Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Approved Starship Chariot-class Missile Boat

Status
Not open for further replies.
mis23.png
OUT OF CHARACTER INFORMATION
  • Intent: A missile boat for the Sith Empire
  • Image Source: FractalSponge
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Sith-Imperial Corps of Engineers
  • Model: Chariot-class Missile Boat
  • Affiliation: Sith Empire
  • Production: Minor
  • Material:
    ​Quadanium Steel
  • Transparisteel

TECHNICAL SPECIFICATIONS
  • Classification: Starfighter/Bomber
  • Length: 13m
  • Width: 9m
  • Height: 5m
  • Armament: Very High
    1 laser cannon
  • 2 advanced warhead launcers
    ​Advanced concussion missiles

[*]​2 general purpose warhead launchers
  • ​Heavy proton bombs


[*]Defenses: Moderate
  • Ray shields

[*]Squadron Count: Very Low: 4
[*]Maneuverability Rating: Average
[*]Speed Rating: Moderate
[*]Hyperdrive Class: N/A
STANDARD FEATURES

[*]Environmental Systems:

[*]Propulsion Systems:

[*]Sensor and Targeting Systems:

ADVANCED SYSTEMS
  • None
Strengths:
  • The Chariot carries with it a heavy payload of advanced concussion missiles and proton bombs
  • The Chariot is capable of reaching higher speeds than other ships of it's class
Weaknesses:
  • The Chariot's armament is meant mostly or assaulting capital ships. It has little in the ways of dogfighting capabilities.
  • The Chariot's lack of a hyperdrive makes it dependent on other ships to haul it into battle
DESCRIPTION

The Chariot-class Missile Boat is a powerful weapon in the war against the Sith Empire's enemies. The Sith Empire took the idea behind the Missile Boat and expanded upon it. They've given the ship much more advanced warhead launchers, capable of carrying even more warheads than normal. In a combat situation, the Chariot-classes are escorted by Imperial starfighters to it's target. Once it reaches the target, the Chariot-classes unleashes it's massive payload of missiles and bombs upon the target, decimating it with ease. After the payload is delivered, the Chariot-classes will need to return to the carrier to reload it's payload as they are no use in dogfighting due to only having one laser cannon equipped.

The Chariots are made to be menaces to larger capital ships due to their arsenal of heavy warheads and bombs during fleet-to-fleet engagements.
 
This is actually slightly underpowered in terms of ratings, and if you'd like, you can actually increase one of them.



Zahori Denko said:
Armament: Very High ​1 laser cannon 2 advanced warhead launcers (30 missiles each) ​Advanced concussion missiles ​2 general purpose warhead launchers (12 missiles each) ​Heavy proton bombs

This is one of those areas that gets a bit messy because there's some gray area. While we don't follow strict gun counts, I do look at individual armament listings for general balance purposes because it directly effects someone's RPing.

There's a pretty big difference between someone having six missiles to use, and someone having eighty four. A person with this many missiles can spam them over the course of an engagement or reasonably expect to take out a corvette or two all by themselves.

And this is where this listing so many missiles is problematic. If we look at the template examples and use the starfighter's weapon exchange chart at the bottom of the same thread, we see that a fighter with a "Very High" armament rating has about 12 points to spend on weapons. In contrast, this has 43 points, which I do not think is roughly in the same ballpark.

Because of that, I think we have two options going forward. We can either lower the number of missiles carried, or we can simply remove reference to the exact number of warheads that the Chariot carries.

I do realize that this appears to be closely following the canon Missile Boat, but is one of those cases where the canon item is really overpowered. A good example of why we have General Submission Guideline #8:

The factory will not base judgements on precedents or the approval of prior submissions
 
[member="Zahori Denko"], ratings look balanced.

Missile count looks pretty high to me still. To put this in perspective, this currently has the same number of missiles as 11 X-wings.

If you're set on using exact amounts, a good ballpark figure would be around 22 missiles total across the entire ship(give or take a few).

Otherwise, there's always the option of not listing exact numbers.
 
Status
Not open for further replies.

Users who are viewing this thread

Top Bottom