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Imperium 'Ultra' Class Star Destroyer
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KageRyu
Commodore
Commodore


Joined: 06 Jul 2005
Posts: 1391
Location: Lost in the cracks

PostPosted: Tue Nov 15, 2005 5:53 am    Post subject: Reply with quote

Ok, aside from my already voiced misgivings about this ship, I have noticed one other item I believe to be a serious flaw:
Death Star Scale???
I think not. I think not for several reasons.
• It is smaller than the death star by far, and should not be given death star scale.
• With a hull code that is already higher than that of BOTH Death Stars, it should not be listed as Death Star scale.
• If the Empire was capable of building a ship smaller, faster, stronger, more manueverable, and more powerful than either Death Star, then why did they bother with the Death Stars?

I can understand the reasoning for the Superlasers at Death Star scale, but not the vessel itself. I feel this should still be capital scale, or if it must be Death Star scale, its hull should be significantly lower. That's my opinion.
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ZepDek
Sub-Lieutenant
Sub-Lieutenant


Joined: 13 May 2005
Posts: 56

PostPosted: Sun Feb 19, 2006 8:02 pm    Post subject: Reply with quote

Hmmm...I'll make good use of this ships stats in my AU game. (Both Empire and rebellion are on the run, Coruscant, Mon Calamari, and Nar Sha Da (For the hell of it) where completly destroyed by an alien invader...Maybe I can have this hidden away at a secret sectore. On and if any of you are curios about my AU campain, let me know, I'll be glad to share). Or I could use it to curb some of the PC's munkinlike tendencies.

PC 1: Alright, Now that we've captured a fleet of Star Destroyers (Actually happened....don't ask), Lets go see how the empire likes being orbital bombarded!
PC 2: Uhh Dude? We have a problem...
PC 1: What? You better not tell me that we've run out of donunts!
PC 2: Ummm I'm not sure What it is sir.
GM: Shows them a picture and gives brief description of it.
PC's: OH %(#@!!
PC 1: I wounder if we can capture that?
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Kayle Skolaris
Lieutenant Commander
Lieutenant Commander


Joined: 10 Mar 2006
Posts: 224
Location: Brandon, MS

PostPosted: Fri Mar 10, 2006 1:23 am    Post subject: Reply with quote

I actually know David Briedis, the fellow who drew the Imperium. I came up with some stats for it several years ago, but have misplaced them since then. I'll see if David still has them. If he doesn't, I'm sure my deranged mind can dream some up again. Oh yes, I think the size is off. I remember his original size figure was off as compared to the other ships in the picture and I corrected it for him, but either he never got around to correcting it in the picture or he 'corrected it' with the wrong number. Oh well, I'll double check the size while I'm at it.
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Kayle Skolaris
Lieutenant Commander
Lieutenant Commander


Joined: 10 Mar 2006
Posts: 224
Location: Brandon, MS

PostPosted: Fri Mar 10, 2006 4:06 am    Post subject: Reply with quote

KageRyu, it should be pointed out that while the Imperium is indeed less massive overall than either of the Death Stars, it is over twice as long as the first one is wide. Giving it Death Star scale isn't beyond the pale for something this immense, especially since the skeletal Death Star Prototype in the Maw Facility was rated at Death Star Scale and possessed far less mass than the Imperium.

In any event, David has kindly responded to my inquiry and sent me my original monstrosity. Looking at it now, I'm almost embarrassed by it...

Almost. Twisted Evil


Craft: Imperium-Class Ultra Star Dreadnought

Type: Transgalactic Invasion Craft

Scale: Death Star

Length: 260,000 meters

Displacement: 35 quadrillion metric tons

Skill: Capital Ship Piloting

Crew: 5,818,858, Gunners: 72,150, Skeleton: 485,560/+15

Crew Skill: Astrogation: 6D, Capital Ship Gunnery: 5D+2, Capital Ship Piloting: 5D+1, Capital Ship Shields: 6D+1, Capital Ship Repair: 6D+2, Capital Ship Weapons Repair: 6D, Communications: 6D, Security: 5D, Sensors: 5D+2, Starship Gunnery: 5D

Passengers: 2,000,000 (mainly troops and support personnel)

Cargo Capacity: 250 trillion metric tons

Consumables: Indefinite

Cost: Unknown

Hyperdrive Multiplier: x1
Hyperdrive Back-Up: x1
Space: 4
Atmosphere: 280; 800 kph

Maneuverability: 2D

Hull: 12D

Shields: 6D with 6D of back-up shields.

