Ms carrier v2.jpg
Clop-class Heavy Cruiser
Production Information
Manufacturer

Kadian Shipwrights

Product Line

Cruiser

Scale

Capital

Technical Specifications
Length

584 meters

Width

266 meters

Maximum Acceleration

8 MGLT/s

MGLT

19 MGLT

Engine Units

Capital Drives

Hyperdrive Rating

Class 1.5

Backup Hyperdrive Rating

Class 5

Power Plant

Ionesco Fusion Reactor

Shielding

600 SBD

Hull

4,500 RU

Armament
  • 4 Twin Capital Grade Hi-Mega Particle Beam Cannons
  • 6 Missile Launcher Tubes (40 missiles each)
  • 18 Anti-Star Fighter/Missile Double Beam Guns
Complement
  • 12 Star Fighters
Docking Bays
  • 1 Launch Catapult
  • 1 Recovery Hanger
Escape Craft

Enough

Crew

1,850

Minimum Crew

5

Passengers

20

Communications Systems
  • Hyper space Transceiver
  • Flares
  • Laser Comm system
  • Contact Link
Other Systems
  • Heat sink
  • Dummy Launchers
Usage
Roles
  • Fire Support
  • Heavy Cruiser
  • Patrol Ship
Affiliation

Systems Alliance

Exodus Information
Creator

Red Dragon

The Clop-Class was designed side by side with the Ra Cailum-class, which shows in the appearance of both ships. The ship went through two design phases, this was because the first version of the ship was much weaker in fire power then what was needed. This second design saw many structural changes to allow for more weapons, but still resembles the Ra Cailum-class greatly.

The ship makes for a great fire support ship to the Ra Cailum-class, but is also strong enough to operate on its own. Because of the ease of construction this class already out numbers its larger brother three to one. Construction has slowed since they reached this ratio, so it may become the standard in all fleets.

Hanger[edit | edit source]

The ship stacks its fighters in a single rack with enough space to comfortably perform maintenance and minor repairs on the fighter craft. The rack has a rotary function that will place a fighter into the launching position.

These fighters are then launched from the ship with the use of a catapult. (Much like how aircraft carrier today launch fighters.) Getting them into the engagement quickly, and because they can arrive there with out using their own power, stealthily.

The recovery hanger is set up to house and maintain a ExoShell. Its also where fighters are recovered from battle and easily placed back into the internal rack. This allows for simultaneous launching and recovering of fighter craft.

Heavily damaged fighters that are salvageable are worked on in the more open recovery hanger or sent to a Jupitris for the repairs. If the fighter is beyond repair they salvage what parts they can then set charges to completely destroy it.

Armaments[edit | edit source]

Twin Capital Grade Hi-Mega Particle Cannons[edit | edit source]

What the System Alliance ships see more often then not, is hostile forces under estimating them. Depending on the race they can count how many weapons a Systems Alliance ship has on one hand. But when one cannon strikes a hit and it causes about fifteen cannons worth of damage, well they start to panic. These weapons are the bread and butter of the Systems Alliance ships. Fair firing rate with the uncanny ability to blow up a ship in only a few shots make them the most heavy relied on weapon in the Systems Alliance Fleets.

Missile Launcher Tubes[edit | edit source]

Can use just about anything, all the way up to Nuclear weapons. Yeah we got those too, but we got rules on using them, don't you?

Anti-Star Fighter/Missile Double Beam Guns[edit | edit source]

Latest and greatest in keeping hostile craft from getting a solid shooting solution on your ship. If for what ever reason hostiles get past your fighter screen the combined effort of your gunners behind these weapons will make their day a living hell by keeping them busy trying not to get shot up, and if they do put a hole in your ship these guns will be sure to put a few in them.

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