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Approved Tech OmniTech System

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Sasha Santhe

Majority Share Holder, Santhe Corporation
OmniTech System

Intent: Modular Systems Technology
Development Thread: If Required
Manufacturer: Santhe/Sienar Technologies
Model: OmniTech Systems
Affiliation: For Sale by contract or through the Santhe Marketplace Page
Modularity: Yes
Production: Mass Produced
Material: Ceramic and Durasteel components along with standard materials for modules

Description:

During the wars between the Sith Empire and the Republic and Mandalorians Sasha Santhe noticed that there was an ever increasing amount of specialized designs being pumped out by factories from these factions. This trend continued and increased as wars raged on across the galaxy. Santhe Factories were pushed to meet demands of the ever changing consumer base for such equipment and So Sasha Santhe came up with a concept. The OmniSystem was originally designed as way to quickly repair and replace systems on future fighter designs. The concept was that if a fighter had a damaged system or weapon, then an engineer could quickly and effectively change it out with little to no trouble.

Sasha however saw something more. Instead of building a different compartment and module for each component used in the construction of a ship she instead designed a compartment with sockets compatible with a range of Sienar Designed Products. This allowed for a vehicle with OmniCompartments to take any number of systems or weapons being upgraded on the fly. Test have shown that the average small craft is able to be customized by an experienced crew in approximately thirty minutes using the OmniTech System. This is a significant increase over the repair and modification times of traditional craft.

This means that a single craft on the battlefield, if supported by proper logistics, can fill multiple battlefield roles. This allowed a single hull design to withstand tests of time and be modified on campaign to counter situations as they arose.

Advantages and Disadvantages:
OmniCompartments have many advantages. The modular construction allows crew to customize their machine’s weapon and systems loadout to suit their own skills and preferences, and adapt to specific tactical or environmental needs. Where a craft of comparable size and profile is often designed and constructed with a specific role in mind, the OmniModule system allows a vehicle to serve as fire support one day and then the next transfer to a direct-fire combatant. A single vehicle capable of performing multiple battlefield roles frees up logistical space on campaign.

The OmniModule System was not designed solely for modular weapons configuration. Originally the concept was for quick repair of craft in the field. The OmniSystem aids greatly in repair and construction. If a weapon or system component using the OmniModule is damaged it can be quickly detached and replaced with another module. Easy substitution by even a less experienced crew free up more experienced and trained crew for harder jobs.

The technology has one final advantage. This technology is able to bridge technological gaps that may appear between generations of craft. Because many of a craft’s systems would be housed within OmniCompartments, it allows for the craft to easily be upgraded to modern standards with the addition of modern OmniModules. It is far cheaper to develop a new OmniModule than it is to design a new fighter and so costs are kept in check and craft using this system will go out of date much slower than standard craft.

Despite their benefits in maintenance and their flexibility, OmniSystems have distinct limitations in regards to logistics and cost. OmniModules don’t make a craft entirely customizable. Engines and sometimes other systems are still hardwired into the various craft and cannot be modified any more efficiently than any other craft.

Vehicles constructed with OmniTechnology created from even standard materials are more expensive than standard craft of similar dimensions. A force using OmniSystem craft would not be able to have an entire army of such craft which are designed for front line combat units. Because OmniModules are unique to this technology they are not compatible with most standard systems and vice versa. This increases the logistical needs of a force using both Omni and standard technologies by requiring sets of supplies for both to be carried in the field. This creates a duplication in supply chains and logistics for spare parts and adds an artificial separation.

Modules and Compartments:
Every Module must be fitted into a compartment. A compartment has so many slots available, tiny ports for power storage and sharing. Each port consists of ten rows of connectors both to physically latch the module to the compartment and to attach the device’s electronics to the ship's systems. Each weapon or Component is designed to take up a number of slots and room in a compartment. A Compartment cannot hold more weapons than there are slots.

