NATION

PASSWORD

Star Wars: Empire's End (Character RP/OOC/Signups) [OPEN!!]

For all of your non-NationStates related roleplaying needs!

Advertisement

Remove ads

User avatar
Flarbinia
Negotiator
 
Posts: 5822
Founded: Apr 29, 2012
Iron Fist Consumerists

Postby Flarbinia » Mon Jan 04, 2021 1:43 pm

Abbeyverne wrote:
Actually, it'd be fine for you to have a NebB or two as well.


Thank you.

User avatar
The Cattagines
Civil Servant
 
Posts: 7
Founded: Jan 04, 2021
Ex-Nation

Braccan Coalition submission

Postby The Cattagines » Mon Jan 04, 2021 2:54 pm

Name: Braccan Coalition
Leader: Alina Hartono
Type: Independent Planetary Government
Number of Members: Several Hundred Thousand
Number and Types of Ships: 2 ISD-1 (Modified), 1 Victory Type 2, 1 Vindicator Class Cruiser, 3 Dreadnaught class heavy cruisers (Modified), 9 Vigil Class Corvettes, 96 V wings, 48 T-65 X wings 36 ARC-170, 16 PTB-625 bombers, 24 Y-wings
Base(s): Braccan Shipyard facilities, multiple scrapping yards and former imperial bases
Ships: The Coalition has modified some of its ships in order to fit them more neatly into the situation that it has found itself in. On the ISDs the normal point defense cannons have been replaced by slug launching flak cannons, similar to those found on some CIS ships, in addition some of the smaller gun batteries have been removed and the ship made slower so that additional sensor and shield systems could be put in place. Making them more resistant to damage and extending their engagement range in exchange for slightly lowered firepower and a lower rate of acceleration. The dreadnaughts modifications have been much more extensive. When the revolution occurred, they had been entirely gutted to prepare for refit, and the coalition had much more freedom to modify them in a short time. Almost all normal turbolaser and ion cannon weaponry have been replaced with additional flak cannons and long range assault concussion missile/boron tipped missile launchers. There are plans to overhaul their engines to give them a more substantial rate of acceleration but as of now they remain the slowest ships in the fleet.
Resources: As a junkyard planet, there is a massive abundance of raw material to be used in the construction of starships and other metallic structures, however the planet still relies on a relatively small group of local farmers for its food supply, and without a solid connection to the greater galactic trading community, they have begun to run low on certain resources like Tibanna gas, forcing them to rely more heavily on projectile weaponry than most factions.
Description: A single planet state, the coalition is a democratic government established independent of both the imperial remnant and the new republic. Until recently cut off from the galaxy by an imperial blockade, recent events elsewhere have led to the blockades withdrawal and tentative contact established between the coalition and the NR
Backstory:
Located roughly halfway between the Wheel and Salucemai, Bracca has long served as an important scrapyard and salvaging station for the empire, where the ships of past wars or obsolete imperial vessels would be decommissioned and scrapped. The workers there were long suffering under the cruel hand of the empire. The working conditions were horrid and abuse of their rights were constant. Dreams of better times in the past were never far from the scrappers minds during the reign of the empire, and there were several strikes and labor riots over the 2 decades of the Empires control over the planet. Many different cliques and factions of scrappers formed in the shadows, slowly reaching out and connecting with one another, planning a general uprising. The plan had nearly been completed by the time of Endor, and when news filtered to the Scrappers, they decided to make their move

The uprising was sudden and bloody, long laid plans came into action and the small imperial garrison quickly found itself overwhelmed by the amount of revolutionaries, though many brave workers died in the assaults that took the ground bases. They managed to make their way into space with shuttles and small ships that they scrounged from the surface. The ships in orbit were almost all in a state of refit or repair. Their skeleton crews managed to activate one or two of the ships in drydock and escaped, but the majority of the fleet in orbit fell to the though. Crucially they didnt include the majority of bulk freighters carrying substances like Tibanna gas and hyperfuel, leaving the newly captured fleet somewhat limited in its tactical options.

Over the course of the next year, the somewhat chaotic group of rebels began to organize themselves, as the various factions who were united by their hatred of the empires rule drifted apart. Some were long term generational scrappers, whose parents had also been workers on the planet, to the many groups who had come in during the time of the empire, and even a significant contingent of wookie slaves that had been brought from kashyyyk shortly before the revolution. Since its independence was declared, the imperials launched an ill fated attempt to retake the planet, before deciding to blockade them and attempt to starve out the rebellious scrappers. This blockade has just recently fallen as the New Republic advances in the sector, and the future of the coalition is uncertain as they must discover their place in a new galaxy.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Name: Alina Hartono
Faction:Braccan Coalition
Appearance: 53 year old human, who stands at about 5 foot 7, she wears her grey-brown hair in a simple ponytail that runs along her back. She currently wears a recolored imperial navy uniform. A scar runs from her waist up along her chest until it stops at the corner of one of her lips. Her eyes have seen many horrible things in her time, and the weight of those memories shows.
Personality: The first word that comes to mind when those within the Coalition think of Alina is 'Pensive' She has lived a life of hardship and strife, and it has sharpened her into a good leader. She has been a symbol of perseverance and hope for the young nation. She helped bring together the various feuding factions to liberate them, and her position as chief of state and commander of the Coalition fleet ensures she is in a position to keep them together.
Skills: Expert navigator and engineer, has a history of tactical competence. She has become an esteemed politician over the course of the revolution and since. Her tactical and navigational skills came from her time in the republic navy before the rise of the empire, and she learned quite a bit of how ships worked by taking them apart for near a decades.
Weapons: A simple DC-17 sidearm, Alina is not one for battle on the ground
Ship: BCS Liberation (ISD-1, modified)
Rank: Coalition leader, admiral of the BCN
Bio: Hartono came from a long naval lineage on Cardia, her parents were members of the republics navy, and so were theirs. From a young age it was clear that she was eager to follow in their footsteps, even though joining the military of the republic was not seen as particularly prestigious. She joined the naval academy as soon as she was able to apply, and served for several years in peacetime, gaining a particular skill in navigating the galaxy, as pirate suppression required a strong grasp of stellar cartography and maneuvering. She was a Lieutenant Commander by the time the clone wars started, and remained with the non clone armed forces as the the galaxy burned. Towards the end of the war, she was stationed above Miimban and gained a keen respect of its people during her time there. Order 66 shocked her, but at the time she believed in the ideals of the war she fought, and hoped going forward that this new empire would embody them.

It did not, and over the next 10 years, Hartono continued to become more and more disillusioned with the empire as she watched it tighten its grip around the systems of the galaxy. Her mistrust of authority and increasing levels of anger at the imperial high command slowed her advance through the ranks despite her competence, though she never did anything worth punishing her for until the campaigns on Mimban. By this time she had command of an Arquitens light cruiser, and when her squadron of ships was sent to chase down what she was told was a group of Mimban pirates, she followed the order as she had so many times before. However when she found that instead of armed partisans, it was a convoy of refugees attempting to flee from the planet, she called off her attack, disobeying orders to the shock of her bridge crew. As punishment for her crimes, she was court martialed, discharged in disgrace, and became part of a penal labor battalion that was sent to Bracca.

Upon arriving on Bracca, she was just another scrapper like so many others who were serving life sentences of hard labor for their actions, she met deserters, traitors, criminals, and all sorts of other people who had been forced to come there. In addition to that she found that so many of the people the empire had always looked down upon, and even her family dismissed as unimportant were people just as valorous and worthy as those she had served with during her career. She grew to care about the well being of those on the planet even as her hatred for the Empire grew. It was not too long before she began to assist in organizing resistance, and her leadership allowed her cell to gradually connect with the many other groups resisting imperial rule. By the time of the revolution, she had become an important figure in the revolutionary forces, and as the most experienced naval officer among the revolutionaries, she was a clear choice to lead the Coalition Navy. Her actions defeating the imperial invasion of Bracca after independence secured her future as not just a military, but also a political leader of the Coalition, and as of now she continues to serve the people of Bracca, and hopes to build a better world with them at her back.
Last edited by The Cattagines on Tue Jan 05, 2021 2:26 pm, edited 3 times in total.

User avatar
Lotrisia
Spokesperson
 
Posts: 143
Founded: Nov 23, 2020
Ex-Nation

Regarding Point Defence

Postby Lotrisia » Tue Jan 05, 2021 2:42 pm

The issue of whether ships like the ISD II mount point defence is a common point of contention, and has contradictory evidence to either side of the debate from EU material. As such, I would propose something of a compromise solution. Here are my proposals:

1. All warships have a PD suite in some capacity. This is both for fending off fighters, and for taking out incoming debris. It's a necessity to function effectively on a battlefield.

2. The efficacy of each ship's PD suites varies in efficacy, depending on factors such as the layout of turrets and how gun directors are set up. As an example, a Providence may have an excellent PD grid, while an ISD II may have a very ineffective one. One could then give the reason that the ISD II's system of gun directors is flawed and leads to the ship being vulnerable to getting overwhelmed by sufficiently numerous and fast fighters. This would be decided beforehand, as a ship is introduced into play.

3. Point defence fire is never 100% accurate, no matter how good the ship is. Indeed, it is usually not capable of very good hit rates against evading targets. However, the fact that it forces incoming fighters to evade is itself the goal, as it can force them to break off attack runs or break up formations to make them easier pickings for defensive fighters.

4. Point defence weapons like light turbolasers and laser cannons are not strong enough to be used against capital ships unless in overwhelming numbers.

5. Heavy turbolasers like the ISD II's octuple barbettes may be used to target fighters in absence of larger targets, but by dint of their slower tracking are not very effective at actually striking craft.

6. Attacking a warship using solely fighters, with no capital ship support, is only viable when the fighters are used in very large numbers, as a ship's PD system should be sufficient to defend it from a moderate fighter attack on its own. If this were not so, the smaller and cheaper fighters would likely rapidly replace large, costly warships. You should use fighters in conjunction with capital ships if you wish to have them be maximally effective. This, however, does not preclude you from launching attacks using smaller forces mid-battle, as you can use capital ships to open up gaps in shields.

7. Point defence weapons are primarily made up of laser cannons and light turbolasers, with potential use of missiles. It is probably cheaper to use energy weapons long-term than it is to use missiles

8. The heavier the ECM within an engagement is, the closer a fighter can safely fly to a warship due to the decrease in sensor capability, which allows you to bring fighter forces to bear against capital ships without fear of heavy losses provided you have some facility, usually a capital ship of your own, providing ECM cover.

9. The number of fighters that will constitute overwhelming force against a ship will vary depending on the efficacy of that ship's PD suite. While 60 Y-Wings with X-Wing cover may be sufficient to cause major damage against an ISD II with no capital ship support of their own, that number may multiply when faced with a more efficient foe.

