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Approved Starship ID: A-10 LAAT Gunship

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Image Source: Soviet Russia, apparently...


Affiliation: Ali and Myra Hadrix

Manufacturer: Taerab Starship Manufacturing

Model: A-10 LA-AT Gunship [Infantry Variant]

Modularity: Yes. Interior can be rearranged to accommodate more/less personnel/equipment.

Production: Limited [Galactic Republic, CSAF]

Material: Dura-armor, Chanlon, Alusteel, Transparasteel

Classification: Assault Gunship/Troop Transport

Length: 17.4 meters

Height: 6.1 meters

Wingspan: 17 meters


Armament

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Primary weapon:
  • 2 x Mass-Driver Missile Launchers = 30 missiles each, 60 missiles total
Secondary weapons:
  • 4 x Composite Beam Pinpoint Laser Turrets. Turrets mounted in stock positions outside main chassis of vessel; mitigates overpowering of main engine system. CROW (Crew-Remote Operated Weapon) equipped, operated from inside vehicle rear cockpit.
  • 3 x Heavy Laser Cannons; 1 mounted bow, 2 mounted rear. Double as close-engagement light anti-fighter cannons [capable of whittling away at shields, not adequate for full anti-fighter engagement].
Rocket/Missile systems:
  • 4 x Type-12 Air-to-Air rocket pods mounted underneath the wings (2 pods per wing). Each pod contains 3 DLL-28 (Dummy Led Launch) rockets. 12 rockets total. This system is used to fool hostile vehicles into initiating countermeasures before the actual missile is fired, so munitions are not wasted or target acquisition lost.
Squadron Count: 4

Special Features:

1) Backup Shield Generator: In addition to this armor system is a backup shield generator for quick reinstatement of shields in the event that the primary generators are overpowered by enemy fire or collision.

2) C-1 Defender Adaptive Shielding Array

Maneuverability Rating: 6

Speed Rating: 5

Hyperdrive Class: 3

Strengths:

-Well armed
-Modular, reduced refit time in combat zones
-Balanced for a variety of mission profiles
-Powerfully defended against equivalent vehicles and starfighters

Weaknesses:

-Vulnerable to anti-starfighter weaponry

-Countermeasure reload times leave distinct gaps in which vehicle is vulnerable to guided missile fire

Description

Description: The A-10 Low-Altitude Assault-Transport, or LA-AT comes in three distinct variants that all serve to support the soldiers they carry.
  • Infantry: Outfitted primarily for combat operations.
  • Medical: Outfitted for the retrieval and field treatment of casualties. Reduced troop carrying capability due to on-board medical equipment.
  • Carrier: Outfitted for the deployment of C1M2A MAT-TE Walker vehicles into combat zones, and retrieval of such for repairs/redeployment. No troop carrying capacity due to removal of troop bay.
Well armored and armed, the LA-AT gunship is the primary means of insertion, extraction, and general air-fire support of Special Operations Commando units.

Passenger Capacity: 26 Soldiers

Overall Cargo Capacity: 14 tons [Empty]

Misc. Equipment:



Minimum Crew: 2 (1 pilot, 1 gunner)

Optimal Crew: 7 (1 pilot, 5 gunners, 1 flight chief)

Propulsion: Repulsorlift

Top Speed:

  • Space: 50 MGLT
  • Atmosphere: 620 km/h
Consumables

Fuel: 20 hours of continuous atmospheric operation
Air: 3 weeks
Rations: 3 weeks


Armor

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The main armor is a Dura-armor and heavy plate Durasteel composite. The Dura-armor protects against energy weapons damage and defends internal systems from heat damage. The heavy plate provides defense against penetrating weapons from rockets, missiles, and projectiles, such as mass-driven rounds (does not protect effectively against direct strikes).


Troop bay doors and belly: These doors, mounted on the port and starboard sides of the gunship, are more heavily armored than the stock LAAT gunship. Blast armor is added to these doors, as well as the belly of the vessel to protect the Commandos within.


Shielding


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Deflector shield: 2 x C-1 “Defender” shield generator units, mounted bow and aft. Provides vehicle with ray and particle shields of similar strength to that of the X-wing starfighter that are capable of directionally focusing shield strength toward incoming enemy fire.

Countermeasures

Countermeasures are defaulted to automated responses against enemy fire, but can be directly controlled by crew (ie. during covert operations)

Thermal signature/Infrared-disrupting flak charges: Dispersed along the underside of the wing-joints. Disrupts acquisition from rockets and missiles that are based on infrared or thermal signature of LAAT craft. Recharge time for countermeasure is 15 seconds. Equipped with 6 charges.

