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Gir Quee

Gir Quee

Member Since 28 Oct 2014
Offline Last Active Yesterday, 06:01 PM
*****

L2 series Excursor Probe Droid

10 August 2018 - 10:55 PM

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OUT OF CHARACTER INFORMATION

  • Intent: To create a probe droid to assist in exploring space and different worlds.

  • Image Source: https://www.turbosqu...d-model/1113727

  • Canon Link: N/A

  • Restricted Missions: N/A

  • Primary Source: Probe Droid

PRODUCTION INFORMATION

  • Manufacturer: Lucerne Labs

  • Model: L2 series Excursor-class Probe Droid

  • Production: Mass Produced

  • Affiliation: Directorate, Silver Jedi, Closed Market

  • Modularity: supplementary sensors, beacons

  • Material: Durasteel, Ardanium II, Agrinium, droid components

TECHNICAL INFORMATION

SPECIAL FEATURES

  • Heavy Duty Repulsorlifts: Excursors are equipped with heavy duty repulsorlifts, which are powerful enough to allow the droid to control its descent into an atmosphere, coast along the outer edges of an atmosphere, or rise up to 10 meters up in the air.

  • Beacon Launcher: Like the DP-2 Probe Droid, the Excursor has a beacon bay and launcher, which allows it to deploy sensor beacons, directional landing beacons, and hyperspace beacons.

  • Mechanic: Excursors have secondary programming to act as very rudimentary mechanics. This allows Excursors to repair themselves on extended missions, scavenge or explore wrecks, or aid in the repair or sabotage other technologies.

  • Sensors Package: Excursors use a universal transceiver package coupled with an EnhanceScan General-purpose Scanner, which provides the Excursor with both basic starfighter and droid sensors. Various other sensors can be plugged into these systems for more specialized missions, such as industrial mineral scanners or hyperwave signal interceptors.

  • Communications package: Excursors are equipped with high-frequency transmitters to quickly communicate with their home facilities and other Excursors but also sport a back-up radionics package.

  • Miniaturized Solid Fuel Converter

  • 3 Basic Grasper Arms

Strengths:

  • Networked Explorer: By communicating and coordinating with other Excursors and their onboard beacons, Excursors excel at quickly rapidly mapping out and exploring areas.

  • Heavy Repulsorlifts: Excursors are equipped with heavy duty repulsorlifts, which allow the droid to better explore not only a world's surface, but also coast around in a world in orbit before descending onto the world itself.

  • Environmentally Tough: By using Calor-series Bio-Computers and Biolux Organoform Circuitry, Excursors can function in areas of ionized areas, such as nebulas and worlds with frequent storms. Excursors are also armored in durasteel plating backed by Ardanium II-coated agrinium mesh, which not only provides them with typical protection against common threats, but allows them to better function in irradiated areas. An ionic shield protects the droid from low-grade ionizing radiation and electromagnetic anomalies.

Weaknesses:

  • Noncombatant: Excursors are not designed for combat, and have next to no ability to attack conventional combatants except for grabbing at things with their claws.

  • Bulky: Excursors are fairly large for their role, which can make them easier to detect than many of their counterparts. They also cannot fit into tight spaces, often meaning that they cannot follow humans or other similar-sized objects or creatures through narrow confines. 

 

DESCRIPTION

As the Directorate began their private war on arms dealers, warlords, and criminal elements on the fringes of known space, they quickly found themselves having to search relatively unknown worlds. To thatend, Lucerne Labs embraced the idea of the classic Viper Probe Droid and remolded the concept to the needs of the Directorate. While extremely similar in appearance and most basic functions, there are a few notable changes. The Excursor has almost no combat ability or weapons, but it noticeably is better than the original when it comes to operating in the immediate space around a world. It's common for a group of Excursors to be launched out of a ship's warhead launchers, from which they will disperse to scout out a world or conduct surveillance in an area, where they function as part of a continuous intelligence apparatus that not only contains other probe droids, but their own deployed sensor beacons and other intelligence sources.

