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Approved Starship Gale-class Heavy Fighter

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS

  • Classification: Heavy Starfighter

  • Length: 16 meters

  • Width: 5.8 meters

  • Height: 3.5 meters

  • Armament: Very High

    2 Forward Laser Cannons

  • 1 Bomb Bay (8 concussion missiles, 6 proton torpedoes, 3 Proton Rockets, 8 light proton bombs, 6 space mines, 64 thermal detonators, or other equivalent)

  • 1 Dorsal Modular Turret (capable of holding up to 8 points of weapons based on the starfighter weapons exchange table)

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Defenses: Average

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Squadron Count: Low: 8

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Maneuverability Rating: Low

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Speed Rating: Average

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Hyperdrive Class: Average: x1.5

STANDARD FEATURES
  • Standard Astromech Socket
  • Standard Communications Array

  • Standard Deflector Shield Generator

  • Standard Hyperdrive

  • Standard Ion Engines

  • Standard Life Support Systems

  • Standard Navigational Systems

  • Standard Repulsorlift Engines

  • Standard Sensor Array

  • Standard Starfighter Weapons: Laser Cannons, Bomb Bay

  • Standard Targeting Systems

  • Can Enter Atmosphere and Land
ADVANCED SYSTEMS
Strengths:

  • Modular Loadouts: The Gale is highly adaptable through the use of a modular weapons turret, bomb bay, and auxiliary systems turret. Not only does this allow different loadouts to be tailored for specific missions or enemies, but it also makes Gales rather unpredictable in their capabilities.

  • Heavy Firepower: Gales pack very heavy firepower for their size, making them not only capable of quickly damaging other strikecraft, but also dangerous to capital ships when fielded in numbers.
Weaknesses:

  • Low Maneuverability: Gales are not particularly maneuverable because their size and shape, having a flight performance that straddles the boundary between a typical starfighter and a shuttle. Many strikecraft can outmaneuver it in an engagement.

  • Small Squadron Count: Gales are fairly large craft for their size and also require more crew than most starfighters. This means that fewer of the craft can be carried onboard starships or fielded from bases compared to the average starfighter.
Description: The Gale is a multi-role assault fighter than traces its conceptual linage to fighters like the ARC-170 and the SoroSuub Corsair. Gales fulfill a similar role, using long-range hyperdrives and heavy firepower to conduct recon in force along skirmish lines, conduct raids deep into enemy territory, and provide long-range escort to friendly capital ships. The key to the Gale's success in these missions is not only its high firepower, but its ability to be individually tailored for different missions based on modular weapons systems and countermeasures. While Lucerne Labs offers a wide variety of prepackaged loadouts for the Gale, it's common for pilots and organizations to tailor their own specific loadouts based on their preferences and existing stockpiles of equipment. Like many assault fighters, Gales suffer from their size and relatively low maneuverability, which often limits their utility within military fleets as superiority fighters. Thus, Gales tend to fill the niche in where more firepower is needed than the typical starfighter, but more flight performance is needed than the average bomber.

Technical Descriptions

Flight Control Systems: The Gale uses fairly typical flight control systems for its size, with comprehensive controls easily accessible from the pilot's swiveling chair. Behind the pilot is the ship's bombardier, who controls the bomb bay and often takes over manning the MAST. A little bit further back is an astromech droid socket next to the turret well, where the ship's dedicated gunner mans the turret. There are a handful of refinement's to the design though that arrived from experience from the Vortex II. An inertial compensator has been integrated into the ship's sensor suite. This allows the field to expand or contract automatically based on stimuli, whether it's a tumultous asteroid or a dovin basal. Like the interceptor, it also features a pair of linked Calor-series Bio-computers that function as an integrated droid brain for the craft. These computers can act as a co-pilot, using their parallel-processing power to calculate hyperspace jumps, tune various subsystems for optimal performance, and act as secondary gunners, particularly for the turreted MAST and the double ion cannon. These bio-computers do have an auto-pilot function that allows them to autonomously fly the craft, though their skill is not as great as most organic pilots. Interesting enough, the computers' flying styles mimic that of the pilot that has used their craft the most, meaning that while their performance is not great, they are not predictable flyers either. Because of that, Gales are sometimes remotely piloted from ground stations or capital ships.

Sublight Engines: The Gale uses a pair of large fusial thrust ion engines that can take this heavy fighter up to respectively average speeds. While they provide sufficient thrust, the stabilizers and maneuverability thrusters are somewhat lacking for a ship its size, causing it to handle more like a shuttle than a typical starfighter. This lack of maneuverability means that many Galepilots rely on their wingmen or their turret gunners to deal with particularly maneuverable or fast threats.

Hyperdrive: The Gale uses a robust hyperdrive that provides the ship with average amounts of speed in hyperspace. Unlike many starfighter's hyperdrives though, the Gale's has a somewhat expanded fuel tank, allowing it to make fly through several sectors of space before needing to refuel. This allows them to escort convoys without having to dock and conduct long-range raids deep into enemy territory.

Hull: The Gale uses a fairly conventional aerodynamic frame designed with an eye in mind for atmospheric performance. This streamlined form is constructed of a heavy duty durasteel frame covered covered in Chimera Composite armor panels. This somewhat superior armor protection balances out the somewhat weaker shielding of the craft, provides the ship with overall average protection.

