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Approved Tech Breshig War Forge Consolidated Cretanr-class Guided Plasma Missile

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Shuklaar Kyrdol

CEO of Breshig War Forge Consolidated
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OUT OF CHARACTER INFORMATION
  • Intent: To make a man-portable ground-to-ground version of the Getnayark'a-class Guided Air-to-Ground Plasma Missile for use on later subs as well as for use by Mandalorians and select others.
  • Image Source: Here.
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: Getnayark'a-class Guided Air-to-Ground Plasma Missile
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Guided Incendiary Plasma Missile
  • Size: Large
  • Weight: Heavy
  • Explosive Type: Detonite triggered incendiary plasma.
  • Delivery Method: Self-Propelled.
  • Effective Range: Long Range
  • Area Of Effect: Large
  • Stopping Power: High
SPECIAL FEATURES
STRENGTHS
  • Good Tracking: The Cretanr has good sensors and a fast processor, which give it a good tracking ability. When backed up by its inertial navigation system, the missile rarely ever misses a target.
  • Fast: The Cretanr's engine is powerful, enabling it to close the distance between launch platform and target within a very short period of time.
  • Range: The Cretanr is a long range missile, meaning the launch platform has to potentially expose itself to less incoming fire.
WEAKNESSES
  • Heavy Armor: The Cretanr isn't effective against heavy armor, given that the incendiary plasma lacks the ability to melt through the vehicle. Any vehicles with sufficient temperature control systems or droid crews are usually not affected directly by the weapon. Though there are psychological factors to consider with organic crews.
  • Large: The Cretanr is a larger than average missile, limiting the number that may be carried aboard craft.
  • Indiscriminate: The missile does not check for friendly targets in the blast radius, and will detonate whether there are friendlies or non-combatants present.
DESCRIPTION
The Cretanr was designed as a man-portable version of the larger Getnayark'a, the Cretanr is designed for engagement against massed infantry formations as well as light vehicles. The Cretanr uses onboard electro photoreceptors and thermal sensors to further adjust it's course after receiving targeting information from the launch platform, and will use it's maneuvering thrusters to adjust its course so that it stays on target the entire way. Should the missile lose lock, it will revert to a backup inertial navigation system that will unerringly lead it to the last known location of its last acquired target. The missile is fast enough such that even if targets break lock, they're not usually able to leave the area in time.

If the thermal and energy signature of the target matches that of a vehicle, the missile will attempt to impact the vehicle before detonating the deuterium trigger causing it to ignite the plasma with explosive force. If the thermal signature matches that of an infantry detachment, then the weapon will airburst for maximum spread. That said, the missile is usually unable to damage heavier vehicles due to their heavy armor, though the effect of being in an enclosed space in the midst of a raging plasma inferno tends to have some manner of psychological effect on vehicle crews. Naturally however, this is not usually a problem with droid crews.
 
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