 

Technical Explanations

 

Personality: Excursors support a sophisticated personality matrix based in a full-sized bio-computer. This personality matrix is focused on the idea of finding the “truth” and an almost child-like “curiousity”. These motivations drive individual Excursors to heuristically learn as they go, developing unique methods of operations and individual quirks based off of their original scouting/exploring programming. In the process of doing this, most Excursors become specialists in certain fields, such as orbital observation, wildlife cataloguing, catrography, and manhunts. Most Excursors become enthusiastic about discussing their findings and techniques in those areas, and its not uncommon for a hold of the droids to constantly be discussing their experiences and ideas about their specialty.

 

Skillset: Excursors support basic probe droid programming. This programming largely focuses on the ability to navigate through unknown areas and use their onboard sensors to properly understand and map their surroundings. All other skills are secondary and integrated into this core skill set. As an example of this, an Excursor may identify a particular threat, such as a wild animal or starship. Any sort of combat or evasion programming that would produce a response is routed firmly in its core programming. This may mean that it figures out a way to navigate around the threat or use it to its advantage for its mission (such using it to find others of its kind). Excursors are heuristic machines though, and their skillsets tend to evolve, especially if they are subjected to similar situations or experiences in a row. It's not uncommon for specialist Excursors to even rewrite portions of their own programming to better improve its ability in a different area. Consequently, while all Excursors are basic probe droids, many of them are better and worse in specific roles under that single function. Once specialized, an Excursor is typically employed only in that role, so as to prevent its new experiences from rewriting over its self-developed specialization programming. A partition within the bio-computer also holds hard-wired repair protocols, allowing the droid to act as a rudimentary mechanic, allowing it to help repair itself or other objects that it may encounter during its travels. This ability is extremely limited, and complicated repairs by Excursors typically take much longer than they would if done instead by a dedicated mechanic or repair droid. The droids can also use this skill to sabotage or take apart objects, such as to disarm automated traps or break off small pieces of technology that will be analyzed back at the droid's home base.

 

Chassis: The Excursor's chassis is undeniably influenced by the older Arakyd Viper Probe Droid. Much of its basic anatomy is still the same, though the Excursor is notably larger to better allow it support a starfighter-grade sensor package and heavier duty repulsorlifts. It's upper half rotates around, allowing it to quickly move a variety of sensors to scan different areas of space. The upper half also contains the droid's bio-computer-based core and communication's system. The lower half contains heavy duty repulsorlifts and appendages, as well as grasper arms and the beacon launcher.

 

Locomotion: Excursors rely on a quartet of compat, heavy duty repulsorlifts. These allow the droid to hover up to 10 meters in the air in most environments. They are also used to shift orbits if the droid is employed in outer space, and to slow down its descent into the atmosphere. These repulsorlifts are supplemented by small chemical-fuel based thrusters located around the lower ring of the droid. These provide the Excursor with additional ability to shift its course in space, and act as retrothrusters for orbital reentry in case the repulsorlift is not strong enough.

 

Weapons: Excursors do not have any built-in dedicated weapons, as the droids are designed to avoid combat. However, they can employ their grasper arms as crude melee weapons. These are typically ineffective against anything other than unarmed opponents or wild animals.

 

Defenses: Excursors rely on old-fashioned but reliable, fully-encasing armor to provide protection. This is composed of thick durasteel plates backed with a matrix of agrinium mesh coated with Ardanium II. Durasteel provides the droid with basic physical protection from environmental threats like falling rocks and common weapon's fire like blaster bolts. Agrinium mesh along with Ardanium II provides it protection against high radiation. The Excursor also sports a low power ionic shield, which is primarily designed to allow the droid to operate in ionized environments, such as nebulas, or to survive areas frequently hit by large amounts of electromagnetic radiation.

 

Sensors: Excursors use a universal transceiver package coupled with an EnhanceScan General-purpose Scanner. Typically, the universal transceiver package is used for long-distance, rough readings of objects and environments, while the EnhanceScan is used for closer and more finely detailed scans. Other sensors can be added to this sensor suites through the universal transceiver's ability to seamlessly incorporate secondary sensors, such as mineral scanners, HSIs, or long-range terrain scanners. An additional source of information for the Excursor is its sensor beacon launcher, which allows the droid to deploy sensors into hazardous areas or to continually monitor large amounts of area for changes. Excursors are designed to work in teams alongside of other Excursors, droids, starships, and other survelliance assets. They can seamlessly transmit and pull other sensor data between each other to better understand their surroundings.