The amount of slots in a particular compartment is labeled on the compartment. Therefore a ship with an OmniCompartment 5 has a single OmniCompartment with 5 slots. A ship listed as having two OmniCompartment 2’s has four total OmniSlots available to it.

There are two types of compartments to store two different types of modules. There are Weapon Compartments capable of fitting in tubes, barrels, and other destructive devices, and there are the systems Compartments which store other ship systems.

Weapons Modules:
Weapons Modules are a strange breed, Energy based weapon modules contain a small power supply and extra battery space in order to not draw too much excess power away from the ship when performing. Weapon Modules dependant upon ammunition, such as a Concussion Missile Modules, contain a bare amount of ammunition and will require the crew to spend a OmniSlot on a magazine for more ammunition.

Although a ship may have enough compartment slots, there is generally a limit to how much power can be drained from the reactor and thus all small craft will have an energy cannon/slot limit placed upon them by the manufacturer. This means that the ship can only utilize so many cannons with a maximum weapon loadout and slot availability.

Omni Weapons Modules:
Weapon (Number of OmniSlots used)
Light Laser Cannon (.5 OmniSlots)
Laser Cannon (1 OmniSlots)
Heavy Laser Cannon (2 OmniSlots)

Light Solar Ionization Cannon (2 OmniSlots)
Solar Ionization Cannon (3 OmniSlots)
Heavy Solar Ionization Cannon (4.5 OmniSlots)
(Requires Solar Ionization Reactor to work)

Light Variable Speed Laser (1)
Variable Speed Laser Cannon (1.5)
Heavy Variable Speed Laser Cannon (2.5)

Light Ion Cannon (.5 OmniSlots)
Ion Cannon (1 OmniSlot)
Heavy Ion Cannon (2 OmniSlots)

Concussion Missile Launcher: 2 Missile (4 OmniSlots)
Cluster Missile Launcher: 2 Missiles (4 OmniSlots)
Missile Magazine: 3 Missiles (1 OmniSlot)

Proton Torpedo Launcher: 1 Torpedo (4 OmniSlots)
Magpulse Torpedo Launcher: 1 Torpedo (4 OmniSlots)
Torpedo Magazine: 2 Torpedo (1 OmniSlot)

Omni Systems Modules:

Standard Sensor Suite (1 OmniSlot)
Advanced Sensor Suite (2 OmniSlots)
Angel-Eye Sensor Suite (1 OmniSlot)
MAD-51 Scanner (1 OmniSlot)

WhisperDrive (2 OmniSlots)
Gravitic Modulator (2 OmniSlots)
Photon Absorber (1 OmniSlot)

Light Shields (1 OmniSlot)
Standard Shields (2 OmniSlots)
Heavy Shields (3 OmniSlots)

Weapons Compartment Sizes:
Compartment sizes range from 1 slot to fifteen with vessels of various sizes and abilities having maximum compartment sizes.

Small Craft (Fighters/ Light Tanks)
Weapons OmniCompartment 1-5

Medium Craft (Heavy Fighter/Tanks & Bombers)
Weapons OmniCompartment 1-8

Large Craft (Gunships, Walkers ect.)
Weapons OmniCompartment 1-10

Armament Example:
X-wing Like Fighter
2 OmniCompartment 2’s
2 Omni Compartment 5’s
6 Cannon/Slot Limit

Configuration A:
4 Laser Cannons
2 Proton Torpedo Launchers (4 Torpedos each)

Configuration B:
4 Light Laser Cannons
2 Laser Cannons
2 Proton Torpedo Launchers (4 Torpedos Each)

Configuration C:
6 Laser Cannons
2 Proton Torpedo Launchers (1 Torpedo each)

So like C is pretty much the Dickiest thing I can do. And even then because of the limits in place it's 6 Cannons and 2 Torpedos.
 

Alric Kuhn

Handsome K'lor'slug
I don't see a huge problem with this. It's a tad confusing at first glance, but once you look into it it's not overpowered or anything.

Approved.
 
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