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Thread: STAR WARS the second Death Star as it was in Return of the Jedi

  1. #1

    STAR WARS the second Death Star as it was in Return of the Jedi

    I thought that this may be of someone interest. This here is the fifth version and a version of the station not yet fully completed Second Death Star as seen in the Return of the Jedi. I made some significant changes to the station to give it the unfinished appearance from my earlier positing of it. The major difference was to the super laser weapon to generate a weapon that destroys anything that it hits without question. I know that this version is little difficult to understand at one glance but after a little studying the unfinished sections are significantly vulnerable or just missing from the station. The two sets of SU figures represent the uncompleted station and the finished station and I provided the finished as an example of what the station would look like finished. There are optional things such as additional armor that is just addition to the outer hull resistance protecting the stations interior in addition to Ablative armor.

    There is a weapons emplacement for every 147.71 square kilometer. This is kind of sparse placement for the weapons nevertheless for a defense against a capital ship makes it hard nut to crack. Personally I would have placed one weapon for every hundred meters with every weapon having over lapping fields of fire and capable of providing covering fire for any of its neighbors. May be I will someday make up a Death Star like this one that can provide such fire.

    There are two ways of handling the super weapon one that it destroys anything that the beam hits in a single shot or that it releases a shot that is capable 90,000 damage on target. The longer the weapon charges the more devastating a charge it releases if the charge continues to build over several minutes the damage will reflect that time three minutes would be 270,000, five minutes would be 450,000 and ten minutes would be 900,000 but limited to that. The alternative would be each minutes the charge doubles two would be 180,000 and three would be 360,000 four 720,000 up to ten minutes 921,600,000 damage.

    Imperial Death Star II
    Class and Type: Death Star Class Mobile Space Battle Station
    Commissioning Date: A Long Time Ago…

    Hull Systems
    Size: 110
    Diameters: 160 Kilometers
    Circumference: 492.3 Kilometers
    Surface Area: (3,888,189.3 square kilometers complete) 5,277,846.2 square kilometers
    Decks: 1600 (only the 5.6 kilometer upper section of the exterior surface is habitable)
    Mass: 307,999,999 Metric Tons
    Su’s Available: 2,500,000
    Su’s Used: (some of the outer and inner hull not completed leaving the station vulnerable (Roughly 73.67% Complete) 1,227,386) 1,967,191

    Hull Outer (some of the outer hull not completed (75% Complete) <330>) <440>
    Hull Inner (some of the inner hull not completed (80% Complete) <352>) <440>
    Resistance Outer Hull: 20 (outer hull with open areas of hull not yet completed has no outer resistance) <27>
    Resistance Inner Hull: 20 <27>
    * Optional * Heavy Armor Plating {+110 additional resistance to the outer hull} (outer hull/where hull has been finished) <330>
    Ablative Armor 1500 <300>

    Structural Integrity Field [1 Power/10 Protection/Round]
    Main: Class 5 (Protection 80/120) <134>
    Primary Backup: Class 5 (Protection 40) <67>
    Secondary Backup: Class 5 (Protection 40) (still under construction but all the parts have been installed into the battle station) <67>

    Personnel Systems
    Crew/Inhabitants/Capacity: 485,560/1,295,950/26,722,650 (some of the outer hull not completed (60% complete) 291,336/777,749/13,361,325)
    Crew Quarters
    Barracks: Houses¬ 1,295,950 Crewmembers (some of the outer hull not completed (60% complete) 777,750 <12,959>) <21,600>
    Spartan: 145,668 (some of the outer hull not completed (60% complete) 87,400 <4270>) <7,284>
    Basic: 169,946 (some of the outer hull not completed (60% complete) 101,967 <10,197>)<16,995>
    Expanded: 121,390 (some of the outer hull not completed (60% complete) 72,834 <14,567>) <24,278>
    Luxury: 38,845 (some of the outer hull not completed (60% complete) 23,307 <23,307>) <38,845>
    Unusual: 9712 (some of the outer hull not completed (60% complete) 5827 <5827>) <9712>