 

Miscellaneous Equipment: Excursors are equipped with high-frequency transmitters, allowing them to communicate with distant starships, stations, and other droids. A small back-up radionics set provides another means of communicating in the case of natural phenomena or communication's jamming. A small cargo compartment in the Excursor holds spare parts for the droid, allowing it to repair itself, along with a miniaturized solid fuel converter, which allows the droid to recharge its power cells for extended surveys.


Cyclone II Bomber

02 August 2018 - 11:02 PM

OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS

  • Classification: Bomber

  • Length: 12 meters

  • Width: 6 meters

  • Height: 3.5 meters

  • Armament High

-4 Swivel-mounted Light Laser Cannons

-1 Turreted Dual Ion Cannon

-2 LLT-7 General Purpose Warhead Launchers

-1 Bomb Bay: (8 concussion missiles, 6 proton torpedoes, 8 light proton bombs, 6 orbital mines, 64 thermal detonators, 4 drones, or other equivalent)

  • Defenses High

  • Squadron CountAverage: 12

  • Maneuverability RatingLow

  • Speed RatingLow

  • Hyperdrive ClassVery Slow: x5

STANDARD FEATURES

ADVANCED SYSTEMS

 

Strengths:

  • Heavy Hitter: Cyclone II bombers are known sporting a variety of weapons that collectively provide with a high amount of firepower capable of devastating a variety of targets or deploying other payloads

  • Well-Defended: Cyclone II bombers are equipped with solid HU-OC shielding systems and relatively heavy Argentum Matrix Armor, making them fairly durable on the battlefield.

Weaknesses:

  • Lackluster Speed: Cyclone IIs are not particularly fast craft, and the average starfighter can usually outrun it to either escape its presence or catch up to it.

  • Lackluster Maneuverability: Cyclones have a fair amount of inertia for their size because of their heavy armor plating, which makes them noticeably less maneuverable than many starfighters.

Description: The Cyclone II is an medium, multi-purpose bomber equally at home making attack runs on enemy starships as it is bombing groundside targets. Like its predecessor, the Cyclone II's reputation as an effective bomber is largely rooted in its durability and payload versatility. This traits have endured it particularly to the Directorate pilots operating on the edges of known space against a variety of threats. Their input with the original version has lead to a number of small refinements in the vessels armament, defensive, and propulsion systems to keep the craft current against a number of emerging foes and threats. But by in large,the craft will continued to be deployed much like its predecessor, and it is likely to continued to be employed in an assault/bomber role much like the Y-Wing before it.

 

Technical Descriptions

 

Flight Control Systems: The Cyclone II's flight controls have been extensively revamped from its original iteration, taking many cues from the recent Mistral Fighter. To that end, most of the pilot's controls are modelled on legacy Incom airspeeder designs and the X-wing. This allows the fighters to easily be piloted by people used to flying those craft. However, the Cyclone II also sports several refinements from other Lucerne Labs craft, including an inertial compensator has been integrated into the ship's sensor suite. This allows the field to expand or contract automatically based on stimuli, whether it's a tumultous asteroid or a dovin basal. The Cyclone II's controls are also highly adjustable to different pilot's perceptions of speed and balance, allowing each craft to be precisely tuned in order to maximize a pilot's ability to quickly act on the battlefield. The Cyclone II's bombardier controls are largely unchanged from the original version, though the back-up flight controls have been changed to closely mirror those of the pilot. Perhaps most importantly, the double ion cannon turret now has its own dedicated gunner to better make full use of that weapon while allowing the pilot and bombardier to better focus on their own tasks.

 

Sublight Engines: The Cyclone II replaced its previous ion engines with modernized copies of the Unbreakable Engine System, providing it efficient by low levels of speed. Based on feedback from Directorate pilots on the edges of known space, each engine is mounted on a gimball mount, allowing the engines to also face nozzle downwards, providing the ship with a means to levitate in areas where repulsorlifts are unreliable. Perhaps more importantly, the Unbreakable's can siphon off excess harvested energy to its HU-OC shield system, where it is typically used to boost its overshield ability

 

Hyperdrive: The Cyclone II uses a smaller and slower hyperdrive than the original, largely in order to provide enough space for the ion cannon's new gunner position. While this makes the craft more effective in combat, some have grumbled that this tradeoff is not worth it from a strategic standpoint. However, as many Cyclones are starship-based, it has not made a significant impact on squadron operations yet.

