Heroic - class Support Vessel
[font=Times New Roman]Designation: Heroic – class Support Vessel (HSV)[/font]
[font=Times New Roman]Classification: Support Vessel/Space Tug<?XML:NAMESPACE PREFIX = O /><O:p< font O:p<>[/font]
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[font=Times New Roman]Designer: Galactic Coalition Research and Development, Capital Ship Department[/font]
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[font=Times New Roman]Length: 500m<O:p< font>[/font]
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[font=Times New Roman]Crew: 850<O:p< font></O:p<>
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[font=Times New Roman]Troops: 1000 (Security)<O:p< font>[/font]
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[font=Times New Roman]Droids: Variety of maintenance droids, transportation droids and many Remote Operations Robots of all types, although concentrated in Yellow and Blue ones, along with some Brown ones (those these are generally yellow or blue shaded). There are also many 2-1B Surgical Droids, a variety of MD Medical Specialists and numerous other types of medical droids.<O:p< font>
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[font=Times New Roman]Weapons: 4 Cren Munitions Quick-Fire Quad Laser Cannon Turrets<O:p< font>[/font]
[font=Times New Roman]20 Cren Munitions Magnetic Grapples and Tow Cables<O:p< font>[/font]
[font=Times New Roman]10 Cren Munitions RC – 55 Tractor Beam Projectors<O:p< font>[/font]
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[font=Times New Roman]Shields: 3 Aqualish Shielding YR – 1000 Ray Shield Generators – 2500 SBD<O:p< font>[/font]
[font=Times New Roman]2 Aqualish Shielding WTZ – 1005 Particle Shield Generators – 2000 SBD<O:p< font>[/font]
[font=Times New Roman]2 Defender Ion class Shield Generators – 1750 SBD<O:p< font>[/font]
[font=Times New Roman]3 Aqualish Shielding Support – class Shield Generators<O:p< font>[/font]
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[font=Times New Roman]Hull: Molecularly Bonded Extremely Strong Mon Quarran Shipworks Hull – 2000 RU<O:p< font>[/font]
[font=Times New Roman]Diversity Composite<O:p< font>[/font]
[font=Times New Roman]Engines: 5 Anoat Engines HP - 5000 Engines<O:p< font>[/font]
[font=Times New Roman]4 Anoat Engines Super – Z Towing Engines<O:p< font>[/font]
[font=Times New Roman]Sublight Speed: 40 MGLT – Normal<O:p< font>[/font]
[font=Times New Roman]30 MGLT – Towing ship(s) with engines<O:p< font>[/font]
[font=Times New Roman]20 MGLT – Towing ship(s) without engines<O:p< font>[/font]
[font=Times New Roman]Hyperdrive: x1 – Normal<O:p< font>[/font]
[font=Times New Roman]x2 – Towing ship(s) with hyperdrive<O:p< font>[/font]
[font=Times New Roman]x3 – Towing ship(s) without Hyperdrive<O:p< font>[/font]
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[font=Times New Roman]Communications:<O:p< font>[/font]
[font=Times New Roman]2 ComTech SRT Short-Range Com Units[/font]
[font=Times New Roman]2 ComTech WFA Subspace Units[/font]
[font=Times New Roman]2 ComTech Radionics Sets[/font]
[font=Times New Roman]2 ComTech Laser-line-of-sight Units[/font]
[font=Times New Roman]2 ComTech QOR Long-Range Com Units[/font]
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[font=Times New Roman]Sensors:<O:p< font>[/font]
[font=Times New Roman]8 Cren Sensors Sensor Arrays[/font]
[font=Times New Roman]Passive – Long/Short Range (plus backup for each)[/font]
[font=Times New Roman]Active – Long and Short Range (plus backup for each)[/font]
[font=Times New Roman]Graviton Detector mk. I[/font]
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[font=Times New Roman]Hangar Bay: Capable of holding up to 1 squadron of fighters, or 5 shuttles, although it normally will only have 2 shuttles/freighters stationed in it.<O:p< font>[/font]
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[font=Times New Roman]Supplies: Supplies to last 6 months, with lots of extra spare parts for all essential systems as well as essential systems on other Coalition owned vessels. Also includes extra missiles and fuel.[/font]
[font=Times New Roman]600 Escape pods (10 passengers each) spread throughout the ship<O:p< font>[/font]
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[font=Times New Roman]Specialty Systems: [/font]
[font=Times New Roman]Elite Anti-Missile Defence System[/font]
[font=Times New Roman]ATS: Anti-Targeting System[/font]
