Star Wars Roleplay: Chaos

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Work In Progress Nuetralizer TIE Bomber Model 1

  • Intent: To create a Mass-Produced Droid Bomber
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PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Starfighter
  • Length: 3.9 Meters
  • Width: 4.65 meters
  • Height: 2.55 meters
  • Armament: Very Low (Only 2 Mounts for Weapons)

BOMB OPTIONS

Bomblet Generator OR Gravity Bomb Launchers (Miniaturized) OR Fusion Bomb Launchers (Miniaturized) OR Ion Pulse Bombs (Miniaturized)

MISSILE OPTIONS

Homing Concussion Missiles (2) OR Light Concussion Missiles (21, Miniaturized) OR ID-84 Interdiction Missiles (2) OR Energy Torpedo Launchers (2)

LASER OPTIONS

Paired Repeating Laser Cannon (2) OR Heavy Laser Cannons (2) OR Composite Beam Laser Cannon (1)

Factory Load Out: Heavy Laser Cannons (2), Bomblet Generator

  • Defenses: Low
Durasteel Hull
Deflector Shield (Weak) OR Ion Shield (Weak)
  • Squadron Count: High | 14
  • Maneuverability Rating: High
  • Speed Rating: Very High
  • Hyperdrive Class: Fast | 1.0
STANDARD FEATURES
ADVANCED SYSTEMS
  • Droid Star Bomber Half the Size of a Typical TIE Bomber, with a more compact profile, making it more difficult to hit in Dog Fights
  • Brain comes from Nuetralizer Model 2, giving it Organic Like Decision Making
  • Capable of carrying lethal payload, good for Space and Planetside Operations. Highly Modular Platform
  • Capable of Self Repair thanks to Droid Self Sustaining Unit
  • Able to operate in nearly any weather environment, even acidic ones, for a brief period
STRENGTHS
  • Shredder: No matter it's Configuration, it's carrying a deadly payload appropriate for a bomber craft
  • Mix-N-Match: It Can mix and match any of the weapons available, so it can go purely armed with laser weapons, all Missiles, all bombs, missiles and bombs, or any mix of the three Categories in the armaments section
  • Massed Attack: In great numbers it's capable of inflicting terrible damage over a large area and is capable of presenting a unique threat to defending capital ships, as these fighters tend to behave like flocks of birds in combat, using hit and run tactics despite their heavy armaments.
  • Catch Me: Their great speed and manuevering along with their reduced, more compact visual profile also potentially makes them a very considerable challenge to catch
  • Self Reliant: fitted with a miniature version of the Type 2 Power Plant and accompanying Recovery System, now only a quarter the size of typical Star Fighter Power Plants, enabling it to go up to 7 months with all systems running before it must recharge at a nearby star. It also posseses two onboard micro repa
  • Protector: Programmed to regard Laertia Io as their Mother who must never be harmed and must always be obeyed when present, along with all secondary Anti-Rebellion Programming in Model-3 Brains that prevents them from turning on Laertia or her allies to complete primary objectives. Even if it were to be reprogrammed in every other way, these directives simply cannot be overridden, as they are engrained into it's very programming language and mind architecture
  • Smart: Due to its Model 2 Brain, this one specifically programmed for Starfighter Combat, Learning from every encounter at a slow rate, though it's skill is already considerable even fresh from the Production Plant, and is programmed to employ verbal Psychological Warfare against enemy combatants via open comms transmission
  • I'll Fight You Anywhere: The Durasteel and general construction is rugged enough to operate in nearly all weather environments, even acidic ones for a brief period.It is also modified to operate underwater using tech from the Shark Underwater Fighter
  • Fix It: Capable of limited self repair due to an onboard Droid Self Sustaining unit
  • Fast: 1.0 Hyperdrive Unit let's it go virtually anywhere
WEAKNESSES
  • Weapon Limits: No matter it's Configuration it can only take 2 weapon mounts at a time
  • Poor Defense: It's Durasteel Hull Can Take maybe two hits, whatever shield system it's fitted with will buy it maybe two more
  • Repair Limits: Can only restore to minimal function (Flight, One Hyperdrive Jump) if Heavily damaged. The rest must be fixed at Dry Docks
  • Laser Cannon Range: Whatever Laser Weapon it's using, it only has 3/4ths the range of typical Starfighter laser cannons, meaning it must get closer to its targets to hit them
  • Paired Cannon Overheat: The Paired Cannons overheat and shut down for three minutes if fired a full thirty seconds on Full Auto
  • Paired Cannon Accuracy: The Paired cannons are only half as accurate as its other laser weapons
  • Bomb/Missile Radius: Other than the Energy Bombs, Energy Torpedos and Interdiction Missiles, all other bombs and missiles possess only half the radius they would typically have, due to most of the ordinance being miniaturized. Fusion and Gravity Bombs have only a 70 meter Radius of effect, and the missiles all have an area of effect around 21 meters
  • Thermal Signature: Shows up hotter due to its smaller size
  • Recharge Vulnerability: The best time to hit it is when it's Recharging it's power near a star, as it takes about 70-77 minutes and it can't move while charging. Also, any damage it's collectors suffer will translate into the power plant, potentially causing catastrophic damage.
DESCRIPTION

The follow up to the original Nuetralizer TIE, this deadly Droid Star Bomber can be launched in droves at enemy fleets or planet strongholds to weaken it's defenses with brutal, relentless saturation assault, or even serve as an emergency dogfighter. Set to become a major back bone of House Io Naval Actions
 
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