Star Wars Roleplay: Chaos

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Approved Starship The Coyo, TIE Fight’ceptor

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hM24NT9.jpg

Image Sources:
Affiliation: Personal
Manufacturer:The Coyo’s parts were made by Sienar-Jaemus Fleet Systems. Initial assembly was done by Darth Pugn, with internal components largely refitted by her descendant Junker Pugn.
Model: ”Coyo” TIE Fight’ceptor
Modularity: Junker Pugn may attempt to repair or upgrade the Coyo with found TIE starfighter components but inherent mismatches means the ship’s key performance statistics will not improve.
Production: The Coyo is, thankfully, Unique
Material: The Coyo is made of TIE fighter-grade titanium.
Classification: The Coyo is a Starfighter ”Ugly”.
Length: 9.2 metres
Width: 6.2 metres (scaled to image using height estimated below)
Height: 4.6 metres (6.69 metres x cos(30°) hexagon x cos(38°) sloped)
Armament: The Coyo has 6 /20 rated armaments (medium-light) from a TIE/sf space superiority fighter. An extra laser cannon from a second TIE/sf can be found on its second eyeball.
Squadron Count: Not applicable. A squadron of Coyos would probably “dodge” into each other.
Special Features:
Components from two TIE/sf space superiority fightershttp://starwars.wikia.com/wiki/TIE/sf_space_superiority_fighter:[*]2 redundant Ion-flux cooling systems.
[*]2 redundant autopilothttp://starwars.wikia.com/wiki/Autopilot systems.
[*]2 redundant Distress signalshttp://starwars.wikia.com/wiki/Distress_signal/Legends (one per cockpit).
[*]2 Solar panelshttp://starwars.wikia.com/wiki/Solar_panel.
Maneuverability Rating: 2 /20 The Coyo dodges better than a TIE fighter due to its erratic movements and TIE Interceptor parentage, but it is not suited to trench runs where the “extra dodge” is fatal.
Speed Rating: 5 /20 The Coyo is fast-ish, it is a starfighter, but better at dodging than outrunning.
Hyperdrive Class: 4.0 /20 The Coyo gets adequate performance from one of its hyperdrives. The redundant back-up hyperdrive is in worse condition, performance is only 2.0.

Strengths:
  • Coyo has unhinged dodging ability, although it is less suited to flying in straight lines.
  • Coyo has some redundant systems (engines, cockpit and shields).
Weaknesses:
  • Poor reliability.
  • Middling sub-light and hyper speed.
  • Lacklustre firepower.
  • Horrific aesthetics.
  • Smells like a Jawa inside.
Description: The Coyo is the personal transport of Junker Pugn the Jawa. Originally assembled from TIE fighter and interceptor debris by Junker Pugn’s ancestor, Darth Pugn, over four hundred years ago, it spent most of that time as a museum piece in Interi Spaceport on the planet Rubac. It was on display as a monument to the vast destruction that its occupant wreaked on the planet when she brought the Gulag Virus with her. Junker Pugn has found more modern wreckage to refit most of the internals since getting it airworthy again. The rear gunner seats in each eyeball have been converted to house life support and cargo space so that the pilot does not require a flight suit.
Development Thread: Not applicable.
Intent: A personal transport for Junker Pugn.
Who can use this: Junker Pugn
Primary Source: N/A
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
RESEARCH REVIEW

Star Wars Canon:
Pending initial review

Starwars Chaos:
Pending initial review

WITHOUT DEV THREADS
Pending initial review

WITH DEV THREADS
Pending Initial review

SUGGESTIONS
Pending Inital review
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
[member="Junker Pugn"]

Interesting...



Junker Pugn said:
Production: The Coyo is, thankfully, Unique

Junker Pugn said:
Squadron Count: The odd and variable shape of Uglies makes it hard to standardize an Ugly squadron footprint. It is probably less than nine Uglies per squadron.
As this is unique the squadron size would be 1.



Junker Pugn said:
Only one Missile/warhead launcher: ST7 concussion missiles; mag-pulse warheads (4 of each)
Warhead launchers are limited to 4 waheads. You can make it 2 and 2



Junker Pugn said:
Maneuverability Rating: 0.8 /20 for dodging; 5 /20 for navigation (dodges slightly better than a TIE fighter due to its erratic movements, but not suited to trench runs).
Please just list one basic value. Normal value for a TIE fighter is 3. if you want to show it more maneuverable then a tie make it 2

speed/manuvering chart



Junker Pugn said:
Lacklustre firepower.
Normally a fighter is allowed 6 weapons max. unique production fighters get 2 more weapons for a max of 8 but you have to do a development thread.



Junker Pugn said:
Only three L-s9.6 laser cannons (two on one eyeball, one on the other). Only one Lb-14 dual heavy laser turret. Only one Missile/warhead launcher: ST7 concussion missiles; mag-pulse warheads (4 of each)

As it sits you have
3 laser cannons = 3 guns
1 dual heavy laser cannon = 4 guns (heavy = 2x)
1 warhead launcher = 1

For a total of 8 weapons, which is allowable as a unique fighter, but it requires 10 posts of development. A thread building or testing or flying or sitting around it hving dinner, as long as the thread is about it .

Or you can bring the weapons down to 6. best way is make the dual a normal laser and not heavy. A heavy laser is a massive gun for a fighter. Think the cannons under the AT AT's chin. those are heavy lasers.
 
@[member=Reshmar]

Thank you very much for linking the maneuverability chart. I’ve changed to a fixed Maneuverability of 2, that fits nicely between Fighter and Interceptor. I’ve left a comment that it dodges better than it flies in straight lines.

You made some great points about firepower. It would be fun to do a dev’ thread but ultimately I don’t want the firepower of an AT-AT. I went with a single heavy laser (adding a text explanation) and also adjusted the starfighter image. The heavy lasers in the image didn’t look any bigger than the regular ones, now the one left over does.

I also trimmed the warhead count and squadron size which makes good sense. Thank you for reviewing it!

. . . . . . . . . .
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
[member="Junker Pugn"]


Junker Pugn said:
Hyperdrive Class: 4.5 /20 Adequate. The CoYo ideally has its two older hyperdrives working in unison. If only one is working the Hyperdrive Class is 2.0.

you are using 2 hyperdrives in tandom? Hyperdrives do not work like this. One can be a back-up but they do not make it faster in hyperspace to have 2 working at one time. Making the main hyperdrive speed 2.0 with a secondary 4.5 hyperdrive will work.
 
Hi @[member=Reshmar] ,

I’ve made the primary 4.0 and the secondary 2.0, since it makes sense to use the good one whenever he can. It still allows for this jalopy to ‘limp away’, story-wise.

. . . . . . . . . .
 
[member="Reshmar"]

No, the opposite - it would make sense to use the good drive when you can. I could add a cool-down period, or other complications to simulate some level of unreliability, but I don't have any sense of what would do that. Other than to simply have the fast one fail regularly (similar to the Millenium Falcon in the original trilogy).
 
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