10. It should be possible to strike killing blows against warships using relatively small groups of bombers. It may well be that 12 Y-Wings are sufficient to take out an ISD mid-battle. However, reiterating the point made above, those 12 Y-Wings would not have been able to strike the killing blow had the ISD not been in the middle of a battle, and had it been at a state of readiness

11. Since running at full power all the time is very expensive in terms of fuel and maintenance, ships will likely usually travel, and anchor, at low power. Should a fighter raid be sufficiently prompt in entering the AO, and should they fire on the ship before it can scramble its reactor, and thus shields and weapons, to full power, they should be able to inflict serious damage on the ship despite the disparity in size and cost. This should also be equally true of larger warships, however. Getting the jump on a ship at low power should be very dangerous to that particular ship.

12. As a result of this, anchorages and defensive stations should have a sizeable PD suite to defend docked ships against this occurrence.

13. Point defence weapons should have a range smaller than that of Heavy Turbolasers, considering that their targets are more evasive and thus far harder to hit at further ranges
Last edited by Lotrisia on Wed Jan 06, 2021 3:02 am, edited 4 times in total.

User avatar
Lotrisia
Spokesperson
 
Posts: 143
Founded: Nov 23, 2020
Ex-Nation

Regarding the issue of range

Postby Lotrisia » Wed Jan 06, 2021 2:56 am

On the subject of proposals for things:

Engagement range in Star Wars is an often poorly-addressed area of the lore, and is for the most part writer's fiat when it's even mentioned. Most times, it's left up to the audience to determine what they consider to be an appropriate range for engagements. This, obviously, is not very satisfactory when it comes to defining limits for this RP. I have already proposed the solution I am about to put forward in the discord and have gotten some approval for it, but I will reiterate it here for proper approval

Accuracy is the primary limiting factor in how long engagement ranges will be. The ability of a turret to place shots on target will be far more of a limiter than the total possible range of turbolasers themselves, which according to some elements of lore have ranges up into light-minutes. Accuracy is further impeded by the presence of ECM, the jamming field put out by a warship to scramble enemy sensors.

The range at which an engagement takes place is a direct result of how much the combatants can evade, which is a product of their agility and ECM. A battle between 2 Executors will obviously take place at far longer ranges than one between 2 CR90s due to the massive differences in evasive ability.

The tentative ranges I propose will be those of two ISD-sized vessels in combat with one another.

Ranges can be divided into 5 categories:

Extreme Close range, or point blank range, is the range at which manoeuvring is physical impeded by the other vessel. At this range, it is almost physically impossible to miss. For an ISD-sized vessel, this sort of range would be around 1-2km. ECM is a complete non-issue, as individual details can be resolved by just the naked eye. Engagements at this range are rare, but not unknown. A good example of this kind of range would be the Guarlara's broadside attack on the Invisible Hand.

Close range is the range at which almost every shot fired will find its target. For an ISD-sized vessel, this would range from a few kilometres up to mid-hundreds of kilometres. ECM has minimal effect at this range, as sensors are close enough to be able to pierce through. Engagements at this range are common, with the most memorable example being the Devastator's dramatic entry at the Battle of Scarif, or the majority of the Battle of Endor.

Medium range is the range at which accuracy begins to tell more. Shots will miss fairly routinely, and evasive actions at this sort of range will allow ships to avoid shots fairly well. ECM also begins to have a more pronounced effect on accuracy here, as it begins to obscure the location of the enemy somewhat. At this range it is not possible to pinpoint individual sections of the enemy ship any more, and visual details are also impossible to resolve, with the enemy ship being a dot if they are visible at all. This range, for an ISD-sized vessel, would span from mid-hundreds of kilometres to around ten thousand kilometres. Engagements at this sort of range are also common, with a good example being the opening stage of the Battle of Endor. This is probably the maximum effective range of point defence against evading targets.

Long range is the range at which the majority of shots will miss entirely. ECM is a major factor at this point, and the exact location of the enemy will be impossible to secure on sensors due to the interference. At this range, it is notably visible that ships fire into the general area of their targets instead of leading their shots, likely an effect of ECM interference. Evasive action at this sort of range would allow one to avoid the majority of shots fired at oneself. For an ISD-sized vessel, this range would stretch from around ten thousand kilometres all the way up to one hundred thousand kilometres. Engagements of this sort are not very common. Very few engagements will ever take place solely at this range, usually closing to closer ranges to assure more accuracy. Most planetary sieges likely occur at this sort of range.

Extreme Long range is the range at which any shots landing is mostly down to luck. ECM wholly obscures the exact location of the enemy, and the area in which they could be (within the ECM field) is too large to realistically use. The only way to score killing blows is by sheer volume of fire, fired into a fairly large area. Evasive action could conceivably allow on to sidestep any major impacts fired by a relatively equal foe. Mechanical accuracy also begins to come into play, as ships are not able to target even kilometre-wide areas with any good precision at these sorts of distances. For an ISD-scale vessel, this sort of range would stretch from one hundred thousand kilometres up to around five hundred thousand kilometres. Engagements will probably pass through this range on their way to closer engagements, with very few ever wholly occurring at this sort of range. The best current example of this sort of engagement is the Battle of Cristophsis, in which Trench's larger fleet is able to cripple one of Anakin's Venators despite the engagement range being between low orbit and the planet's moon, a range of at least a few hundred thousand kilometres.

Beyond that range, it is statistically improbably that one ship will land any sort of meaningful hit, and engagements between active, evading foes is functionally impossible. This is the point at which mechanical accuracy wholly limits engagements. It is still possible to fire potshots from interplanetary distances, as is implied by Vader's planned surprise attack on Echo Base that didn't pan out, but in a moving engagement those potshots are statistically almost certain to miss entirely.

Additional considerations

From what we see of the pattern of engagements in Star Wars, ECM seems to have a rather interesting effect on engagements. Namely, the larger the number of large warships are in an engagement, the more ranges tend to shrink. Both Coruscant and Endor became Close Range brawls, and longer-ranged battles seem to be the exclusive purview of smaller fleets. This is likely a result of the ECM emitted by the large fleets making long-range targeting extremely difficult, forcing closer engagements due to fears of friendly fire. This doesn't have to be included, but it'd be a fun way to get those climactic big fleet brawls that Star Wars is quite famous for to work smoothly with the rest of the system
Last edited by Lotrisia on Wed Jan 06, 2021 4:02 am, edited 3 times in total.

User avatar
Abbeyverne
Diplomat
 
Posts: 517
Founded: Jun 27, 2020
Ex-Nation

Postby Abbeyverne » Wed Jan 06, 2021 5:46 am

Aeritai wrote:
Abbeyverne wrote:
Cool. Are you aware that puts you under the command of Strala?


Yep I am aware.


Ok! Can you provide a little more detail about the character's history (especially specific events)?

OP of Empire's End RP, Frequenter of P2TM, and part of the F7 delegation along with -Astoria, Valentine Z, Western Fardelshufflestein, La Xinga, and Nooooooooooooooo.
“...My only complaint is that this guy seems to have plot armor thicker than the hull of a battleship. What’s this Holy Grail thing, anyway? I tried looking it up using foreign information networks but I kept seeing footage of knights being butchered by a rabbit... I don’t think that was a legitimate source.”

...and Josephus sorta started a nuclear war, so I'll just ignore the fact that Kakistopia has almost 50% of deaths due in some part to the God-Empress, and I'll also ignore that Josephus XII was raised as a child-soldier, and I'll say Josephus is the more horrible leader.

User avatar
Abbeyverne
Diplomat
 
Posts: 517
Founded: Jun 27, 2020
Ex-Nation

Postby Abbeyverne » Wed Jan 06, 2021 5:49 am

The Cattagines wrote:Name: Braccan Coalition
Leader: Alina Hartono
Type: Independent Planetary Government
Number of Members: Several Hundred Thousand
Number and Types of Ships: 2 ISD-1 (Modified), 1 Victory Type 2, 1 Vindicator Class Cruiser, 3 Dreadnaught class heavy cruisers (Modified), 9 Vigil Class Corvettes, 96 V wings, 48 T-65 X wings 36 ARC-170, 16 PTB-625 bombers, 24 Y-wings
Base(s): Braccan Shipyard facilities, multiple scrapping yards and former imperial bases
Ships: The Coalition has modified some of its ships in order to fit them more neatly into the situation that it has found itself in. On the ISDs the normal point defense cannons have been replaced by slug launching flak cannons, similar to those found on some CIS ships, in addition some of the smaller gun batteries have been removed and the ship made slower so that additional sensor and shield systems could be put in place. Making them more resistant to damage and extending their engagement range in exchange for slightly lowered firepower and a lower rate of acceleration. The dreadnaughts modifications have been much more extensive. When the revolution occurred, they had been entirely gutted to prepare for refit, and the coalition had much more freedom to modify them in a short time. Almost all normal turbolaser and ion cannon weaponry have been replaced with additional flak cannons and long range assault concussion missile/boron tipped missile launchers. There are plans to overhaul their engines to give them a more substantial rate of acceleration but as of now they remain the slowest ships in the fleet.
Resources: As a junkyard planet, there is a massive abundance of raw material to be used in the construction of starships and other metallic structures, however the planet still relies on a relatively small group of local farmers for its food supply, and without a solid connection to the greater galactic trading community, they have begun to run low on certain resources like Tibanna gas, forcing them to rely more heavily on projectile weaponry than most factions.
Description: A single planet state, the coalition is a democratic government established independent of both the imperial remnant and the new republic. Until recently cut off from the galaxy by an imperial blockade, recent events elsewhere have led to the blockades withdrawal and tentative contact established between the coalition and the NR
Backstory:
Located roughly halfway between the Wheel and Salucemai, Bracca has long served as an important scrapyard and salvaging station for the empire, where the ships of past wars or obsolete imperial vessels would be decommissioned and scrapped. The workers there were long suffering under the cruel hand of the empire. The working conditions were horrid and abuse of their rights were constant. Dreams of better times in the past were never far from the scrappers minds during the reign of the empire, and there were several strikes and labor riots over the 2 decades of the Empires control over the planet. Many different cliques and factions of scrappers formed in the shadows, slowly reaching out and connecting with one another, planning a general uprising. The plan had nearly been completed by the time of Endor, and when news filtered to the Scrappers, they decided to make their move

The uprising was sudden and bloody, long laid plans came into action and the small imperial garrison quickly found itself overwhelmed by the amount of revolutionaries, though many brave workers died in the assaults that took the ground bases. They managed to make their way into space with shuttles and small ships that they scrounged from the surface. The ships in orbit were almost all in a state of refit or repair. Their skeleton crews managed to activate one or two of the ships in drydock and escaped, but the majority of the fleet in orbit fell to the though. Crucially they didnt include the majority of bulk freighters carrying substances like Tibanna gas and hyperfuel, leaving the newly captured fleet somewhat limited in its tactical options.

