Star Wars: Thunderlord class Dreadnought
Four thousand years before the horrors of the Sith Wars and over eight millennia before the mighty behemoths of the Imperial Navy plyed the spacelanes, one class of ship was the absolute last word in naval warfare supremacy: the Thunderlord-class Dreadnought.
Over two miles long and bristling with weaponry that would force even modern warships into evasive maneuvers, the Thunderlord-class was one of the architectural marvels of its age and the pride of the Galactic Republic Navy. Loosely based upon the design of the even larger Cal-class battleships from two millennia earlier, the Thunderlord relied on heavy armor and overwhelming firepower to survive in combat. Ancient naval reports make it clear that it achieved these goals with surpassing excellence. During their service life with the Republic Navy, a time fraught with internecine warfare and brushfire conflicts, not a single Thunderlord was lost in combat.
This idea originally created by Kayle Skolaris.
There was no particular secret to the success of the Thunderlord. It followed the same three principles of ranged combat in naval warfare that have reigned supreme since bronze-age archers fired shortbows at one another from wooden galleys: hit first, hit most, and hit hardest. To that end, the Thunderlord was equipped with over 300 weapon emplacements covering all fire arcs and all ranges from extreme long range to point-blank. The main armament consisted of sixteen immense super heavy rail guns mounted quad batteries. The punch from these massive artillery pieces was capable ripping through any other ships of the day with the same ease that modern superlasers tear through capital ships and could batter through the thickest space station hulls with only a few volleys. Backing these weapons up was a whole host of rail guns, mass drivers, missile launchers, and torpedo tubes. Sixteen heavy mass driver batteries and ten dual-mounted ship killing concussion missile launchers provided secondary mid-range coverage. Another twenty proton torpedo tubes added to this fearsome array of ship-killing ordnance. To combat the threat of fighters, which was already recognized as a viable weapon or war eight thousand years ago, the Thunderlord carried an anti-fighter suite that would put Imperial-era vessels to shame. Over a hundred quad light railguns and eighty rotary railguns defended the mid-range ‘danger zone’ that was considered the optimum attack range for fighters of the day with twenty-four high capacity proton torpedo tubes guarding the point-blank range and another twenty-four long range concussion missile launchers defending the extreme long range perimeter. The pair of tractor beam projectors and captor net projectors that rounded out the armament seemed to be something of an afterthought.
Aside from a respectably sturdy hull, hangar capacity, and marine complement, there was really very little else to recommend the Thunderlord. Indeed, even its formidable armament was nothing revolutionary, but rather was the result of hundreds of years of naval combat and millions of hours of battle telemetry and after-action debriefing reports. The Thunderlord simply combined what existed into an exceedingly effective battle platform. One that is still in use today.
The modernized Thunderlord isn’t all that different from its ancient ancestor. Even with the best upgrades possible, it is still nothing extraordinary on paper. It doesn’t even truly qualify as a dreadnought any longer, being closer to a heavy destroyer or cruiser. Due to onboard fabrication systems, finding reloads for its archaic railgun systems is as simple as locating a large supply of ferrous metals, although many choose to renovate the weapons array with modern turbolasers and blaster cannons anyway. CertainlyThe modern Thunderlord is faster and more maneuverable than it was eight thousand years ago, and some of its weapons are flashier and more modern, but ultimately it still relies on the same formula that made it successful eight millennia ago: it hits first, hits hardest, and hits most often. Thus far, that is all it has ever needed. Because even eight thousand years after the first one put to space, not a single one of the eighty-six thousand units of the class has been reported destroyed in combat. Not a single one.