Sensors:
Passive: 100,000/4D
Scan: 150,000/4D+2
Search: 200,000/5D+1
Focus: 3,000/6D

Weapons:
Spinal-Mount Stellar Repulsor Cannon
Scale: Ring World
Fire Arc: Front
Crew: 50
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 10,000-50,000/150,000/300,000 (300,000,000 kilometers)
Atmosphere Range: 20,000-100,000/300,000/600,000 km
Damage: 15D to any Ringworld Scale structure. Anything of a lesser scale is automatically atomized.
Note: The beam fired by this weapon is 2,500 meters in diameter. As a result, it targets ships as a capital scale weapon. Note that this beam will not strike one target and disperse, but will continue out to its maximum range or until it hits something it cannot destroy outright.

140 Medium Superlasers
Scale: Death Star
Fire Arc: 60 Front, 30 Left, 30 Right, 20 Back
Crew: 25
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 5-25/75/150
Atmosphere Range: 10-50/150/300 km
Damage: 8D

300 Hyperspace Pulsemass Generators
Fire Arc: 75 Front, 75 Left, 75 Right, 75 Back
Crew: 12
Skill: Capital Ship Gunnery
Fire Control: 6D
Space Range: 1-5/50/100
Area of effect: 5 Spatial Units
Damage: Drags ships out of hyperspace. Does 12D damage in the scale of the target to ships taken out of hyperspace. Mass lasts for 10 minutes. Each generator may only fire once per hour.


5,000 Heavy Concussion Missile Launch Tubes
Scale: Capital
Fire Arc: 2,000 Front, 1,000 Left, 1,000 Right, 1,000 Back
Crew: 1 Each
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 3-18/36/66
Atmosphere Range: 6-36/72/132 km
Damage: 15D (15D/10D/5D/2D in an atmosphere)
Blast Radius: 0-2/8/12/20 km
Ammunition: 20,000 Missiles per Tube

16,000 Heavy Quad Laser Cannons
Scale: Starfighter
Fire Arc: 4,000 Front, 4,000 Left, 4,000 Right, 4,000 Back
Crew: 2 Each
Skill: Starship Gunnery
Fire Control: 6D
Space Range: 2-6/24/50
Atmosphere Range: 200-600/2.4/5 km
Damage: 8D

6,000 Super Heavy Turbolaser Batteries
Scale: Capital
Fire Arc: 1,500 Front, 1,500 Left, 1,500 Right, 1,500 Back
Crew: 2 Each
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 4-20/40/80
Atmosphere Range: 8-40/80/160 km
Damage: 12D

4,000 Heavy Ion Web Projectors
Scale: Capital
Fire Arc: 1,000 Front, 1,000 Left, 1,000 Right, 1,000 Back
Crew: 3 Each
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 2-15/30/60
Atmosphere Range: 4-30/60/120 km
Damage: 15D Ionization damage.
Blast Radius: Net is 5 kilometers in diameter
Ammunition: 20,000 net canisters per projector

4,000 Tractor Beam Projectors
Scale: Capital
Fire Arc: 1,000 Front, 1,000 Left, 1,000 Right, 1,000 Back
Crew: 1 Each
Skill: Capital Ship Gunnery
Fire Control: 6D
Space Range: 2-10/30/60
Atmosphere Range: 4-20/60/120 km
Damage: 10D

Apparently I never created any fluff text for it, so I'll field any questions anyone may have now.
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daphnebluestrat
Cadet
Cadet


Joined: 20 Mar 2006
Posts: 19
Location: 314

PostPosted: Wed Mar 22, 2006 1:55 am    Post subject: Reply with quote

Kayle Skolaris wrote:
KageRyu, it should be pointed out that while the Imperium is indeed less massive overall than either of the Death Stars, it is over twice as long as the first one is wide. Giving it Death Star scale isn't beyond the pale for something this immense, especially since the skeletal Death Star Prototype in the Maw Facility was rated at Death Star Scale and possessed far less mass than the Imperium.

In any event, David has kindly responded to my inquiry and sent me my original monstrosity. Looking at it now, I'm almost embarrassed by it...

Almost. Twisted Evil


Craft: Imperium-Class Ultra Star Dreadnought

Type: Transgalactic Invasion Craft

Scale: Death Star....

...Weapons:
Spinal-Mount Stellar Repulsor Cannon
Scale: Ring World
Fire Arc: Front
Crew: 50
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 10,000-50,000/150,000/300,000 (300,000,000 kilometers)
Atmosphere Range: 20,000-100,000/300,000/600,000 km
Damage: 15D to any Ringworld Scale structure. Anything of a lesser scale is automatically atomized.
Note: The beam fired by this weapon is 2,500 meters in diameter. As a result, it targets ships as a capital scale weapon. Note that this beam will not strike one target and disperse, but will continue out to its maximum range or until it hits something it cannot destroy outright.


Apparently I never created any fluff text for it, so I'll field any questions anyone may have now.