Over the course of the next year, the somewhat chaotic group of rebels began to organize themselves, as the various factions who were united by their hatred of the empires rule drifted apart. Some were long term generational scrappers, whose parents had also been workers on the planet, to the many groups who had come in during the time of the empire, and even a significant contingent of wookie slaves that had been brought from kashyyyk shortly before the revolution. Since its independence was declared, the imperials launched an ill fated attempt to retake the planet, before deciding to blockade them and attempt to starve out the rebellious scrappers. This blockade has just recently fallen as the New Republic advances in the sector, and the future of the coalition is uncertain as they must discover their place in a new galaxy.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Name: Alina Hartono
Faction:Braccan Coalition
Appearance: 53 year old human, who stands at about 5 foot 7, she wears her grey-brown hair in a simple ponytail that runs along her back. She currently wears a recolored imperial navy uniform. A scar runs from her waist up along her chest until it stops at the corner of one of her lips. Her eyes have seen many horrible things in her time, and the weight of those memories shows.
Personality: The first word that comes to mind when those within the Coalition think of Alina is 'Pensive' She has lived a life of hardship and strife, and it has sharpened her into a good leader. She has been a symbol of perseverance and hope for the young nation. She helped bring together the various feuding factions to liberate them, and her position as chief of state and commander of the Coalition fleet ensures she is in a position to keep them together.
Skills: Expert navigator and engineer, has a history of tactical competence. She has become an esteemed politician over the course of the revolution and since. Her tactical and navigational skills came from her time in the republic navy before the rise of the empire, and she learned quite a bit of how ships worked by taking them apart for near a decades.
Weapons: A simple DC-17 sidearm, Alina is not one for battle on the ground
Ship: BCS Liberation (ISD-1, modified)
Rank: Coalition leader, admiral of the BCN
Bio: Hartono came from a long naval lineage on Cardia, her parents were members of the republics navy, and so were theirs. From a young age it was clear that she was eager to follow in their footsteps, even though joining the military of the republic was not seen as particularly prestigious. She joined the naval academy as soon as she was able to apply, and served for several years in peacetime, gaining a particular skill in navigating the galaxy, as pirate suppression required a strong grasp of stellar cartography and maneuvering. She was a Lieutenant Commander by the time the clone wars started, and remained with the non clone armed forces as the the galaxy burned. Towards the end of the war, she was stationed above Miimban and gained a keen respect of its people during her time there. Order 66 shocked her, but at the time she believed in the ideals of the war she fought, and hoped going forward that this new empire would embody them.

It did not, and over the next 10 years, Hartono continued to become more and more disillusioned with the empire as she watched it tighten its grip around the systems of the galaxy. Her mistrust of authority and increasing levels of anger at the imperial high command slowed her advance through the ranks despite her competence, though she never did anything worth punishing her for until the campaigns on Mimban. By this time she had command of an Arquitens light cruiser, and when her squadron of ships was sent to chase down what she was told was a group of Mimban pirates, she followed the order as she had so many times before. However when she found that instead of armed partisans, it was a convoy of refugees attempting to flee from the planet, she called off her attack, disobeying orders to the shock of her bridge crew. As punishment for her crimes, she was court martialed, discharged in disgrace, and became part of a penal labor battalion that was sent to Bracca.

Upon arriving on Bracca, she was just another scrapper like so many others who were serving life sentences of hard labor for their actions, she met deserters, traitors, criminals, and all sorts of other people who had been forced to come there. In addition to that she found that so many of the people the empire had always looked down upon, and even her family dismissed as unimportant were people just as valorous and worthy as those she had served with during her career. She grew to care about the well being of those on the planet even as her hatred for the Empire grew. It was not too long before she began to assist in organizing resistance, and her leadership allowed her cell to gradually connect with the many other groups resisting imperial rule. By the time of the revolution, she had become an important figure in the revolutionary forces, and as the most experienced naval officer among the revolutionaries, she was a clear choice to lead the Coalition Navy. Her actions defeating the imperial invasion of Bracca after independence secured her future as not just a military, but also a political leader of the Coalition, and as of now she continues to serve the people of Bracca, and hopes to build a better world with them at her back.


I like this, very detailed. A question before I accept, what is your plan for this faction's participation in the RP? I don't want a bunch of people on a completely unrelated storyline.

OP of Empire's End RP, Frequenter of P2TM, and part of the F7 delegation along with -Astoria, Valentine Z, Western Fardelshufflestein, La Xinga, and Nooooooooooooooo.
“...My only complaint is that this guy seems to have plot armor thicker than the hull of a battleship. What’s this Holy Grail thing, anyway? I tried looking it up using foreign information networks but I kept seeing footage of knights being butchered by a rabbit... I don’t think that was a legitimate source.”

...and Josephus sorta started a nuclear war, so I'll just ignore the fact that Kakistopia has almost 50% of deaths due in some part to the God-Empress, and I'll also ignore that Josephus XII was raised as a child-soldier, and I'll say Josephus is the more horrible leader.

User avatar
Abbeyverne
Diplomat
 
Posts: 517
Founded: Jun 27, 2020
Ex-Nation

Postby Abbeyverne » Wed Jan 06, 2021 5:53 am

Lotrisia wrote:The issue of whether ships like the ISD II mount point defence is a common point of contention, and has contradictory evidence to either side of the debate from EU material. As such, I would propose something of a compromise solution. Here are my proposals:

1. All warships have a PD suite in some capacity. This is both for fending off fighters, and for taking out incoming debris. It's a necessity to function effectively on a battlefield.

2. The efficacy of each ship's PD suites varies in efficacy, depending on factors such as the layout of turrets and how gun directors are set up. As an example, a Providence may have an excellent PD grid, while an ISD II may have a very ineffective one. One could then give the reason that the ISD II's system of gun directors is flawed and leads to the ship being vulnerable to getting overwhelmed by sufficiently numerous and fast fighters. This would be decided beforehand, as a ship is introduced into play.

3. Point defence fire is never 100% accurate, no matter how good the ship is. Indeed, it is usually not capable of very good hit rates against evading targets. However, the fact that it forces incoming fighters to evade is itself the goal, as it can force them to break off attack runs or break up formations to make them easier pickings for defensive fighters.

4. Point defence weapons like light turbolasers and laser cannons are not strong enough to be used against capital ships unless in overwhelming numbers.

5. Heavy turbolasers like the ISD II's octuple barbettes may be used to target fighters in absence of larger targets, but by dint of their slower tracking are not very effective at actually striking craft.

6. Attacking a warship using solely fighters, with no capital ship support, is only viable when the fighters are used in very large numbers, as a ship's PD system should be sufficient to defend it from a moderate fighter attack on its own. If this were not so, the smaller and cheaper fighters would likely rapidly replace large, costly warships. You should use fighters in conjunction with capital ships if you wish to have them be maximally effective. This, however, does not preclude you from launching attacks using smaller forces mid-battle, as you can use capital ships to open up gaps in shields.

7. Point defence weapons are primarily made up of laser cannons and light turbolasers, with potential use of missiles. It is probably cheaper to use energy weapons long-term than it is to use missiles

8. The heavier the ECM within an engagement is, the closer a fighter can safely fly to a warship due to the decrease in sensor capability, which allows you to bring fighter forces to bear against capital ships without fear of heavy losses provided you have some facility, usually a capital ship of your own, providing ECM cover.

9. The number of fighters that will constitute overwhelming force against a ship will vary depending on the efficacy of that ship's PD suite. While 60 Y-Wings with X-Wing cover may be sufficient to cause major damage against an ISD II with no capital ship support of their own, that number may multiply when faced with a more efficient foe.

10. It should be possible to strike killing blows against warships using relatively small groups of bombers. It may well be that 12 Y-Wings are sufficient to take out an ISD mid-battle. However, reiterating the point made above, those 12 Y-Wings would not have been able to strike the killing blow had the ISD not been in the middle of a battle, and had it been at a state of readiness

11. Since running at full power all the time is very expensive in terms of fuel and maintenance, ships will likely usually travel, and anchor, at low power. Should a fighter raid be sufficiently prompt in entering the AO, and should they fire on the ship before it can scramble its reactor, and thus shields and weapons, to full power, they should be able to inflict serious damage on the ship despite the disparity in size and cost. This should also be equally true of larger warships, however. Getting the jump on a ship at low power should be very dangerous to that particular ship.

12. As a result of this, anchorages and defensive stations should have a sizeable PD suite to defend docked ships against this occurrence.

13. Point defence weapons should have a range smaller than that of Heavy Turbolasers, considering that their targets are more evasive and thus far harder to hit at further ranges


I agree. I will publish a dispatch soon with a full rundown of the rules for engagement, PD, and hyperspace.

OP of Empire's End RP, Frequenter of P2TM, and part of the F7 delegation along with -Astoria, Valentine Z, Western Fardelshufflestein, La Xinga, and Nooooooooooooooo.
“...My only complaint is that this guy seems to have plot armor thicker than the hull of a battleship. What’s this Holy Grail thing, anyway? I tried looking it up using foreign information networks but I kept seeing footage of knights being butchered by a rabbit... I don’t think that was a legitimate source.”

...and Josephus sorta started a nuclear war, so I'll just ignore the fact that Kakistopia has almost 50% of deaths due in some part to the God-Empress, and I'll also ignore that Josephus XII was raised as a child-soldier, and I'll say Josephus is the more horrible leader.

User avatar
Abbeyverne
Diplomat
 
Posts: 517
Founded: Jun 27, 2020
Ex-Nation

Postby Abbeyverne » Wed Jan 06, 2021 5:56 am

Lotrisia wrote:On the subject of proposals for things:

Engagement range in Star Wars is an often poorly-addressed area of the lore, and is for the most part writer's fiat when it's even mentioned. Most times, it's left up to the audience to determine what they consider to be an appropriate range for engagements. This, obviously, is not very satisfactory when it comes to defining limits for this RP. I have already proposed the solution I am about to put forward in the discord and have gotten some approval for it, but I will reiterate it here for proper approval

Accuracy is the primary limiting factor in how long engagement ranges will be. The ability of a turret to place shots on target will be far more of a limiter than the total possible range of turbolasers themselves, which according to some elements of lore have ranges up into light-minutes. Accuracy is further impeded by the presence of ECM, the jamming field put out by a warship to scramble enemy sensors.

The range at which an engagement takes place is a direct result of how much the combatants can evade, which is a product of their agility and ECM. A battle between 2 Executors will obviously take place at far longer ranges than one between 2 CR90s due to the massive differences in evasive ability.

The tentative ranges I propose will be those of two ISD-sized vessels in combat with one another.

Ranges can be divided into 5 categories:

Extreme Close range, or point blank range, is the range at which manoeuvring is physical impeded by the other vessel. At this range, it is almost physically impossible to miss. For an ISD-sized vessel, this sort of range would be around 1-2km. ECM is a complete non-issue, as individual details can be resolved by just the naked eye. Engagements at this range are rare, but not unknown. A good example of this kind of range would be the Guarlara's broadside attack on the Invisible Hand.

Close range is the range at which almost every shot fired will find its target. For an ISD-sized vessel, this would range from a few kilometres up to mid-hundreds of kilometres. ECM has minimal effect at this range, as sensors are close enough to be able to pierce through. Engagements at this range are common, with the most memorable example being the Devastator's dramatic entry at the Battle of Scarif, or the majority of the Battle of Endor.

