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Approved Tech MH-EW05 Jamming Beam Projector

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Intent: To create fancy Ewar Tech for Mandal Hypernautics

Development Thread: NA
Manufacturer: Mandal Hypernautics
Model: MH-EW05 “Jamming Beam Projector"
Affiliation: Mandal Hypernautics, Mandalorian,
Modularity: Yes. Standard, Heavy, LR, HLR variants
Production: Mass Production
Material: Alusteel, Durasteel, Electronics,

Description:

Similar to the tractor beam, the jamming beam is a projection weapon that disrupts the fire control systems of the "painted" craft. While traditional jamming beams are relatively small and designed to effect the small and rapidly moving point defense turrets of capital ships at very close ranges, the MH-EW05 JBP is significantly larger and more powerful. Scaled up to a size comparable to a Turbolaser and drawing nearly as much power as one, the MH-EW05 is generally considered more of an unorthodox capital weapon than a traditional electronic warfare device.

To understand the capabilities of the MH-EW05, an understanding of targeting and tracking systems must first be had. All ships use one or more complex sensor systems to acquire and read information about its surroundings. When these sensors detect a high level of return as compared to background levels, the computers register this return as a 'contact'. Targeting computers then feed every contact to the display of the pilot or operator where said pilot, operator, or computer selects primary, secondary, and further targets. From here, sensors record the position, speed, and maneuvering of all targets, but prioritize processing power for tracking the primary and secondary targets. Even more advanced target and tracking systems utilize a C3 processors to analyze and predict the countermeasures of the various targets to calculate optimal firing solutions that take into account speed, trajectory, distance, and predictable countermeasures.

The MH-EW05 functions by projecting false sensor data at a high enough power to overload the tracking and targeting computers of the 'painted' ship. The painted ship's targeting computer with register dozens or hundreds of false contacts. And while the computer is bogged down by trying to track all of the false readings, even if an operator visually confirms a target to aim at, the computer software is slowed to a crawl and cannot keep up with the real-time telemetry to accurately predict movement and create firing solutions.

A Standard MH-EW05 has enough power to effect a ship at standard turbolaser range. Standard Jamming Beam Projectors are capable of effectively jamming Bombers, Gunships, Light Freighters, and Corvettes.

Heavy MH-EW05's are twice the size, but have a slower tracking speed. Heavy Jamming Beam Projectors are capable of effectively jamming Frigates and Cruisers.

Long Range MH-EW05's are four times the size and power of the standard variant and utilize an advanced focusing dish to drastically increase the effective range of the weapon. Long Range Jamming Beam Projectors are capable of effectively jamming Heavy Cruisers and Light Star Destroyers.

Heavy, Long Range MH-EW05's utilize three emitters that are each three times as powerful as a standard model. Each of these three emitters utilize the same focusing dish as the Long Range model. The entire cluster of three emitters are fire-linked and focus all three emissions on a single point in space. HLR Jamming Beam Projectors are incredibly powerful and can effectively jam Star Destroyers and Command Ships, as well as larger ships.

Each of these variants increase in power and effectiveness depending on how close the target ship is. At further than optimal range, the effectiveness of this component is drastically reduced. At closer than optimal range the effectiveness of this component is drastically increased. Likewise, additional beams focused on a single target drastically increase the effectiveness of the weapon. While only a single weapon focused on a target is required to reduce the accuracy of their weapons tracking speeds, two or more have a compounding effect on the targeting and tracking systems of the target and reduce the crews of the painted ship to “Visual Targeting” only. Typically, it takes four HLR Jamming Beam Projectors to completely neutralize something as large as a Star Destroyer, though it sometimes takes more when used against ships with highly specialized sensor or computer systems. Additionally, while individual models of JBP's are rated for use against specific size categories of targets, combining four or more of a single JBP can begin to effect a ship of a larger size category. When targeting a ship of a size category larger than the JBP is rated for, it can take as many as 8 beams focused on a single target to completely neutralize the target. In some extreme cases, as many as forty Single Jamming Beam Projectors would be required to completely neutralize a Star Destroyer's ability to fire upon a ship with any hope of landing a shot.

