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Koensayr's O-Wing Starfighter
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Ray
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Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Tue Nov 04, 2003 10:29 am    Post subject: Koensayr's O-Wing Starfighter Reply with quote

O-Wing Starfighter:
Koensayr's return to the Starfighter market after the Q-Wing fiasco. Many important lessons were learned from it, the most being that too many cutting edge, and expensive, items were included, and it was too advanced and expensive for the market it was created for. The O-Wing Starfighter started out as a Heavy Fighter design, but then someone at Koensayr had a brainwave of the Mission Specific Loadout System, allowing for the fighter to be used as a Multi-Role Fighter, as cheap or as expensive as their owners need it to be!
Coming out of development just after the Thrawn was found dead at the hands of his Noghri bodyguard, the base craft is nothing real fancy, a baseline, if somewhat fast, fighter, shaped like a flying saucer, with a single seat cockpit reminicient of the Y-Wing (But *MUCH* different and improved!) upon it, an Astromech to astrogate and perform simple repairs nearly in the direct centre of the ship, and a rear-mounted gunner's position just behind it. The base fighter has two front mounted Heavy Laser Cannons, Twin Ion Cannons mounted just behind the forward cockpit, and a Heavy Autoblaster mounted in the rear to prevent fighters from taking advantage of the pilot's blindspot.
From there, various underwing mounting "Pods" have been developed by Koensayr and a few other companies to be attached to the Q-Wing with little to no problem. While this does degrade the fighter's statistics, it also allows for the loadout to be customized for almost every contingency, and a Q-Wing can be used as a Scouting platform one day, fly a bombing run the next morning, and in the evening work as a Convoy Escort with minimal additional downtime. The flexibility ends only with the Pods owned!
While the New Republic Navy hasn't accepted the craft into their own, many civilian and government buyers have come forward to make this a profitable endevour!

Craft: Koensayr OAG-44 "O-Wing" or "Flying Pancake"
Type: Multi-Role Adapatable Starfighter
Scale: Starfighter
Length: 14 Metres
Skill: Starfighter Piloting: O-Wing
Crew: Pilot: 1, Gunner: 1, Astromech: 1
Crew Skill: Starfighter Piloting 4D+2, Starship Gunnery 4D+1, Starship Shields 3D
Cargo Capacity: 100 kg
Consumables: 1 Week
Cost: 95,000 Credits (New, Civilian), 110,000 Credits (New, Military), ~40,000 Credits (Used, not available as such yet)
Hyperdrive Multiplier: X2 (Civilian Model), X1 (Military/Governments Only Model)
Nav Computer: No (Uses Astromech)
Maneuverability: 3D (Stock); 2D (With Pod)
Space: 10 (Stock); 8 (With Pod)
Atmosphere: 415; 1200 km/h (Stock); 365; 1050 km/h (With Pod)
Hull: 4D+2
Shields: 2D
Sensors:
Passive: 30/0D Scan: 50/1D
Search: 75/2D Focus: 4/4D
Weapons:
Twin Heavy Laser Cannons
Fire Arc: Front
Skill: Starship Gunnery: Laser Cannon
Fire Control: 2D+2
Space Range: 1-3/12/25
Atmosphere: 100-300/1.2/2.5 km
Damage: 6D

Twin Ion Cannons
Fire Arc: Front
Skill: Starship Gunnery: Ion Cannon
Fire Control: 3D
Space Range: 1-3/7/36
Atmosphere: 100-300/700/3.6 km
Damage: 5D

Heavy Autoblaster
Fire Arc: Rear/Left/Right
Skill: Starship Gunnery: Laser Cannon
Fire Control: 1D
Space Range: 1-8/25/40
Atmosphere: 100-800/2.5/4 km
Damage: 3D
Note: Fires five "Shots" every time the trigger is pulled. For every point over the base minimum to hit the target, another shot hits another location on the craft, doing furthur full damage to it. You cannot "Call Shots" with an Autoblaster (See Pirates and Privateers).