Medium range is the range at which accuracy begins to tell more. Shots will miss fairly routinely, and evasive actions at this sort of range will allow ships to avoid shots fairly well. ECM also begins to have a more pronounced effect on accuracy here, as it begins to obscure the location of the enemy somewhat. At this range it is not possible to pinpoint individual sections of the enemy ship any more, and visual details are also impossible to resolve, with the enemy ship being a dot if they are visible at all. This range, for an ISD-sized vessel, would span from mid-hundreds of kilometres to around ten thousand kilometres. Engagements at this sort of range are also common, with a good example being the opening stage of the Battle of Endor. This is probably the maximum effective range of point defence against evading targets.

Long range is the range at which the majority of shots will miss entirely. ECM is a major factor at this point, and the exact location of the enemy will be impossible to secure on sensors due to the interference. At this range, it is notably visible that ships fire into the general area of their targets instead of leading their shots, likely an effect of ECM interference. Evasive action at this sort of range would allow one to avoid the majority of shots fired at oneself. For an ISD-sized vessel, this range would stretch from around ten thousand kilometres all the way up to one hundred thousand kilometres. Engagements of this sort are not very common. Very few engagements will ever take place solely at this range, usually closing to closer ranges to assure more accuracy. Most planetary sieges likely occur at this sort of range.

Extreme Long range is the range at which any shots landing is mostly down to luck. ECM wholly obscures the exact location of the enemy, and the area in which they could be (within the ECM field) is too large to realistically use. The only way to score killing blows is by sheer volume of fire, fired into a fairly large area. Evasive action could conceivably allow on to sidestep any major impacts fired by a relatively equal foe. Mechanical accuracy also begins to come into play, as ships are not able to target even kilometre-wide areas with any good precision at these sorts of distances. For an ISD-scale vessel, this sort of range would stretch from one hundred thousand kilometres up to around five hundred thousand kilometres. Engagements will probably pass through this range on their way to closer engagements, with very few ever wholly occurring at this sort of range. The best current example of this sort of engagement is the Battle of Cristophsis, in which Trench's larger fleet is able to cripple one of Anakin's Venators despite the engagement range being between low orbit and the planet's moon, a range of at least a few hundred thousand kilometres.

Beyond that range, it is statistically improbably that one ship will land any sort of meaningful hit, and engagements between active, evading foes is functionally impossible. This is the point at which mechanical accuracy wholly limits engagements. It is still possible to fire potshots from interplanetary distances, as is implied by Vader's planned surprise attack on Echo Base that didn't pan out, but in a moving engagement those potshots are statistically almost certain to miss entirely.

Additional considerations

From what we see of the pattern of engagements in Star Wars, ECM seems to have a rather interesting effect on engagements. Namely, the larger the number of large warships are in an engagement, the more ranges tend to shrink. Both Coruscant and Endor became Close Range brawls, and longer-ranged battles seem to be the exclusive purview of smaller fleets. This is likely a result of the ECM emitted by the large fleets making long-range targeting extremely difficult, forcing closer engagements due to fears of friendly fire. This doesn't have to be included, but it'd be a fun way to get those climactic big fleet brawls that Star Wars is quite famous for to work smoothly with the rest of the system


Thank you, this will also be on the rules thing.

OP of Empire's End RP, Frequenter of P2TM, and part of the F7 delegation along with -Astoria, Valentine Z, Western Fardelshufflestein, La Xinga, and Nooooooooooooooo.
“...My only complaint is that this guy seems to have plot armor thicker than the hull of a battleship. What’s this Holy Grail thing, anyway? I tried looking it up using foreign information networks but I kept seeing footage of knights being butchered by a rabbit... I don’t think that was a legitimate source.”

...and Josephus sorta started a nuclear war, so I'll just ignore the fact that Kakistopia has almost 50% of deaths due in some part to the God-Empress, and I'll also ignore that Josephus XII was raised as a child-soldier, and I'll say Josephus is the more horrible leader.

User avatar
Abbeyverne
Diplomat
 
Posts: 517
Founded: Jun 27, 2020
Ex-Nation

Postby Abbeyverne » Wed Jan 06, 2021 6:18 am

https://www.nationstates.net/page=dispatch/id=1486732

Rules dispatch up! Feel free to post ideas for inclusion with the following header:

Code: Select all
[size=150]Rules Amendment Proposal:[/size]
Submitted By: NATIONNAME
PROPOSALTEXT
Last edited by Abbeyverne on Mon Mar 22, 2021 8:05 am, edited 1 time in total.

OP of Empire's End RP, Frequenter of P2TM, and part of the F7 delegation along with -Astoria, Valentine Z, Western Fardelshufflestein, La Xinga, and Nooooooooooooooo.
“...My only complaint is that this guy seems to have plot armor thicker than the hull of a battleship. What’s this Holy Grail thing, anyway? I tried looking it up using foreign information networks but I kept seeing footage of knights being butchered by a rabbit... I don’t think that was a legitimate source.”

...and Josephus sorta started a nuclear war, so I'll just ignore the fact that Kakistopia has almost 50% of deaths due in some part to the God-Empress, and I'll also ignore that Josephus XII was raised as a child-soldier, and I'll say Josephus is the more horrible leader.

User avatar
The Cattagines
Civil Servant
 
Posts: 7
Founded: Jan 04, 2021
Ex-Nation

Postby The Cattagines » Wed Jan 06, 2021 9:15 am

Abbeyverne wrote:I like this, very detailed. A question before I accept, what is your plan for this faction's participation in the RP? I don't want a bunch of people on a completely unrelated storyline.

The plan is to get into galactic politics but to at least start as somewhat of a minor consideration, I would like to be a kind of... not microstate but not directly involved the major powers initially, focusing on character or smaller scale roleplay before I possibly expand the scope of the coalitions participation in greater galactic affairs. (Its basically a faction that lets me test the waters and see if I enjoy the rp

User avatar
The Cattagines
Civil Servant
 
Posts: 7
Founded: Jan 04, 2021
Ex-Nation

Rules ideas.

Postby The Cattagines » Wed Jan 06, 2021 10:24 am

Rules Amendment Proposal:
Submitted By: The Cattagines
The document lined out so far has been a great place to start when it comes to making sense of Star Wars space combat. There are a few additions that have sprung to mind and also perhaps revisions that could be made. I am a new player but these suggestions are coming from experience running some other similar Star Wars roleplaying environments.

Revisions/Clarifications:
What exactly does a moderate fighter attack mean as written, it’s fair to assume that most ships have a form of mounted point defense but we see relatively consistently compliments of 12 or 24 fighters breaching those perimeters without much trouble. It seems that fighter screens and anti fighter corvettes like the lancer are the primary deterrent that must be dealt with before larger ships are attacked with strike craft, though this varies

Perhaps there can be different types of point defense, for example we have seen more than a few times that even if the ISD2 has point defense, it is very inadequate when dealing with strike craft of smaller sizes. Perhaps LTLs are effective point defense against gunships and freighter type vessels like the Millennium Falcon, but prove inadequate when it comes to smaller strike craft

Additions:
Weapon types! The engagement range idea is great as I’ve seen it, and it also offers a great opportunity to really define roles for the different types of weapons we see in Star Wars that are in some ways underdeveloped within the fiction. Examples to follow
-Turbolasers: your obvious bread and butter, they shoot things that explode, their capabilities vary wildly based on both caliber and perhaps by the design of the people who use them (see later suggestion) the generally have no outstanding qualities save the fact that their effectiveness drops off exponentially at range.
-Ion Cannons: I like to see this within the engagement range system as a force multiplier. For ships that don’t want to close the range but get those damn shields down so the turbolasers can blow stuff up, they can engage shields at longer ranges and get them down quicker. Allowing for turbolasers to remain effective, as well as their other stated uses like disabling subsystems and smaller ships.
-Capital grade munition launchers: why the fuck does the providence have more than a hundred proton torpedo launchers? Well I’ll tell you, the munition launchers can consistently deal more damage than turbo lasers at longer ranges and hit more accurately, how they interact with shields varies usually in media. I think it’s fair to say that a middle ground between just ignoring shields and having no special effect on shields can be found, but the real weakness of the munitions launchers is ECM, so while in smaller engagements, they are absolutely terrifying pound for pound compared to turbos, when you get into battles the size of Coruscant, your missiles are just going to get jammed and fly off into space most times.
-more weapon types that could have roles exist, masers, flak, and other weird one off weapons, but I think those will need to be discussed case by case, though there is one idea that comes to mind with those types of specialty weapons.
-Mass drivers: now these are generally considered an anomaly weapon wise and might simply be labeled obsolete by the time of the setting. If that’s the decision that’s valid, but also a bit boring. I think a more fun use for the weapons can be found, and that use comes from the faction who continues to use them most often. The Mandalorians, they seem to just not want to give these up, and it can’t only be because of crusader nostalgia. My suggestion is, that they’re really good at blowing holes in the outer hull of a ship, sucking all that sweet sweet air out, and making it easier to board through those holes, and boom. The mandos have a tool that fits their style and another interesting tactical option is added

Faction and manufacturer specific technology/doctrine.
With that last mandalorian suggestion I can segway into another idea about space combat by asking a question. What the fuck does a turbolaser battery actually consist of? There is no universal standard for how many guns count, and there shouldn’t be. Different factions and manufacturers build ships in different ways, let them. I’ve taken a look at 2 famously opposing groups to show examples of what could be expanded to encompass many different groups. KDY and Mon Cala ships

KDY- They’re big and scary, that’s their job. They’ve built ships of the line for a very long time now. Starting with ships like the Venator and evolving into the beloved fascist murder pizza. KDY clearly believes in the supremacy of line battles. Where big capital ships park next to each other and kick the snot out of the other guy. Their shields are nothing to write home about and structurally there are some weaknesses in their designs, but if you get a KDY ship at close range, it will tear shit up

Mon calamari- They may look like the thing I found in mommy’s drawer that one time, but the Mon Cal ships have proven themselves to be capable in the role they fill, and what role is that? To anchor a battlegroup. They have excellent shields as we know, and their turbolasers are so good at shooting shit they can even target strike fighters as a point defense grid. I think a good place to put them is as long range tanks. They park with their fragile fleet far enough away from the bad guys and open up holes in their defensive lines with superior targeting equipment and long ranged turbolasers so harry skywanker and his hairy roommate can go save the day in their plot armored battle wagons.

Hopefully these ideas will be helpful in fleshing out the ways we can make the space combat in this group more interesting, but I’m more than happy to hear criticism or answer questions if people have them.

User avatar
Abbeyverne
Diplomat
 
Posts: 517
Founded: Jun 27, 2020
Ex-Nation

Postby Abbeyverne » Wed Jan 06, 2021 10:39 am

The Cattagines wrote:
Abbeyverne wrote:I like this, very detailed. A question before I accept, what is your plan for this faction's participation in the RP? I don't want a bunch of people on a completely unrelated storyline.

