Star Wars Roleplay: Chaos

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Approved Starship RR-RDV 'Jumper'

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OUT OF CHARACTER INFORMATION
Storm_Troopers_descent.jpg
  • Intent: To provide the Republic Remnant with a light VTOL troop transport.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Valkyrie
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (Republic Remnant)
  • Model: RR-RDV 'Jumper'
  • Affiliation: Republic Remnant
  • Production: Minor
  • Material: Ferrocarbon frame, composite armor plating (Ferrocarbon [Top layer] Trimantium [Second layer], Dura-armor [Final layer]. between each layer is a layer of Quantum Fiber), standard vehicle components.
TECHNICAL SPECIFICATIONS
Classification: Transport
  • Length: 18.5 m
  • Width: 16.9 m
  • Height: 4.8 m
Armament: Average
  • Two door-mounted heavy repeating blasters
  • Two sixteen-pack concussive missile pods
Defenses: Low
  • Deflector Shield Generator
  • Composite Armor Plating
  • Thermal Flares [Counter-Measure System]
  • Jamming System
Squadron Count: Average | 12
Maneuverability Rating: High
Speed Rating: High

Hyperdrive: N/A

STANDARD FEATURES
  • Range Transceiver
  • Subspace Transceiver
  • Ion Drive
  • Maneuvering Jets
  • Ejection Seats
  • Distress Beacon
  • Inertial Dampener
  • Lift Support
  • Com-Scan
  • Comm Laser
  • Targeting Computer
  • Targeting Laser
  • Targeting Sensor
ADVANCED FEATURES
4x-Phantom short-range sensor jammer

Strengths:
  • Quick and Agile - The Jumper is very quick and agile, especially, for a transport ship, this lets it better avoid incoming fire and, most importantly, get troops ground side as quickly as possible before doubling back for another run. It also allows it to deploy troops in tighter quarters like urban or heavily forested environments.
  • Strafing Run - The Jumper does not have weaponry designed for ship to ship combat, its weaponry is primed for ground targets, to strafe the target area before it drops off its troops. Each launcher has four AT missiles and twelve HE missiles, each missile is fairly low yield as the AT missiles are not optimal for punching through heavier armor and the HE missiles are meant to saturate in area in their numbers rather then, individually, have a great impact. But, it does allow the Jumper to better clear out LZ's.
  • Rapid Deployment - The Jumper is ideal for rapidly deploying, and redeploying, squads. Its VTOL nature allows it to easily maneuver around, hover a few feet above the ground and for the soldiers to storm out, it does have a series of emplacements to allow soldiers to rappel to the ground four at a time if they can't get to the ground fast enough.
Weaknesses:
  • No Hyperdrive - The Jumper lacks a hyperdrive meaning it needs to be carried to and from battlefields. While this, itself is not overly bad, the fact that it takes up space is an issue as ships need to decide if, and how many, Jumpers they bring and for each jumper they bring that is one less fighter, one less bomber or one less large deployment transport.
  • Small Load - The Jumper is a small scale transport. It carries only ten soldiers, a single squad, and can only carry a single light vehicle on the bottom. Anything heavier will dangerously unbalance the Jumper or not even allow it to fly. The Jumper is meant to drop a single squad, or light vehicle, and quickly redeploy it if necessary, this makes it unsuitable at mass landings.
  • Fragile - The Jumper is a fragile flier, it is meant to avoid fire using its speed and agility, not to tank hits, especially, to its flanks where only a rather thin door protects the soft interior of the vehicle. This weapon cannot stand up against even moderate powered weapon able to be quickly crippled.
Description
The Jumper was designed to help supplement the Remnant's RRATD. Unlike the RRATD, the Jumper is a small scale rapid deployment vehicle. While the RRATD excels at mass deployment, the Jumper is about mobility and lightning deployment, often, behind enemy lines or to secure forward positions, dropping off a single squad and its equipment before taking off to complete its next drop. Because it will often be dropping comrades behind enemy lines or forward to secure possible LZ's, the Jumper was designed with a strong strafing ability letting it give fire-support to the squads it drops off. It isn't ideal at it, however, as its fragile state mean exposing itself like that could lead to it being knocked out, but war and desperation sometimes leave no other option and the Jumper was designed should it have to fill that need.

Technical Explanations

Crew: The Jumper has a crew of two, a pilot and a gunner. The pilot does exactly as it sounds, flies the Jumper. The gunner controls the concussive missile pods, flare counter-measures and also acts as the communications specialist aboard the jumper, communicating with both central command, its parent ship or landing base and, occasionally, squads requesting pick-up or emergency firesupport.

Capacity: The Jumper has the ability to carry ten soldiers, and their kits, as well as a light vehicle on the bottom, however, most often, it carries supply crates for drops rather then vehicles as there aren't a lot of light vehicles in the Remnant's arsenal.

Defensive Systems: Like a lot of Republic Remnant vehicles, it has a composite armor composition to give it superior protection, however, the armor on the Jumper is light in order to make more internal room and allow for a higher speed without overly increasing the cost of the vehicle. This armor is designed to stand up to small arms and is not rated for heavier, dedicated, AT weaponry. Along with its armor, it maintains the standard shield deflector generator to help keep its compartment vacuum-sealed in the case of hull breach or failure. It provides a level of support and protection against weaponry, however like the armor, it is not rated for dedicated AT weaponry. Along with this, it contains a thermal flare counter-measure system for missile defense and a jammer to help it interrupt targeting solutions or tracking systems.

Weapon Systems: The main armament for the Jumper are its two, sixteen-pack concussive missile pods. The missiles are low-yield, even the eight AT missiles, and are meant to be used for area saturation and not precision strikes. These missiles are entirely air-to-ground missiles as they lack both the advanced guidance systems and acceleration needed to target other flying ships. Besides these missiles, it has two heavy repeating blaster door-mounted guns. The guns cannot be fired unless the doors are open, they are not automated and must be manned, as the two dedicated crew of the Jumper are a little too busy, the guns are manned by whatever squad they are dropping, and if no squad is within the ship, the guns are unmanned. The guns allow the squad to provide suppressing covering fire for their comrades as they disembark.
 
[member="Iona Immarya"]
Please add the Hyperdrive: field from the template to your submission. As your ship has no hyperdrive equipped, simply place "N/A" after it.

Pending that, this will be approved.
 
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