[font=Times New Roman]The Anti-targeting system is designed to cast a field 100 km out to disrupt any signals being sent to gather computerized target locks. Typically, targeting computers derive their object targets based on data gathered in concert with standard ship's sensor package or independent signal casting device. The field of ATS disrupts those incoming signals by offsetting/reflecting the data back to it's origin. The result being wrong targeting data being received (the farther away the more off track) which would result is less positive (or less critical) strikes.[/font]
[font=Times New Roman]Cren Munitions Self-Destruct Mechanism[/font]
[font=Times New Roman]This is not a true self-destruct mechanism in the sense that they usually are, a device to destroy the entire ship. Rather it it’s a device that will cause small, controlled explosions to happen across the ship in key places. These include weapons positions, the reactor and the engines. All Elite – class Anti-Missile Defence System emplacements are destroyed and so is the Graviton Detector. Shield generators and non-standard communications are also destroyed (so radionics set and laser-line-of-sight unit). The tractor beams and grapples are also destroyed. As well each and every computer is wiped, then re-wiped and written over with the scripts for holodramas from the Empire. At that point a small explosions occurs in each computer, destroying them. In this way no highly sensitive information or technologies will be given over to the Empire. And, if it is possible, the Coalition could go back and pull out the ship, mostly intact, requiring only some minor refits compared to building an entirely new ship. As well it is possible to limit the area that this is done in. Therefore if an enemy boards than the commander of the ship can destroy the computers in the area and the weapon emplacements (if needed) without destroying all of the stuff on the ship.[/font]
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[font=Times New Roman]Cren Munitions Anti-Intruder System[/font]
[font=Times New Roman]This is also different from most Anti-Intruder Systems. While most are made up of an impressive array of laser traps, grav traps and other devices the Cren Munitions version concentrates more on using actual troops and blockade methods. While it does not rely on laser traps, it does have many retractable heavy blasters of the E-web calibre hidden in the walls, floors and ceilings of the reinforced corridors. This allows for them to pop out for a few seconds, fire as many shots as possible and then hid again. Because the walls are magnetically sealed the shots don’t have to be aimed at anything, they will just bounce back and forth of the walls, floor and ceiling until they hit something not magnetically sealed (such as a trooper). Each hallway has blast doors situated every 20m that can be used to lockdown any breach. These blast doors once closed are magnetically sealed, making it impervious to most weapons, including lightsabers. Once the enemy troops are trapped small holes can be opened in the walls to pump in knockout gas, generally Sleeper Agent 05, but other gasses and chemicals can be used. As well it is possible to open some of the outer corridors to vacuum, thereby clearing out any unwanted intruders not equipped with special equipment like magnetic boots.[/font]
[font=Times New Roman]Also used in protection of the ship are a limited number of accesses to key areas (such as the shield generators, the hangar, reactor, engines, bridge, auxiliary bridge). This is done by limiting the number of routes leading to these places, by ending up with 1 route leading to each of the follow: bridges, reactor, engines and hangar, with other routes joining up with these. As well these routes have magnetically sealed blast doors and walls, giving them added protection. To protect the weapon emplacements there are blast doors preventing access into turrets and weapons areas. To limit the amount of these hallways needed the Tractor Beam Projectors are all centred around hangar bay and the Magnetic Grapples are in a line spread down the bottom of the ship, so that entire corridor (which is also where the single access from the hangar is attached to the rest of the ship) has the blast doors and magnetically sealed walls.[/font]
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[font=Times New Roman]Cren Munitions Magnetic Grapples and Tow Cables[/font]