Weaponry calibrated for use at long ranges are particularly vulnerable to the effects of the Jamming Beam Projector as the precise firing solutions required to hit a target at extreme ranges becomes increasingly difficult to obtain while the processors are straining to track and predict the movements of the targeted ship. Because of this, it takes significantly less disruption to neutralize Long Range Turbolasers, Heavy Long Range Turbolasers, or any other extended range weaponry. In some cases, only a single Beam is required to completely neutralize the long range weaponry of a ship. There have even been recorded incidences of JBP's successfully restricting the Long Range Weaponry of ships far outside the intended size category of the weapon intended target.


  • Do to the strain the system places on computer processing power on the equipped ship, even Star Destroyers cannot effectively mount any more than 32 HLR Jamming Beam Projectors without overloading the computers and electronics of the ship.

Classification: Capital Weapon
Size: Ship-Mounted
Status: Military
Effective Range: Long Range, Long Range, Very Long Range, Extended Range,

Value: 1 Capital Weapon, 2 Capital Weapon, 5 Capital Weapon, 10 Capital Weapon
 

Ashin Varanin

Professional Enabler
[member="Captain Larraq"]
So, to sum up. A command ship loaded with ninety H/LR variants of this could keep ninety super star destroyers from firing accurately.

Nerf this plz.
 
[member="Rasho the Hutt"]

Well.... thats... definitely something I didn't consider. As it is, the ship I'm planning to put these on will end up having four of the HLR JBPs. As I intended it, the ship would be able to jam out four cruiser or smaller ships at once. In order to jam out a Heavy Cruiser or a Light Star Destroyer, I was envisioning the ship requiring two of the turrets pointed at a single ship. Reducing that to only two LSD or HC at once. And for SD or CS, the Ewar ship would need to target all four beams at a single ship.

So... If that math sticks, that would reduce an Assault Command Ship to being able to jam out 22 Star Destroyers and a Heavy Cruiser. >_> Which is still... A lot. Even if I restrict the module to only being usable on Balanced or Support ships, that still only drops it down to 17.5 opposing Star Destroyers being jammed. And... while I totally think that a Super Star Destroyer specialized solely for Ewar SHOULD be ridiculously and dangerously powerful... That's still a bit much. Yeah, the ship would have to make it through the factory and (according to the rules) would need a pretty hefty Dev Thread.... But... thats just a bit too much.


How about... the weapons are only calibrated for use on ships under 1,000km in length and only on Balanced and Support ships?

I'm... Not really sure how that makes any sense IC, but I just can't think of a way to balance something like this for use on Corvettes, Frigates, and Cruisers... and still have it be balanced on LSD, SD, and SSD. The sudden jump in guns as a ship goes beyond 1,000m in length is ridiculous and has been the result of one overpowered design after another. *sigh* An argument that's fallen on def ears before, so I'll stop rambling (No sleep, lots of coffee.)

How about this... Do to the strain the system places on computer processing power on the equipped ship, no more than 32 HLR can be effectively placed on a ship without overloading the computers and electronics of the ship. That leaves a HC jamming out 4 SD and SSD with four HLR Jamming Beam Projectors on each target and a LSD jamming out 8 SD and SSD with 4 turrets focused on each one.

Sound good?
 
To completely 'lock' a target ship from targeting and tracking with conventional systems, the following 'points' of Ewar must be used. Any value of Ewar less than this will disrupt the targeting and tracking of the ship in question, but will not completely disable the ship in traditional senses. Target ships that include advanced targeting computers require +10% points of Ewar to jam. Target ships that include specialized sensors, such as the Crystal Gravfield Trap, can bypass these jamming techniques. PC's that are Slicers and Engineers can mitigate the effects of jamming techniques on a ship being engaged with Ewar.
Smaller~: 2 'Capital Weapons' worth of Ewar
Light Freighters: 4 'Capital Weapons' worth of Ewar
Corvettes: 8 'Capital Weapons' worth of Ewar
Frigates: 12 'Capital Weapons' worth of Ewar
Cruisers: 18 'Capital Weapons' worth of Ewar
Heavy Cruisers: 25 'Capital Weapons' worth of Ewar
Light Star Destroyers: 30 'Capital Weapons' worth of Ewar
Star Destroyers: 35 'Capital Weapons' worth of Ewar
Command Ships: 40 'Capital Weapons' worth of Ewar
 

Ashin Varanin

Professional Enabler
[member="Captain Larraq"] - Let's go back to what we talked about last night with ambiguity/chance to resist, etc, plus that focus on long-range weapons we talked about. Tag me when you've whipped your submission into shape based on what we discussed, include all your safeguards in the sub, and let me know.
 
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