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 Tech Dancer Missile

Status
Not open for further replies.
cuda-lm-0001jpg4316bfa1-20c3-47c3-8670-52ab03f7bd9chd-1.jpg

[SIZE=9pt]OUT OF CHARACTER INFORMATION[/SIZE]


[SIZE=9pt]PRODUCTION INFORMATION[/SIZE]

  • [SIZE=9pt]Manufacturer:[/SIZE][SIZE=9pt] Locke and Key Mechanics[/SIZE]

  • [SIZE=9pt]Model:[/SIZE][SIZE=9pt] Dancer Missile[/SIZE]

  • [SIZE=9pt]Affiliation:[/SIZE][SIZE=9pt] Closed Market[/SIZE]

  • [SIZE=9pt]Modularity:[/SIZE][SIZE=9pt] No[/SIZE]

  • [SIZE=9pt]Production: [/SIZE][SIZE=9pt]Mass-Produced. [/SIZE]

  • [SIZE=9pt]Material: [/SIZE][SIZE=9pt]Durasteel, electronics, [/SIZE][SIZE=9pt]Sensor Jammer[/SIZE][SIZE=9pt], [/SIZE][SIZE=9pt]Sensor Decoy[/SIZE][SIZE=9pt], LK Hermes, Hysdra Mech[/SIZE]
[SIZE=9pt]TECHNICAL SPECIFICATIONS[/SIZE]

  • [SIZE=9pt]Classification: [/SIZE][SIZE=9pt]Capital Missile[/SIZE]

  • [SIZE=9pt]Size: [/SIZE][SIZE=9pt]Large[/SIZE][SIZE=9pt] [/SIZE]

  • [SIZE=9pt]Weight: [/SIZE][SIZE=9pt]Heavy [/SIZE]

  • [SIZE=9pt]Ammunition Type: [/SIZE][SIZE=9pt]Missile[/SIZE]

  • [SIZE=9pt]Ammunition Capacity:[/SIZE][SIZE=9pt] Depends on the size of the magazine on a ship[/SIZE]

  • [SIZE=9pt]Reload Speed: [/SIZE][SIZE=9pt]Average[/SIZE][SIZE=9pt],[/SIZE]

  • [SIZE=9pt]Effective Range: [/SIZE][SIZE=9pt]Average[/SIZE][SIZE=9pt],[/SIZE]

  • [SIZE=9pt]Rate of Fire:[/SIZE][SIZE=9pt] [/SIZE][SIZE=9pt] [/SIZE][SIZE=9pt]Average[/SIZE][SIZE=9pt],[/SIZE]

  • [SIZE=9pt]Stopping Power: [/SIZE][SIZE=9pt] [/SIZE][SIZE=9pt]Very Low[/SIZE]

  • [SIZE=9pt]Recoil: [/SIZE][SIZE=9pt]None[/SIZE]
[SIZE=9pt]SPECIAL FEATURES[/SIZE]

  • [SIZE=9pt]ECM Package[/SIZE]

  • [SIZE=9pt]LK Hermes[/SIZE]
[SIZE=9pt]Strengths[/SIZE][SIZE=9pt]:[/SIZE]

  • [SIZE=9pt]Able to Generate ECM interference to protect other missiles.[/SIZE]

  • [SIZE=9pt]Able to use Decoys to make it seem like more missiles exist than actually do.[/SIZE]

  • [SIZE=9pt]A communication link back to the launcher ship thanks to the LK Hermes, which allows it to update the mission profile of the missiles around it using the Hydra[/SIZE]
[SIZE=9pt]Weaknesses[/SIZE][SIZE=9pt]:[/SIZE]

  • [SIZE=9pt]No Warhead: The Dancer lacks any warhead of its own. The Missiles sole purpose is as a utility missile to help boost the longevity and utility of the other missiles it’s launched with.[/SIZE]

  • [SIZE=9pt]Jamming: While the dancer can be programed it is most effective when being triggered by the tactical department on a warship to provide the optimal coverage. [/SIZE]

  • [SIZE=9pt]Sight: Although the Dancer is able to fool sensors they are not able to fool visuals, and someone who can see the coming missile will be able to see through the deception it provides. In particular a fighter can prove very effective bringing down capital missiles. [/SIZE]
[SIZE=9pt]DESCRIPTION[/SIZE]

[SIZE=9pt]Missiles have always been vulnerable on the battlefield if it isn’t because of the preponderance of ECM which blanketed the battlefield it was because of the point defence weapons which ships come equipped with today. Although an individual missile is more powerful than a turbolaser, a few capital missiles are capable of taking down a ship...if they can hit. It is this survivability that Locke and Key Mechanic’s engineers decided to address with the creation of the Dancer Missile. [/SIZE]

[SIZE=9pt]They took a normal capital missile and removed the warhead, replacing it with an ECM system and a series of Decoys. The idea behind the Dancer is simple. Seed a launch of normal capital missiles with Dancers when engaging with another ship. Thanks to the built in comm relay the Dancers can be activated by the tactical department on a ship at just the right time, just as your missiles are about to enter pointdefencee range. Upon activation the Dancer’s ECM system kicks into life, the Dancer is capable of generating a large burst of jamming, a similar effect to a flash bang for ships sensors or generating a constant distortion similar to a mist. You know something is there but you can’t quite see it. It will also release the decoys it contains, making the number of missiles which appear to be attacking increase. The decoys are most effective when mixed with the flashbang effect since the dancer will blind your sensors and when they come back you are faced with a much larger barrage of missiles raining down on you, the original missiles having been lost in the mix. [/SIZE]

[SIZE=9pt]It is through this two pronged system that the Dancer aims to provide safe passage for missiles, bringing them past the Point Defense Envelope to impact with an enemy ship, helping provide a greater chance to bring it down.[/SIZE]
 
Status
Not open for further replies.

Users who are viewing this thread

Top Bottom