    Environmental Systems
    Basic Life Support [23 Power/Round] <440>
    Reserve Life Support [12 Power/Round] <220>
    Emergency Life Support (660 Emergency Shelters (495 emergency shelters (75% complete) <165>)) <220>
    Gravity [55 Power/Round] <110>
    Consumable: 5 Years Worth (4.5 Years (75% Complete) <413>) <550>
    Food Storage [0 Power/Round] <2>
    Medical Facilities: 6 (+1) [6 Power/Round] <30>
    Bacta Tanks: 600 Tanks (+1) [1 Power/Round/Each Use] <600>
    EMH Mark I [2 Power/Round When Active] <5>
    Recreation Facilities: 4 [8 Power/Round] <32>
    Personal Transport: Turbolifts, Jefferies Tubes [2 Power/Round] <330>
    Fire Suppression System [1 Power/Round When Active] <110>
    Cargo Hold: 100,000,000 Cubic Meters (as hull is no completed 70,000,000 (70% completed (0nly 30% of cargo on board)) <2250>) <3000>
    Locations: Lower Cargo Bays
    Escape Pods: None

    PROPULSION SYSTEMS
    Hyper Drive: Class 4 (8) [880 power/round of use] (not yet completed or functional (80% complete) <616>) <770>
    Optional Backup Hyper Drive: Class 20 (10 X) [88 power/round of use] (not yet completed or functional (0% complete)) <88>
    Sub-Light Engine Type: 10 Class 1 (.25c/.5c) [2/5 power/round] (engines compete with exception of the directional vector constrictors (75% complete) <5 x 7 = 30>) <5 x 10 = 50>
    Reaction Control System (.025c) [2 Power/ round in use] (engines compete with exception of the directional vector constrictors (75% complete <83>) <110>

    POWER SYSTEMS
    Main Reactor (Generates 500,000 Power/Round) <250,000>
    Secondary Fusion Reactor: 50 Type 30 (generates 300 power/round) (40 type 30 (80% competed) <150 X 40 = 6000>) <150 X 50 = 7500>
    Sub-light Engines: 10 Class 1 (Generates 8 Power/Engine/Round) (engines compete with exception of the directional vector constrictors (75% complete) 7 out of 10 engines are active)
    Auxiliary Power: 40 Reactors (Generate 5 Power/Reactor/Round) <120>
    Emergency Power: Type F (Generates 50 Power/Round) <50> 84037
    Fuel: 13,000,000,000,000
    EPS: Standard Power Flow, +200 Power Transfer/Round (some of the outer hull not completed (60% complete) <342>)<570>
    Standard Usable Power: 512,056

    Operations Systems
    Operations (Ops): <138>
    Auxiliary Operations <83>
    Emperor’s Thrown Room <70>

    Computers
    Core 1: [5 Power/Round] <220>
    Core 2: [5 Power/Round] <220>
    Core 3: [5 Power/Round] (not active as it is under construction) <220>
    Core 4: [5 Power/Round] (not active as it is under construction) <220>
    ODN <330>

    Navigational Deflector [5 Power/Round] (installed but not active) <440>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Forward Ventral

    Sensor Systems
    Long-Range Sensors [5 Power/Round] (installation completed but the system has yet to be activated) <54>
    Range Package: Type 7 (Accuracy 3/4/7/10)
    High Resolution: 5 Light-Year (.5/.6-1.0/1.1-3.8/3.9-5.0)
    Low Resolution: 17 Light-Years (1/1.1-6.0/6.1-13.0/13.1-17)
    Strength Package: Class 10 (Strength 10)
    Gain Package: Class Beta (+2)
    Coverage: Standard

    Lateral Sensor [5 Power/Round] <26>
    Strength Package: Class 10 (Strength 10)
    Gain Package: Class Beta (+2)
    Coverage: Standard