 

Hull: The Cyclone underwent some minor hull redesign in its latest iterations, but it largely retains most if its original atmospheric-based design. Focusing on ease of production, the frame itself is somewhat simpler in terms of its curves and is now made out of more common durasteel. However, the ship is now plated in light Argentum-series Matrix Armor, which allows the second iteration to continue the legacy of durability that characterized t he original Cyclone.

 

Shields: The Cyclone II is equipped with the HU-OC shield system, which provides the starbomber with excellent shield strength at the cost of a slower regeneration rate. Perhaps more importantly, HU-OC's implementation was planned with the introduction of the ship's Unbreakable engine system, allowing the shield system to take full advantage of the shield's ability to form an overshield. This ability is frequently used as the bombers make their final approach of heavily defended targets, improving the odds of the bomber's ability to survive their attack runs and successively deliver their ordinance.

 

Weapons: The Cyclone combines a variety of common starfighter weapons to form a unique blend of abilities that provides it with the versatility characteristic of Lucerne Lab's designs. Defensively, the old Cyclone's double laser cannon was replaced with a quartet of light laser cannons situated around the pilot's station. While providing the same rough offensive power as the original guns, their smaller size allows them to be mounted on swivels, which provides them with better tracking abilities. This makes them more useful as defensive weapons against enemy warheads and small interceptors, though less effective against typical starfighters and other larger targets. The ship retains its double ion cannon turret, though it is manned by its own dedicated gunner, allowing it to be better utilized in a dogfight. The ordinance carried by the bomber remains almost identical to the original, with a forward pair of general purpose launchers providing most air-to-air munition capability and a ventral bomb bay providing it with a wide variety of capabilities. The bomb bay has been slightly refined to make it backwards compatible with a variety of older bomber-carried drones, such as the SRG-87 Railgun Drone or the R-UR4 Repair Drone, which further widens the capabilities of the Cyclone.

 

Countermeasures: Cyclones are equipped with a single Modular Auxiliary Systems Turret located ventrally just behind the warhead launchers. By default, most MASTs are equipped with auxiliary targeting packages to improve munition accuracy and better penetrate through ECM warfare. But it's not uncommon to see bombers equipped with sensor jammers for surprise attacks or to equip tractor beam projectors to better enable attacks on enemy shipping.


Mistral-class Starfighter

27 July 2018 - 11:55 PM

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OUT OF CHARACTER INFORMATION

 

  • Intent: To provide the Directorate and its allies with an advanced, short-range superiority fighter

  • Image Source: Star Citizen's P-72 

  • Canon Link: N/A

  • Primary Source: N/A

PRODUCTION INFORMATION

  • Manufacturer: Lucerne Labs

  • Affiliation: Directorate, Silver Jedi, Closed Market

  • Model: Mistral-class Starfighter

  • Production: Minor

  • Material: Durasteel frame, Chimera Composite plating, Transparisteel canopy, standard starship components

TECHNICAL SPECIFICATIONS

STANDARD FEATURES

  • Standard Communications Array  

  • Standard Deflector Shield Generator 

  • Standard Ion Engines

  • Standard Life Support Systems 

  • Standard Navigational Systems 

  • Standard Repulsorlift Engines

  • Standard Sensor Array 

  • Standard Targeting Systems 

  • Can Enter Atmosphere and Land

ADVANCED SYSTEMS

Strengths:

  • Agile: Mistral fighters are exceptionally agile due to the microthrust array built into the circular portion of its hull. This allows Mistrals to make exceptionally unusual maneuvers that are difficult to predict and harder for enemy weapons to track.

  • Prolonged Firepower: Mistrals focus more on a gun-based armament, giving them an edge in prolonged fights where other fighters may run out of munitions.

  • Consummate Dogfighter: The Mistral's focus on guns is amplified by the ship sporting several minor systems designed to enhance its capabilities as a dogfighter, including advanced optical sights and highly responsive controls.

Weaknesses:

  • Short-range: Mistrals are not equipped with hyperdrives and only carry an average amount of fuel, which effectively regulates their deployment from nearby starfighter bases, starships, and space stations.

  • Weak Hull: The Mistral's maneuverability is not only due to its unusual array of thrusters, but also in large occurs because the ship has a rather light hull covered only in thin Chimera composite plating. This means that the Mistral relies heavily on its shields for protection.

