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Approved Tech Ionite Assault Torpedo Launcher/X

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Ionite Assault Torpedo/X
1381337379_photontorpedo.jpg

OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: Kryze Incorporated
  • Model: Ionite Assault Torpedo/X
  • Affiliation: Kryze Incorporated, Closed-Market
  • Modularity: No.
  • Production: Semi-Unique
  • Material: Aluplas, Titanium, Ionite, Detonation Charge
TECHNICAL SPECIFICATIONS
  • Classification: Ion/EMP
  • Size: Large
  • Weight: Heavy
  • Ammunition Type: Ionite Assault Torpedo
  • Ammunition Capacity: 1 (per torpedo)
  • Reload Speed: Low
  • Effective Range: Long Range
  • Rate of Fire: Low
  • Stopping Power: Extreme
  • Recoil: None
SPECIAL FEATURES
  • An oversized ionite torpedo designed to devestate shields on vessels, either aboard a vessel used in a support role in fleet engagements or as a fast-attack role in smaller engagements. Comes in capital ship grade only.
Strengths:
  • The Ionite warhead deals extreme levels of shield damage.
  • The oversized nature of the weapon increases the damage dealt.
Weaknesses:
  • The weapon can only deal shield damage, it cannot even disrupt systems once the shields are down.
  • Oversized torpedos take up more space aboard vessels than standard torpedos and require larger launchers.
DESCRIPTION
An outsized torpedo with a compressed ionite warhead. These torpedos can deal absolutely catastrophic damage to the shields of any vessel of crusier sized or smaller, and puts a considrable dent at the very least in larger vessels. However the ionite warheads deal absolutely no damage at all to the hull or systems of a vessel - their negative polarization charges can strip any shield currently designed, but do not affect anything else in the course of normal operation.

The outsided torpedos present additional issues as they require larger than standard launchers and take additional mass aboard any vessel, meaning that any vessel using them will have a smaller supply than of standard sized torpedos.

An additional difficulty is the tendency of Ionite to ruin all electronics - guidance, timers, that sort of thing - the actual mass of ionite in the weapon is relatively low, when detonated it mixes with the release charge and produces a wave of alternately charged particles of matter. However, the presence of the Ionite in the torpedo still is problematic, as a consequence the warhead charge is held in a shielded component at the front of the missile which rapidly cycles been charge states to protect the electronics behind it, with the guidance package as far away as possible, the charge can be detonated by proximity or impact on the shield surface. As a final safety precaution, oversized launchers must be used to keep the launch coils far from the ionite charge, and due to the short life of the battery powering the missle shield, the missiles electronics are not armed until launch to prevent premature degredation. This, combined with their special handling requirements is reflected in their slow loading time.

The current design is a very limited (semi-unique, for clarity) production run prototype, intended to be used with an exceptionally high Ionite charge and other shipboard equipment to allow for a style of combat more preferable to certain Mandalorian clients, but also for resale to bounty hunters and as a testbed for future ionite weaponry design. It is expected by Kryze Engineers that to produce practical weapons using these Ionite charges a new revolution in polarity-phase explosives will be needed, or a smaller warhead charge (and thus torpedo size) will have to be adopted.
 
Shia Kryze said:
Ammunition Capacity: 60
Is this the total number of warheads? Or this is something to with each individual warhead itself?



Shia Kryze said:
but also for resale to bounty hunters and as a testbed for future ionite weaponry design.

This probably won't work for a "unique" production submission, since it can only be affiliated with a single character.

Speaking of which, "Unique" items are typically singular in nature. I'm not sure if multiple warheads can be counted as unique then, but I'll leave that decision to the roleplay judge that follows behind me.

If you are planning on selling to these to bounty hunters, or using them pretty regularly with your character, I'd really recommend doing a restricted materials mission to bump up the production to "semi-unique".
 
Gir Quee said:
Is this the total number of warheads? Or this is something to with each individual warhead itself?





This probably won't work for a "unique" production submission, since it can only be affiliated with a single character.

Speaking of which, "Unique" items are typically singular in nature. I'm not sure if multiple warheads can be counted as unique then, but I'll leave that decision to the roleplay judge that follows behind me.

If you are planning on selling to these to bounty hunters, or using them pretty regularly with your character, I'd really recommend doing a restricted materials mission to bump up the production to "semi-unique".
[member="Gir Quee"]

I can't for the life of me make multiquote work, sorry.

So I may need to re-write a section of this, I am looking to make a single launcher plus sufficient warheads to use it regularly, in the same fashion that say, an enhanced weapon might be made unique - a blaster, or even a turbolaser. There will only be one launcher of this type plus warheads, the rest is fluff as I will indeed be looking to make semi-unique subs at a later date.

The ammo load is for one launcher.
 
[member="Shia Kryze"], I consulted one of our RPJs on this.

Because there are going to be multiple warheads, this will need a restricted materials mission thread. Production should also be increased to semi-unique or limited to go along with this.

In addition, this submission fields should reflect the missile itself rather than the launcher.
 
Gir Quee said:
[member="Shia Kryze"], I consulted one of our RPJs on this.

Because there are going to be multiple warheads, this will need a restricted materials mission thread. Production should also be increased to semi-unique or limited to go along with this.

In addition, this submission fields should reflect the missile itself rather than the launcher.
[member="Gir Quee"]

Thank you, that's most helpful. I'll get those amendments sorted and an RM mission thread sorted now.

One question for clarity: Semi-Unique would permit myself and a 'handful of others' to use these torpedos, if approved?
 
Shia Kryze said:
One question for clarity: Semi-Unique would permit myself and a 'handful of others' to use these torpedos, if approved?
It will. So this can be used by other people now as well, though it should still remain relatively rare in usage.

This looks pretty solid now from a pure gameplay balance. Could you address one piece of lore, however? From the Ionite wookieepedia page:
Any electronic device in its proximity was thus voided and ruined, a notable example of this being that any timers in its vicinity were shut down (A notable problem for miners who could thus run out of air while mining it without realizing what was happening to them).
How do the electronics (or lack thereof) deal with the interference produced by the ionite?
 
[member="Gir Quee"]

Added:

'An additional difficulty is the tendency of Ionite to ruin all electronics - guidance, timers, that sort of thing - the actual mass of ionite in the weapon is relatively low, when detonated it mixes with the release charge and produces a wave of alternately charged particles of matter. However, the presence of the Ionite in the torpedo still is problematic, as a consequence the warhead charge is held in a shielded component at the front of the missile which rapidly cycles been charge states to protect the electronics behind it, with the guidance package as far away as possible, the charge can be detonated by proximity or impact on the shield surface. As a final safety precaution, oversized launchers must be used to keep the launch coils far from the ionite charge, and due to the short life of the battery powering the missle shield, the missiles electronics are not armed until launch to prevent premature degredation. This, combined with their special handling requirements is reflected in their slow loading time.'

If someone could change the thread title, just to cut the 'Launcher' from it, that'd be amazing. If not I can resubmit or request a thread mod.
 
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