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Approved Starship Squall-class Patrol Boat

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[youtube]https://youtu.be/jtIK0BuYm0U[/youtube]​

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION

  • Manufacturer: Lucerne Labs

  • Affiliation: Directorate, Silver Jedi, Galactic Alliance, closed market

  • Model: Squall-class Patrol Boat

  • Production: Minor

  • Material: Durasteel frame, Chimera Composite plating, Transparisteel canopy, standard starship components
TECHNICAL SPECIFICATIONS

  • Classification: Multipurpose utility craft

  • Length: 16 meters

  • Width: 10 meters

  • Height: 4 meters

  • Armament: Very Low

    1 Double Ion Cannon

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Defenses: High

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Squadron Count: Low: 8

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Maneuverability Rating: Average (Moderate when engines are used as maneuvering thrusters)

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Speed Rating: Average ( Low when engines are used as maneuvering thrusters )

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Hyperdrive Class: Very Fast: x0.6

STANDARD FEATURES

  • Standard Communications Array

  • Standard Deflector Shield Generator

  • Standard Hyperdrive

  • Standard Ion Engines

  • Standard Life Support Systems

  • Standard Navigational Systems

  • Standard Repulsorlift Engines

  • Standard Sensor Arra

  • Standard Starfighter Weapons: Ion Cannons

  • Standard Targeting Systems

  • Can Enter Atmosphere and Land
ADVANCED SYSTEMS
Strengths:

  • Modular: Squalls can be outfitted to act as assault shuttles or alternatively as small electronic warfare craft, allowing them to bring more utility to the fight than many starfighters.

  • Advanced Engines: Squalls have their ion engines mounted on servos, which allows them to act as maneuvering thrusters as needed, making the ship's more maneuverable than their blocky size would suggest. The ship's hyperdrive is also a scaled down version of the Acclamator assault ship's, making them exceptionally fast at superluminal speeds.
Weaknesses:

  • Weak Armament: Squalls are very lightly armed, only having a turreted double ion cannon. While this enables Squalls to disable and potentially board enemy ships, it also means that it has ability to directly and permanently damage other starships.

  • As Streamlined as a Rock: Squalls are about as atmospherically maneuverable as a rock at high speeds due to their bulky hull design. This makes relatively poor traditional combatants in the atmosphere, unless it's a low speeds typically encountered just over the ground or in tight confines.

Description: Recognizing that hangar space is often a premium commodity, Lucerne Labs decided to design a small utility starship that could accomplish a variety of miscellaneous tasks that most starfighters couldn't accomplish. To that end, Lucerne Labs started by designing a compact shuttle with an internally modular bay. The resulting craft has an exceptionally large amount of internal volume for its size and its surprisingly agile despite its blocky appearance. Unfortunately, this largely was gained at the cost of firepower and high atmospheric performance, making it a less than ideal direct combatant against other starfighters. But the Squall's value largely lies in its versatility. Depending on the configuration of its internal bay, the Squall is a capable assault shuttle, rescue ship, electronic warfare platform, or scout ship. This versatility has turned the Squall in popular force enhancers, especially in smaller ships and commands where the number of support craft is usually very limited.


Technical Descriptions

Flight Control Systems: The Squall uses fairly typical flight control systems for its size, with comprehensive controls easily accessible from the pilot's swiveling chair. There are a handful of refinement's to the design though that arrived from experience from the Vortex II. An inertial compensator has been integrated into the ship's sensor suite. This allows the field to expand or contract automatically based on stimuli, whether it's a tumultous asteroid or a dovin basal. Like the interceptor, it also features a pair of linked Calor-series Bio-computers that function as an integrated droid brain for the craft. These computers can act as a co-pilot, using their parallel-processing power to calculate hyperspace jumps, tune various subsystems for optimal performance, and act as secondary gunners, particularly for the turreted MAST and the double ion cannon. These bio-computers do have an auto-pilot function that allows them to autonomously fly the craft, though their skill is not as great as most organic pilots. Interesting enough, the computers' flying styles mimic that of the pilot that has used their craft the most, meaning that while their performance is not great, they are not predictable flyers either. Because of that, Squalls are sometimes remotely piloted from ground stations or capital ships.

Sublight Engines: The Squall uses a quartet of stubby ion engines originally designed for use on space tugs and mounts them on rotating servos, much like the ion engines on the old New Republic Defender. This allows the engines to rotate to better increase the ship's maneuverability, though doing so decreases the ship's speed. This mode is commonly used when navigating through difficult terrain, such as the asteroid belts that many smugglers like to use in order to lose their pursuers. This engine design also allows Squalls to precisely dock with other vessels with a minimal amount of piloting skill.

Hyperdrive: The Squall uses a miniaturized version of the Acclamator Assault Ship's hyperdrive fitted with enhanced cooling systems, which allows Squalls to quickly and reliably transverse vast arrays of space. This allows the ships to rapidly respond to deep space incursions or act as forward scouts, especially when equipped with its advanced electronics suite.

Hull: The Squall uses a fairly boxy hull that maximizes internal volume but almost ensures poor atmospheric performance. The ship uses a heavy duty durasteel frame covered in Chimera Composite armor panels. This provides the ship with average physical protection.

Shields: The Squall mostly relies on heavy duty shields for its defense rather than its hull armor, allowing it to better endure enemy fire in prolonged engagements. It's not uncommon to see the ship's crew painstakingly allocate shield energy to different arcs in order to better survive enemy attacks.

Weapons: The Squall's only conventional armament is a turreted double ion cannon located underneath its chin. This allows the patrol boat to potentially disable targets in preparation for boarding or inspection. While not a weapon in the conventional dogfighting sense, the Squall also carries a hull-cutter ring, allowing the boat's passengers to board other ships.

Miscellaneous Systems: Squalls do not carry chaff or flares like many previous Lucerne Labs craft, but instead each boat carries a single Modular Auxiliary Systems Turret on its ventral side just behind the double ion cannon turret. Most Squalls typically carry tractor beam projectors, allowing them to act as search and rescue craft for EVA pilots and cargo or to better grapple targets that they are attempting to board. However, it's not unheard to see Squalls equipped with sensor jammers or directional particle shields to better survive battlefields.

Payload: The Squall's hull design is designed to maximize the ship's internal volume, allowing it carry a relatively large payload for its size. Many Squalls see use as small troop transports and shuttles, much like the earlier Svelte-class Shuttle. A Squall is equally comfortable ferrying a pair of squads groundside through a battlefield just as much as it is capable of acting as a fast packet to quickly deliver small amounts of priority cargo across a sector. With some work though, this cargo bay can retrofitted to carry an extensive electronics bay with technicians to run this sophisticated equipment.

The heart of this configuration is a ANq-51 sensor array computer coupled to a S-87 sensor suite, which provides the Squall with exceptionally long range and good sensor resolution comparable to that of many small corvettes, which in turn effectively allows the to act as a scout ship. In combat, these improved sensors can aid friendly starfighters in burning through sensor jamming, especially in conjunction with the embedded OCC-SI module. The electronics bay also includes a miniaturized missile transmitter deactivator as well as a Miradyne 4-x Phantom Sensor Jammer. It also includes a single Mimic Sensor Decoy Launcher with four decoys and a Mark Six sensor beacon launcher with four beacons. In combat, these sensors and countermeasures typically are not powerful enough to affect or replace those of capital ships, but instead are most often used to augment those of friendly fighters and warheads while simultaneously degrading those of enemy fighters and munitions.
 
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