  • Fewer Warheads: Mistrals only have a single warhead launcher because of the ship's focus on guns, meaning that it carries fewer warheads. This often makes Mistrals less of a threat to capital ships compared to many of its peers.

     

Description: The Mistral is designed to be a consummate dogfighter, favoring exceptionally high maneuverability and a gun heavy armament to outmaneuver and then dispatch opponents in bursts of firepower. In order to obtain that agility, the Mistrals are lightly built and also sacrifice bulky hyperdrives and fuel tanks, regulating its use to strictly short-range endeavors. Despite these shortcomings, a combination of the Mistral's sleek, aerodynamic form and its high flight performance have made it a popular craft among many planetary governments within the Silver Jedi's sphere of influence.

 

Technical Descriptions

 

Flight Control Systems: The Mistral utilizes fairly typical flight control systems for its size which are modelled on legacy Incom airspeeder designs and the X-wing. This allows the fighters to easily be piloted by people used to flying those craft. However, the Mistral also sports several refinements from other Lucerne Labs craft, including an inertial compensator has been integrated into the ship's sensor suite. This allows the field to expand or contract automatically based on stimuli, whether it's a tumultous asteroid or a dovin basal. The Windsaber's controls are also highly adjustable to different pilot's perceptions of speed and balance, allowing each craft to be precisely tuned in order to maximize a pilot's ability to quickly act on the battlefield.

 

Sublight Engines: The Mistral uses a pair of fusial thrust ion engines at its base to provide the bulk of its propulsion. However, the Mistral also has multiple micro-thrusters located through its stabilizer wings and almost uniquely in a circular mounting arrangement in the middle of the ship. These thrusters provide some additional speed to the ship, but also notably enable the Mistral's incredible maneuverability and ability to perform unusual and complex maneuvers.

 

Hull: The Mistral uses a fairly conventional atmospheric-based design, largely to ensure that its performance in the atmosphere isn't lacking. This is an exceptional concern because as a short-range fighter, many Mistrals are based groundside. Because of the focus on maneuverability and responsiveness to control, the Mistral has a relatively light build both in terms of framework and armor plating. This means that the fighter's hull is durable than many of its peers.

 

Shields: The Mistral sports shield generators identical to those found on the Typhoon for parts commonality and maintenance. This provides the Mistral with average amounts of shield protection for a ship its size.

 

Weapons: Some quip that the Mistral is designed around its weapons, which at a glance appears to be at least partially true. A pair of large Reaper Mag Cannons in an over and under configuration do appear to take up much of the center of the craft. This configuration was chosen in order to place them in the center of gravity for the vessel, and to allow them to be easily used by advanced optical sights. A Stormflash Ion Encumbrance System is located in each wing root, while a single ventral-located general purpose warhead launcher provides the ship's only ordinance. This means that the Mistral has the average firepower of a typical starfighter, but most of it is geared at prolonged output against enemy starfighters rather than bursts of firepower that could be useful against enemy capital ships. The Mistral's is also somewhat unusual in that it contains internal cockpit analogue optical sights, allowing pilots to fire the ship's weapons without having to rely on targeting sensors. While this is not typically as accurate as sensor-guided targeting, this means that the Mistral can effectively fight even in areas of intense sensor jamming. Many pilots use the analogue sights to target and attack enemies without alerting the enemies that they're being targeted at all, as there is no active sensor pulse for the defending craft to detect.

 

Countermeasures: Mistrals are equipped with a single Modular Auxiliary Systems Turret located ventrally just behind the warhead launcher. This turret is most commonly equipped with a sensor jammer, allowing the Mistral to take advantage of its exceptional maneuverability to stay in visual blindspots of an enemy where the enemy's sensors cannot reliably detect its presence. However, it's not uncommon to see the tractor beam used when facing opponents that prefer to use swarms of smaller fighters or the directional particle shield when opponents are known to favor projectile weapons.


