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Approved Starship MkII Cabur-class Starfighter

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Intent: To create the next generation of advanced, multi-role combat fighters for the Mandalorians and Levantine Sanctum.

Image and Credit
aftermath-starfighter-5.jpg


Development Thread:
Receiving Contract

Acquiring Production Rights
Designing the Future
Supply of Ultrachrome
Purchasing Ultrachrome from Black Market

Manufacturer: Mandal Hypernautics
Model: MkII Cabur-class Starfighter
Affiliation: Mandalorian Navy, Levantine Sanctum Navy, Hyperion Security, Restricted Private Sales,
Modularity: None
Production: Minor Production
Material:
Ultrachrome Armor Plating

Alusteel Frame

Description:
Though the MkII Cabur-class Starfighter draws heavily from the MkI variant, design elements were taken from the Neta'norac and Maw-class Stealth Fighters to create the MkII. Like the original, the MkII Cabur includes four light mass-driver cannons as its primary offensive armament and a secondary bomb bay to utilize in its multi-role combat function. Unlike the original model, the MkII Cabur uses advanced ammunition tipped in Ionite for its mass-drivers. Also unlike the original Cabur, the MkII adopts the Guidance Jamming technology of the Mawk-class Starfighter to protect itself against the missiles and torpedoes of enemy fighters, which helps compensate for the starfighter's lack of anti-starfighter ordnance while dogfighting. The bomb bay is capable of holding a maximum of four Proton Bombs or similarly sized ordnance packages.

Replacing the old Sensor Mask of the original model, the MkII instead sports a full stealth package that includes a SIS-28 Magnetic Resonator, SIS-148 Gravitic Modulator, MH-13 Efflux Diffusion Baffles, and the Mandal Hypernautics Active Camouflage system. Similarly, the multiple advanced sensor systems of the MkI Cabur Starfighter were replaced with a single long-range sensor system. As in the MkI Cabur-class Starfighter, the MkII comes with encrypted communications capabilities, and specialized processors to help the pilot keep track of other ships and starfighters in their battlespace. The encrypted communications suite uses pinpoint lasers assisted by computer targeting to draw a direct line-of-sight communication between itself and its intended recipient. While it is unlikely that these transmissions will be intercepted, for the safety of the pilots, secondary encryption software was installed into the communications hardware to keep prying ears out of their business.



Mandal Hypernautics Active Camouflage
The Mandal Hypernautics Active Camouflage system (based on the Hyperion Active Camouflage System) consists of a network of active and passive camouflage technology. Covering the armor plating of the ship is a coating of Reflec polymer, which insulates the vessel and protects it from sensors, as well as warping the light that hits the armor plating and adding to the general camouflage of the ship by passively reflecting the lights and colors which surround the craft. In addition to this passive stealth an outer layer of electronics is worked into key areas of the craft to support a number of additional devices.

These devices include the two part Photo-Optic Replicators pioneered in the Hyperion Active Camouflage system. The system is comprised of sensors that take readings of the visual spectrum of light surrounding the ship and holoprojectors that display those readings over the surface of the craft's far side. By doing so, the holoprojectors make the host ship appear as their surroundings on all sides, essentially rendering them invisible. The device does, however, have some drawbacks. It does not make the host ship completely invisible. When at close ranges and looking directly at it, one might see an almost phantasmal silhouette of the ship. The visibility of this silhouette is dependant on the speed at which the ship is moving. If stationary, the silhouette is nearly impossible to see. If moving at high speeds, the twinkle of stars as the ship passes is fairly obvious to the astute observer. The active camouflage is also less useful in atmosphere where environmental effects such as rain, snow, or ashfall can stick to the hull of the craft and distort both the sensors and the projection. Also, if the host ship was moving quickly near a planet or other, larger ships, the sensor units would misread the environment and cause the image being projected to blur, and become distorted, often giving away the ship's position.

