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Help with a custom prototype in "Rise of Rebellion"
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Naaman
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PostPosted: Wed May 28, 2014 3:22 pm    Post subject: Help with a custom prototype in "Rise of Rebellion" Reply with quote

I want to create a purpose-built starfighter whose role is to punch through a blockade or defensive perimiter. The ship is meant to ne piloted by a single individual with the right combination of weapons and equipment to make a surgical attack against a specific target. Both Death Star missions would have been ideal for the ship I have in mind, as would have the operation accidentally performed by Anakin in Ep. 1, and in fact that operation is what inspired the ship Im trying to stat up.

Cost is a factor, so in order to keep production costs low for a fledgling Rebel Alliance, There is a limit to the total combination of features.

The ship must be agile enough to outclass enemy TIE craft, but needs enough firepower to knock out critical components or weapons batteries on capital ships.

What ideas does everyone have?
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garhkal
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PostPosted: Wed May 28, 2014 4:15 pm    Post subject: Reply with quote

So you want a Bwings offense in an awings frame?
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shootingwomprats
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PostPosted: Wed May 28, 2014 4:47 pm    Post subject: Reply with quote

garhkal wrote:
So you want a Bwings offense in an awings frame?


Its his game and he wants what he wants. This shouldn't be a big deal. Perhaps the ship is a prototype (unique) or has a very small run as its too expensive to maintain and operate.

Naaman wrote:
I want to create a purpose-built starfighter whose role is to punch through a blockade or defensive perimiter.


Any ship can already do this, it just has to be lucky and or have a decent combination of shields, hull rating and maneuverability.

Naaman wrote:
The ship is meant to ne piloted by a single individual with the right combination of weapons and equipment to make a surgical attack against a specific target. Both Death Star missions would have been ideal for the ship I have in mind ...


Precision strikes is more about a ship weapon's fire control system.

Quote:
The ship must be agile enough to outclass enemy TIE craft, but needs enough firepower to knock out critical components or weapons batteries on capital ships.


This is not really a reasonable option. It could possible knock out starfighter scale weapons, but the capital weapons? That would be a difference of 6D, this in turned is added to the ships Hull and those range typically in the 4D-5D range with the really big Imperial ships in the 7D range. That is 10-11D and upwards of 13D to resist. So that is not really a practical idea for a starfighter.

XS-1J Starfighter
Craft: Incom Corporations XS-1J Starfighter
Type: Prototype starfighter
Scale: Starfighter
Length: 10.1 meters
Skill: Starfighter Piloting: XS-1J
Crew: 1
Crew Skill: Starfighter piloting 5D, starship gunnery 4D+2, starship shields 3D+1
Cargo Capacity: 25 kgs
Consumables: 2 days
Cost: Unique
Hyperdrive Multiplier: x1
Hyperdrive Backup: No
Nav Computer: uses an astromech droid programmed with up to 10 jumps
Maneuverability: 4D
Space: 12
Atmosphere: 450; 1,300 kmh
Hull: 2D+2
Shields: 1D
Sensors:
Passive: 25/0D
Scan: 50/1D
Search: 75/2D
Focus: 3/4D
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/1.5 km
Damage: 5D
Z1 "Ship Killer" Missile Launcher (1 missile)
Fire Arc: Front
Scale: Capital
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1/3/7
Atmosphere Range: 30-110/300/700 km
Damage: 9D
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Last edited by shootingwomprats on Wed May 28, 2014 11:27 pm; edited 1 time in total
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lurker
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PostPosted: Wed May 28, 2014 5:02 pm    Post subject: Reply with quote

Well, I am far from being an expert on ships here (that is WAY outside my envelope)

However, if you are wanting to sting other ships and then either run through the blockade, or follow up with a precision hit, wouldn't you want some type of higher powered ion weapon? With that, you may not take out a ship, but with a good ion shot, you could knock out the weapon tracing sensors, ship to ship communications, etc etc . etc.


shootingwomprats wrote:



Naaman wrote:
The ship is meant to ne piloted by a single individual with the right combination of weapons and equipment to make a surgical attack against a specific target. Both Death Star missions would have been ideal for the ship I have in mind ...