Sirocco-class Assault Fighter

25 July 2018 - 08:44 PM

OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION

  • Manufacturer: Lucerne Labs

  • Affiliation: Directorate, Silver Jedi, Closed Market

  • Model: Sirocco-class Assault Fighter

  • Production: Minor

  • Material: Durasteel frame, Chimera Composite plating, Transparisteel canopy, standard starship components

TECHNICAL SPECIFICATIONS

STANDARD FEATURES

ADVANCED SYSTEMS

 

Strengths:

  • Puppeteer: Siroccos are designed to be employed in a top-down method, where any manned Siroccos are automatically set to be (sacrificially) defended by unmanned Siroccos in the same group. Each Sirocco similarly employs sensor decoys, which are controlled by the droid fighter itself, typically to closely follow the ship's flight path to confuse enemy sensors or to physically intercept incoming ordinance.

  • Assault: Siroccos excel at destroying relatively large and static targets such as capital ships and ground installations due to their modular, heavy ordinance, large squadron sizes, and ability to strip shielding through their ion encumbrance systems. Siroccos are also useful against small ground targets such as infantry squads due to their Stormflash's light laser cannon mode.

  • Strength in Numbers: Siroccos are relatively small craft and typically don't have organic crew, allowing them to be carried and deployed in relatively large numbers.

Weaknesses:

  • Afterthought Cockpit: The Sirocco was originally designed as a droid-only starship, and the cockpit is very lacking in almost all aspects being cramped, providing only rudimentary controls and data, and only enough breatheable atmosphere for several hours.

  • Short Range: Siroccos do not have hyperdrives, which limits their deployment from groundside bases and starships.

  • Limited Dogfighter: The Siroccos main guns, Stormflash Ion Encumbrance Systems, do not deal any physical damage except in light laser cannon mode, meaning that the fighter only has the direct firepower of a single laser cannon. While the Sirocco's munition's payload can be used to house anti-fighter weapons, such as cluster missile, this is almost always a one-shot use against another fighter.

Description: Siroccos are light assault bombers that are designed to be operated by an integrated droid brain in swarms. By combining a small and fast frame with a biomechanical droid brain, Lucerne Labs created a small bomber that can automically home in and destroy small targets through precise dive-bombing. To that end, each Sirocco has a partially recessed ordinance rail optimized to carry a variety of bombs and other exotic heavy weapons. While not individually powerful in terms of raw bombing strength, entire squadrons of Sirocco pack the entire ordinance punch of many starbomber squadrons. While most often used as light bombers, Sirocco can also be piloted by organics through a small and intuitive cockpit. Most organics do not use Siroccos as prolonged combat craft though, taking advantage a droid brain subroutine programming to use them as training craft and as individual short-range transports.

 

Technical Descriptions

 

Flight Control Systems: Siroccos were initially designed to be droid fighters. To this end, each fighter has a single Psykhe Droid brain which is equipped with a quartet of the following knowledge cartridges: piloting, starfighter tactics, organizational information, and environmental information (local areas of space, planetary maps, etc). While not exceptionally skillful or creative dogfighters, the Sirocco droid brains do have excellent reaction times and can execute precise bombing runs. As the craft entered early trials, President Quee meddled into the design's development, requesting that the option to allow the craft to be organically pilotable as well. With some internal rearranging, the design team at Lucerne Labs managed to squeeze in a cramped cockpit with basic controls and limited life support. While the controls are basic, Salmakk also designed them to be very intuitive. The team also made subroutines in the Psykhe droid brain allowing it to act as a co-pilot to make up for any organic pilot shortcomings. This makes Siroccos extremely easy to fly by even novices or those without flight training. These capabilities combined with the ship's small size and agility have encouraged some people and and organizations to use Siroccos as basic flight trainers or even as fleet 'gigs' for lower ranking personnel.

 

Sublight Engines: The Sirocco has a pair of power house ion engines that can take the starbomber up to slightly above average speeds for a starfighter. These engines are particularly optimized for dives in the atmosphere, allowing the Sirocco to act as an effective dive bomber for precision attack runs. A large part of its flight performance is due to the ship's small mass rather than exceptionally powerful engines. This arrangement is also responsible for the Sirocco's relatively easy handling.

 

Hyperdrive: The Sirocco is not equipped with a hyperdrive.

 

Hull: The Sirocco uses a fairly conventional aerodynamic frame designed with an eye in mind for atmospheric performance. This aerodynamic form is constructed of a durasteel frame covered covered in Chimera Composite armor panels. This provides the Sirocco with average armor defense for a starfighter. Rather than rely on armor though, the Sirocco most often relies on its small size to help avoid enemy fire.