[font=Times New Roman]To save energy space Galactic Coalition R&D decided that it would be best to use some sort of grapple to stay attached to the ships being towed. The only problem with using a normal grappling hook would be the fact that they would drill into the hull, causing holes and other problems with damaging the ships integrity. Therefore they used extremely powerful Magnetic Grapples combined with heavily reinforced tow cables. These magnetic grapples are capable of holding onto a vessel while it is in hyperspace, thereby allowing the ship to pull a ship(s) with it into hyperspace. However this creates an enormous strain on the Grapples and after one complete voyage (from spot a to spot b, even if they have to make a quick stop at spot c) they need to have maintenance done on them before they are reliable again. Fortunately this can easily be done by some of the Remote Operations Robots onboard, unfortunately it requires that the ship does not use its Magnetic Grapples for the time that this maintenance is being done (lets say, 1 hour?). [/font]
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[font=Times New Roman]To improve on accuracy, the Magnetic Grapple has small manoeuvring thrusters, which all the gunner to fly it in at the ship, and connect with it in a controlled manner. That way, the grapple can speed towards the targeted ship at high speeds, and yet not have to impact against that ships hull quite so fast.[/font]
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[font=Times New Roman]The Tow Cable and Magnetic Grapple are heavily armoured and would require more than a standard starfighter weapon to destroy them (unless it a missile, but getting a target lock on it might be kind of difficult, except for the Grapple portion). To prevent them from being disabled they to have the Diversity Compound in their armour. Once the cables are attached they can be towed in, closer to the HSV, thereby drawing in the craft that they are attached to closer to the HSV (or the HSV closer to the craft, depending on size).[/font]
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[font=Times New Roman]Cren Munitions RC – 55 Tractor Beam Projectors[/font]
[font=Times New Roman]The Cren Munitions RC – 55 Tractor Beam Projectors are brand new, state-of-the-art tractor beams specifically designed for use on this ship. They are basically super-powered tractor beams capable of pulling a vessel(s) through hyperspace with the HSV. This does not depend on the towed ship having engines active, so the HSV can be used to tow a fully disabled craft out of a battlefield and then out of the system. It could also be used to pull a disabled enemy ship away from a battle, although this isn’t recommended unless the enemy ship has been captured, as if they do manage to re-arm so much as a few turbolasers they could cause severe damage to the HSV.[/font]
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[font=Times New Roman]3 Aqualish Shielding Support – class Shield Generators[/font]
[font=Times New Roman]This is a system made up of extremely powerful shield generators and much stronger than normal shield projectors. The idea behind the concept is that as the ship launches its magnetic grapples, it’s particle shields will have to come down, leaving the ship open to severe damage. As well, the ship it’s towing will likely be disabled and therefore vulnerable to enemy fire, which could result in the destruction of the towed vessel, when all that GC wanted was for the ship to be preserved. Therefore Galactic Coalition techs working with Aqualish Shielding set out to make the Support – class Shield Generators. [/font]
[font=Times New Roman]The Support – class Shield Generator addresses that problem through a sort of brute-force engineering tactic. It is concentrated around pumping more energy into the shield generators and using more powerful and more efficient projectors. The energy is provided by the reactor, a more advanced, bigger and better reactor than most ships that size would have. This, combined with the fact that the ship has very little weapons for energy to be used to fire them, means that there is enough energy to power the shields, tractors beams and engines, all which require a high amount of energy. The technology for the projectors is similar to that found on planetary shields, where the projectors have to project a shields thousands of kilometres above them. The projectors also use new technology to make them more efficient, helping to lower the strain placed on them by the amount of energy running through them and lower the amount of energy needed.[/font]