    Navigational Sensor [5 Power/Round] (installed but not active) <24>
    Strength Package: Class 10 (Strength 10)
    Gain Package: Class Beta (+2)
    Probes: None
    Sensors Skill: 4

    Flight Control Systems
    Autopilot: Shipboard Systems (Flight Control) 4, Coordination 3 [1 power/round in use] (not operational but major components installed) <15>

    Navigational Computer (installed but not active)
    Main: Class 3 (+2) [2 Power/Round] <4>
    Backup: 4 <4> (three quarters are installed but not active for use)

    Inertial Damping Field
    Main <5280>
    Strength: 10 [3 Power/Round]
    Number: 24 (only three quarters are installed and only half are active but they are not in use) <3960>
    Backup <1320>
    Strength: 7 [2 Power/Round]
    Number: 24 (only three quarters are installed and only half are active but they are not in use) <990>
    Attitude Control [28 Power/Round] <28>

    Communications Systems
    Type: Class 9 [2 Power/Round] <27>
    Strength: 9
    Security: -5 (Class Gamma Uprating)
    Basic Uprating: Class Beta (+2)
    Holographic Communications
    Emergency Communications: Yes [2 Power/Round] <1>

    Tractor Beams
    Emitter: Class Delta [3 Power/Strength Used/Round] (only three quarters are installed and only half are active but they are not in use <216>) <12 X 24 = 288>
    Accuracy: 4/5/7/10
    Location: one located every thirty degree around equator and six on a near northern and southern polar ring ever 60 degrees half way to the polar regions

    Emitter: Class Alpha [3 Power/Strength Used/Round] (only three quarters are installed and only half are active but they are not in use <1674>) <3 X 744 = 2232>
    Accuracy: 5/6/8/11
    Location: Four per Hanger Bays

    Security Systems Rating: 5 <20>
    Anti-Intruder System: [1 Power/Round] <110>
    Internal Force Field [1 Power/Round] <110>
    Internal Bulkhead Doors [1 Power/Round] <110>
    Science Systems Rating: 1 (+0) [1 Power/Round] <115>
    Specialized Systems: None
    Laboratories: 200 (only three quarters are installed and only half are active but they are not in use (150 <30>)) <40> 93,529

    Tactical Systems
    Super Laser (see notes) <315>
    Type (equal to six Type XIII Phaser Array linked to fire five shots in one)
    Damage: (Vaporizes Anything It Hits) [750 Power/Rounds to build up 1 minute recharge (12 Rounds)]
    Number Of Emitters: (Up To 1 Shots Per 12 Round)
    Targeting System: Class Beta (Accuracy 4/5/7/10)
    Range: 80/240,000/800,000/2,400,000
    Location: Upper Hemisphere
    Firing Arc: 120 Degrees
    Firing Modes: Standard, Continuous

    Turbolaser Batteries (some of the outer hull not completed (70% complete) <22 X 10500 = 231,000>) <22 X 15000 = 330,000>
    Type: Equal To A Type IV Phaser Array
    Damage: 80 [8 Power]
    Number Of Emitters: 200 (Up To 5 Shots Per Round)
    Auto-Phaser Interlock: Class Beta (Accuracy: 4/5/7/10)
    Range: 10/30,000/100,000/300,000
    Location:
    Firing Arc: 540 Degrees
    Firing Modes: Standard

    Heavy Turbolaser Batteries (some of the outer hull not completed (70% complete) <26 X 10500 = 273,000>) <26 X 15000 = 390,000>
    Type: Equal To A Type V Phaser Array
    Damage: 100 [10 Power]
    Number Of Emitters: 200 (Up To 5 Shots Per Round)
    Auto-Phaser Interlock: Class Beta (Accuracy: 4/5/7/10)
    Range: 10/30,000/100,000/300,000
    Location:
    Firing Arc: 540 Degrees
    Firing Modes: Standard