 

Shields: The Sirocco is equipped with a MD-FA Directional Shield, which provides the Sirocco with average shielding power for its size. Sirocco's typically use this shielding to double up shielding in their forward arcs when making attack runs on defended targets, making them more likely to survive and deliver their payloads.

 

Weapons: The Sirocco is primarily designed as an assault starfighter and light bomber, which is reflected in the vessel's armament. The Sirocco's only guns are a pair of Stormflash Ion Encumbrance Systems, which are mostly often used to weaken a target's shields before delivering their ordinance. These guns can also be used as light laser cannons, which are effective at targeting enemy ordinance and strafing lightly armored targets like infantry on the ground. But most of the Sirocco's power lays in its ventral ordinance hardpoint, which contains the warhead firepower of a typical starfighter. Unlike those craft though, the Sirocco's capacity has been optimzed for delivering a small number of heavy weapons. Many of these are bombs that rely on inertia to move, which allows the Sirocco to perform precision strikes through dive bombing. However, the Sirocco can be equipped with weapons like cluster missiles, seismic charges, and other self-propelled warheads that can make it a long-range threat. While each individual Sirocco's payload is not extremely powerful, an entire squadron of them packs as much punch as many other conventional bomber squadrons.

 

 

Countermeasures: Unlike most of Lucerne Labs recent starfighters, Siroccos do not carry either MAST or traditional countermeasures like chaff or flares. Instead, the Sirocco has a single Mimic Sensor Decoy launcher complete with 3 decoys. Each decoy is automatically programmed to take the appearance of the host Sirocco and fall under the guidance of the Sirocco's droid brain. This can allow Sirocco's to act as puppeteers, deftly moving decoys with all of the patterns and mannerisms of the fighter itself, fly in formations, or even to guide the decoy to physically intercept other weapons. Another favorite tactic of Siroccos is to automatically deploy one decoy when launching, making the squadron appear to be much larger than it actually is from the start of a battle.


Starlance Assault Missile

17 July 2018 - 06:49 PM

DMGT4XL.jpg

OUT OF CHARACTER INFORMATION

  • Intent:  To create a heavy warship missile
  • Image Source: here
  • Canon Link: N/A
  • Primary Source: N/A

PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS

  • Classification: Heavy Capital Ship Warhead
  • Size:  Very Large
  • Weight:  Very Heavy
  • Ammunition Type: Kinetic penetrator, shockwave generators
  • Ammunition Capacity: 1 kinetic penetrator, 1 plasma-based shockwaves
  • Reload Speed: None

  • Effective Range: Battlefield
  • Rate of Fire: Very Low
  • Stopping Power: Very High
  • Recoil:  Very High

SPECIAL FEATURES

  • Kinetic Penetrator: The 'bullet tip'of the Starlances is actually a massive, solid mirrsteel penetrator. This is designed to allow it to punch through heavy defenses and better weather defensive fire. The fuselage itself is also made up out of thick, mirrsteel armor, giving the penetrator a lot of inertia behind it.
  • Shockwave Generators: The rear of the Starlance contains a ring of eight shockwave generator rods set just ahead of the plasma VSAMIR drive. During normal flight, these generators continuously create a low-power stream of plasma that travels up through tubes in the missile to coalesce in just in front of the missile's penetrator to act as a rudimentary plasma sheathe. However, when the Starlance hits a target it triggers the missile's ultracapacitor to immediately dump all energy into the generators. This creates a massive plasma burst at the base of the missile that rips apart its fuselage to explode much like a fragmentation grenade, and perhaps more importantly, creates a massive sonic wave that can shake a large target to pieces or tear apart smaller targets like other sonic demolitions, such as a seismic charge.
  • Plasma Sheathe: The shockwave generators are used to generate a plasma sheathe that coalesces about one meter in front of the missile. During flight, this sheathe acts as a rudimentary shield providing some protection against defensive weapons like point defense cannons. This shield also allows the missile to better withstand atmospheric reentry. Perhaps just as importantly, this sheathe aids the Starlance in penetrating through physical defenses such as starship armor and earth.
  • Droid Brain: Like Tidefall Torpedoes, each Starlance is piloted by a Psykhe droid brain using a combination of a heat detector and electrophotoreceptors. This allows the Starlance to think and react to threats on the battlefield, whether its a hostile starfighter or electronic sensor jamming.
  • Etheric Flaps: Starlances have a ring of etheric flaps at the base of the missile just around the engine nozzles. This allows the Starlance to adjust its trajectory, especially when travelling through the atmosphere. This allows the Starlance to accurately freefall towards targets before reigniting its engines.