Holy cow.

::laughs::
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Ray
Commodore
Commodore


Joined: 31 Oct 2003
Posts: 1743
Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Wed Mar 22, 2006 9:48 am    Post subject: Reply with quote

Mmmmmmmmmmmmm, at's some good Anime Weapon!
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Phalanks Balas
Lieutenant Commander
Lieutenant Commander


Joined: 05 Jul 2005
Posts: 176
Location: Paris - France

PostPosted: Tue Apr 04, 2006 8:19 am    Post subject: Reply with quote

Kayle Skolaris wrote:
Craft: Imperium-Class Ultra Star Dreadnought

Type: Transgalactic Invasion Craft

Scale: Death Star

Length: 260,000 meters

Displacement: 35 quadrillion metric tons

Skill: Capital Ship Piloting

Crew: 5,818,858, Gunners: 72,150, Skeleton: 485,560/+15

Crew Skill: Astrogation: 6D, Capital Ship Gunnery: 5D+2, Capital Ship Piloting: 5D+1, Capital Ship Shields: 6D+1, Capital Ship Repair: 6D+2, Capital Ship Weapons Repair: 6D, Communications: 6D, Security: 5D, Sensors: 5D+2, Starship Gunnery: 5D

Passengers: 2,000,000 (mainly troops and support personnel)

Cargo Capacity: 250 trillion metric tons

Consumables: Indefinite

Cost: Unknown

Hyperdrive Multiplier: x1
Hyperdrive Back-Up: x1
Space: 4
Atmosphere: 280; 800 kph

Maneuverability: 2D

Hull: 12D

Shields: 6D with 6D of back-up shields.

Sensors:
Passive: 100,000/4D
Scan: 150,000/4D+2
Search: 200,000/5D+1
Focus: 3,000/6D

Weapons:
Spinal-Mount Stellar Repulsor Cannon
Scale: Ring World
Fire Arc: Front
Crew: 50
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 10,000-50,000/150,000/300,000 (300,000,000 kilometers)
Atmosphere Range: 20,000-100,000/300,000/600,000 km
Damage: 15D to any Ringworld Scale structure. Anything of a lesser scale is automatically atomized.
Note: The beam fired by this weapon is 2,500 meters in diameter. As a result, it targets ships as a capital scale weapon. Note that this beam will not strike one target and disperse, but will continue out to its maximum range or until it hits something it cannot destroy outright.

140 Medium Superlasers
Scale: Death Star
Fire Arc: 60 Front, 30 Left, 30 Right, 20 Back
Crew: 25
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 5-25/75/150
Atmosphere Range: 10-50/150/300 km
Damage: 8D

300 Hyperspace Pulsemass Generators
Fire Arc: 75 Front, 75 Left, 75 Right, 75 Back
Crew: 12
Skill: Capital Ship Gunnery
Fire Control: 6D
Space Range: 1-5/50/100
Area of effect: 5 Spatial Units
Damage: Drags ships out of hyperspace. Does 12D damage in the scale of the target to ships taken out of hyperspace. Mass lasts for 10 minutes. Each generator may only fire once per hour.


5,000 Heavy Concussion Missile Launch Tubes
Scale: Capital
Fire Arc: 2,000 Front, 1,000 Left, 1,000 Right, 1,000 Back
Crew: 1 Each
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 3-18/36/66
Atmosphere Range: 6-36/72/132 km
Damage: 15D (15D/10D/5D/2D in an atmosphere)
Blast Radius: 0-2/8/12/20 km
Ammunition: 20,000 Missiles per Tube

16,000 Heavy Quad Laser Cannons
Scale: Starfighter
Fire Arc: 4,000 Front, 4,000 Left, 4,000 Right, 4,000 Back
Crew: 2 Each
Skill: Starship Gunnery
Fire Control: 6D
Space Range: 2-6/24/50
Atmosphere Range: 200-600/2.4/5 km
Damage: 8D

6,000 Super Heavy Turbolaser Batteries
Scale: Capital
Fire Arc: 1,500 Front, 1,500 Left, 1,500 Right, 1,500 Back
Crew: 2 Each
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 4-20/40/80
Atmosphere Range: 8-40/80/160 km
Damage: 12D

4,000 Heavy Ion Web Projectors
Scale: Capital
Fire Arc: 1,000 Front, 1,000 Left, 1,000 Right, 1,000 Back
Crew: 3 Each
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 2-15/30/60
Atmosphere Range: 4-30/60/120 km
Damage: 15D Ionization damage.
Blast Radius: Net is 5 kilometers in diameter
Ammunition: 20,000 net canisters per projector

4,000 Tractor Beam Projectors
Scale: Capital
Fire Arc: 1,000 Front, 1,000 Left, 1,000 Right, 1,000 Back
Crew: 1 Each
Skill: Capital Ship Gunnery
Fire Control: 6D
Space Range: 2-10/30/60
Atmosphere Range: 4-20/60/120 km
Damage: 10D


Kayle, I friendly tell you that this is the dream of a foulish man. You write this starship have 140 superlaser cannon ! What could provide enough power to use them ?
Do you thing a ship with 140 superlaser cannon and 4000 ion weapons need other capital weapons like turbolaser or missiles ?