    Laser Cannon (some of the outer hull not completed (70% complete) <26 x 5250 = 136,500>) <26 X 7500 = 195,000>
    Type: Equal to a Type V Phaser Array
    Damage: 100 [10 Power]
    Number Of Emitters: 200 (Up To 5 Shots Per Round)
    Auto-Phaser Interlock: Class Beta (Accuracy: 4/5/7/10)
    Range: 10/30,000/100,000/300,000
    Location:
    Firing Arc: 540 Degrees
    Firing Modes: Standard

    Ion Cannons (some of the outer hull not completed (65% complete) <16 x 3250 = 52000>) <16 X 5000 = 80,000>
    Type: Equal To A Type III Phaser Array
    Damage: 50 (See Notes) [5 Power]
    Number Of Emitters: 200 (Up To 5 Shots Per Round)
    Auto-Phaser Interlock: Class Beta (Accuracy: 4/5/7/10)
    Range: 10/30,000/100,000/300,000
    Location: Six Forward, One Port, One Starboard, Four Aft
    Firing Arc: 360 Degrees
    Firing Modes: Standard

    Point Defense Laser Cannon (some of the outer hull not completed (70% complete) <10 x 35,000 = 350,000>) <10 X 50,000 = 500,000>
    Type: Equal to a Type I Phaser Array
    Damage: 20 [10 Power]
    Number of Emitters: 200 (Up To 5 Shots Per Round)
    Auto-Phaser Interlock: Class Beta (Accuracy: 4/5/7/10)
    Range: 10/30,000/100,000/300,000
    Location: Kilometers
    Firing Arc: 540 Degrees
    Firing Modes: Standard

    Concussion Missile Launcher (some of the outer hull not completed (60% complete) <16 x 1800 = 28,800>) <16 X 3000 = 4800>
    Standard Load: Concussion Missiles (100 Damage)
    Spread: 10
    Range: 15/300,000/1,000,000/3,500,000
    Targeting Systems: Class Beta (Accuracy 4/5/8/11)
    Power: [20 + 5 Per Torpedo Fired]
    Location:
    Firing Arc: Vertical
    Torpedoes Carried: 2000 (some of the outer hull not completed (70% complete) 1400 <140>) <200>

    TA/T/TS: Class Gamma [2 Power/Round] <12>
    Strength: 9
    Bonus: +2
    Weapon Skill: 5

    Shields (Forward, Aft, Port, Starboard) (some of the outer hull not completed (50% complete (forward, starboard and aft)) <3744 X 3 = 11,232>) <3744 X 4 = 14,976>
    Shield Generator: Class 7 (Protection 4000) [400 Power/Shield/Round]
    Shield Grid: Type C (50% Increase to 6000 Protection)
    Subspace Field Distortion Amplifiers: Class Omega (Threshold 1150)
    Recharging System: Class 4 (30 Seconds)
    Backup Shield Generators: 4 (1 Per Shield) <112>
    Auto-Destruct System <110>

    Auxiliary Spacecraft Systems
    Shuttlebay(S): capacity for 42329 size worth of ships (some of the outer hull not completed (capacity for 25,398 size worth of ships) (60% complete) <50,796>) <84,658>
    Standard Complement: 10,040 fighters (a mix of standard tie’s fighters, tie interceptors, and tie bombers with a few tie defenders and advanced fighters) and 13,817 support craft, 4 strike cruiser, 18,460 additional craft
    Location(S): 168 spread around the equatorial ring of the station

    Notes

    In one of our games the Federation has discovered that there is a dimensional door way that would allow this completed version battle station and supporting Starfleet to pass into Federation Space near Sector 001 where it would likely make a strike on earth in an attempt to quell the Federation, so the Federation is organizing a strike force to make an assault with the assistance of the Klingon Empire with a fleet of nearly one hundred fifty starships.

    Enjoy.

  2. #2
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    very interesting reading, and answers some questions I have always wanted to ask.