Shields: Despite its size, the Gale is no more durable than the average fighter. Much of its defense rests in its hull construction, as the shields are weaker than normal due to the power requirements of operating the ship's weapons turret.

Weapons: The Gale is an exceptionally modular craft when it comes to its armament. The only weapon that routinely stays the same is a pair of forward-facing laser cannons operated by the pilot. A bombardier controls the ship's bomb bay, which is nearly identical to the Cyclone Bomber's bomb bay. This allows the Gale to carry a wide variety of ordinance for a variety of missions, whether its carpet-bombing large formations of troops, mining hyperspace routes, or simply carrying concussion missiles to target starfighters and capital ships alike. While the bomb bay is impressive, the Gale's most prominent weapon is a dorsal-mounted turret designed with a pair of large, modular hardpoints on either side. With some work, this allows the Gale to mount a variety of weapons, ranging from quad repeating laser cannons and railguns to a quaret of general purpose warhead launches or unusual mixes of ion encumbrance systems and mag cannons. The variety of weapons afforded by both the turret and the bomb bay that allows the Gale to be custom tailored to specific missions is probably the starship's greatest asset.

Countermeasures: Gales do not carry chaff or flares like many previous craft, but instead each heavy fighter carries a single a Modular Auxiliary Systems Turret on its ventral side just behind the forward laser cannon. Most Gales typically carry sensor jammers, allowing them to better survive encounters with enemy ordinance or to cause confusion on their attack runs. However, it's not unheard of to see Gales equipped with tractor beam projectors to slow down targets or directional particle shields on targets known to use plenty of defensive ordinance.

Common Loadouts: Gales can be equipped with a bewildering variety of weapons and countermeasures, many of which are the results of pilot preferences or existing stockpiles of equipment. However, several common loadouts have been popularized by Lucerne Labs for sale as packages along with the ships themselves to its customers:

Armor-Buster
Weapons: 2 Forward Laser Cannons, 4 Fire-linked Incinerator-class Railguns (turret), 8 Light Proton Bombs (bomb bay)
MAST: Sensor Jammer
Description: This loadout is typically used to attack and destroy heavy armored vehicles. The fire-linked railguns are well-suited for softening up targets before they are precisely hit by the Gale's proton bombs. The MAST's sensor jammer allows the Gale to conduct strikes with some measure of protection against anti-aircraft weapons.

Commerce Raider
Weapons: 2 Forward Laser Cannons, 4 Stormflash Ion Encumbrance Systems(turret), 2 HR-IO4 Ion Railguns(turret), 6 Cometburst Space Mines (bomb bay)
MAST: Tractor Beam Projector
Description: This loadout is typically used to raid enemy shipping, being equipped with a large amount of ion weapons to disable enemy vessels for boarding and capture. The bomb bay holds space mines in order to mine space lines in preparation for ambush operations. Lastly, the MAST has a tractor beam projector in order to hamper enemy's movements, making them easier prey for the Gale and its allies.

Escort
Weapons: 2 Forward Laser Cannons, 4 Laser Cannons(turret), 2 Reaper Mag Autocannons(turret), 8 Mimic Sensor Decoys (bomb bay)
MAST: Directional Particle Shield
Description: This loadout is used by escort fighters, where heavy turret based firepower can make attacks from different angles daunting for opponents. Sensor decoys can be used to misdirect enemy munitions or to lead opponents on wild goose chases if they are after a specific ship. Lastly, the directional particle shield can also be used to intercept enemy munitions aimed at the Gale's wards.

Hunter-Killer
Weapons: 2 Forward Laser Cannons, 2 Reaper Mag Autocannons (turret), 4 Stormflash Ion Encumbrance Systems (turret), 6 Proton Torpedoes (bomb bay)
MAST: Tractor Beam Projector
Description: This loadout is used to hunt down and destroy heavy subcapital ships such as a light freighters, drop ships, and larger bombers. Stormflash Encumbrance systems can rapidly strip away a target's shields and make them more vulnerable to the mag-pellets of the powerful autocannons. Targets can often be finished off by careful application of the ship's proton torpedoes. The MAST's tractor beam projector is often used to hamper a target's ability to maneuver, making them easier prey for the ship.

Missile Boat
Weapons: 2 Forward Laser Cannons, 4 General Purpose Warhead Launchers (4 concussion missiles each)(Turret), 8 Concussion Missiles (bomb bay)
MAST: Enhanced Targeting Package
Description: This effectively turns the Gale into a missile boat with a load of 24 concussion missiles. Because many of these missile launchers are turreted, Parthian shots are a common tactic for these craft. The MAST usually carries the Enhanced Targeting Package to improve the probability that a missile will accurately hit a target.

Groundside Raider
Weapons: 2 Forward Laser Cannons, 8 Laser Cannons(Turret), 64 thermal detonators (bomb bay)
MAST: Sensor Jammer
Description: This loadout is used for attacks on light ground targets, such as civilian infrastructure and pockets of troops, and thus focuses on producing a high volume of fire. The guns typically have little troube cutting through swathes of these targets, while the large number of thermal detonators allows Galses to either precisely hit small targets or carpet bomb entire areas as needed. The MAST holds a sensor jammer to reduce its vulnerability to anti-aircraft fire and to disguise its true nature before attack runs.
 
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