Star Wars Roleplay: Chaos

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Approved Tech “Bug-Spray” Cluster Missile System

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Manufacturer: Dornean Braha'ket Fleetworks Conglomerate & Dammant Killers
Type: Ordinance
Market Status: Open Market
Production: Mass-Produced
Weight: Heavy
Size: Large

Daro Roz’yrn

“150 years of getting shot at for a living”
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: dual purpose defence cluster missile and recon drone system.
  • Size: Large enough to carry 8 small secondary missiles
  • Weight: Heavy, from carrying the weight of 8 light secondary missiles
  • Explosive Type: None. Technically, the "payload" is 8 smaller secondary missiles
    • Classification: Emergent Secondary Missiles of a Cluster Missile System
    • Size: Small enough to fit 8 inside of a large carrier missile
    • Weight: Light
    • Explosive Type:
      • Defence Mode: Concussion
      • Recon Mode: Fuel Cell
    • Delivery Method: Launched from The "Bug-Spray" Carrier Missile
    • Effective Range:
      • Defence mode: Average
      • Recon Mode: Battlefield
    • Area Of Effect:
      • Defence Mode: Average blast radius
      • Recon Mode: Point blank blast radius
    • Damage Output:
      • Defence Mode: High
      • Recon Mode: Low
  • Delivery Method: Launched (any typical missile launch platform is sufficient)
  • Effective Range: Battlefield
  • Area Of Effect:
    • Secondary missiles in defence mode: Average
    • Secondary missiles in recon mode: Battlefield
  • Damage Output: Very High, however, without the secondary missiles, the carrier missile by itself is little more than a self-propelled kinetic bolt with very low damage
SPECIAL FEATURES
  • Clever missiles - the extremely intelligent XM-15 guidance package is highly capable of outsmarting most countermeasures, such as MDTs, flares, and ECM. The carrier missiles and secondary missiles are also enhanced with modernized Computerized Combat Predictor software, making them even more difficult to outsmart or outmaneuver.
  • Keen vision - the carrier, and secondary missiles are fitted with compact Sensor Net Components and O.S.I.V.P. enhancement software. This makes these missiles highly resistant to sensor interference such as ECM spoofing, and anti-tracking coatings. Since the missiles are compact, the sensors are focused into a 45° forward facing cone to save space while maintaining range and imaging resolution. These sensors are usable in both recon and defence mode.
  • Spoofing dummy missiles - the compact ECM asset spoofing module in both missile types makes them extremely difficult for enemy sensors to tell which sensor readings are real and fake. This makes counter-measuring these missiles even more difficult, as enemy sensors can struggle to distinguish between the false positive readings and the real missiles.
  • Interconnected - the carrier and secondary missiles talk to each other using a comprehensive Comm laser relay network. Comm unit boosters are added to increase the effective range of the comm lasers so that the the missiles can share data over an extreme distance. Naturally, the carrier missile is used to relay data and instructions to-and-from the firing source on behalf of the secondaries. If the carrier is otherwise rendered unable to perform this function, the secondaries will continue to share data amongst themselves, but they will be stuck with their previous instructions.
  • EMP resistant - faraday cage components keep simple EMP from blanket-countering these missiles
  • Defence Mode - emergent secondary munitions burst out from the carrier missile in a swarm to overwhelm small targets such as starfighters or incoming ordnance. Can focus on a single target in an overwhelming swarm, or multiple targets at once.
  • Recon Mode - in this mode, the warhead in the secondary munitions is exchanged for an additional fuel cell to increase range. The thruster output is also reduced to increase range and give the advanced sensors more time to take thorough scans of whatever is being investigated or scouted.
STRENGTHS
  • Grants Keen Vision - advanced sensors, extended range, and sophisticated data sharing allows these missiles to be used as an extremely effective reconnaissance tool.
  • Clever, hard to fool - sophisticated sensors and advanced computational capabilities makes these missiles very difficult to trick with standard countermeasures or fancy flying.
  • Overwhelming swarm - as a weapon, this missile system deploys secondary emergent missiles to overwhelm enemy ordnance and fightercraft.
  • Bug Spray - also designed to strike multiple targets at once.
  • Which clone is real? - by spoofing additional false-positive missile readings on enemy sensors, this makes these missiles even more difficult to countermeasure against.
WEAKNESSES
  • Turn to Look - the missiles share data amongst themselves, but both carrier and secondary missiles can only "see" within a 45° forward facing cone. If an object is not in the field of vision of any of the missiles fired, then it cannot be seen.
  • Death By A Thousand Cuts - while this missile system is extremely effective against small craft and enemy ordnance, it simply doesn't have the type of damage to be able to rapidly destroy large structures such as capital ships or space stations.
  • Recon mode damage output - in recon mode, the secondary ordnance has weak damage output. The fuel cell has a little bit of explosive yield to it upon impact, but is not an ideal warhead in this configuration.
  • Visual Range Confirmation - once the secondary missiles are within visual range, a living operator can easily see the real missiles. False positive, spoofed missiles that are conjured by the ECM module are not visible to the naked eye.
  • To actually smell the roses - in recon mode, the secondary missiles are slower to conserve fuel and get more thorough sensor readings. In a pinch, these missiles can be retasked to attack a target while they are in recon mode, but it is not ideal and they are not hard to outrun in this configuration.
DESCRIPTION
As the Dornean people began to rebuild their navy, and invent new technologies, they decided to expand their armaments from just lasers and turbolasers, and start exploring guided ordnance. Since they lacked experience in this field, they decided it was wise to partner up with a reputable missile builder. When all of the reputable missile companies fell through, or refused in general, they settled on Dammant Killers from the Adumar system.