    I find it interesting about the laser systems (a contention for me, as lasers could never compare to phasers yet Star Wars fan's always state that Star wars technology is far in advance to Federation technology. (I saw on one Star Wars vs Star Trek technology site the author stated that just because Lucus said "laser" didn't mean that they were the "laser" we know. He went further and said that because the "laser" beams in the films were visible they could not be in fact "lasers", as lasers in reality projected an invisible beam in space. What he failed to realize was that his argument was flawed, the special effects people for the movies would have made the "laser fire" visible so we, the audience knew what was happening. So what I am saying is, if it is called a "laser" then it must be a laser, and we all know that Federation ships are basically immune to laser fire.)

    I would point out that the "emh mkI" would actually be a 2-1B surgical droid (as you know they rely mostly on robotic rather then holograpic technology for this sort of thing)

    Another thing AFAIK the proton torpedo ( MG7-a) has a optimal range of 3000km (I have one site stating the MG7-a has a range of 200 METERS, but I think that is a typo) and the explosive yield is rated in mega tonnes (equivalent to nuclear explosions, a whole order of magnitude less then photon torpedoes. The Concussion missile has an even shorter range.

    http://starwars.wikia.com/wiki/MG1-A_proton_torpedo


    For me the Death Star always paled in comparison to the Dyson Sphere, and the Solanae Dyson sphere made them all look archaic (a Dyson sphere capable of transwarp travel...)

    http://sto.gamepedia.com/Solanae_Dyson_Sphere

  3. #3
    I have always thought that the Lasers of star wars carry more than just lasers like we understand. For game play with a Star Wars / Star Trek / Battlestar Galactica TOS / Andromeda / or what ever you can think of the Lasers are capable of doing the damage.

  4. #4
    I wish people would use what Dyson actually meant by a Dyson sphere...
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    TTK what do you mean mate? While Dyson proposed the sphere or more correctly "shell" (a mega structure sphere encompassing a star, so as to harness the entire output of that star) there are many variations, including swarm, bubble, shell (sphere), net, bubble world and stellar engine (based on a Dyson sphere)

    RingWorld explored a variation
    http://en.wikipedia.org/wiki/Ringworld


    Dyson sphere

    Dyson swarm

    Dyson bubble

    Dyson ring


    I have been fascinated by the Dyson sphere concept ever sense I first saw it on Star Trek episode Relics.
    Last edited by WaveMan; 05-22-2015 at 03:36 PM.

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    as far as Star Wars goes, I always found it a little juvenile, it was obviously written for the younger market. Star Trek on the other hand has always been more cerebral and was targeted at a more mature audience.

    As far as the OP scenario goes, IMHO a fleet of Star Wars ships wouldn't last long against the Federation, even taking into consideration the presence of the Death Star.
    Last edited by WaveMan; 05-22-2015 at 08:57 PM.

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    Quote Originally Posted by Omega1967 View Post
    I have always thought that the Lasers of star wars carry more than just lasers like we understand. For game play with a Star Wars / Star Trek / Battlestar Galactica TOS / Andromeda / or what ever you can think of the Lasers are capable of doing the damage.
    that would make them a particle beam weapon, which is what I think Lucas meant them to be, but that was not what he wrote. I also have issue with the names of many of Star Wars weapons, for instance the TurboLaser, may as well of called it a MegaUltra Deathray or some such....LoL Most of the nomenclature is designed so the target audience (teen to young adults) can relate.

    Some of the few weapon systems that we OK for me in Star Wars are the Ion cannon (equal to the Breen/Dominion Energy Dissipating weapon) and the Electro Magnetic Plasma Cannons (for me these are equivalent to a Klingon Disruptor cannon).
    http://starwars.wikia.com/wiki/Ion_cannon
    http://starwars.wikia.com/wiki/Elect..._plasma_cannon

    As far as the torpedo launchers go, I personally think the Star Wars version would be equivalent to the Federation Micro Torpedo launcher

    8.5 su (5 for arc, .5 for launcher, 3 for targeting system 3/4/6/9)
    range 1/100/500/2000km spread 5 Dam 50 arc self guided

    (I usually add a second linked launcher, adds .5su and make spread 10, I never could see the logic behind the launcher costing .5su's anyway)

  8. #8
    What Dyson originally meant was I guess the one you call a 'swarm,' since that's the one that's not going to be torn apart by minor instabilities in the orbit of each of the constituent parts.