The plan is to get into galactic politics but to at least start as somewhat of a minor consideration, I would like to be a kind of... not microstate but not directly involved the major powers initially, focusing on character or smaller scale roleplay before I possibly expand the scope of the coalitions participation in greater galactic affairs. (Its basically a faction that lets me test the waters and see if I enjoy the rp


Ok. I like it. I will accept that. Welcome!

OP of Empire's End RP, Frequenter of P2TM, and part of the F7 delegation along with -Astoria, Valentine Z, Western Fardelshufflestein, La Xinga, and Nooooooooooooooo.
“...My only complaint is that this guy seems to have plot armor thicker than the hull of a battleship. What’s this Holy Grail thing, anyway? I tried looking it up using foreign information networks but I kept seeing footage of knights being butchered by a rabbit... I don’t think that was a legitimate source.”

...and Josephus sorta started a nuclear war, so I'll just ignore the fact that Kakistopia has almost 50% of deaths due in some part to the God-Empress, and I'll also ignore that Josephus XII was raised as a child-soldier, and I'll say Josephus is the more horrible leader.

User avatar
Abbeyverne
Diplomat
 
Posts: 517
Founded: Jun 27, 2020
Ex-Nation

Postby Abbeyverne » Wed Jan 06, 2021 10:43 am

The Cattagines wrote:Rules Amendment Proposal:
Submitted By: The Cattagines
The document lined out so far has been a great place to start when it comes to making sense of Star Wars space combat. There are a few additions that have sprung to mind and also perhaps revisions that could be made. I am a new player but these suggestions are coming from experience running some other similar Star Wars roleplaying environments.

Revisions/Clarifications:
What exactly does a moderate fighter attack mean as written, it’s fair to assume that most ships have a form of mounted point defense but we see relatively consistently compliments of 12 or 24 fighters breaching those perimeters without much trouble. It seems that fighter screens and anti fighter corvettes like the lancer are the primary deterrent that must be dealt with before larger ships are attacked with strike craft, though this varies

Perhaps there can be different types of point defense, for example we have seen more than a few times that even if the ISD2 has point defense, it is very inadequate when dealing with strike craft of smaller sizes. Perhaps LTLs are effective point defense against gunships and freighter type vessels like the Millennium Falcon, but prove inadequate when it comes to smaller strike craft

Additions:
Weapon types! The engagement range idea is great as I’ve seen it, and it also offers a great opportunity to really define roles for the different types of weapons we see in Star Wars that are in some ways underdeveloped within the fiction. Examples to follow
-Turbolasers: your obvious bread and butter, they shoot things that explode, their capabilities vary wildly based on both caliber and perhaps by the design of the people who use them (see later suggestion) the generally have no outstanding qualities save the fact that their effectiveness drops off exponentially at range.
-Ion Cannons: I like to see this within the engagement range system as a force multiplier. For ships that don’t want to close the range but get those damn shields down so the turbolasers can blow stuff up, they can engage shields at longer ranges and get them down quicker. Allowing for turbolasers to remain effective, as well as their other stated uses like disabling subsystems and smaller ships.
-Capital grade munition launchers: why the fuck does the providence have more than a hundred proton torpedo launchers? Well I’ll tell you, the munition launchers can consistently deal more damage than turbo lasers at longer ranges and hit more accurately, how they interact with shields varies usually in media. I think it’s fair to say that a middle ground between just ignoring shields and having no special effect on shields can be found, but the real weakness of the munitions launchers is ECM, so while in smaller engagements, they are absolutely terrifying pound for pound compared to turbos, when you get into battles the size of Coruscant, your missiles are just going to get jammed and fly off into space most times.
-more weapon types that could have roles exist, masers, flak, and other weird one off weapons, but I think those will need to be discussed case by case, though there is one idea that comes to mind with those types of specialty weapons.
-Mass drivers: now these are generally considered an anomaly weapon wise and might simply be labeled obsolete by the time of the setting. If that’s the decision that’s valid, but also a bit boring. I think a more fun use for the weapons can be found, and that use comes from the faction who continues to use them most often. The Mandalorians, they seem to just not want to give these up, and it can’t only be because of crusader nostalgia. My suggestion is, that they’re really good at blowing holes in the outer hull of a ship, sucking all that sweet sweet air out, and making it easier to board through those holes, and boom. The mandos have a tool that fits their style and another interesting tactical option is added

Faction and manufacturer specific technology/doctrine.
With that last mandalorian suggestion I can segway into another idea about space combat by asking a question. What the fuck does a turbolaser battery actually consist of? There is no universal standard for how many guns count, and there shouldn’t be. Different factions and manufacturers build ships in different ways, let them. I’ve taken a look at 2 famously opposing groups to show examples of what could be expanded to encompass many different groups. KDY and Mon Cala ships

KDY- They’re big and scary, that’s their job. They’ve built ships of the line for a very long time now. Starting with ships like the Venator and evolving into the beloved fascist murder pizza. KDY clearly believes in the supremacy of line battles. Where big capital ships park next to each other and kick the snot out of the other guy. Their shields are nothing to write home about and structurally there are some weaknesses in their designs, but if you get a KDY ship at close range, it will tear shit up

Mon calamari- They may look like the thing I found in mommy’s drawer that one time, but the Mon Cal ships have proven themselves to be capable in the role they fill, and what role is that? To anchor a battlegroup. They have excellent shields as we know, and their turbolasers are so good at shooting shit they can even target strike fighters as a point defense grid. I think a good place to put them is as long range tanks. They park with their fragile fleet far enough away from the bad guys and open up holes in their defensive lines with superior targeting equipment and long ranged turbolasers so harry skywanker and his hairy roommate can go save the day in their plot armored battle wagons.

Hopefully these ideas will be helpful in fleshing out the ways we can make the space combat in this group more interesting, but I’m more than happy to hear criticism or answer questions if people have them.


Excellent. I will add the ideas for weapons and improve the fighter tactics part.

OP of Empire's End RP, Frequenter of P2TM, and part of the F7 delegation along with -Astoria, Valentine Z, Western Fardelshufflestein, La Xinga, and Nooooooooooooooo.
“...My only complaint is that this guy seems to have plot armor thicker than the hull of a battleship. What’s this Holy Grail thing, anyway? I tried looking it up using foreign information networks but I kept seeing footage of knights being butchered by a rabbit... I don’t think that was a legitimate source.”

...and Josephus sorta started a nuclear war, so I'll just ignore the fact that Kakistopia has almost 50% of deaths due in some part to the God-Empress, and I'll also ignore that Josephus XII was raised as a child-soldier, and I'll say Josephus is the more horrible leader.

User avatar
Abbeyverne
Diplomat
 
Posts: 517
Founded: Jun 27, 2020
Ex-Nation

Postby Abbeyverne » Wed Jan 06, 2021 11:07 am

Flarbinia wrote:Name: Phelleem Sector Force
Leader: General Jebb Vid
Type: Army with supporting fleet
Number of Members: Army Of Jabiim
Jabiim Fleet
Taskeed Cell
Denooga Cell
Naldar Cell
Sy Myrth Cell
Number and Types of Ships:
Capital Ships, Frigates, and Cruisers
1 Victory-II Class Star Destroyer: Ithor's Liberation
1 Providence-Class Dreadnaught: Dooku's Pride
1 Liberator-class Cruiser: Liberty's Fist
1 Acclamator II-class assault ship: The Lucky Acklay
4 MC40a Light Cruisers
8 Carrack-Class Light Cruisers
1 Muunificent-Class Frigate: Stardust
2 Nebulon-B Frigates



Corvettes, Escorts, and Support Ships
30 CR70 Corvettes
3 CR90 Corvettes
100 GR-75 Medium Transports
20 Gozanti-Class Assault Carriers


Starfighters
20 Arc-170s
20 Z-95 Headhunters
10 Y-Wings
10 RZ-1s

--snip--


Your force should look something like this, considering you've only been free of the Imp specter for 6 months:

Capital Ships, Frigates, and Cruisers
1 Victory-II Class Star Destroyer: Ithor's Liberation
3 Carrack-Class Light Cruisers
2 Nebulon-B Frigates

Corvettes, Escorts, and Support Ships
5 CR70 Corvettes
7 CR90 Corvettes
20 GR-75 Medium Transports
10 Gozanti-Class Assault Carriers

Starfighters
20 Arc-170s
30 Z-95 Headhunters
10 Y-Wings
20 RZ-1s

I don't mean to sound rude, but just think about your backstory compared with the forces you are showing. It took me 30 years to have just a small fleet.

OP of Empire's End RP, Frequenter of P2TM, and part of the F7 delegation along with -Astoria, Valentine Z, Western Fardelshufflestein, La Xinga, and Nooooooooooooooo.
“...My only complaint is that this guy seems to have plot armor thicker than the hull of a battleship. What’s this Holy Grail thing, anyway? I tried looking it up using foreign information networks but I kept seeing footage of knights being butchered by a rabbit... I don’t think that was a legitimate source.”

...and Josephus sorta started a nuclear war, so I'll just ignore the fact that Kakistopia has almost 50% of deaths due in some part to the God-Empress, and I'll also ignore that Josephus XII was raised as a child-soldier, and I'll say Josephus is the more horrible leader.

User avatar
Lotrisia
Spokesperson
 
Posts: 143
Founded: Nov 23, 2020
Ex-Nation

Postby Lotrisia » Wed Jan 06, 2021 11:48 am

The Cattagines wrote:Rules Amendment Proposal:
Submitted By: The Cattagines
The document lined out so far has been a great place to start when it comes to making sense of Star Wars space combat. There are a few additions that have sprung to mind and also perhaps revisions that could be made. I am a new player but these suggestions are coming from experience running some other similar Star Wars roleplaying environments.

Revisions/Clarifications:
What exactly does a moderate fighter attack mean as written, it’s fair to assume that most ships have a form of mounted point defense but we see relatively consistently compliments of 12 or 24 fighters breaching those perimeters without much trouble. It seems that fighter screens and anti fighter corvettes like the lancer are the primary deterrent that must be dealt with before larger ships are attacked with strike craft, though this varies

Perhaps there can be different types of point defense, for example we have seen more than a few times that even if the ISD2 has point defense, it is very inadequate when dealing with strike craft of smaller sizes. Perhaps LTLs are effective point defense against gunships and freighter type vessels like the Millennium Falcon, but prove inadequate when it comes to smaller strike craft


We never actually see any ISD's point defence get used very much against small strike craft in visual representations. I'd say that the ISD's point defence would probably be largely aimed at breaking apart large formations of fighters and hitting slower bombers, since it isn't likely that snubfighters are going to be capable of breaking through capital-grade shields on their own.

As a clarification, a "moderate" attack that I refer to is explicitly when the capital ship in question is on its own and on high readiness. I should reiterate that. Smaller groups of bombers in the midst of a full battle should be able to get fairly close without significant problems, due to the masking effects of ECM and the fact that the PD grid would be dealing with multiple threats at once already. In the case of an ISD II, on it's own, while facing only the incoming fighters,, it should be able to resist an attack by anywhere up to around 60-70 bombers provided it has shields at full and is able to manoeuvre to full effect. It is worth noting that that same number of bombers in a fleet battle will almost certainly overwhelm the same ISD due to the aforementioned distractions. This also reminds me of something that's probably worth adding surrounding proton torpedoes

User avatar
Lotrisia
Spokesperson
 
Posts: 143
Founded: Nov 23, 2020
Ex-Nation

Proton torpedoes and yields

Postby Lotrisia » Wed Jan 06, 2021 1:23 pm

I know that these proposals are probably getting tedious by now, so I'll make this one fairly quick.