Name: Thunderlord
Model: Hoersch-Kessel Drive Inc.’s Thunderlord-class Dreadnought
Type: Heavy Command Dreadnought
Class: Capital
Length: 2,500 m
Skill: Archaic Starship Piloting
Crew: 54,450; Gunners: 1,808; Skeleton: 16,060 / +15
Crew Skill: 6D in all relevant skills
Passengers: 4,000 (troops)
Cargo Capacity: 2,400 metric tons
Consumables: 9 Months
Cost: 1,111,704,000 credits
Hyperdrive: x10
Backup Hyperdrive: x20
Maneuverability: 0D+1
Space: 2
Hull: 6D+1
Sensors:
Passive: 8 / 1D
Scan: 16 / 1D+1
Weapons:
120 Quad Light Railguns
Fire Arc: 60 Forward, 20 Left, 20 Right, 20 Back
Crew: 3
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 1D+2
Space Range: 1-3 / 5 / 8
Atmosphere Range: 100-300 / 500 / 800 meters
Damage: 1D+2
Magazine: 200 bursts per gun/ 20 Reloads (takes 5 rounds and a Moderate Starship Gunnery roll to reload)
80 Multi-Barrel Railgun
Fire Arc: 10 Forward, 25 Left, 25 Right, 20 Back
Crew: 2
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 1D+1
Space Range: 1-2 / 8 / 15
Atmosphere Range: 100-200 / 800 / 1.5 kilometers
Damage: 6D
Magazine: 200 bursts per gun/ 20 Reloads (takes 5 rounds and a Moderate Starship Gunnery roll to reload)
16 Heavy Mass Driver Batteries
Fire Arc: Turret
Crew: 18
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 2-12 / 28 / 52
Atmosphere Range: 4-24 / 56 / 104 kilometers
Damage: 6D+2
Magazine: 80 bursts/ 10 Reloads (takes 5 rounds and a Moderate Capital Ship Gunnery roll to reload)
4 Quad Super Heavy Railguns
Fire Arc: Forward
Crew: 180
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 1D+2
Space Range: 2-20 / 45 / 90
Atmosphere Range: 4-40 / 90 / 180 kilometers
Damage: 13D
Magazine: 15 bursts/ 5 Reloads (takes 5 rounds and a Moderate Capital Ship Gunnery roll to reload)
24 Long Range Concussion Missile Launchers
Fire Arc: 6 Forward, 6 Left, 6 Right, 6 Back
Crew: 2
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 1D+2
Space Range: 1-10 / 25 / 50
Atmosphere Range: 100-1 / 2.5 / 5 kilometers
Damage: 8D
Magazine: 6 / 30 Reloads (takes 5 rounds and a Moderate Starship Gunnery roll to reload)
24 High Capacity Proton Torpedo Tubes
Fire Arc: 6 Forward, 6 Left, 6 Right, 6 Back
Crew: 3
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1 / 3 / 7
Atmosphere Range: 50-100 / 300 / 700 meters
Damage: 9D
Magazine: 10 / 15 Reloads (takes 5 rounds and a Moderate Starship Gunnery roll to reload)
10 Dual Concussion Missile Launchers
Fire Arc: 2 Forward, 3 Left, 3 Right, 2 Back
Crew: 6
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 2-12 / 30 / 60
Atmosphere Range: 4-24 / 60 / 120 kilometers
Damage: 10D
Magazine: 30/ 10 Reloads (takes 5 rounds and a Moderate Capital Ship Gunnery roll to reload)
20 Capital Proton Torpedo Tubes
Fire Arc: 4 Forward, 6 Left, 6 Right, 4 Back
Crew: 3
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 2-10 / 25 / 50
Atmosphere Range: 4-20 / 50 / 100 kilometers
Damage: 10D
Magazine: 30/ 10 Reloads (takes 5 rounds and a Moderate Capital Ship Gunnery roll to reload)
2 Tractor Beams
Fire Arc: Turret
Crew: 8
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 2D+1
Space Range: 1-5 / 15 / 30
Atmosphere Range: 2-10 / 30 / 60 kilometers
Hold Power: 4D
2 Captor Nets
Fire Arc: Turret
Crew: 12
Scale: Capital
Fire Control: 1D+1
Space Range: 1-2 / 8 / 30
Atmosphere Range: 2-4 / 16 / 60 kilometers
Hold Power: 5D+1
Magazine: 100 / 2 Reloads (takes 5 rounds and a Moderate Capital Ship Gunnery roll to reload)
Hangar Space: 65 (Huge Hangar)
Even after eight thousand years and over seven hundred refits, upgrades, overhauls, and near-complete rebuilds, the Thunderlord, first of her class, is still a devastating fighting vessel. Countless tweaks and modifications over the millennia have done little to dull her fighting prowess. Her most recent overhaul was carried out by the Trianii Confederation during the period between the Battle of Yavin and the Battle of Endor.
Hampered by limited shipyards, unreasonable design specifications, and constant supply shortages caused by the on-going war with the Corporate Sector Authority, it’s a wonder the Thunderlord was ever put to space again. Purchased at astronomical expense from a mercenary company which had captured the ship in battle with hostile forces near the Kathol Rift, the old Thunderlord had definitely seen better days when she eased into the main Trianii shipyards over their homeworld.