Dammant Killers was more than happy to work with them. The shifty missile company provided the mechanical hardware while the Dorneans met them halfway with computation systems and software. Together, they built a nasty cluster missile that was incredibly difficult to counter, had excellent range, and could be advertised as a "reconnaissance device" to deceive regulation agencies. The Dorneans were extremely happy with the results and proceeded to add their own manufacturing facilities to the production output in tandem with Dammant Killers.

What the Dorneans didn't expect, though, was that Dammant Killers would not honour the proprietary restrictions of the missiles. Adumari company went ahead and sold the missiles on the open market to increase their revenue stream. This angered the Dornean Braha'ket Fleetworks Conglomerate, and caused tensions between the two companies. The Dorneans were still desperate for a missile company to collaborate with, so they kept the channel open. But they intend to be much more careful with their dealings in the future…
 


Out Of Character Info


Intent: build defensive cluster missiles that can dual-purpose as recon drones.
Permissions: N/a

Technical Information


Affiliation: Anyone
Modular: Yes
Material: Read main body
Last edited:

Daro Roz’yrn

“150 years of getting shot at for a living”
Sorry, I don’t mean to be rude, but can you clarify what you mean when you say different versions?

Because the way I wrote this sub, i don’t think there are different versions, if that makes sense? It’s all supposed to be one system, where the smaller munitions emerge out of the larger carrier missile and work in concert together. One does not function without the other, as they are launched as one, so I see them as components of each other, not different versions. If you’re talking about the different modes, those are chosen on the fly in the battlefield, so I tried to write those modes as settings, not versions.

I’m happy to take my time and make this work, of course. I just wanna make sure I’m fixing the right problem properly.

As always, thank you.
 
T E R R A R I S - C O M M A N D
Daro Roz’yrn Daro Roz’yrn

Sure. So in this case, one is "Carrier Missiles" and the other is "Secondary Emergent Missiles". And I think in this case you've put that in the wrong place. This section is where the weapons go, not the missiles. Those belong in Technology creation. So you would have to separate those two and put them in the regular tech section. If you want to merge them, then write a weapon, in this case a missile launching weapon, with the Ammunition Type as "Carrier Missiles" and "Secondary Emergent Missiles". There used to be an Explosives & Ordnance template for this, which contained these fields:
TECHNICAL SPECIFICATIONS
  • Classification: (Thermal Detonator, Sonic Imploder, Seismic Charge, Fragmentation, Incendiary etc)
  • Size: (Please choose a size between Extremely Large, Very Large, Large, Average, Small, Very Small, Extremely Small)
  • Weight: (Please choose a weight between Extremely Heavy, Very Heavy, Heavy, Average, Light, Very Light, Extremely Light)
  • Explosive Type: (List the type: Ball Bearings, Baradium Charges, Sonic Pulse, EMP Burst, Chemical)
  • Delivery Method: (Please choose a delivery between Placed, Thrown, Fired, or Launched or Self-Propelled. Usually things like Mines are Placed, while a Missile is Self-Propelled.)
  • Effective Range: (Effective range in relation to the weapon type. Choose from Pinpoint, Point Blank, Personal, Average, Long Range, Battlefield, and Extreme. Battlefield and Extreme will require justification in strengths and weaknesses.)
  • Area Of Effect: (Effective explosive field size in relation to the weapon type. Remember that a carbine will have a longer range than a pistol, an assault rifle longer range than a carbine, and a sniper rifle longer than an assault rifle. Choose from Pinpoint, Point Blank, Personal, Average, Large, Battlefield, and Extreme. Battlefield and Extreme will require justification in strengths and weaknesses.)
  • Damage Output: (How powerful the weapon is, in relation to its class. Choose from None, Very Low, Low, Average, High, Very High, and Extreme. Very High and Extreme will require justification in strengths and weaknesses.)
So I would suggest that the smaller ones should be one of the subs, then you can have the carrier rocket that carries the little ones. That alone is enough of course, but if you also want a rocket launcher weapon that uses it (although I think any rocket launcher system can use them, then that could be a third sub, although it's not necessary.

So I hope that was clearer, and then I'll move this sub to the simple tech section where you can modify it. You don't need to use the old fields, the simplified tech sub is enough, but if you want you can feel free to use those fields too :)

And if you have any more questions or need help, feel free to ask me here in the sub and I'll help you.
 

Daro Roz’yrn

“150 years of getting shot at for a living”
MANIAC MANIAC

Alright! First off, thank you for you help! I did what you said, and I separated the submission into two parts.

I also used the ordnance template, which feels 100% better to me. Thank you for posting that!

I also tried out an experiment with the spoiler feature for your consideration. I feel like this keeps the relevant information on the page without muddling the main body information. Of course, the secondary missile submission is still linked as requested, I just wanted to try this out as a convenient redundancy for the readers.
 
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