Star Wars Roleplay: Chaos

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Approved Starship Rawwk starfighters.

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OUT OF CHARACTER INFORMATION
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  • Intent: A very fast fighter for the House of Marr military.
  • Image Source: artstation
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Starfighter
  • Length: 5 meters
  • Width: 2 meters
  • Height: 3 meters
  • Armament, Average
  • 8x Seismic Charges
  • 1x Laser Cannon Turret
  • 1x small Solar Ionization Cannon turret
  • Defenses: Very Low,
  • Squadron Count: | Very Low: 4
  • Maneuverability Rating:, Extreme.
  • Speed Rating: Extreme.
  • Hyperdrive: 1.5
STANDARD FEATURES
  • All standard features
ADVANCED SYSTEMS
  • Inertia compensator’s have an extra focus due to the intense accelerations that an occupant is facing that could easily kill a standard Organic under normal circumstances.
  • Dizzying: The Rawwks were designed small and lightweight to the absolute best of abilities.
  • Both seats can fly, but there is a primary pilot seat and a gunner seat. Both have the same controls but are simply designated as such.
  • Full direction sensor array.
  • Artificial gravity like most ships, but especially so in planet the screen can be used in planet while flying upside down or on its side.
STRENGTHS
  • The Rawwks are wickedly fast and maneuverable, in good hands.
  • Equipped with hyperdrive.
  • Comfortable vehicle when not in combat
  • Seismic charges at the rear of the ship is how it can pack it’s biggest punch
  • Laser canon turret that extends from underneath in the front of the ship. And Solar Ionization canon turret at the top back. Can be controlled by pilot or gunner seat allowing for even more coordination and speed.
  • Nice and tidy: Since both turrets extend from the ship, one below and one at the back and above, and the seismic charges are held within the ship and launched out, the ship can look clean and sleek when not in combat.
WEAKNESSES
  • Very little protection. Low-power shields and basic transparisteel, durasteel, and standard ship materials. If it does get hit by another ship, it gets hit hard.
  • Not much storage space
  • Without a gunner the laser turret may be tougher to operate
  • After the 8 charges are up, the Rawwk’s only have a single laser cannon to rely on.
  • The sheer breakneck accelerations make it very hard for anything but a droid, force user, or otherwise elite pilot to keep their head when using.
  • Unfortunately, not good for travel. A Rawwk had to compromise almost it’s entire cargo space for it’s power and seismic charges. If only one occupant is present, they could use the gunner seat…if they tie it all down. Otherwise there’s really only enough room for two large backpacks and two briefcases.
  • Laser cannon turret does extend forwards somewhat and so can shoot upwards on the front, but only slightly. Otherwise most of it’s firing arc is entirely underneath and straight back. It cannot rise above the ships horizontal plane anywhere but near the front of the ship. The Solar Ionization turret suffers the reverse problem as it’s on the top back. But has slightly more arc in front.
  • Solar Ionization cannon is rather small. Against a large ship, it would take repeated, accurate blows, at the same spot before it did sufficient damage. Or finding specific weak spots. It is most effective against other fighters or Freighters
  • Solar Ionization cannon sucks a lot of power. The standard laser cannon cannot be fired at the same time, and the solar ionization cannon can only be used in long bursts, or sparingly, before it starts stealing power from the thrusters and/or shields. And eventually life support.


DESCRIPTION
Mariah has made few ships, and the Rawwks (named after a are a screeching flyer that attacked others in the air) strong differ from her standard techniques. However, they still match one of her tendencies, which was to hard-focus into one attribute. In the case of the Rawks, that was breakneck speed/acceleration. Designed to be as tough an enemy to hit as any interceptor could hope to be, but with enough of a punch that they can threaten larger ships, at least temporarily. Or to go after groups. The Rawwks prey are primarily gunships, bombers, freighters, and groups of ships. The grouped up ships can be targeted with seismic charges, and slower fighters or freighters are easier targets for the solar Ionization cannon. It is equipped with a standard laser cannon, however this weapon essentially serves as it’s backup and is designed to try and help it handle other interceptor-like ships that may try and take it out.

The Rawwks are designed to be deployed in small groups, to quickly wreck the kinds of ships that are more likely to close in on big ships with a payload, and get rid of them, before returning for a resupply of seismic charges if need be. Frigates are manageable targets enough, but when hitting really big targets, the Rawwks are best utilized by targeting weak points repeatedly. Ideally coordinated to repeatedly attack the same spots, or go after ship turrets. They unfortunately don’t pack enough firepower past their seismic charges to really hit the bigger ships hard on their own, and so rely on bombers, heavy gunships, or larger ships, to bring the bigger payload in such circumstances.

As a more secondary advantage, the ships are designed to look sleek, so they can also act effectively as personal transports or a type of police system if a target is too hard to catch. These are more unusual methods, and more likely to be used after an invasion or for important members of the Marr family’s safety rather than as standard procedure.

Crew capacity:
Pilot (required)
Gunner (Optional)
Cargo space: 2 3x3x3 foot spaces.
 
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