Strengths:

  • Extended Range: Starlances have extended fuel tanks, allowing them to travel across the battlefield
  • Defense in Principle: Much like the Statet Grav Missile or the Starcore-class Concussion Missile, the Starlance is designed to survive many of the new electronic-based anti-missile technologies being employed through principles of design. This includes extensively using Biolux series organoform circuitry to make it resistant to EMP/Ion weapons and using an isolated droid brain for guidance purposes to make it resistant to sensor jamming and generally immune to missile deactivator transmitters.
  • Protected AssaultThe Starlance's shockwave generators produce a plasma sheathe that surrounds the tip of the warhead, which both provides the warhead additional protection against both passive and active defenses. Additionally, most of the fuselage is essentially made out of solid Mirrsteel, making it exceptionally durable against many defensive weapons.

Weaknesses:

  • Large Size: Starlances are about the same size as many small starfighters, and require special launchers such as the heavy ordinance bays on the Pelagic Star Cruiser to properly launch. The Starlance is too large for Lucerne Labs Harpoon General Purpose Warhead Launcher and standard warhead launchers. Their relatively large size also makes Starlances easier to hit than many warheads.

  • Inertia: Starlances's heavy construction of almost solid Mirrsteel makes it exceptionally durable with good penetration, but it also means that the missile does not easily change course. This means that small or exceptionally maneuverable ships have the potential to make last minute adjustments to their course to completely dodge the missile.

  • Isolated Telemetry: Starlances lack any ability to accept new input once launched. While this means that they are not easily deactivated, this also means that they cannot received new orders in flight or accept additional sensor feed or intelligence that might better allow them to hit their target.

DESCRIPTION

The Starlance Assault Missile is a heavy bombardment weapon designed to shatter fortifications and tear capital ships asunder. Almost as large as an A-wing, the Starlance is a partially hollowed-out Mirrsteel slug into which the components of a warhead had been inserted. Many of the components are developments of other recent Lucerne Labs warheads. The Starlance is guided and piloted by a Psykhe droid brain utilizing visual sensors much like the Tidefall Brilliant Torpedo, while the warhead itself uses an extended chemical fuel drive based on that of the Starcore Concussion Missile. These refinements better allow Starlances to better survive battlefields in which increasingly sophisticated ECMs are being fielded. But while the avionics of the Starlance are only mere copies and adaptations of previous warheads, the Starlance's payload is more unique.

 

At the core of the Starlance's idea is the basic use of kinetic energy. Rather than use explosives or exotic payloads, most of the Starlance's offensive force is the simple, dense fuselage of the missile itself. This high mass makes it more difficult to destroy than many other warheads and increases its ability to penetrate through physical defenses. This kinetic energy is augmented by including eight shockwave generators in the base of the missile. This generators produce a plasma sheath just in front of the missile's tip while it's in flight, allowing it better withstand enemy weapon's fire and increasing its ability to penetrate through armor and physical objects. Collapsing or disintegrating the penetrator causes the missile's ultracapacitor to dump all of its available energy into these shockwave generators, causing them to form an intense plasma wave that then breaks apart the remainder of the warhead like a fragmentation grenade and cause intense, damaging vibrations in the target itself. Starlances are often used to as coup de main in close quarters combat against damaged opponents, as they often capable of penetrating through already weakened active and passive defenses. The other main use for Starlances is as an orbital bombardment weapon, as the missiles generally can cruise towards a planet before entering the atmosphere to precisely pound a target.

 

Starlances are somewhat limited in deployment because few ships have the launchers necessarily to deploy them. Those ships that do deploy them tend to use them as weapons that borderline between the tactical and strategic. While a single Starlance is a tactical threat to a capital ship, dozens of Starlances can cross a battlefield and wipe out strategic installations, such as defensive forts and space stations. The largest concentration of Starlance-equipped ships to date lies with the Silver Jedi's 4th Fleet under Admiral Quee.