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[font=Times New Roman]The 3 Support – class Shield Generators can produce a shield of 1000m on all sides, with a total power of 5000 SBD. They are designed so that the area can be shrunk down, and made so that the shield can form around a ship. Furthermore multiple shields formed by different HSVs can be connected together, without losing or gaining any power, thereby allowing a large ship to be given protection while being towed by multiple HSVs. The shields can be made so that they don’t physically touch the ship being towed where the 1000m shield would normally stop and a separation wall would be formed. Shrinking the size of the shielded area does not improve its strength.[/font]
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[font=Times New Roman]Coalition Onboard Ship Medical Facility[/font]
[font=Times New Roman]This is a small area of the ship capable of treating wounded crewmembers or troops. It has the newest and best medical technology the Coalition can provide, including a station for delivering Panacea to injured personnel. While this is not at all a full-fledged medical facility, it will be able to serve in a pinch, until the injured person can be transferred to a full-fledged medical facility, either onboard another ship or on a planet. It was thought best to have this onboard the HSV as it would allow the Coalition to treat any injured personnel which were onboard the craft(s) it was towing. [/font]
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[font=Times New Roman]Description:[/font]
[font=Times New Roman]The Heroic – class Support Vessel is another example of the new designs being developed by the Galactic Coalition in association with a variety of companies within the Galactic Coalition. This helps the economy as it spreads out the money being spent on military projects throughout the Coalition, helping to fuel the individual economies of the worlds involved. As well it provides incentives for people to form their own company involving military technology, which meant that there was lots of competition, keeping prices at a reasonable level and increasing the amount of new ideas and innovations that the companies would make to keep themselves profitable. Furthermore it gives the Coalition lots of selection when picking technology, meaning that they get only the best. [/font]
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[font=Times New Roman]The Heroic – class Support Vessel is a vessel that no fleet should go without. It provides commanders with the capability to take disabled, damaged or crippled vessels and tow them to a shipyard, allowing them to be repaired and therefore used again in another battle. Furthermore, it gives the Coalition an option when capturing enemy vessels. If needed, they can simply use the HSV to tow the enemy vessel out of an engagement zone, preventing the enemy from destroying the craft to stop the Coalition from capturing it. The powerful Aqualish Shielding Support – class Shield Generators allow the Coalition to go into a battlefield, get a disabled ship and tow it away from the battlefield, even if the battle is still going on around that ship, preventing the enemy from finishing the job by capturing the ship. The ship is highly automated, to help reduce crew numbers. However troops numbers for security purposes still remain relatively high, to prevent the ship from falling into enemy hands. A trial run of a group of 11 HSVs has been produced at CN-1344 for testing purposes and a further 10 are in mid-production there. Numerous others are being planned for production once the final tests are complete at shipyards spread across the Coalition.[/font]
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[font=Times New Roman]Towing Chart[/font]
[font=Times New Roman]30 ships up to 25m[/font]
[font=Times New Roman]15 ships 26 - 50m[/font]
[font=Times New Roman]6 ships 51m – 100m<O:p< font>
[font=Times New Roman]3 ships 101m – 250m[/font]
[font=Times New Roman]2 ships 251 – 400m [/font]
[font=Times New Roman]1 ship 401m – 800m [/font]
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[font=Times New Roman]Anything over 800m will require minimum 2 HSVs. There is no multiplier affect, so if there is a 1600m ship, it will require 2, but 1601 will require 3.[/font]
[font=Times New Roman]The towing chart and towing speeds don't count ships held in the docking bay.[/font]
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[font=Times New Roman]Sacrifices weapons for shields and speed.[/font]
Same thread as being used for the SAB and SSSF.
OOC: Edited it so that there will be 11 HSVs in the trial run, it fits in better with the thread, as you will notice if you read it.