Proton torpedoes are routinely used in stories but their actual limitations are poorly-defined, which can lean into the confusion surrounding things like the abilities of fighters. The solution I'd propose is simple, elegant, and also shamelessly stolen from Hull 721 because it's a damn good system. It is as follows:

Proton torpedoes themselves can vary significantly in yield despite the munition remaining the same size. I won't go into the reasons why that is because it's irrelevant as gameplay rules go. Increasing size can lend you a higher top end of your munition's yield.

Proton torpedoes themselves can be divided into 4 distinct yield categories.

Class A
Roughly equivalent to a Light Turbolaser in yield, this class is the smallest you'll reasonably be using. They're the cheapest to produce and acquire, but have comparatively very low yields. Firing these at a large capital ship like an MC80 will barely even leave a dent against the shields. They are primarily for use against small ships like Gozantis, minor ground targets like AT-ATs, and then corvettes when fired in large numbers

Class B
Equivalent to the higher ends of Light Turbolasers and the lower ends of Medium Turbolasers, these torpedos are better-used in anti-capital ship duties, albeit the smaller end. When used in decent quantities a salvo should be able to seriously damage a corvette like a CR90, and massed should be fairly destructive against even smaller frigates. They would be more expensive to produce by a substantial margin, but would likely see lots of production.

Class C
The majority of proton torpedoes used against large capital ships will be Class Cs. These torpedoes are equal in yield to the larger ends of Medium Turbolaser bolts. They are fairly expensive to buy or produce, especially considering that they still require use in large numbers, but they are capable of threatening even fairly large ships like Victories when fired in massed salvoes, possibly even ISDs provided a relatively large bomber force can be mounted. Most bombers will routinely mount munitions of around this grade for use in combat, but its higher cost leaves it pretty much limited to organised military groups in any significant numbers.

Class D
The top of the roster if Class D torpedoes, which are likely an absolute terror to anyone unlucky enough to see them coming their way. In terms of yield, they are around equivalent to a full Heavy Turbolaser bolt. A full uninterrupted volley by a relatively small bomber group, which I'd spitball at around 30 or so fighters assuming it's B-Wings, mounting these, would be sufficient to overwhelm the shields of ships as large as an ISD fairly easily, even if it's at full readiness with no other ships firing at it. This isn't a finishing blow, it'd be enough from the start of the fight. They are also effective on much larger ships, though obviously in proportionately higher numbers. However, this enormous yield comes at a cost, literally. Class D torpedoes are extremely expensive to procure, bordering on the absurd. A Rebel cell likely flat-out can't afford to procure them in anything more than single digits, and they'd mostly be the exclusive purview of larger navies like the NR's Navy, or the Imperial Navy. However, due to their extreme cost, they are likely still very rare even in service to major forces, only for use against highly important when mounted on fighters. Most anti-capital munitions fired by warships, like the missiles that the Victory I is famous for, will be Class Ds, but warships operate along fairly different budgetary constraints. If you're mounting these on fighters, use sparingly.

With this system, you can play around with proton torpedoes quite a bit more in terms of how you use them. However, be aware that Class D torpedoes are extremely expensive, with a full bomb bay of them likely costing significantly more than the bomber carrying them. Their acquisition or requisition will be difficult, and they should be used exceedingly sparingly, and that means not spamming them against every ISD you come across. If you're going to be fitting out a bomber force, you're almost certainly going to be using Class Cs unless you're willing to burn money like crazy. Things like X-Wings probably just use Class As since they're cheap enough to use on other fighters as well.

User avatar
Abbeyverne
Diplomat
 
Posts: 517
Founded: Jun 27, 2020
Ex-Nation

Postby Abbeyverne » Wed Jan 06, 2021 1:40 pm

Lotrisia wrote:I know that these proposals are probably getting tedious by now, so I'll make this one fairly quick.

Proton torpedoes are routinely used in stories but their actual limitations are poorly-defined, which can lean into the confusion surrounding things like the abilities of fighters. The solution I'd propose is simple, elegant, and also shamelessly stolen from Hull 721 because it's a damn good system. It is as follows:

Proton torpedoes themselves can vary significantly in yield despite the munition remaining the same size. I won't go into the reasons why that is because it's irrelevant as gameplay rules go. Increasing size can lend you a higher top end of your munition's yield.

Proton torpedoes themselves can be divided into 4 distinct yield categories.

Class A
Roughly equivalent to a Light Turbolaser in yield, this class is the smallest you'll reasonably be using. They're the cheapest to produce and acquire, but have comparatively very low yields. Firing these at a large capital ship like an MC80 will barely even leave a dent against the shields. They are primarily for use against small ships like Gozantis, minor ground targets like AT-ATs, and then corvettes when fired in large numbers

Class B
Equivalent to the higher ends of Light Turbolasers and the lower ends of Medium Turbolasers, these torpedos are better-used in anti-capital ship duties, albeit the smaller end. When used in decent quantities a salvo should be able to seriously damage a corvette like a CR90, and massed should be fairly destructive against even smaller frigates. They would be more expensive to produce by a substantial margin, but would likely see lots of production.

Class C
The majority of proton torpedoes used against large capital ships will be Class Cs. These torpedoes are equal in yield to the larger ends of Medium Turbolaser bolts. They are fairly expensive to buy or produce, especially considering that they still require use in large numbers, but they are capable of threatening even fairly large ships like Victories when fired in massed salvoes, possibly even ISDs provided a relatively large bomber force can be mounted. Most bombers will routinely mount munitions of around this grade for use in combat, but its higher cost leaves it pretty much limited to organised military groups in any significant numbers.

Class D
The top of the roster if Class D torpedoes, which are likely an absolute terror to anyone unlucky enough to see them coming their way. In terms of yield, they are around equivalent to a full Heavy Turbolaser bolt. A full uninterrupted volley by a relatively small bomber group, which I'd spitball at around 30 or so fighters assuming it's B-Wings, mounting these, would be sufficient to overwhelm the shields of ships as large as an ISD fairly easily, even if it's at full readiness with no other ships firing at it. This isn't a finishing blow, it'd be enough from the start of the fight. They are also effective on much larger ships, though obviously in proportionately higher numbers. However, this enormous yield comes at a cost, literally. Class D torpedoes are extremely expensive to procure, bordering on the absurd. A Rebel cell likely flat-out can't afford to procure them in anything more than single digits, and they'd mostly be the exclusive purview of larger navies like the NR's Navy, or the Imperial Navy. However, due to their extreme cost, they are likely still very rare even in service to major forces, only for use against highly important when mounted on fighters. Most anti-capital munitions fired by warships, like the missiles that the Victory I is famous for, will be Class Ds, but warships operate along fairly different budgetary constraints. If you're mounting these on fighters, use sparingly.

With this system, you can play around with proton torpedoes quite a bit more in terms of how you use them. However, be aware that Class D torpedoes are extremely expensive, with a full bomb bay of them likely costing significantly more than the bomber carrying them. Their acquisition or requisition will be difficult, and they should be used exceedingly sparingly, and that means not spamming them against every ISD you come across. If you're going to be fitting out a bomber force, you're almost certainly going to be using Class Cs unless you're willing to burn money like crazy. Things like X-Wings probably just use Class As since they're cheap enough to use on other fighters as well.


I would change that to just torpedoes in general and categorize torpedoes such. Unless you object to that change, I'll add it to the rules.

OP of Empire's End RP, Frequenter of P2TM, and part of the F7 delegation along with -Astoria, Valentine Z, Western Fardelshufflestein, La Xinga, and Nooooooooooooooo.
“...My only complaint is that this guy seems to have plot armor thicker than the hull of a battleship. What’s this Holy Grail thing, anyway? I tried looking it up using foreign information networks but I kept seeing footage of knights being butchered by a rabbit... I don’t think that was a legitimate source.”

...and Josephus sorta started a nuclear war, so I'll just ignore the fact that Kakistopia has almost 50% of deaths due in some part to the God-Empress, and I'll also ignore that Josephus XII was raised as a child-soldier, and I'll say Josephus is the more horrible leader.

User avatar
Lotrisia
Spokesperson
 
Posts: 143
Founded: Nov 23, 2020
Ex-Nation

Postby Lotrisia » Wed Jan 06, 2021 2:09 pm

Abbeyverne wrote:
Lotrisia wrote:I know that these proposals are probably getting tedious by now, so I'll make this one fairly quick.

Proton torpedoes are routinely used in stories but their actual limitations are poorly-defined, which can lean into the confusion surrounding things like the abilities of fighters. The solution I'd propose is simple, elegant, and also shamelessly stolen from Hull 721 because it's a damn good system. It is as follows:

Proton torpedoes themselves can vary significantly in yield despite the munition remaining the same size. I won't go into the reasons why that is because it's irrelevant as gameplay rules go. Increasing size can lend you a higher top end of your munition's yield.

Proton torpedoes themselves can be divided into 4 distinct yield categories.

Class A
Roughly equivalent to a Light Turbolaser in yield, this class is the smallest you'll reasonably be using. They're the cheapest to produce and acquire, but have comparatively very low yields. Firing these at a large capital ship like an MC80 will barely even leave a dent against the shields. They are primarily for use against small ships like Gozantis, minor ground targets like AT-ATs, and then corvettes when fired in large numbers

Class B
Equivalent to the higher ends of Light Turbolasers and the lower ends of Medium Turbolasers, these torpedos are better-used in anti-capital ship duties, albeit the smaller end. When used in decent quantities a salvo should be able to seriously damage a corvette like a CR90, and massed should be fairly destructive against even smaller frigates. They would be more expensive to produce by a substantial margin, but would likely see lots of production.

Class C
The majority of proton torpedoes used against large capital ships will be Class Cs. These torpedoes are equal in yield to the larger ends of Medium Turbolaser bolts. They are fairly expensive to buy or produce, especially considering that they still require use in large numbers, but they are capable of threatening even fairly large ships like Victories when fired in massed salvoes, possibly even ISDs provided a relatively large bomber force can be mounted. Most bombers will routinely mount munitions of around this grade for use in combat, but its higher cost leaves it pretty much limited to organised military groups in any significant numbers.