    I've tried to reconcile reality with the sphere in Trek by assuming that what appears, in 'Relic,' to be a solid shell is actually a network of module-plates layered like bricks over one another, and linked together by the artificial gravity that stuck things to the inner walls, but separated to avoid building up destructive momentum. That also gives you the advantage of vast interior spaces between the layers or plates for ships to fly around in or get stuck in or whatever.
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    yeah there are some really big flaws in the overall concept, but most, if not all would be not insurmountable with advanced technology. Still I love the idea of the Dyson sphere and it's great to speculate on such things. The big thing for me would be the availability of usable material, it is proposed that there isn't enough material in the entire solar system to actually produce a viable sphere (Dyson's original estimate was a sphere 3m thick, and that used all the material in all the planets and the asteroid belts in the entire sol system). Also from what I understand internal heat build up is a major concern.

    more info
    http://www.aleph.se/Nada/dysonFAQ.html

    Overall a sphere is probably not required or desirable, a Ring or Swarm version being adequate.

  10. #10
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    Question

    Omega how did you come up with the SuperLasers damage?

    By my math it would do in the order of 7800 damage

    Type XIII (13) does 260 damage/shot

    and as per the description (equal to six Type XIII Phaser Array linked to fire five shots in one)

    so (260 x 6) x 5
    Last edited by WaveMan; 06-08-2015 at 03:17 PM.

  11. #11
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    Cool

    'Twasn't me, it was Omega1967. Flip the w upside down, delete the n and add ga plus a date 10 years after I was born . As for me, I'd just use a hand-wavium particle beam. If you're in front of it when it fires, Poof - no more you. The only saving throw would be a manoeuvre roll to get out of the way. Since the DS's main gun is so slow powering up for its first shot , a skilled pilot could conceivably just blast away in a random direction.

    Anyway, just for claraification, Dyson's original concept was what is often referred to as the "swarm", a constellation of individual solar collectors so tightly packed that the capture all of a star's energy. Individual collectors may also have an attached habitation, but the solid shell containing a habitat was a later interpretation.

  12. #12
    Your math is right but I had to set it up somewhere. The math works well for most near all ships but when it comes to a planet it wouldn’t hardly scratch the surface of a planet as a Planets SU’s would be Astronomical. No pun meant.

  13. #13
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    Sorry Owen I was reading some of our posts and your name was fresh in my mind, I will edit it. Thanks for the clarification Omega, I was just interested. Damages for those types of weapons should always just be "destroys target" IMHO, anything capable of obliterating a planet in one shot would be hard to quantify.

  14. #14
    Well, it turns Alderaan into chunks, not gasses, so I imagine it's not obliterating it per se but pumping enough energy into the middle of it to counteract the gravitational attraction keeping it a sphere for a short amount of time. Though, humans only live on the skin of these things; turning the whole thing into asteroids is a little excessive. (Although Star Wars has plenty of superweapons on lesser scales so maybe the Empire just wanted it to be more impressive?) I imagine Alderaan reforming after not too long, geologically speaking, but you'd have a hell of a time terraforming it back to its previous shape.
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    looks obliterated to me, good luck trying to put that back together...LoL



    From my point of view the Superlaser works like a disruptor, as in it simultaneously explodes and vaporizes the target. I personally think the Empire isn't advanced enough to be able to manipulate gravity on such a massive scale. I have only ever heard of technology like that described in the books concerning the Star Hammer, now there is a Weapon of Mass Destruction, The Hammer utilized "super gravity" and could destabilize the gravitational forces of a sun (nullifying a stars gravity for an instant and causing that star to Nova, thus destroying the entire solar system) anywhere in the Milky Way (from what I could gather it had a operational range of 100000ly)

    Any one interested look up Christopher Rowley StarHammer and the Vang series

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