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[font=Times New Roman]Classification: Support Vessel/Space Tug<?XML:NAMESPACE PREFIX = O /><O:p< font O:p<>[/font]
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[font=Times New Roman]Designer: Galactic Coalition Research and Development, Capital Ship Department[/font]
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[font=Times New Roman]Length: 500m<O:p< font>[/font]
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[font=Times New Roman]Crew: 850<O:p< font></O:p<>
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[font=Times New Roman]Troops: 1000 (Security)<O:p< font>[/font]
[font=Times New Roman][/font]
[font=Times New Roman]Droids: Variety of maintenance droids, transportation droids and many Remote Operations Robots of all types, although concentrated in Yellow and Blue ones, along with some Brown ones (those these are generally yellow or blue shaded). There are also many 2-1B Surgical Droids, a variety of MD Medical Specialists and numerous other types of medical droids.<O:p< font>
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[font=Times New Roman]Weapons: 4 Cren Munitions Quick-Fire Quad Laser Cannon Turrets<O:p< font>[/font]
[font=Times New Roman]20 Cren Munitions Magnetic Grapples and Tow Cables<O:p< font>[/font]
[font=Times New Roman]10 Cren Munitions RC – 55 Tractor Beam Projectors<O:p< font>[/font]
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[font=Times New Roman]Shields: 3 Aqualish Shielding YR – 1000 Ray Shield Generators – 2500 SBD<O:p< font>[/font]
[font=Times New Roman]2 Aqualish Shielding WTZ – 1005 Particle Shield Generators – 2000 SBD<O:p< font>[/font]
[font=Times New Roman]2 Defender Ion class Shield Generators – 1750 SBD<O:p< font>[/font]
[font=Times New Roman]3 Aqualish Shielding Support – class Shield Generators<O:p< font>[/font]
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[font=Times New Roman]Hull: Molecularly Bonded Extremely Strong Mon Quarran Shipworks Hull – 2000 RU<O:p< font>[/font]
[font=Times New Roman]Diversity Composite<O:p< font>[/font]
[font=Times New Roman]Engines: 5 Anoat Engines HP - 5000 Engines<O:p< font>[/font]
[font=Times New Roman]4 Anoat Engines Super – Z Towing Engines<O:p< font>[/font]
[font=Times New Roman]Sublight Speed: 40 MGLT – Normal<O:p< font>[/font]
[font=Times New Roman]30 MGLT – Towing ship(s) with engines<O:p< font>[/font]
[font=Times New Roman]20 MGLT – Towing ship(s) without engines<O:p< font>[/font]
[font=Times New Roman]Hyperdrive: x1 – Normal<O:p< font>[/font]
[font=Times New Roman]x2 – Towing ship(s) with hyperdrive<O:p< font>[/font]
[font=Times New Roman]x3 – Towing ship(s) without Hyperdrive<O:p< font>[/font]
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[font=Times New Roman]Communications:<O:p< font>[/font]
[font=Times New Roman]2 ComTech SRT Short-Range Com Units[/font]
[font=Times New Roman]2 ComTech WFA Subspace Units[/font]
[font=Times New Roman]2 ComTech Radionics Sets[/font]
[font=Times New Roman]2 ComTech Laser-line-of-sight Units[/font]
[font=Times New Roman]2 ComTech QOR Long-Range Com Units[/font]
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[font=Times New Roman]Sensors:<O:p< font>[/font]
[font=Times New Roman]8 Cren Sensors Sensor Arrays[/font]
[font=Times New Roman]Passive – Long/Short Range (plus backup for each)[/font]
[font=Times New Roman]Active – Long and Short Range (plus backup for each)[/font]
[font=Times New Roman]Graviton Detector mk. I[/font]
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[font=Times New Roman]Hangar Bay: Capable of holding up to 1 squadron of fighters, or 5 shuttles, although it normally will only have 2 shuttles/freighters stationed in it.<O:p< font>[/font]
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[font=Times New Roman][/font]
[font=Times New Roman]Supplies: Supplies to last 6 months, with lots of extra spare parts for all essential systems as well as essential systems on other Coalition owned vessels. Also includes extra missiles and fuel.[/font]
[font=Times New Roman]600 Escape pods (10 passengers each) spread throughout the ship<O:p< font>[/font]
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[font=Times New Roman]Specialty Systems: [/font]
[font=Times New Roman]Elite Anti-Missile Defence System[/font]
[font=Times New Roman]ATS: Anti-Targeting System[/font]
