Star Wars Roleplay: Chaos

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Approved Vehicle RR AFV Mk. 4

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OUT OF CHARACTER INFORMATION
Skyray6.jpg

  • Intent: To provide an AA IFV for the Republic Remnant forces.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Sky Ray
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries [Republic Remnant]
  • Model: RR AFV Mk. 4
  • Affiliation: Republic Remnant
  • Modularity: No
  • Production: Mass-Produced
  • Material: Ferrocarbon frame, composite armor plating (Ferrocarbon [Top layer] Trimantium [Second layer], Dura-armor [Final layer]. between each layer is a thin layer of Quantum Fiber, standard vehicle components
TECHNICAL SPECIFICATIONS
Classification:: Repulsorcraft
Role: Infantry Fighting Vehicle
Size: Average
Weight: High
Minimum Crew: Two [Driver/Gunner]
Optimal Crew: Two [Driver/Gunner]
Propulsion: Repulsorliftl
Speed: 100 km/h Average
Maneuverability: High
Armaments: Average
  • Two Rotary Cannons - Low
  • Six Surface-To-Air Concussion Missiles - Average
Defenses: Low
  • Composite Plating - Low
  • Deflect Shield Generator - Low
Squadron Count: Average: 12
Passenger Capacity: Six
Cargo Capacity: Small

SPECIAL FEATURES
  • Advanced Tracking System
  • Advanced Targeting Computer
  • Composite Armor
  • Deflector Shield Generator
  • Comm-Array
  • Sensor Suite
  • Armored Equipment Compartments
  • Powerful Thrusters
  • 4x-Phantom short-range jammers
Strengths:
  • Jumper - Like the ACX-3, the AFV Mk. 4 is armed with a potent thruster system that allows it high maneuverability, but that is not all it does, it also allows the AFV to make 'jumps' allowing it to increase its vertical lift, however, unlike the AXC-3 it can only go thirty meters as it is heavier then the ACX-3, but this advantage is still great at clearing obstructions or parking on top of places it normally could not reach, such as buildings or platforms, in order to disembark its fireteam and get a better firing angle on potential targets.
  • Advanced Tracking - Due to being geared towards proving AA fire, the AFV Mk. 4 has an advanced tracking system designed to, well, track fast moving air targets and, utilizing its advanced targeting computer, it can project the probable flight path that target will take in order to better fire its missile when there is an optimal intercept chance.
  • Fireteam -The AFV is designed to carry a fire team of soldiers to the battlefield as it has become a standard procedure for squads in the Remnant to split in half into fireteams for more coverage and mobility. It was designed for six, rather then five, so any attached person, such as a Jedi, can fit.
Weaknesses:
  • Fragile - The AFV's armor is weaker then that of the APC vehicle it is based on as in order to get the advanced systems in, and keep a troop compliment, armor plating was sacrificed and the shield generator is given less power then it would otherwise be as the advanced targetting computer and track are large drains, this makes the AFV rather vulnerable to fire and, unlike its APC counterpart, it is not meant to be on the front lines, rather, stay just behind them providing airspace control and redeploying fireteams when needed.
  • Time Consuming Reload - The AFV only carries six missiles on its rack. While it does carry more missiles in its internal armored compartments, the gunner would need to open the compartment, take out the missiles and then climb to the top of the vehicle and load them manually. This is not only time consuming as it will take, at least, two to three trips to reload it, this would also put the gunner at extreme risk as they have to leave the safety of the vehicle to reload it.
  • Heat Signature - When the AFV fires a missile, it produces a large heat signature that it cannot mask revealing it to any sensors that are scanning the area, it will also act as an early alert to any flier it is fired at.
  • Rear Blind Spot - The AFV cannot see behind itself nor can its weaponry fire behind it as the thursters block a lot of visual range, as such, the AFV cannot defend itself if hit from the rear which makes it particularly dangerous as the rear armor isn't great as most of it is covered in a, relatively, thin hatch.
DESCRIPTION
The AFV was designed to serve as an IFV, meant to support infantry on the front. The AFV is capable of carrying a fireteam which allows multiple AFV's to move around squads of infantry and, so, can double as a limited APC to increase the mobilization of the Remnant forces. Most importantly, however, the AFV Mk. 4 was given surface to air missiles this was done to increase the airspace control of the Remnant as the Republic, firmly, believes it is airpower and artillery that decides the victory in any engagement, as such, they want to exert as much control over what they can when they can. The AFV is a fairly cheap means of reinforcing the existing AA systems of the Republic. Its highly maneuverable nature and ability to leap to higher surfaces lets it project its protection to greater, and harder to reach, areas then most other AA vehicles, and, best of all, it can drop its fireteams at these loactions.

Technical Explanation

Crew: The AFV Mk. 4 has two crew members, a driver and a gunner. The driver, well, drives the vehicle which is very important as they need to control its potent thrusters, ensure it always points its thickest armor and any opposition and never expose their vulnerable rear armor or let soldiers disembark into oncoming fire. The driver is also responsible for reading the sensor displays, controlling the jamming systems and maintaining comm systems. The gunner controls both of the rotary cannons which have a wide firing arc, however, they cannot fire above their level, however, as the vehicle tends to rest four meters in the air, this is often not an issue. However, the firing arc, while wide, cannot fire behind itself nor can one turret fire on the opposite side of the vehicle. The gunner also controls the surface-to-air missiles and is in charge of, when safe, reloading the missile racks when necessary.

Carrying Capacity: The AFV has a fairly small carrying capacity compared to most vehicles of its size, it has enough room for six soldiers and their kits, but that is about it. While it does have armored compartment, those are not for troop gear, instead, that is where the missiles are stored to help reduce the chance of any internal detonations if it suffers a penetrating hit from an enemy vehicle.

Weapon Systems: The AFV has two main weapons, its dual rotary cannons don't pack much of a punch and so aren't designed to face down heavily armored infantry or vehicles, instead, they are designed with maximum firing rate in mind to provide high area suppression fire to keep enemy infantrymen's heads down so that it can either drop off its infantry cargo or fall back and redeploy. It also packs six surface to air missiles on its rack, these missiles are not suitable for ground targets as they lack the punch needed to threaten armor or a high yield to be a threat to infantry, firing at either would be an act of desperation and would likely not yield optimal results. This is because most of the missile is taken up by its advanced guidance systems and larger fuel reserves needed to chase fast moving fliers. The guidance systems of the missiles do resist jamming systems.

Defensive Systems: The AFV comes with the standard Republic Remnant composite plating designed to give it as much protection as they can even with the light plating it was given to make room for its infantry cargo. The armor is angled and sloped to try and deny as much direct hits as possible. Along with this, the AFV comes with a weak shield generator to provide an extra layer of protection to the vehicle. However, the AFV is not designed to tank hits, and is farily fragile, as such it relies on its advanced jammer and not being on the front line to survive engagements.
 
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