Star Wars Roleplay: Chaos

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Approved Starship XJS-HVR gunship

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Jak Sandrow

"Nobody cares for the woods anymore."
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Image Source: Heavily modified original image: http://img08.deviantart.net/bc92/i/2012/225/c/3/project_s__gunship_by_novaillusion-d5axco3.jpg
Affiliation: Jak Sandrow
Manufacturer: Through Techno Union
Model: Experimental gunship-styled unique ship
Modularity: None
Production: Unique
Material: Durasteel, regular starfighter components
Classification: Gunship
Length: 20 m
Height: 8.1 m
Width: 6.5 m

Armament:
  • 6, 20 mm plasma cannons, which can be linked to fire: all at once, in pairs, or all individually. Each cannon can pivot a little, computer-assisted, to fire more accurately than if it were solid-mounted.
  • 2 'universal' missile tubes, variable payloads (8 missiles total):
  1. Proton torpedo
  2. Conc' missile
  3. Ion torpedo
  • 2 sonic cannons (not all that powerful, more of a deterrent)
  • 3 rear-mounted turreted 20 mm rotary autocannons (not pictured), 2 installed on retractable turrets, 1 on each side, and the third on a rear retractable turret --- ALL AUTOMATED and operate on basic friend-or-foe ship ID.

Special Features: Built-in greenhouse, 1 stock tractor beam, drop capsule, good-sized storage compartment (25 m3), dedicated R&D area (aka tinkering & tuning up), active security system when parked.

The capsule is built into the storage compartment (which is 5m x 2.5m x 2m), and the greenhouse sits immediately above it (5m x 2m x 1m)

Maneuverability Rating: 2, due to the large array of multi-angled engines. However, this amps up to 1 in atmosphere, due to its low resistance and high turn capabilities - exceeding that of a TIE fighter, in the atmosphere.
Speed Rating: 3, as the engines aren't exactly efficiently angled for space flight.
Hyperdrive Class: 3.5

Strengths:
  • Small, hard to hit, makes it a nasty stinger of a ship.
  • Its size is also a small passive bonus to stealth.
  • Good size/weaponry ratio makes it a very efficient ship (for its class).
Weaknesses:
  • The engines are very exposed, making them prime targets in a firefight
  • As the ship is small, there is not much room for really anything other than Jak's odds and ends

Description: This ship was developed by Jak as an attempt to create a personalized ship that suited his needs the best. It is by no means the last ship Jak will ever use, but it is a good transition till he gets a more personalized ship in the future.

Using funding from his one-time Master and boss, Lucien Cordel, Jak made this ship from scrap, spare parts, and other random pieces of ship he put together. Having an affinity for this sort of thing, it didn't take long to make the basic frame. After that, it was simply putting together what needed to be put together, wiring up plug A with port B, and then mashing metal plates together to create some form of armor for this ship. It isn't pretty, but it has its own grace, in a manner of speaking.

A built-in greenhouse means an extra (if minimal) source of power, which can be stored in a battery for a potential jumpstart after an EMP. But that is only a bonus; the purpose of the greenhouse is to provide Jak with a meditation space, as well as living quarters, of sorts. The greenhouse has a soil floor, very high in nutrition, and a large water tank in the ship keeps both Jak and the plants well-hydrated.

The tractor beam, as well as all weapon components - and the hyperdrive - were ripped from other, less-fortunate (decommissioned) ships. Jak wasn't all that picky.

A drop-capsule is built into the storage area; it contains room for Jak's exo-suit, a large storage capacity for commercially available weapons, and special storage for Jak's custom guns and equipment. The capsule is remotely linked to Jak's comm/HUD system, so he can call it in if his ship is in orbit, and it can return after deployment, if wanted.

The storage compartment contains the capsule on one end, and other room for anything to smuggle, or for extra space for tinkering.

The security system is keyed to Jak's completely unique DNA; a physical lock must be turned and pulled open, in order to access door controls. It is not a slow process, and thankfully cannot be done with the Force - again, it is keyed to Jak's DNA, and only his hand can unlock the ship. Anyone can touch it without getting zapped; it's just the lock that is electrified, not the actual door.

---

The ship's atmosphere flight characteristics are very similar to that of an IRL helicopter, in that it can rise, fall, tilt left or right, as well as slew horizontally. As a very nimble ship, picking off infantry has never been easier. The ship can also hover very well, as a stationary gun platform for example.

In space it is still just as maneuverable, but it is not as fast, due to the engines/repulsors not efficiently angled for sublight travel.

All in all, it is a hummingbird with a Gatling gun, and will hopefully suit Jak's needs.

Development Thread: If deemed necessary.
Intent: To create a proper ship for Jak, as a transition to a proper ship some time in the future.
Who Can Use This: Jak is the only one who can unlock the ship without getting jolted with 10,000 volts. Once the security system is disabled, anyone can board and drive it.
Primary Source: None
 

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="Jak Sandrow"]

Jak Sandrow said:
2 'universal' missile tubes, variable payloads
Explain the variable paylod please. what type and how many



Jak Sandrow said:
1 rear-mounted turreted 20 mm rotary autocannon (not pictured), as well as 2 others installed on retractable turrets, 1 on each side --- ALL AUTOMATED and operate on basic friend-or-foe ship ID.
This would be a total of 3 weapons not 1. Please edit that.




Jak Sandrow said:
Special Features: Built-in greenhouse, 1 stock tractor beam, drop capsule, good-sized storage compartment (25 m3), dedicated R&D area (aka tinkering & tuning up), active security system when parked
This is way too much to fit into a ship this size. The amount of weapons loaded on it would require alot of this crafts space for capacitors The engines,avionics, Computers and operational components. This thing is smaller than a Y-wing fighter with millenium falcon like insides. I think it needs to be at least 25 meters to get all these weapons and the internal items you want in it.
 

Jak Sandrow

"Nobody cares for the woods anymore."
Edited missile description:

  • 2 'universal' missile tubes, variable payloads (8 missiles total):
  1. Proton torpedo
  2. Conc' missile
  3. Ion torpedo
Edited autocannon description:

  • 3 rear-mounted turreted 20 mm rotary autocannons (not pictured), 2 installed on retractable turrets, 1 on each side, and the third on a rear retractable turret --- ALL AUTOMATED and operate on basic friend-or-foe ship ID.
Edited ship length to 20 m (I don't think this is unreasonable, but if you do, then i'll up it to 24).

Edited Special Features to have a somewhat more thorough description:

Special Features: Built-in greenhouse, 1 stock tractor beam, drop capsule, good-sized storage compartment (25 m3), dedicated R&D area (aka tinkering & tuning up), active security system when parked.

The capsule is built into the storage compartment (which is 5m x 2.5m x 2m), and the greenhouse sits immediately above it (5m x 2m x 1m)

[member="Reshmar"]
 
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