[font=Times New Roman]The Anti-targeting system is designed to cast a field 100 km out to disrupt any signals being sent to gather computerized target locks. Typically, targeting computers derive their object targets based on data gathered in concert with standard ship's sensor package or independent signal casting device. The field of ATS disrupts those incoming signals by offsetting/reflecting the data back to it's origin. The result being wrong targeting data being received (the farther away the more off track) which would result is less positive (or less critical) strikes.[/font]
[font=Times New Roman]Cren Munitions Self-Destruct Mechanism[/font]
[font=Times New Roman]This is not a true self-destruct mechanism in the sense that they usually are, a device to destroy the entire ship. Rather it it’s a device that will cause small, controlled explosions to happen across the ship in key places. These include weapons positions, the reactor and the engines. All Elite – class Anti-Missile Defence System emplacements are destroyed and so is the Graviton Detector. Shield generators and non-standard communications are also destroyed (so radionics set and laser-line-of-sight unit). The tractor beams and grapples are also destroyed. As well each and every computer is wiped, then re-wiped and written over with the scripts for holodramas from the Empire. At that point a small explosions occurs in each computer, destroying them. In this way no highly sensitive information or technologies will be given over to the Empire. And, if it is possible, the Coalition could go back and pull out the ship, mostly intact, requiring only some minor refits compared to building an entirely new ship. As well it is possible to limit the area that this is done in. Therefore if an enemy boards than the commander of the ship can destroy the computers in the area and the weapon emplacements (if needed) without destroying all of the stuff on the ship.[/font]
[font=Times New Roman][/font]
[font=Times New Roman]Cren Munitions Anti-Intruder System[/font]
[font=Times New Roman]This is also different from most Anti-Intruder Systems. While most are made up of an impressive array of laser traps, grav traps and other devices the Cren Munitions version concentrates more on using actual troops and blockade methods. While it does not rely on laser traps, it does have many retractable heavy blasters of the E-web calibre hidden in the walls, floors and ceilings of the reinforced corridors. This allows for them to pop out for a few seconds, fire as many shots as possible and then hid again. Because the walls are magnetically sealed the shots don’t have to be aimed at anything, they will just bounce back and forth of the walls, floor and ceiling until they hit something not magnetically sealed (such as a trooper). Each hallway has blast doors situated every 20m that can be used to lockdown any breach. These blast doors once closed are magnetically sealed, making it impervious to most weapons, including lightsabers. Once the enemy troops are trapped small holes can be opened in the walls to pump in knockout gas, generally Sleeper Agent 05, but other gasses and chemicals can be used. As well it is possible to open some of the outer corridors to vacuum, thereby clearing out any unwanted intruders not equipped with special equipment like magnetic boots.[/font]
[font=Times New Roman]Also used in protection of the ship are a limited number of accesses to key areas (such as the shield generators, the hangar, reactor, engines, bridge, auxiliary bridge). This is done by limiting the number of routes leading to these places, by ending up with 1 route leading to each of the follow: bridges, reactor, engines and hangar, with other routes joining up with these. As well these routes have magnetically sealed blast doors and walls, giving them added protection. To protect the weapon emplacements there are blast doors preventing access into turrets and weapons areas. To limit the amount of these hallways needed the Tractor Beam Projectors are all centred around hangar bay and the Magnetic Grapples are in a line spread down the bottom of the ship, so that entire corridor (which is also where the single access from the hangar is attached to the rest of the ship) has the blast doors and magnetically sealed walls.[/font]
[font=Times New Roman][/font]
[font=Times New Roman]Cren Munitions Magnetic Grapples and Tow Cables[/font]
