessels may only use a Ray or Particle shield; they cannot use both simultaneously even if both types of shield are present on the ship.
  • Turbolasers may only be mounted on Capital ships.
  • Player Characters may not own capital ships. Capital craft are owned exclusively by approved factions.
  • Antimatter may be used as a power supply ONLY. Weaponizing antimatter is not allowed.
  • 'True' Cloaking devices (ie, stygium crystal based) are no longer available to anyone. Mass Effect style stealth is allowed.
  • PC's aren't allowed to own capital ships – if your ship is over 150M in any dimension, it might be considered a capital craft! Try to keep the size under 100M if you're designing a ship for your own personal use.
  • If your ship doesn't have it in the description or equipment sections, it doesn't have it. So if there is no mention of escape pods in the profile, your crew is out of luck if the ship goes down.
 
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