Class D
The top of the roster if Class D torpedoes, which are likely an absolute terror to anyone unlucky enough to see them coming their way. In terms of yield, they are around equivalent to a full Heavy Turbolaser bolt. A full uninterrupted volley by a relatively small bomber group, which I'd spitball at around 30 or so fighters assuming it's B-Wings, mounting these, would be sufficient to overwhelm the shields of ships as large as an ISD fairly easily, even if it's at full readiness with no other ships firing at it. This isn't a finishing blow, it'd be enough from the start of the fight. They are also effective on much larger ships, though obviously in proportionately higher numbers. However, this enormous yield comes at a cost, literally. Class D torpedoes are extremely expensive to procure, bordering on the absurd. A Rebel cell likely flat-out can't afford to procure them in anything more than single digits, and they'd mostly be the exclusive purview of larger navies like the NR's Navy, or the Imperial Navy. However, due to their extreme cost, they are likely still very rare even in service to major forces, only for use against highly important when mounted on fighters. Most anti-capital munitions fired by warships, like the missiles that the Victory I is famous for, will be Class Ds, but warships operate along fairly different budgetary constraints. If you're mounting these on fighters, use sparingly.

With this system, you can play around with proton torpedoes quite a bit more in terms of how you use them. However, be aware that Class D torpedoes are extremely expensive, with a full bomb bay of them likely costing significantly more than the bomber carrying them. Their acquisition or requisition will be difficult, and they should be used exceedingly sparingly, and that means not spamming them against every ISD you come across. If you're going to be fitting out a bomber force, you're almost certainly going to be using Class Cs unless you're willing to burn money like crazy. Things like X-Wings probably just use Class As since they're cheap enough to use on other fighters as well.


I would change that to just torpedoes in general and categorize torpedoes such. Unless you object to that change, I'll add it to the rules.

Sure thing, no problems there

User avatar
Abbeyverne
Diplomat
 
Posts: 517
Founded: Jun 27, 2020
Ex-Nation

Postby Abbeyverne » Wed Jan 06, 2021 3:03 pm

Lotrisia wrote:
Abbeyverne wrote:
I would change that to just torpedoes in general and categorize torpedoes such. Unless you object to that change, I'll add it to the rules.

Sure thing, no problems there


Thanks! It'll be in the dispatch momentarily.

OP of Empire's End RP, Frequenter of P2TM, and part of the F7 delegation along with -Astoria, Valentine Z, Western Fardelshufflestein, La Xinga, and Nooooooooooooooo.
“...My only complaint is that this guy seems to have plot armor thicker than the hull of a battleship. What’s this Holy Grail thing, anyway? I tried looking it up using foreign information networks but I kept seeing footage of knights being butchered by a rabbit... I don’t think that was a legitimate source.”

...and Josephus sorta started a nuclear war, so I'll just ignore the fact that Kakistopia has almost 50% of deaths due in some part to the God-Empress, and I'll also ignore that Josephus XII was raised as a child-soldier, and I'll say Josephus is the more horrible leader.

User avatar
Flarbinia
Negotiator
 
Posts: 5822
Founded: Apr 29, 2012
Iron Fist Consumerists

Postby Flarbinia » Thu Jan 07, 2021 9:59 am

Abbeyverne wrote:
Flarbinia wrote:Name: Phelleem Sector Force
Leader: General Jebb Vid
Type: Army with supporting fleet
Number of Members: Army Of Jabiim
Jabiim Fleet
Taskeed Cell
Denooga Cell
Naldar Cell
Sy Myrth Cell
Number and Types of Ships:
Capital Ships, Frigates, and Cruisers
1 Victory-II Class Star Destroyer: Ithor's Liberation
1 Providence-Class Dreadnaught: Dooku's Pride
1 Liberator-class Cruiser: Liberty's Fist
1 Acclamator II-class assault ship: The Lucky Acklay
4 MC40a Light Cruisers
8 Carrack-Class Light Cruisers
1 Muunificent-Class Frigate: Stardust
2 Nebulon-B Frigates



Corvettes, Escorts, and Support Ships
30 CR70 Corvettes
3 CR90 Corvettes
100 GR-75 Medium Transports
20 Gozanti-Class Assault Carriers


Starfighters
20 Arc-170s
20 Z-95 Headhunters
10 Y-Wings
10 RZ-1s

--snip--


Your force should look something like this, considering you've only been free of the Imp specter for 6 months:

Capital Ships, Frigates, and Cruisers
1 Victory-II Class Star Destroyer: Ithor's Liberation
3 Carrack-Class Light Cruisers
2 Nebulon-B Frigates

Corvettes, Escorts, and Support Ships
5 CR70 Corvettes
7 CR90 Corvettes
20 GR-75 Medium Transports
10 Gozanti-Class Assault Carriers

Starfighters
20 Arc-170s
30 Z-95 Headhunters
10 Y-Wings
20 RZ-1s

I don't mean to sound rude, but just think about your backstory compared with the forces you are showing. It took me 30 years to have just a small fleet.

Fixed.

User avatar
Abbeyverne
Diplomat
 
Posts: 517
Founded: Jun 27, 2020
Ex-Nation

Postby Abbeyverne » Thu Jan 07, 2021 11:01 am

Flarbinia wrote:Name: Phelleem Sector Force
Leader: General Jebb Vid
Type: Army with supporting fleet
Number of Members: Army Of Jabiim
Jabiim Fleet
Taskeed Cell
Denooga Cell
Naldar Cell
Sy Myrth Cell
Number and Types of Ships:

Capital Ships, Frigates, and Cruisers
1 Victory-II Class Star Destroyer: Ithor's Liberation
3 Carrack-Class Light Cruisers
2 Nebulon-B Frigates

Corvettes, Escorts, and Support Ships
5 CR70 Corvettes
7 CR90 Corvettes
20 GR-75 Medium Transports
10 Gozanti-Class Assault Carriers

Starfighters
20 Arc-170s
30 Z-95 Headhunters
10 Y-Wings
20 RZ-1s

Base(s): Jabiim (Headquarters), Taskeed, Denooga, Naldar, and Sy Myrth
Resources: (If applicable)
Description: The Phellem Sector Force is a New Republic Army assigned to the Liberation of the Core Worlds. However, unlike other armies, it is willing to use captured Imperial Walkers in battle, as its combat doctrine dictates that a successful assault requires speed and firepower. In addition to this, they have a supply doctrine of scavenging from the battlefield, though this is only implemented when supplies are running low.
Backstory: When the Separatist Leadership was killed and their droid armies were deactivated, the Clone Wars ended in a Separatist defeat. However, there were those who continued the fight after the conflict had ended. The Jabiim Holdout was one of these groups. Originally a platoon sent to assist the Jabiimi Nationalists in their fight against the Republic, the Separatists on Jabiim performed hit-and-run attacks against the Empire, believing that this campaign would spark a Separatist uprising. The sad reality was that their support was limited to a few small-scale communities and Loyalists willing to part with a token amount of their supplies, as the Nationalists, under the command of Thorne Kraym, had sided with the Empire. As weeks turned into months and months turned into years, the Separatists began to realize that they were no making any real progress, every base that had to be abandoned upon discovery by the Empire fueling their disillusionment towards Jebb's leadership. Many considered mutiny against their leader, blaming him for the problems they faced, including Bacta being reserved for the leadership while the rest were forced to make due with Kolto. However, this fate was avoided when Jebb received a fateful transmission from the Rebel Alliance.

They were no longer a platoon fighting for a lost cause, but Rebels fighting to liberate Jabiim from the Empire. With financial and logistical aid from the Rebel Alliance, The Jabiim Cell spent months preparing for the Liberation of Jabiim: reconnaissance was performed, strategies were formed, locals were trained and recruited, and weapons acquired were stockpiled. Encoded messages were broadcast to sympathizers to coordinate sabotage operations, as the assassination of Imperial officials would result in retaliation against the civilian population. To distance itself from its past as Separatists and appeal to the people of Jabiim, the Jabiim Cell referred to itself as the Army Of Jabiim. When news of the Emperor's death reached Jabiim, General Jebb Vid immediately ordered the assault. Within weeks of the beginning of the assault, the demoralized Imperial garrison was overwhelmed, strongholds and other strategically important locations falling to the Rebels. It was not long before the Imperials surrendered, the Jabiim Cell celebrating their victory. General Jebb Vid did not partake in the festivities for long, as he had the important task of gathering a fleet to protect Jabiim from potential Imperial Counterattack. Once the celebration was over, General Jebb Vid received his new orders: head to Ithor with as many troops and ships as he can muster and assist the Rebel fleets in liberating it. However, as he was about to leave, he received a pair of priority one distress calls: one from the Providence-Class Dreadnaught Dooku's Pride and one from the Muunificent-Class Frigate Stardust, both of which were rumored to have remained active after the shutdown of the Droid Armies. Jebb immediately set course for the source of the signals, desiring to add the ships and their crews to Jabiim Fleet. What he found were pirates who had seized the ships and used the distress calls as bait for potential prey. Unlike the other ships who had fallen into the trap, he had a fleet at his back, allowing him to turn the tables on the pirates, the Dooku's Pride and Stardust being boarded during the battle. The pirates, while skilled in combat, were only a skeleton crew and it was not long before they were overwhelmed by the numerically superior and better equipped Rebel boarding parties. With the ships secured and the surviving pirates scattered, General Jebb headed to Ithor. Along the way, he met Rebel Cells that had received the same order as Jebb Vid, their leaders agreeing to bolster his forces with their ships and troops in exchange for favorable trade deals after the war, as Jebb was De Facto leader of Jabiim after overthrowing the Empire.

The Jabiim Fleet arrived in the Ottega System, the local Imperial fleet already engaged in combat with the Rebels. General Jebb ordered the fleet to attack the enemy and capture as many vessels as they can. Understength squadrons of Tie Fighters, under orders from Admiral Greeb to fight to the last pilot, engaged the new arrivals. This miscalculation allowed Jabiim Fleet to overwhelm the Imperial fleet's crumbling left flank, resulting in the capture of the Victory-II Class Star Destroyer Desolation and the Acclamator II-Class Assault Ship Iron Fist, both ships having already been heavily damaged in combat. The Imperial fleet continued fighting for a few more hours before surrendering, but one problem remained that prevented them from claiming victory. Governor Olan Dewes, who had gained his position arranged an "unfortunate accident" for his predecessor, had fled to a fortress on the surface of Ithor as soon as the tide turned against him and was now awaiting reinforcements from the rest of the Empire. This did not leave the Rebels in orbit many options. A blockade was out of the question, as Command wanted a liberation, not a siege. An orbital bombardment of Olan's position was also not an option. In addition to the diplomatic repercussions of raining fire and death onto the surface Ithorian's sacred planet, the main stronghold was protected by a shield generator. After a brief debate, the Rebels settled for a full scale invasion of Ithor, with the Army Of Jabiim being assigned to the southern hemisphere along with the ground forces of the Taskeed Cell, Denooga Cell, Naldar Cell, and Sy Myrth Cell. General Jebb's troops fought in close-quarters with well-entrenched Imperials, their advance was slowed by minefields, and the governor released the Acklays and Rancors he had imported for his big hunt to wreak havoc on the Rebel supply lines, but all Olan's tactics accomplished was to delay the inevitable. The fighting continued for weeks until the garrison surrendered, General Olan having been stabbed and shot to death by his own bodyguards after they realized that the Empire had abandoned them. The Army Of Jabiim immediately began incorporating captured AT-STs and AT-DPs into their arsenal while Jabiim Fleet added captured Gozanti-Class Assault Carriers to its roster, as their combat doctrine is one of speed and firepower. Unfortunately, the Stardust, the Dooku's Pride, the Lucky Acklay, and thirty of the Gozanti-Class Cruisers were reassigned to fleets on other fronts.