Last edited by Ray on Wed Nov 05, 2003 9:02 pm; edited 3 times in total
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Ray
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Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Tue Nov 04, 2003 10:32 am    Post subject: Note... Reply with quote

Pods are forthcoming. Any suggestions for them???

So far, I have ideas for Torpedo Pods, Turbolaser Pods, Atmospheric Bomb Pods, Cargo Pods (For Trade Guild Fleets... Even the Fighters are making profit for themselves!), and, just to make people shake their head, Corel & DuVal is announcing their own Mass Driver Pod for the new O-Wing.

Mr. DuVal got bored one day and threw together a design for it... He does that sometimes...
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Crell Damar
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PostPosted: Tue Nov 04, 2003 2:58 pm    Post subject: Reply with quote

what about shield pods?
i think it would be kinda cool having pods that float around and help shield you Smile although them getting destroyed may end up being an expensive investment, but I would think you surviving the engagement would be worth it Smile
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Ray
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PostPosted: Tue Nov 04, 2003 3:25 pm    Post subject: Ummm... No... Reply with quote

The "Pods" don't fly around the ship. They're mounted under the wings of the Starfighter, kinda like the missiles, rockets, fuel tanks, and ECM units of the Real Life Fighters are.

The term that I'm using ("Pod", in case you've forgotten) is from the old Avro CF-100 (Nicknamed the "Canuck" by it's pilots... Actually, that's one of the nicer names for it they had. It was a... "Flighty" fighter that had constant problems). The main armaments on it were in Pods that were mounted on the ends of, and under, the wings.

But an extra shield pod is a darn good idea!!! Consider it on the drawing board!!!

I'm going to have to alter the stats in a bit... Bit too high performance for the price.
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Crell Damar
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PostPosted: Tue Nov 04, 2003 3:28 pm    Post subject: Reply with quote

yeah, the base space of 14 is really really uber...
I'd just lower the space, manueverability, just a little bit Smile

or lower the hull and shields Smile
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Ray
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PostPosted: Tue Nov 04, 2003 3:52 pm    Post subject: Done... Reply with quote

SWEET!!! I got promoted! I guess the Captain really liked that pie I baked him. Laughing

There, slowed the ship down (It *IS* a heavy fighter after all... Not a dragster), lowered the damage, but increased the "Fire Rate" of the Autoblaster (Including my group's rules for Full-Auto Blasters). Fast Firing, low damage... Mainly used to scare off anyone from attacking from the blind spot (The "6 O'Clock" Position)...

And effective against Tie Craft!
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Ray
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Joined: 31 Oct 2003
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Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Tue Nov 04, 2003 4:47 pm    Post subject: Shield Pod... Reply with quote

O-Wing Shield Pod:
Koensayr's first venture was a Shield Enhancement Pod, developed in partnership with the Mon Calimari Shipyards. This Pod provides an additional 2D of Shields to the O-Wing, and also includes an additional 2D of Back-Up Shields, as well as power generators to fuel those shields. When installed, it only takes an Easy "Starship Shields" roll to activate 1D of shields on all firearcs (The standard mode of operation for the Shield Pod). Cost: 20,000 Credits.


Last edited by Ray on Wed Nov 05, 2003 8:26 pm; edited 1 time in total
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Crell Damar
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PostPosted: Tue Nov 04, 2003 6:52 pm    Post subject: Reply with quote

wow, 20k? you can almost buy your own ship for that Wink
shield pods look cool, like the backup shields... the one cool thing the mon cal's have on their ships
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Ray
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PostPosted: Tue Nov 04, 2003 7:04 pm    Post subject: Why not? Reply with quote

The more protected the ship is, the less replacement ships Koensayr sells. Thus, the high pricetag. Twisted Evil
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Rathe Ehtar
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PostPosted: Tue Nov 04, 2003 7:44 pm    Post subject: Reply with quote

Pods that fly around the ship, hmm...

Sounds like something from an anime I've seen...
or maybe I used it in the past...