Precision strikes is more about a ship weapon's fire control system.



Rgr that, you beat me to that point ... whatever you have, it will have to be supported with a very good fire control system.


Does it HAVE to be a 1 man small fighter??? Could it be a bigger 2 man fighter something like a upgraded and supped up Y wing ???
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Naaman
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PostPosted: Wed May 28, 2014 7:03 pm    Post subject: Reply with quote

Thanks for all the feedback so far!

Let me back up a bit to add some clarity to what Im trying to bring about.

So... the ship should have an effective means of fighting off other fighters, but will usually be escorted in the event of a dog fight. Still, the ship must pose a credible threat to other figjters on its own.

The loadout for its ordinance is a one shot deal. So the pilot gets one chance to save the day with whatever it fires, because the craft can only carry a limited amount of ordinance/bombs/missiles/torpedos. I think it should have the ability to be configured for a variety of targets, bit it is only really effective against the specific target for which it was equipped on that particular mission. Against other targets, it falls back to its integrated wrapons system (blaster cannon or laser camnon or whatever).

The agility aspect is the get in and get out safe. Since it also needs to out run enemy fighters, it should be fast, and therefore not bulky, which means a light and "delicate" hull.

One option Im thinking of is being able to configure the ship with a shield generator that replaces the torpedo/misile launchers in missions where heavy ordinance is not required.
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Ral_Brelt
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PostPosted: Wed May 28, 2014 10:47 pm    Post subject: Reply with quote

Building off the XS, and with the one shot idea, I've got swapping out the torp launchers for one cap scale torp. Another idea could be a canister launcher of Ion Bomlets. Very very short range, but they seed a large swath with a hail of these that could severely hamper abilities of the target in the arc hit.

The tor would take cap scale gunnery but do 9d cap scale damage, the canister could also be cap scale and thus require specific training for the hailmary nature of the ship design. In either case you could have the ship more sluggish(less maneuverable) when the system is loaded and armed, but the ship has its full maneuver score once the shot has been delivered or when the system is offline. Say have it take two rounds to charge and acquire solution on its target.
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shootingwomprats
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PostPosted: Wed May 28, 2014 11:24 pm    Post subject: Reply with quote

I also thought of making the it a single torpedo and capital scale as well. Great minds and all that. I will make up some fluff for a "super" missile and add it to the ship.
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garhkal
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PostPosted: Thu May 29, 2014 2:14 am    Post subject: Reply with quote

Since cost IS a factor, basing it on existing tech might save bucks, but all the mods being looked at to include will drive those up.
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lurker
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PostPosted: Thu May 29, 2014 11:06 am    Post subject: Reply with quote

I have always liked the idea of having a SW version of old WW2 Dive bombers & torpedo bombers

I know it isn't cannon, but still .... it has just always been a addition I wanted.

You can argue that to a point even in today's military there are places for them (specialized air frames). Yes there are fighters that do everything, but from firsthand experience they don't do everything equally well (F-15 & F-16 are ok at best for CAS - they fly to high and fly to fast to be easy to talk on target, but A-10 is amazing at it but not good at air superiority).

That said, I do like the idea of a weapon that is a 1 shot capitol scale weapon carried by the fighter. Both of Ral-B's ideas sound good to me & I see a use for them. A load of ion bomblets would cripple a ship and a capitol torpedo shot into the right spot could bring fear into any line ship. Of course, these ships would still need a high end fire control system! You have to be able to aim well to get that torpedo right on target or it will make a big dent into the ship's armor but not cripple it ...