Now, years after the Battle Of Ithor, the Phelleem Sector Force has been assigned to assist in the liberation of Fondor, home to a major shipyard still under the Empire's control.


Excellent, accepted. Thank you for making the necessary corrections.

OP of Empire's End RP, Frequenter of P2TM, and part of the F7 delegation along with -Astoria, Valentine Z, Western Fardelshufflestein, La Xinga, and Nooooooooooooooo.
“...My only complaint is that this guy seems to have plot armor thicker than the hull of a battleship. What’s this Holy Grail thing, anyway? I tried looking it up using foreign information networks but I kept seeing footage of knights being butchered by a rabbit... I don’t think that was a legitimate source.”

...and Josephus sorta started a nuclear war, so I'll just ignore the fact that Kakistopia has almost 50% of deaths due in some part to the God-Empress, and I'll also ignore that Josephus XII was raised as a child-soldier, and I'll say Josephus is the more horrible leader.

User avatar
The Cattagines
Civil Servant
 
Posts: 7
Founded: Jan 04, 2021
Ex-Nation

Scaffold submission

Postby The Cattagines » Fri Jan 08, 2021 11:14 am

Station name: The Scaffold

Manufacturer: Rendili drive systems

Purpose: Orbital shipyard/repair station, modified to additionally serve as a defense platform.

Description: The primary orbital facility over Bracca, it joins other smaller repair yards and docking stations in orbit to make up the infrastructure needed for the planet to serve as a medium sized shipyard and repair yard. It’s central structure is a hexagonal module where the majority of the stations workers and equipment is stored, along with the normal reactor and defense systems. A berthing module extends from each of the 3 sides, 3 devoted to a singular capital ship each, and 3 with an extended wing that allows for the station to service 48 smaller ships or even more corvettes and fighters when working at full capacity. As of now, about half of these smaller berths are taken up either by mothballed or mid conversion vessels that the Coalition inherited during the revolution, or hulks that have yet to be sent planetside for scrapping.

Notable docked ships:
1 ISD2 The Manticore: The Manticore was declared repairable after several serious encounters with rebel forces during the lead up to endor. Restoring this ship to full power is not worth the cost it will take, better to build a new capital ship. It’s still largely inoperable but after the revolution, the Coalition managed to restore a very limited amount of function to it. It’s engines have been completely removed, but enough reactor power has been restored for the starboard battery of octuple barbette turbolasers to be added to the stations defensive grid.
2 Heavy cruisers
1 Incursor class cruiser (EC Henry design)
18 various frigates (including several imperial nebulon Bs, also EC Henry design)

Modifications: One of the crowning achievements of coalition engineers, the early stages of modifications to the scaffold have shown a very promising future for its expansion and further modification. The reactor system has seen a massive increase in output due to direct modifications to it as well as the installation of further secondary reactor systems from salvaged ships. This output has allowed for the strengthening of the stations shields by a similarly massive extent, as shielding generators and projectors from other scrapped ships have created an overlapping series of shields that allows for the station to take a serious bounding even for a station of its size. The defensive grid of the station has also undergone upgrades, including a trio of repurposed salvage lasers. While they can still serve their original purpose, these cutting beams can now join the defensive armament of the scaffold during combat. During the first imperial assault on Bracca, these beams proved themselves to be very effective at cutting apart frigates and cruisers, though capital ship grade shields are able to repel the beams energy without assistance from other weapon systems. During combat, the reactor needs to be shunted additional power through the deactivation of some non essential systems like artificial gravity, the magnetic fields for the hanger bays must also be deactivated, forcing pilots and ground crew to use vacuum sealed suits when recovering or launching fighters during combat.

Armament:
3 Cutting beams
32 4 gun heavy turbolaser batteries
16 dual ultra heavy ion cannons
52 dual laser cannons

Conclusion: the scaffold has proven that like rendilis warships, it is extremely adaptable. As of now it contributes a significant defensive asset to the coalition, and alongside the defense fleet, it can hold off significant enemy forces. It also still has a lot of room for further modifications and upgrades to be made, as more time and resources are made available to the Coalition.

User avatar
Abbeyverne
Diplomat
 
Posts: 517
Founded: Jun 27, 2020
Ex-Nation

Postby Abbeyverne » Sat Jan 09, 2021 2:09 pm

The Cattagines wrote:Station name: The Scaffold

Manufacturer: Rendili drive systems

Purpose: Orbital shipyard/repair station, modified to additionally serve as a defense platform.

Description: The primary orbital facility over Bracca, it joins other smaller repair yards and docking stations in orbit to make up the infrastructure needed for the planet to serve as a medium sized shipyard and repair yard. It’s central structure is a hexagonal module where the majority of the stations workers and equipment is stored, along with the normal reactor and defense systems. A berthing module extends from each of the 3 sides, 3 devoted to a singular capital ship each, and 3 with an extended wing that allows for the station to service 48 smaller ships or even more corvettes and fighters when working at full capacity. As of now, about half of these smaller berths are taken up either by mothballed or mid conversion vessels that the Coalition inherited during the revolution, or hulks that have yet to be sent planetside for scrapping.

Notable docked ships:
1 ISD2 The Manticore: The Manticore was declared repairable after several serious encounters with rebel forces during the lead up to endor. Restoring this ship to full power is not worth the cost it will take, better to build a new capital ship. It’s still largely inoperable but after the revolution, the Coalition managed to restore a very limited amount of function to it. It’s engines have been completely removed, but enough reactor power has been restored for the starboard battery of octuple barbette turbolasers to be added to the stations defensive grid.
2 Heavy cruisers
1 Incursor class cruiser (EC Henry design)
18 various frigates (including several imperial nebulon Bs, also EC Henry design)

Modifications: One of the crowning achievements of coalition engineers, the early stages of modifications to the scaffold have shown a very promising future for its expansion and further modification. The reactor system has seen a massive increase in output due to direct modifications to it as well as the installation of further secondary reactor systems from salvaged ships. This output has allowed for the strengthening of the stations shields by a similarly massive extent, as shielding generators and projectors from other scrapped ships have created an overlapping series of shields that allows for the station to take a serious bounding even for a station of its size. The defensive grid of the station has also undergone upgrades, including a trio of repurposed salvage lasers. While they can still serve their original purpose, these cutting beams can now join the defensive armament of the scaffold during combat. During the first imperial assault on Bracca, these beams proved themselves to be very effective at cutting apart frigates and cruisers, though capital ship grade shields are able to repel the beams energy without assistance from other weapon systems. During combat, the reactor needs to be shunted additional power through the deactivation of some non essential systems like artificial gravity, the magnetic fields for the hanger bays must also be deactivated, forcing pilots and ground crew to use vacuum sealed suits when recovering or launching fighters during combat.

Armament:
3 Cutting beams
32 4 gun heavy turbolaser batteries
16 dual ultra heavy ion cannons
52 dual laser cannons

Conclusion: the scaffold has proven that like rendilis warships, it is extremely adaptable. As of now it contributes a significant defensive asset to the coalition, and alongside the defense fleet, it can hold off significant enemy forces. It also still has a lot of room for further modifications and upgrades to be made, as more time and resources are made available to the Coalition.


Looking nice! If you want me to accept it, it's accepted.

OP of Empire's End RP, Frequenter of P2TM, and part of the F7 delegation along with -Astoria, Valentine Z, Western Fardelshufflestein, La Xinga, and Nooooooooooooooo.
“...My only complaint is that this guy seems to have plot armor thicker than the hull of a battleship. What’s this Holy Grail thing, anyway? I tried looking it up using foreign information networks but I kept seeing footage of knights being butchered by a rabbit... I don’t think that was a legitimate source.”

...and Josephus sorta started a nuclear war, so I'll just ignore the fact that Kakistopia has almost 50% of deaths due in some part to the God-Empress, and I'll also ignore that Josephus XII was raised as a child-soldier, and I'll say Josephus is the more horrible leader.

User avatar
Abbeyverne
Diplomat
 
Posts: 517
Founded: Jun 27, 2020
Ex-Nation

Postby Abbeyverne » Mon Jan 11, 2021 1:35 pm

Hello! Is anyone there? The thread has gone silent, IDK about the Discord...

OP of Empire's End RP, Frequenter of P2TM, and part of the F7 delegation along with -Astoria, Valentine Z, Western Fardelshufflestein, La Xinga, and Nooooooooooooooo.
“...My only complaint is that this guy seems to have plot armor thicker than the hull of a battleship. What’s this Holy Grail thing, anyway? I tried looking it up using foreign information networks but I kept seeing footage of knights being butchered by a rabbit... I don’t think that was a legitimate source.”

...and Josephus sorta started a nuclear war, so I'll just ignore the fact that Kakistopia has almost 50% of deaths due in some part to the God-Empress, and I'll also ignore that Josephus XII was raised as a child-soldier, and I'll say Josephus is the more horrible leader.

User avatar
Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Mon Jan 11, 2021 4:50 pm

Abbeyverne wrote:Hello! Is anyone there? The thread has gone silent, IDK about the Discord...


For myself, I have nothing else to post for Fondor until it actually "happens".

1: Kuat and Teta are prepping a secondary event, surrounding AZURE command for the moment. In discussion with DRAOS, we picked a third player to "play" Azure Command for us, could you confirm you are fine with that?
2: I reckon we have some leeway in organising the whole deal, keeping in mind we don't go overboard and all that.
We would be planning it to be a form of Imperial civil war escalation between Teta (Independant Imperial), Azure Command (NPC / Imperial Hardliner / unreasonable figure) and Kuat ( Nominal Loyalist )

A few, extra questions.

3: We assume the Emperor cloning ordeal isn't Cannon. Can you confirm? Some Imperial characters would be aware, so it would change things.
3A: If the cloning ordeal isn't Cannon, could we mayhaps have clarity on who sits on Corrussant.
3B: If Mas Ameda is the official successor, does he sit on Corrussant as in new disney cannon? In crux, entirely powerless and more or less a Joke? If so, we'd assume the true power of Corrussant is Azure Command itself. Mayhaps modelled more after Legends than Disney Cannon
3C: We would propose to have Pestage flee to Byss, where he leads a contigent of hardline Imperial loyalists, nearing a true Sith cult. But most of the Imperial armed forces ignoring his commands, the rest assembling around Byss. Likely Biding his time to strike? Waiting things out? It could be a neat Imperial remnant force to act as a "balancing" force in the region that would keep all the players in the Core on their toes.

4: What is the NR capitol at this point in time?
5: Can you give a short description on what you want their territories to be?
6: The same for Imperial Remnant territory (NPC?)
Teta can use it to work on his map when he has time.

PreviousNext

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Cylarn, The Republic of Atria, Torrocca

Advertisement

Remove ads