A good idea to use or reuse. Twisted Evil
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Ray
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PostPosted: Tue Nov 04, 2003 10:28 pm    Post subject: Anti-Starfighter Pod... Reply with quote

O-Wing Heavy Anti-Starfighter Pod:
Koensayr's second pod, and the first in development. The Anti-Starfighter pod is a series of power generators, storage for extra Blaster Gas... And two additional Heavy Laser Cannons that Link up with the two already installed in the Fighter, making for one major punch against any ship!

Cost: 8,500 Credits

Quad-Heavy Laser Cannons
Fire Arc: Front
Skill: Starship Gunnery: Laser Cannon
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere: 100-300/1.2/2.5 km
Damage: 7D
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Ray
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PostPosted: Wed Nov 05, 2003 12:55 pm    Post subject: Sensor Scouting Pod... Reply with quote

Scout Pod:
The most popular pod, the Scout Pod was originally designed to scout out areas more quickly, they are more commonly used by Customs Patrols to scan Freighters in deep space as well as in system. Installing this pod deactivates all the stock sensor system except for the computer system, which is used as a booster to the one installed within the pod, which has it's own scanning instruments and recievers. It's also cheap, but it is almost always on backorder, and Koensayr is remiss to add more production capacity to making it incase the demand ever falls off too quickly. Because of this, numerous Knock-Off Pods have been developed, however, these are not as effective, and Koensayr will *NOT* assist with any difficulties with an O-Wing at all if they find out that one of these has *EVER* been mounted on it!!!

Cost: 4,500 Credits (Knock-Offs are available for ~3,000 Credits)

Koensayr Scout Pod:
Passive: 45/1D Scan: 75/2D
Search: 100/3D Focus: 6/5D

Knock-Off Scout Pod (Numerous Makers):
Passive: 45/0D Scan: 75/1D
Search: 100/2D Focus: 6/4D
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Rathe Ehtar
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PostPosted: Wed Nov 05, 2003 3:34 pm    Post subject: Reply with quote

Can the pods be targeted by enemy fire? What happens when they hit the missile pod? How many pods can fit on this baby, four?
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"I don't buy that cluck like a dog, bark like a chicken stuff." -Col. Jack O'Neill
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Ray
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PostPosted: Wed Nov 05, 2003 3:41 pm    Post subject: Good Questions... Reply with quote

Rathe Ehtar wrote:
Can the pods be targeted by enemy fire? What happens when they hit the missile pod? How many pods can fit on this baby, four?


The pods can be targeted... But it would be difficult to do so (I don't have Pirates and Privateers on me, but it'd be the middle difficulty range in Specific Targets).

If the Missile Pod is hit, then the missiles have a very narrow chance of going off... They aren't armed, and are designed to not go off unless the detinator is triggered (Which is how real life systems are designed. Simply dropping a bomb won't set it off... But there's always the chance that it wasn't made right, so handle with care folks!). (Say, Roll a Wild Die... If it comes up a 1, roll it again... If it is a 1 again, Missiles go BOOM!)

I was thinking that only one pod could fit on this baby... The pods are a fair size (They cover the bottom of the wings, and connect to the main systems at a spar that is between the landing gear, making one unit). Don't forget that they also comprise power units, computing units, weapons systems, extra fuel, ect.

Good questions, though...
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Ray
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Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Wed Nov 05, 2003 8:12 pm    Post subject: Extended Duration Pod... Reply with quote

Extended Duration Pod:
This pod, when equipped on a O-Wing, will triple the duration that it can be out, extending the range of the Fighter for up to 3-Weeks! In addition to the extra fuel, food, water, and air recyclers, it also has an enhanced entertainment system that interfaces with the HUD, and prevents the pilot from getting bored. Unforetunetly, nothing can be done for the physical discomfort of being crammed into a Starfighter for slightly less than 21 days...

Cost: 4,000 Credits.

Mar Corel (Corellia: 6774/5117/0988): I was one of the test pilots for this baby... Did it in exchange for one of my own, and for the ability to design a Mass Driver Pod for it... But when you equip one of these Pods onto the O-Wing... MAKE SURE YOU CHECK THE FILES ARE TO YOUR LIKING!!!

Two... Weeks... Of Verpine Chamber Music. I still have yet to recover!
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