Star Wars Roleplay: Chaos

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Vanir-class Void Swimmer

Organic_Gaia_Craft_by_Mecha_Master.jpg
Image Credit: Mecha-Zone
Intent: To create an organic starfighter for use by the Horde
Development Thread: N/A
Manufacturer: Horde Shapers
Model: Vanir-class Void Swimmer
Affiliation: The Horde
Modularity: None
Production: Mass-Produced
Material: Organic Flesh,

Description:

Originally a large, space-faring insect found in the outer reaches of the galaxy, the Vanir-class Void Swimmer was shaped into a swift and agile starfighter-type creature for the Horde. A thick carapace that is mostly transparent covers the front and back of this creature while multiple limbs stabilize the creature in atmosphere and in the void of space. A single pilot sits inside a hollow section of the insect's carapace and controls the creature by manipulating a series of nerve clusters and by utilizing a Cognition Hood. A weak telepathic bond connects the pilot to the senses of the insect, allowing the pilot to see and be aware of everything the insect is detecting.

The creature is propelled by a combination of solar-sail type membranes worked into the carapace of the creature as well as a naturally produced rocket propulsion. Numerous internal gas-bladders keep the creature aloft in atmosphere and serve as reserve fuel for propulsion in space. The insectoid starfighter has numerous sensory organs that are barely understood by any other than Vong Shapers. The insect is capable of detecting scent, electrical signals, and hyperwave signals, as well as a number of unknown senses to locate hostile fighters, starships, and ground targets.

Infesting the carapace of the insect are a number of weapon-parasites that are controlled by the pilot of the insectoid starfighter.


Vong Weaponry and Equipment
Light Plasma Cannons: 2 Laser Cannon value
Plasma Cannons: 2 capital weapons each
value based on Deck Cannon value
Rock Spitters: valued same as missile systems
Heavy Rock Spitters: 2x Missile weapon systems (not assault missile value)

Bio-Acid Jet: 1 capital weapon each
Close range weapon, similar range and tracking as Heavy Blaster/Heavy Laser
Damage value slightly greater than Heavy Laser or Turbolaser

Quill Launcher: 1 capital weapon each
muscles contract to launch a 4 meter long diamond-hard spike at high speeds
Comparable to Mass-Driver
Shorter range and slower speed, slightly higher damage output

Thermal-Larva Launcher: 1 Heavy Warhead Launcher
muscle contraction launches massive larva from host ship
Larva is launched at high speed and the shock of sudden acceleration 'activates' it
The Larva begins heating up and venting proton energy (or similar/appropriate energy)
Vented energy can be directed and manipulated, allowing larva to guide itself to target
Larva has dense, razor sharp spiked carapace
Larva impacts a target, explodes in a violent burst of energy and acid,
and carapace shards

Mature Dread Weapon: 20 Heavy Warhead Launchers
Young Dread Weapon: 10 Heavy Warhead Launchers

Dovin Basal: 5 defensive guns
Light Dovin Basal: 2 Defensive guns
Cannot be used for propulsion
Heavy Dovin Basal: 10 defensive guns
Also provides Interdiction
Also provides wider area of coverage

Hyvalisk Colony (Orbalisk)
Hyvalisks are tiny insects shaped by the Vong from captured Orbalisks. These tiny insects build hives in the upper layers of coral or in the outer skin of biological creatures. These insects can survive and move about in the absolute vacuum of space. These tiny creatures form thin clouds as they swarm over the surface of the ship they infect. This layer of insects deflects and absorbs the energy of incoming energy weapons fire in much the same way as a layer of ray shielding would. The cloud of insects is so dense that even projectile weaponry are slowed and deflected off course, allowing the insect swarm to perform a similar function as a deflector shield when withstanding all forms of weaponry.
These insects feed on the host ship/creature and breed rapidly. While millions of these insects could die during a few seconds of starship combat, these millions are quickly replaced and grow to maturity in time to replace those lost during the last barrage of damage the bio-ship withstood.

Classification: Starfighter
Role: Starfighter
Height: 4m
Width: 5m
Length: 12m
Power Core Generator/Reactor: Beating Heart, Bioreactor
Hyperdrive Rating: NONE
Minimum Crew: 1
Optimal Crew: 1

Armaments:
2 Light Plasma Cannons:
1 Heavy Rock Spitter (6 Magma Missiles)

Hangar: None

Non-Combative Attachments:
Solar Sail Organic Propulsion
Sensing Nodule
Targeting Brain
Navibrain
Qahsa Biocomputers
Villip Communication Organisms
Hyvalisk Colonies
Lorqh Membranes
Glow Lichens
Hau Polyps

Passenger Capacity: None
Cargo Capacity: 0.25 Tons
Consumables: 4 Weeks
Sublight Speed and Maneuverability: 2
 
Okay, I've got a lot of stuff to go through, it's late, and my post was deleted so you're getting the cliff's notes here and I'm sorry for being a little curt with you.
  • Hyvalisk stuff, I can't find a tech entry for this and it's not on the wookie, it's also reading very power-gamy and breaks physics. Vong have a shield analog, use it.
  • Solar sails need to spread out, are delicate, slow, and mostly work in the direction of away from the closest sun, lining your hull with them will confer no advantage that your hull doesn't likely already have.
  • Magma missiles are capital ship weapons, wookie states as much several times.
  • Where are you getting your listed weapon values from? Ayden and I haven't discussed anything like this.
  • Saying 'unknown senses to detect' is a blank check I'm not letting slide by. Later someone could say their antenna detect gravity fluctuations or life itself and power play with that.
  • Cargo is also unusually high for a fighter, esp for one with most of it's interior dedicated to gas bags.
  • Waving legs about does very little for maneuvering in space where there's nothing to push against.
  • I'm not even going to get into natural rocket propulsion.

As it stands this fighter will need a complete reworking to be approval. And as a final note on your intent, the Hoard already have an organic fighter that's classic vong.
[member="Captain Larraq"]
 
just archive this.
I've put enough effort into the Horde's technology for them and I'm not in the mood to fight with staff over what should be a quick and minor review for play balance.
If they want it, they can sub it themselves and fight with you over it. I'm no longer in the mood for this crap and don't feel like wasting 5 weeks of my life to get everything pushed through the factory.
 

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