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Approved Tech Ultraguard Turret

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OUT OF CHARACTER INFORMATION
  • Intent: An all-purpose, standard land defense turret for the Board
  • Image Source: Here
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Sources:
    Laser Cannon
    Flack Cannon
PRODUCTION INFORMATION
  • Manufacturer: RMIA
  • Model: Ultraguard Turret
  • Affiliation: Closed Market
  • Modularity: Moderate (see details)
  • Production: Minor
  • Material: Quadranium steel, weapon components
TECHNICAL SPECIFICATIONS
  • Classification: Land Defense Emplacement
  • Size: Turret
  • Length: 7.8m
  • Weight: 886kg
  • Ammunition Type: Power Cell and Gas Canister, Flack rounds, all-purpose missiles
  • Ammunition Capacity: Effectively Unlimited, as much as you can keep piled around the turret
  • Effective Range: Starfighter range
  • Rate of Fire:
    Laser cannon: 1 shot; 2 seconds
    Flack rounds: 1 shot every second
    Missiles: Each of the 2 tubes is 1 shot before reloading
SPECIAL FEATURES
  • Integrated Flack/Laser cannon fire (See details)
  • Targeting systems
  • effectively a 360 x 360 range
  • Long distance range
  • Faraday cage
DETAILED SPECIAL FEATURES
  • Integrated Fire: This turret brings both a flack gun and a laser cannon to the fight to give a balanced attack against fighters and or land vehicles that would or could come against it. The problem is switching between the two is pretty time consuming for a battle-field engagement.
  • Crew: Since this is a turret, a crew is recommended. A minimum of 1 gunner is required to make the Ultraguard Turret operable. However, 4 is the optimal number for efficiency.

DESCRIPTION
An in impromptu survey revealed that the #1 cause of fortresses falling was a lack of proper defensive embankments. By impromptu, we at RMIA mean we did a survey of all the fortresses we crushed and went from there. If dictators/generals/governments had better emplacements, the theory follows, they would get to hold their stuff longer.

To this end the Ultraguard was designed. This gorgeous turret brings it all to the table. With integrated flack cannon and Laser cannon, you can switch between attack types, depending on how amaze-balls whatever your shooting at is. The rate of fire is pretty great too, which is a nice perk. Just man this gun and blast away. With its incredible firing arc, this turret easily switches from anti-tank and anti-personnel to anti-fighter, making it rather adaptable for any situation you may encounter. And if your flack or laser cannon isn't enough, well just use one of your two all-purpose launch tubes to send whatever you got up your sleeve down range in a gorgeous style.

Strengths:
  • Adaptable: this turret can defend from aircraft, infantry, or land vehicles. With both flack and laser weaponry it is able to combat most defensive measures. In addition the two launch tubes can hold pretty much anything (torpedo, missile, rocket) that the user desires (up to starfighter scale). Do note that this is SSM and SAM varieties. If someone is stupid enough to put an AAM in this thing--well RMIA is not responsible for the missfire and damage that comes from it.
  • Long range: This thing's range is in the battlefield radius. It functions a lot like artillery units for effective use.
  • Adequate Firepower: The shots fired by this weapon are strong enough to totally shatter light vehicle armor, penetrate medium vehicle armor, and wear down heavy armor through prolonged shooting. With that being stated, the Ultraguard has more than enough firepower to do its job.
  • Rapid repair: Things happen on the battlefield, nasty things. RMIA knows this first hand and designed the Ultraguard to be quick to repair and highly durable. If it gets hit, the Ultraguard is designed to be fixable on the battlefield so its downtime is minimal and its damage output is prolonged through the engagement.
Weaknesses :
  • Power Draw: This thing requires an external power source, it is not self-standing and nor does it power itself. So bring a really long extension cord if you have to.
  • Time to set up: Some turrets are designed for rapid deployment, this one is not. Its function is to be set up and just wait. Set up time takes 2 hours minimum so pretty much where you put it is where it stays.
  • No Sensor suit: A considerable failure for Turrets, the Ultraguard relies on external sensor suits, be it through a ship, Satellite, building, another vehicle, or whatever. If the sensors are not provided the turret is shooting blind. While yea, it can still put rounds down range this way, they are no where near as accurate and accuracy is the key to optimum effectiveness.
  • Switch time: Having a flack gun and a laser cannon is awesome. However, these two cannot be fired simultaneously. In addition, switch time to move the firing mechanism is as simple as the press of a button... and waiting 5 seconds. By that time your target could easily move out of firing range, or shoot you back.
  • Reloading them Tubes: The side mounted dual launch tubes are great minus one thing--the reload time. It takes two gunners to reload a tube and one cannot be fired while the other is being reloaded (unless you plan on replacing your gunners). It takes a good minute to reload one tube since its akin to the old muzzle-loaded black powder muskets.
 
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