A simple other point : What is the status of the empire side at this time ? Do they have enough human ressources to be able to hire a crew with 5D/ 6D on specialised skills ?
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Jedi Skyler
Moff
Moff


Joined: 07 Sep 2005
Posts: 8440

PostPosted: Tue Apr 04, 2006 12:15 pm    Post subject: Reply with quote

The Empire doesn't NEED to hire people.

They CONSCRIPT them. Wink
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Ejacobs
Lieutenant Commander
Lieutenant Commander


Joined: 07 Nov 2005
Posts: 183
Location: Afghanistan...Again

PostPosted: Tue Apr 04, 2006 9:58 pm    Post subject: Reply with quote

I would say the entire central core is full of reactors creating enough power to operate the ship. Also, regardless of the number of weapons it has, it is unlikely (highly unlikely) that they would fire all of them at the same time. Due to its size, I'm sure they have a plan to coordinate fires between sectors to keep power usage to a minimum. And, if blasting their enemies fails, they can always ram the snot out of them and practically take no damage. JK on that last bit.

E
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Ray
Commodore
Commodore


Joined: 31 Oct 2003
Posts: 1743
Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Wed Apr 05, 2006 9:21 am    Post subject: Reply with quote

"And this is Donovan, of our R&D Department, with a brand new weapon." "Yes, I call it the Mass Driver." "That's... Not a brand new weapon." "Well, no, it isn't. The ammunition, however, is. Hardened AT-AT Hulls designed to puncture Capital Ships, and then release the Troops within."

Guess who gets to test it out. Twisted Evil
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Jedi Skyler
Moff
Moff


Joined: 07 Sep 2005
Posts: 8440

PostPosted: Wed Apr 05, 2006 11:29 am    Post subject: Reply with quote

FLUFFY in tha hizouse!


Twisted Evil Twisted Evil Twisted Evil
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Ray
Commodore
Commodore


Joined: 31 Oct 2003
Posts: 1743
Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Thu Apr 06, 2006 8:59 pm    Post subject: Reply with quote

Nah, I was thinking the Railrunner Platoon (Fire Unit, now) from the movie. Twisted Evil
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Artemas Ward the XXIII
Cadet
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Joined: 19 Mar 2006
Posts: 6

PostPosted: Mon Apr 17, 2006 3:08 am    Post subject: Reply with quote

Here is something....
If a ship is 280 km long (or even 17 km), how would people live/get to duty stations/ escape pods/mess hall, et cetera?
On a SSD, an engineer who had to travel to the very tip of the ship would have to travel 17 km. Walking that would take 3-4 hours, plus 1-2 hours of work (say, repair) then 3-4 hours back. This would be a full day trip. There must be....cars, or something.

Now, on this 280 km behemoth of a ship, it would take YEARS for the Captain to review even half the ship. There would be barracks, mess halls, rec centres, escape pods, officers quarters, armouries, hangars, and many other rooms in but one small section of the ship. Like, say, the reactor core, or the very tip if this vessel.

Now, on another point, it would be more cost effective to instead build some 10,000 ISDs, and custom fit them for various duties. Have a few thousand of them stripped of their internals, and then given facilities for animals, or plants, or frozen people, or troops, or fighters. One might even be able to cut out everything in an ISD except the reactor, and install a small superlaser. Of course, that is all the ship would be able to afford energy-wise (after reactor upgrade) have, but still......a superlaser.
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14031
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue Apr 18, 2006 2:14 am    Post subject: Reply with quote

Good point. Though i feel for large ships such as this, and the SSD, personnel were assigned sectors and they staued there... Say a sector was 800m in length, 2-5 decks worth... that is not much to go through..
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Artemas Ward the XXIII
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Posts: 6

PostPosted: Tue Apr 18, 2006 6:02 pm    Post subject: Reply with quote

Yeah, most people will stay, live and operate in a small subsection of the ship. But what if members of the command crew wish to inspect? Thats a really long walk....

As well, what if the forward batteries need more turbolaser components, do they have their own supply rooms? Or do they need to go all the way to the supply section? What about resupply? They would have to load all the supplies into the hangar(?) and then transport them to section supply caches, a long and difficult process.
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