Post by Kross on Apr 10, 2019 16:34:41 GMT -5
OUT OF CHARACTER INFORMATION
* Intent: (A personal lead ship for Getran Kross and the Galactic Republic Fleet)
* Image Source: ( Link )
* Canon Link: (N/A)
* Primary Source: (Star Destroyer: starwars.fandom.com/wiki/Star_Destroyer,
PRODUCTION INFORMATION
* Manufacturer: Republic Technology and Kuat Drive Yards
* Affiliation: (Getran Kross, Kuat Drive Yards, Republic Technology, Galactic Republic)
* Model: (Republic Justice Star Destroyer)
* Production: Unique
* Material: Durasteel Deflector shield Starship parts, Duraplast
spaceship parts, Titanium reinforced Alusteel
TECHNICAL SPECIFICATIONS
* Classification: (Star Destroyer, Command Ship)
* Length: 6,000 meters
* Width: 3,600 meters
* Height: 2,700 meters
* Armament:
Very high
Proton_beam_cannons 6:
Four near the front of the vessel, two above, two below.
Two near the rear of the vessel on the bottom.
Turbolaser 631 (linked in groups of three or four)
Heavy Ion Cannon 150
Tractor_beam_projectors: 25
Laser Cannon defenses : 250
Assault_concussion_missile launchers: 100, each with 20 missiles.
The Swarm tubes: 50 armed with Assault concussion missiles. Three each guide missile. Each launcher equipped with 10 sets.
Reflection emitter Shielding: 16 emmetters in all cover the ship, 2 extras cover the command deck. Those over the fleet deck must be deactivated to let ships in and out.
Additional Reflection Emitters are added to the spear point of the ship, not only almost making it invulnerable to physical attacks, but allowing it to ram enemy ships without fear of self destruction.
All Reflection Emitters are distanced from the ship by around 100 meters from the ship in most locations, while its other shields are much closer lacking the malleability of the Emitters. This lets them detonate weapons from a distance and absorb or let the resulting explosion dissipate before it reaches the ship.
\* Defenses:
High
Reflection emitter Shielding: 16 emmetters in all cover the ship, 2 extras cover the command deck. Those over the fleet deck must be deactivated to let ships in and out.
Additional Reflection Emitters are added to the spear point of the ship, not only almost making it invulnerable to physical attacks, but allowing it to ram enemy ships without fear of self destruction.
Deflector Shield Generators: 20 Placed across the ship to cover it. These are mostly designed to take in energy rather than materials.
All Reflection Emitters are distanced from the ship by around 100 meters from the ship in most locations, while its other shields are much closer lacking the malleability of the Emitters. This lets them detonate weapons from a distance and absorb or let the resulting explosion dissipate before it reaches the ship.
Durasteel, and Titanium Alusteel reinforced Hull, along with very specific locations covered in Duraplast, makes the ships armor excellent on its own even without the Reflection and Deflector shields protecting it from being reached. These are especially prominent on the spear of the ship to assist it in ramming.
* Fighter Hangar:
Average: 7
* Support Craft Hangar:
* 6000 Meters: 8 Squadrons
* Maneuverability Rating:
Low
* Speed Rating:
Average
* Hyperdrive Class: Average: 1.5
STANDARD FEATURES
All Standard Features:
ADVANCED SYSTEMS
All standard features:
Along with addition of
Reflection Emitters
Swarm missile systems
Strengths:
The Justice Star Destroyer is the first highly efficient application of the Reflection Emitters created during the study of Warpods, along with being installed with Swarm systems automatically into some of its functions. ALong with its substantial armament, this makes the Justice an extremely dangerous opponent against enemies even when outnumbered. Making it a very good tank style battleship that can both take and dish out punishment in considerable numbers.
The Ram: The Reflection Emitters are one of the pieces that make the Justice so dangerous, the shields emitted produce a highly destructive shield and mist that rips, tears, and throws away all matter that comes towards it. While it’s possible some matter might get through, things like Duraplast may survive longer but will still be torn apart, and things like Beskar’gam iron may make it through, it still throws what’s coming at it away from the ship no matter which direction it came from. Resulting in almost a bouncing wall that destroys whatever touches it. This makes it very difficult to reach it, but most importantly, means the Justice can fearlessly run into enemy ships both smaller, and even ships of considerably greater size and armament, knowing full well it can tear through its opponent before the reinforced hull even reaches the targets hull. Primarily this is a good surprise tactic, as it is average speed for its size and low in maneuverability. But it can be very effective against ships multiple times larger than it, as they may be unable to escape in time.
-Average fleet can be used to assist in battle.
-Fantastic defenses against fighters and bombers, as it can prevent them from reaching it due to the 100 meter distance of the Emitter fields from the ship itself. Making torpedos, bombs, ships, and missiles, extremely difficult to use against it.
-Good energy defenses due to the combination of slight resistance from the Emitters, the good resistance from the deflector shields, and the heavy armoring.
-Heavy armament lets it attack a lot of other types of ships at once with power
-May have the element of surprise for fighters due to the Emitters not giving off a particularly unusual appearance, though they do appear somewhat fuzzy at close inspection, most do not look at them closely.
Weaknesses:
-Low maneuverability can make it difficult to dodge enemies by rearranging its position. Forcing it to either speed up or slow down, or rely on its defenses.
-Laser weaponry are more difficult to defend from, while it still has significant defenses, unlike physical shielding, the Lasers are mostly just hindered by the deflector shields and armor.
-Cannot let its own ships in or out without deactivating Reflection emitters where they are exiting or entering which can leave it open to attacks, or prevent it from letting allies in.
-If a ship were able to get past the Reflection Emitters the defenses of the ship are comparable weaker to material attacks by a considerable margin. While still pretty moderate for a ship of its design and size.
Description:
Although officially considered a Star Destroyer, the Republic Justice Star Destroyer does not resembles it’s Imperial and Venator class cousins. The Command deck is flat against the ship, keeping it safer than those of most previous designs. Every aspect of this ship fit with a specific design, a large, powerful weapon, that could fearlessly run into battle even if outnumbered and outgunned. While it’s actual weaponry is good enough for a ship of its class, its the shields and armor that ended up making it so much more of a threat. Designed as a spear ship, the combination of a hardened end, along with the Reflection Emitters, allows the Justice to ram into opponents of much higher class ripping them apart before its own hull reaches them, without having to worry about the enemies shields as its emitters reach much farther then most, tearing and shoving its enemies out of the way. This has made the Justice a sort of ram machine, that can actively seek out bigger or equal enemies with the specific purpose of running them through while its armaments and shields or allies work to deal with their support and fighter craft.
The Justice is the embodiment of a ship killer, aimed for space combat against those stronger than the Republic. The long range emitters prevent bombers and fighters from getting in close enough to take it out easily. There is however two main weaknesses , the Emitters prevent any ships from entering or exiting, and that includes its own. This means that if it wants to let its fleet out, it is forced to temporarily turn its emitters near the exit and entrances off which makes it more vulnerable to physical attacks. Its second weakness is it’s maneuverability. It’s size, and high defenses and armament, meant it was seen as something that needed to be the one doing the chasing down of larger ships, not trying to evade attacks. This means it can be hard to evade when there are legitimate threats to it, as turning can take longer than typical. This also means it can’t always chase down its enemies, as they may be able to dodge it instead of trying to outrun or take it on.
Minimum Crew: 20,000
Crew: 100,000
Gunners: 1,200
Passengers: 16,000
Consumables: 6 years