[font=Times New Roman]To save energy space Galactic Coalition R&D decided that it would be best to use some sort of grapple to stay attached to the ships being towed. The only problem with using a normal grappling hook would be the fact that they would drill into the hull, causing holes and other problems with damaging the ships integrity. Therefore they used extremely powerful Magnetic Grapples combined with heavily reinforced tow cables. These magnetic grapples are capable of holding onto a vessel while it is in hyperspace, thereby allowing the ship to pull a ship(s) with it into hyperspace. However this creates an enormous strain on the Grapples and after one complete voyage (from spot a to spot b, even if they have to make a quick stop at spot c) they need to have maintenance done on them before they are reliable again. Fortunately this can easily be done by some of the Remote Operations Robots onboard, unfortunately it requires that the ship does not use its Magnetic Grapples for the time that this maintenance is being done (lets say, 1 hour?). [/font]
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[font=Times New Roman]To improve on accuracy, the Magnetic Grapple has small manoeuvring thrusters, which all the gunner to fly it in at the ship, and connect with it in a controlled manner. That way, the grapple can speed towards the targeted ship at high speeds, and yet not have to impact against that ships hull quite so fast.[/font]
[font=Times New Roman][/font]
[font=Times New Roman]The Tow Cable and Magnetic Grapple are heavily armoured and would require more than a standard starfighter weapon to destroy them (unless it a missile, but getting a target lock on it might be kind of difficult, except for the Grapple portion). To prevent them from being disabled they to have the Diversity Compound in their armour. Once the cables are attached they can be towed in, closer to the HSV, thereby drawing in the craft that they are attached to closer to the HSV (or the HSV closer to the craft, depending on size).[/font]
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[font=Times New Roman]Cren Munitions RC – 55 Tractor Beam Projectors[/font]
[font=Times New Roman]The Cren Munitions RC – 55 Tractor Beam Projectors are brand new, state-of-the-art tractor beams specifically designed for use on this ship. They are basically super-powered tractor beams capable of pulling a vessel(s) through hyperspace with the HSV. This does not depend on the towed ship having engines active, so the HSV can be used to tow a fully disabled craft out of a battlefield and then out of the system. It could also be used to pull a disabled enemy ship away from a battle, although this isn’t recommended unless the enemy ship has been captured, as if they do manage to re-arm so much as a few turbolasers they could cause severe damage to the HSV.[/font]
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[font=Times New Roman]3 Aqualish Shielding Support – class Shield Generators[/font]
[font=Times New Roman]This is a system made up of extremely powerful shield generators and much stronger than normal shield projectors. The idea behind the concept is that as the ship launches its magnetic grapples, it’s particle shields will have to come down, leaving the ship open to severe damage. As well, the ship it’s towing will likely be disabled and therefore vulnerable to enemy fire, which could result in the destruction of the towed vessel, when all that GC wanted was for the ship to be preserved. Therefore Galactic Coalition techs working with Aqualish Shielding set out to make the Support – class Shield Generators. [/font]
[font=Times New Roman]The Support – class Shield Generator addresses that problem through a sort of brute-force engineering tactic. It is concentrated around pumping more energy into the shield generators and using more powerful and more efficient projectors. The energy is provided by the reactor, a more advanced, bigger and better reactor than most ships that size would have. This, combined with the fact that the ship has very little weapons for energy to be used to fire them, means that there is enough energy to power the shields, tractors beams and engines, all which require a high amount of energy. The technology for the projectors is similar to that found on planetary shields, where the projectors have to project a shields thousands of kilometres above them. The projectors also use new technology to make them more efficient, helping to lower the strain placed on them by the amount of energy running through them and lower the amount of energy needed.[/font]