While the host ship is capable of firing while cloaked, the energy, chemical, or magnetic emissions of firing weapons will often give away their position as readily as an open communicator or an active sensor. Likewise, the visual flash from the weaponry will often give away the position of the host ship to nearby enemies. While some ships with other active camouflage technologies might find this to be manageable, ships with the Mandal Hypernautics Active Camouflage system must avoid close range detection at all costs. Due to the nature of the holographic projections, the ship cannot be cloaked without first disabling ray and deflector shielding. This, combined with the fragile external components required to create the visual cloak means that the system is highly vulnerable to flak fire and using it makes the host ship vulnerable to direct hits. Often, a single strafing shot from a similarly sized ship is enough to render the host ship's active visual camouflage inoperable for the remainder of the conflict or longer. Similarly, a near miss from an appropriately sized flak weapon will often render the host ship's active visual camouflage inoperable for the remainder of the conflict or longer.

Additionally, while actively using its visual cloak or not, the ship will often still be hidden from sensors by the secondary stealth systems built into the ship. Reflec paints, gravitic modulators, magnetic resonators, and other such systems are unaffected by the operation or inoperation of the visual cloak. Even while firing weaponry, the host ship itself is often still hidden from sensors by its secondary stealth systems. Though the weapon discharge itself is unaffected by the cloak or the supporting technology.

Another device included in the rare and expensive ACS was a Sound Dampening technology that muffled most common ship noises to levels that would blend in with the general background noise of space. The technology allows a ship to operate normally but benefit from the effects of 'running silently' to avoid giving away their position. This is further enhanced by the application of Efflux Diffusion Baffles, that enable a ship to operate at full speeds and maneuverability and still effectively be 'running silent.' The system has limitations though, and opening comms or initiating active scans with sensors will give away the ship's position regardless of the Sound Dampening and Reflec technology

Further supporting this system of stealth technology are several thermal regulators, electronic signal inhibitors, and radiation dampeners that collectively reduce and muffle secondary emission sources to match background levels in that particular area of space. These emission levels can be raised or lowered automatically or manually as appropriate for the environment the ship finds itself in.



Classification: Starfighter
Role: Starfighter/Light Bomber
Squadron Count: 10

Height: 4 meters
Width: 6 meters
Length: 9 meters
Power Core Generator/Reactor: Photon Fuel
Hyperdrive Rating: None
Minimum Crew: 1
Optimal Crew: 1

Armaments:
(4) Light Mass-Driver Cannons
(1) Proton Bomb Bay (4 Bombs or 4 Mines)


Hangar: NA

Non-Combative Attachments:
Ray Shielding
Particle Shielding

Advanced Long-Range Sensors
Standard Tracking and Targeting Systems
Encrypted Communications Systems

SIS-129 Guidance Jammer
MH-EW17 Active Camouflage
SIS-28 Magnetic Resonator
SIS-148 Gravitic Modulator
MH-13 Efflux Diffusion Baffles


Passenger Capacity: NA
Cargo Capacity: 0.2 tons
Consumables: 2 Weeks
Sublight Speed Rating: Class 1 (Class 1.5 with fully loaded bomb-bays)
Maneuverability Rating: Class 1 (Class 1.5 with fully loaded bomb-bays)
 
RESEARCH REVIEW
[member="Captain Larraq"]

WITHOUT DEV THREADS
Drop Production to Limited

WITH DEV THREADS
Expand your Ultrachrome thread to 30 Posts for Minor Production.

SUGGESTIONS
Pending Inital review
 
[member="Draco Vereen"]


Still no word from the... Black Market.

I think they took my money and ran.

>_>


I'm poking them in PM to see if I can get a status update, or to find out if I need to do something else to get the thread done.
 
[member="Draco Vereen"]

Oh wow. This sub's original draft actually predates the current squadron count thing.

What do you think?

12 meter long standard fighter x 12 ships in a squadron = 144
144 / 9 meter long ship = 16 ships in a squadron ?

Go with a squadron count of 16, or go for the standard 12?
 
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