Smoke-based countermeasures: Dispensed from the underbelly of the vehicle beneath the cockpit and rear hatch, countermeasure clouds the area in a thick, almost viscous chemical smoke that obscures vision from enemy units and personnel and anti-armor weaponry using line-of-sight (iron sights) targeting methods. Confuses sensor acquisition. Clouds an area up to 50 square meters (roughly the size of a small football pitch). Maximum dispersal time is 5 seconds. Used primarily in ground-level operations, during insertion/extraction of dismounted forces. Often used in conjunction with the insertion/extraction of MAT-TE's, to obscure Landing Zone (LZ). Reload time for countermeasure is 15 seconds. Equipped with 8 charges.

Vehicle-Mounted Hard Kill Active Protection System: 2 countermeasure systems, mounted dorsal and ventral, utilizing passive sensors that react to incoming projectile weapon munitions, intercepting anti-armor rounds, rockets and missiles in a 360º arc x 360º field within 7 meters of the LAAT using short-range explosive flak charges. Does not protect against mass-driven rounds, or small arms projectile munitions. Countermeasure can fire up to four times before requiring reloading. Reloading time is 30 seconds. Equipped with 4 sets of charges.
Comparison: A135 Shock Absorber Factsheet

Shroud Countermeasure: Dispersed from aft end of the gunship, this wave-layered bomb contains highly reflective particles that displace tractor beam locks and confuse tracking efforts. Reloading time is 20 seconds. Equipped with 2 charges.


Radiation Absorbing Paint: The paint coating the A-10 LAAT Gunship absorbs radiation energy and redirects it at a minimal level. This reduces the amount of radiation fed back to enemy optical and sensor devices, therefore reducing the Gunship's visibility on scanners. Also delays and disrupts target acquisition of hostile weaponry.

Sensor Systems

Advanced sensor packages and intuitively designed gunner's control stations allow for the LAAT's weapons to be operated by a single gunner; spotters are not needed for the operation of weapons. All weapons are CROW (Crew Remote-Operated Weapon) equipped and operated from inside of vehicle (Composite Beam Turrets).
Targets can be spotted through Infrared, Thermal, and Magnetic Signature fields from ranges up to 300 kilometers in normal operating and environmental conditions (5,000 kilometers in vacuum).



Development Thread: http://starwarsrp.net/topic/63039-dev-id-a-10-laats-gunship/#entry1253948

Intent: To develop a powerful troop-carrying gunship capable of sustaining special operations personnel on a variety of mission profiles.

Who can use this: The Galactic Republic. CSAF.
 
[member="Ali Hadrix"]

This has been moved to the proper place. Vehicles is for vehicles without space capabilities.

Please edit this submission to conform to the Starfighter Template.
 
Ali Hadrix said:
Primary weapon:
2 x Mass-Driver Missile Launchers = 30 missiles each
Secondary weapons:
4 x Composite Beam Pinpoint Laser Turrets. Turrets mounted in stock positions outside main chassis of vessel; mitigates overpowering of main engine system. CROW (Crew-Remote Operated Weapon) equipped, operated from inside vehicle rear cockpit.
4 x Heavy Anti-personnel Repeating cannons, 2 mounted bow, 2 mounted rear. Double as close-engagement anti-fighter cannons.
Rocket/Missile systems:
4 x Type-12 Air-to-Air rocket pods mounted underneath the wings (2 pods per wing). Each pod contains 3 rockets. 12 rockets total.
4 x DLL-28 (Dummy-Led Launch) Air-to-Surface anti-armor missiles (2 per wing). This system is used to fool hostile vehicles into initiating countermeasures before the actual missile is fired, so munitions are not wasted or target acquisition lost.
Way too much. Scale it back some. Right now you are sitting at 8 laser cannons, 2 extended mag missile launchers, 4 missile launchers, and 4 single shot missiles.



Ali Hadrix said:
Vehicle-Mounted Hard Kill Active Protection System: 2 countermeasure systems, mounted dorsal and ventral, utilizing passive sensors that react to incoming projectile weapon munitions, intercepting anti-armor rounds, rockets and missiles in a 360º arc x 360º field within 7 meters of the LAAT using short-range explosive flak charges. Does not protect against mass-driven rounds, or small arms projectile munitions. Countermeasure can fire up to four times before requiring reloading. Reloading time is 30 seconds. Equipped with 4 sets of charges. Comparison: http://www.gdatp.com/factsheets/A135_Shock%20Absorber.pdf Shroud Countermeasure: Dispersed from aft end of the gunship, this wave-layered bomb contains highly reflective particles that displace tractor beam locks and confuse tracking efforts. Reloading time is 20 seconds. Equipped with 2 charges.

[URL="https://en.wikipedia.org/wiki/Trophy_(countermeasure)"]Trophy Countermeasures
and a Tractor Shroud and a Target Lock Break System.



Ali Hadrix said:
Passenger Capacity: 30 Soldiers Cargo Capacity: 40 tons Misc. Equipment: 1 x 74-Z Speeder Bike 1 x All-Terrain Advance Raider
1 walker, 1 speeder bike, 40 tons of gear, and 30 troops. I am going to need this toned down. The cargo space would be completely absorbed by the passengers and the vehicles at the least.