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[font=Times New Roman]The 3 Support – class Shield Generators can produce a shield of 1000m on all sides, with a total power of 5000 SBD. They are designed so that the area can be shrunk down, and made so that the shield can form around a ship. Furthermore multiple shields formed by different HSVs can be connected together, without losing or gaining any power, thereby allowing a large ship to be given protection while being towed by multiple HSVs. The shields can be made so that they don’t physically touch the ship being towed where the 1000m shield would normally stop and a separation wall would be formed. Shrinking the size of the shielded area does not improve its strength.[/font]
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[font=Times New Roman]Coalition Onboard Ship Medical Facility[/font]
[font=Times New Roman]This is a small area of the ship capable of treating wounded crewmembers or troops. It has the newest and best medical technology the Coalition can provide, including a station for delivering Panacea to injured personnel. While this is not at all a full-fledged medical facility, it will be able to serve in a pinch, until the injured person can be transferred to a full-fledged medical facility, either onboard another ship or on a planet. It was thought best to have this onboard the HSV as it would allow the Coalition to treat any injured personnel which were onboard the craft(s) it was towing. [/font]
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[font=Times New Roman]Description:[/font]
[font=Times New Roman]The Heroic – class Support Vessel is another example of the new designs being developed by the Galactic Coalition in association with a variety of companies within the Galactic Coalition. This helps the economy as it spreads out the money being spent on military projects throughout the Coalition, helping to fuel the individual economies of the worlds involved. As well it provides incentives for people to form their own company involving military technology, which meant that there was lots of competition, keeping prices at a reasonable level and increasing the amount of new ideas and innovations that the companies would make to keep themselves profitable. Furthermore it gives the Coalition lots of selection when picking technology, meaning that they get only the best. [/font]
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[font=Times New Roman]The Heroic – class Support Vessel is a vessel that no fleet should go without. It provides commanders with the capability to take disabled, damaged or crippled vessels and tow them to a shipyard, allowing them to be repaired and therefore used again in another battle. Furthermore, it gives the Coalition an option when capturing enemy vessels. If needed, they can simply use the HSV to tow the enemy vessel out of an engagement zone, preventing the enemy from destroying the craft to stop the Coalition from capturing it. The powerful Aqualish Shielding Support – class Shield Generators allow the Coalition to go into a battlefield, get a disabled ship and tow it away from the battlefield, even if the battle is still going on around that ship, preventing the enemy from finishing the job by capturing the ship. The ship is highly automated, to help reduce crew numbers. However troops numbers for security purposes still remain relatively high, to prevent the ship from falling into enemy hands. A trial run of a group of 11 HSVs has been produced at CN-1344 for testing purposes and a further 10 are in mid-production there. Numerous others are being planned for production once the final tests are complete at shipyards spread across the Coalition.[/font]
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[font=Times New Roman]Towing Chart[/font]
[font=Times New Roman]30 ships up to 25m[/font]
[font=Times New Roman]15 ships 26 - 50m[/font]
[font=Times New Roman]6 ships 51m – 100m<O:p< font>
[font=Times New Roman]3 ships 101m – 250m[/font]
[font=Times New Roman]2 ships 251 – 400m [/font]
[font=Times New Roman]1 ship 401m – 800m [/font]
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[font=Times New Roman]Anything over 800m will require minimum 2 HSVs. There is no multiplier affect, so if there is a 1600m ship, it will require 2, but 1601 will require 3.[/font]
[font=Times New Roman]The towing chart and towing speeds don't count ships held in the docking bay.[/font]
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[font=Times New Roman]Sacrifices weapons for shields and speed.[/font]
Same thread as being used for the SAB and SSSF.
OOC: Edited it so that there will be 11 HSVs in the trial run, it fits in better with the thread, as you will notice if you read it.
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