Gar, you make a good point on cost. This ship cannot be an 'off the shelf with standard parts' model. As such there will have to be a higher cost and maintenance difficulty
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Naaman
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PostPosted: Thu May 29, 2014 11:53 am    Post subject: Reply with quote

garhkal wrote:
Since cost IS a factor, basing it on existing tech might save bucks, but all the mods being looked at to include will drive those up.


The actual cost is not really a material, game-tangible factor. The cost is handled off camera, but the fact that its modular instead of a do-it-all at the same time type of craft is meant to reflect the fact that the Rebel Alliance has yet to gain real traction against the Empire and is short on funds.

Its primary targets for its first mission will most likely be military intelligence outposts and intelligence craft. In these cases, it may lead a squadron of heavier craft, but it will be equipped with wide range jamming tech to "cloak" the strike team, rather than having a major weapon installed.

And I agree: I'd like to see a SW version of the A-10.
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shootingwomprats
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PostPosted: Thu May 29, 2014 11:57 am    Post subject: Reply with quote

Not to be rude this is quickly reaching epic silliness levels now. You want to be fast, sturdy, to capital scale damage as a starfighter, be able to fight as a starfighter, out maneuver TIE, is modular so you can change its configuration and now you want it to be radar invisible as well? Seriously? All on tight budget? Maybe you should take a look at everything you want then decide the top three or four things you want.
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Naaman
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PostPosted: Thu May 29, 2014 12:05 pm    Post subject: Reply with quote

Its one ship. There is only one in existence. And only the best pilot in the Rebels' fleet ever gets to fly it. Its not "sturdy." Getting hit once would probably destroy it or at least completely disable it.
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shootingwomprats
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PostPosted: Thu May 29, 2014 12:16 pm    Post subject: Reply with quote

Is that case just make it a modified A-Wing, add in the Z1 "Ship Killer" Missile Launcher and call it a day.
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CRMcNeill
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PostPosted: Thu May 29, 2014 12:43 pm    Post subject: Reply with quote

This might give you some ideas.

I designed it as a stealth fighter for the Alliance. It's slow and fragile, but stealthy as hell with a customizable ordnance bay that allows it to carry mission specific ordnance, including guided weapons (although stats for guided weapons aren't included).
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thedemonapostle
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PostPosted: Thu May 29, 2014 1:04 pm    Post subject: Reply with quote

A-wing (modified)
Craft: Incom Corporations RZ-1 A-wing Starfighter
Type: Interceptor and multipurpose Starfighter
Scale: Starfighter
Length: 9.6 meters
Skill: Starfighter piloting: A-wing
Crew: 1
Crew Skill: Starfighter piloting 5D, starship gunnery 4D+2, starship shields 3D+1
Cargo Capacity: 40 kilograms
Consumables: 1 week
Cost: 175,000 (new)
Hyperdrive Multiplier: xl
Nav Computer: Limited to two jumps
Maneuverability: 4D (+1 mishap)
Space: 12 (+1 mishap)
Atmosphere: 450; 1,300 kmh
Hull: 2D+2
Shields: ID
Sensors:
Passive: 30/OD
Scan: 50/ID
Search: 75/2D
Focus: 4/4D+1
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/1.5 km
Damage: 5D

2 Assault Concussion Missile Hardpoints
Fire Arc: Front
Crew: 1
Scale: capital
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 2-5/30/60
Atmopshere Range: 4-24/60/120 km
Ammo: 1 missile per hard point
Damage: 9D

Enemy Targeting Jammer
Fire Arc: All
Skill: Sensors; works against all starfighters within range
Space Range: 1-3/7/15
Atmosphere Range: 100-300/700/1.5 km
Damage: -2D from fire control

basically a slightly modified A-wing that carries 2 capital scale assault concussion missiles thaat are external hardpoint mounted. the engines and maneuvering thrusters have been end user modified to compensate for the added missiles so as to maintain A-wing speed and maneuverability. if you want you could throw some kind of stealth system on there as well.
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