Ali Hadrix said:
This system converts the weapons energy absorbed by the Dura-armor into power for the deflector shields at an efficiency rating of only 25% effective; 75% of each incoming energy-based round is lost, dispersed by the armor or resulting as damage to the Dura-armor on a molecular level, generating cracks and warps in the armor that compromise structural integrity.
It has Molecular Shields in effect.



Ali Hadrix said:
Radiation Absorbing Paint: The paint coating the A-10 LAAT Gunship absorbs radiation energy and redirects it at a minimal level. This reduces the amount of radiation fed back to enemy optical and sensor devices, therefore reducing the Gunship's visibility on scanners. Also delays and disrupts target acquisition of hostile weaponry.
Very toned down sensor mask.
Ali Hadrix said:
Thermal signature/Infrared-disrupting flak charges: Dispersed along the underside of the wing-joints. Disrupts acquisition from rockets and missiles that are based on infrared or thermal signature of LAAT craft. Recharge time for countermeasure is 15 seconds. Equipped with 6 charges. Smoke-based countermeasures: Dispensed from the underbelly of the vehicle beneath the cockpit and rear hatch, countermeasure clouds the area in a thick, almost viscous chemical smoke that obscures vision from enemy units and personnel and anti-armor weaponry using line-of-sight (iron sights) targeting methods. Confuses sensor acquisition. Clouds an area up to 50 square meters (roughly the size of a small football pitch). Maximum dispersal time is 5 seconds. Used primarily in ground-level operations, during insertion/extraction of dismounted forces. Often used in conjunction with the insertion/extraction of MAT-TE's, to obscure Landing Zone (LZ). Reload time for countermeasure is 15 seconds. Equipped with 8 charges.
Chaff and Flares essentially.



Ali Hadrix said:
Maneuverability Rating: 5 Speed Rating: 3 Hyperdrive Class: 2
Its also wicked fast and has a Hyperdrive.

This needs some serious toning down or some serious development.
Cut the Weapons in Half across the board.
Remove the Sensor Mask and Particle Shroud effect
Increase the speed/man to 6
Pick a Counter Measure, Chaff and Flares or the Trophy and Tractor Shroud
Reduce the Troop count for the vehicle (30 troops or 24 troops and a Light Walker) and mention the cargo capacity is gone when loaded with troops
 
[member="Cira"]

Changes made:

1) Added development thread link (bottom)

2) Cut missile compliment in half (30 missiles total, rather than 30 missiles for each magazine)

3) Specified inadequacy of heavy repeating cannons for engagement of shielded hostile fighter craft

4) Specified cargo capacity is when empty, used when stocked with passengers and equipment

5) Increased optimal crew requirement to 7
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
[member="Ali Hadrix"]

Ok so it will need to have the speed 5 and man 6. It is just too heavy.



Ali Hadrix said:
This system converts the weapons energy absorbed by the Dura-armor into power for the deflector shields at an efficiency rating of only 25% effective; 75% of each incoming energy-based round is lost, dispersed by the armor or resulting as damage to the Dura-armor on a molecular level, generating cracks and warps in the armor that compromise structural integrity.

so this is not molecular shielding. Neither the Defender deflector shield generator nor the C1-Defender Adaptive Shield Array and Targeting Uplink are molecular shielding. so remove all the molecular shielding stuff.

SO you did 20 posts of dev and that covers the stealth tech and some of these weapons systems.

as for weapons you have what equates to 10 laser cannons and 10 warhead launchers. This will still have to be taken down a bit.



Ali Hadrix said:
2 x Mass-Driver Missile Launchers = 15 missiles each, 30 missiles total
warhead launchers are allowed 4 projectiles standard but since the mass driver missile launchers had 30 canon you can make them 30 again if you want.



Ali Hadrix said:
3 x Heavy Anti-personnel Repeating cannons, 1 mounted bow, 2 mounted rear. Double as close-engagement light anti-fighter cannons [capable of whittling away at shields, not adequate for full anti-fighter engagement].
Make then standard anti-personnel cannons. The repeating modifier makes them count as 2 lasers each.

with the development, the rest of the weapons are good with the above change to the anti-personnel cannons.

So make speed 5, maneuvering 6, remove the molecular shielding stuff, and change the anti-personnel weapons to standard not repeating. This is still way too much but with the maneuvering weakness, it being limited and the development it balances the heavy weapons and carrying capacity out.
 
Changes made:

1) Return mass driver missile launchers to 30 missile magazines.

2) Remove molecular shielding system, to be added later, pending approval of a separate submission for the technology and a 20 post development thread.

3) Tone repeating canons down to laser cannons (the LAAT's canon versions).

4) Increase speed to 5, and maneuverability to 6.
 
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