Though the specifications changed over a hundred times, the end result is every bit as impressive as the ancient warship was eight thousand years ago. Faster, more maneuverable, and with a crew complement that’s been cut by over half, the renovated warship is easily a match for any vessel her size currently in service. All railguns have been replaced with energy weaponry to eliminate supply and reloading concerns. The main super heavy railguns have been replaced with less-powerful heavy turbolasers and the quad light railguns have been replaced with faster-firing, but weaker autoblasters, but most of the rest of the armament is as good or better than the original weapon load. The primary change to the weapon load isn’t a true weapon at all. Acquired at even greater expense than the ship itself, six gravity well projectors have been fitted to the ship at tremendous difficulty and effort. These ultra-rare items promise to give a nasty surprise to the Corporate Sector Authority’s Picket Fleet in the next fleet engagement.
The Thunderlord is currently the flagship of the Trianii’s powerful main battlefleet, dubbed the Holy Blade of Vengeance by the deeply religious Trianii government.
Name: Thunderlord
Model: Hoersch-Kessel Drive Inc.’s Thunderlord-class Dreadnought
Type: Modified Archaic Dreadnought
Class: Capital
Length: 2,500 m
Skill: Archaic Starship Piloting
Crew: 26,250; Gunners: 644; 6,540 / +15
Crew Skill: 6D in all relevant skills
Passengers: 4,000
Cargo Capacity: 100 metric tons
Consumables: 9 Months
Cost: 1,447,147,000 credits (to build one new)
Hyperdrive: x1
Backup Hyperdrive: x10
Maneuverability: 2D
Space: 5
Hull: 8D
Shields: 2D
Sensors:
Passive: 80 / 2D
Scan: 160 / 3D
Search: 320 / 4D
Focus: 8 / 5D
Weapons:
120 Auto Blaster
Fire Arc: 60 Forward, 20 Left, 20 Right, 20 Back
Crew: 1
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-8 / 25 / 40
Atmosphere Range: 100-800 / 2.5 / 4 kilometers
Rate of Fire: 2
Damage: 3D
80 Quad Heavy Laser Cannons
Fire Arc: 10 Forward, 25 Left, 25 Right, 20 Back
Crew: 2
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3 / 12 / 25
Atmosphere Range: 100-300 / 1.2 / 2.5 kilometers
Damage: 7D
16 Quad Heavy Capital Laser Cannons
Fire Arc: Turret
Crew: 2
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 2D+2
Space Range: 1-3 / 12 / 25
Atmosphere Range: 2-6 / 24 / 50 kilometers
Damage: 6D
4 Quad Heavy Turbolasers
Fire Arc: Forward
Crew: 3
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 3-18 / 36 / 75
Atmosphere Range: 6-36 / 72 / 150
Damage: 10D
24 Long Range Concussion Missile Launchers
Fire Arc: 6 Forward, 6 Left, 6 Right, 6 Back
Crew: 2
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-10 / 25 / 50
Atmosphere Range: 100-1 / 2.5 / 5 kilometers
Damage: 8D
Magazine: 6 / 30 Reloads (takes 5 rounds and a Moderate Starship Gunnery roll to reload)
24 High Capacity Proton Torpedo Tubes
Fire Arc: 6 Forward, 6 Left, 6 Right, 6 Back
Crew: 3
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1 / 3 / 7
Atmosphere Range: 50-100 / 300 / 700 meters
Damage: 9D
Magazine: 10 / 15 Reloads (takes 5 rounds and a Moderate Starship Gunnery roll to reload)
10 Dual Concussion Missile Launchers
Fire Arc: 2 Forward, 3 Left, 3 Right, 2 Back
Crew: 6
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 2-12 / 30 / 60
Atmosphere Range: 4-24 / 60 / 120 kilometers
Damage: 10D
Magazine: 30/ 10 Reloads (takes 5 rounds and a Moderate Capital Ship Gunnery roll to reload)
20 Capital Proton Torpedo Tubes
Fire Arc: 4 Forward, 6 Left, 6 Right, 4 Back
Crew: 3
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 2-10 / 25 / 50
Atmosphere Range: 4-20 / 50 / 100 kilometers
Damage: 10D
Magazine: 30/ 10 Reloads (takes 5 rounds and a Moderate Capital Ship Gunnery roll to reload)
8 Heavy Tractor Beam
Fire Arc: 2 Forward, 2 Left, 2 Right, 2 Back
Crew: 5
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-5 / 15 / 30
Atmosphere Range: 2-10 / 30 / 60 kilometers
Hold Power: 6D
6 Gravity Well Projector
Fire Arc: 1 Forward, 2 Left, 2 Right, 1 Back
Crew: 10
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 4D
Range: 1-5 / 75 / 150
Hold Power: Special
Hangar Space: 65 (Huge Hangar)