Star Wars Roleplay: Chaos

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Approved Starship Bolo-class gunboat

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Missile_boat___naming_of_parts_by_ClaysGhost.jpg
http://fc09.deviantart.net/fs24/f/2008/030/f/d/Missile_boat___naming_of_parts_by_ClaysGhost.jpg]


Image Source:
Affiliation:
Private Market
Manufacturer: Hoersch-Kessel Drive, Inc
Model: Bolo-class Missile Boat
Modularity: No
Production: Mass-produced
Material: Durasteel
Classification: Gunship
Length: 30m
Height: 7m
Width: 7m

Armament: Mass driver turret [laser cannon equivalent power] (3) [Prow mounted: Starboard arc , Port arc. Aft mounted: aft arc. Each covers 2xPi Steradians]
Missile pods (4): Each carrying 4 Homing Concussion missiles or Discord Missiles


Squadron Count: 6

Special Features: Advanced shields, Tractor beam(1), 2xSensor Drones [under sub http://starwarsrp.net/topic/40625-starship-drones/ ]

Maneuverability Rating: 4
Speed Rating: 6 (5 when pods detached)
Hyperdrive Class: 2

Strengths: Large homing missile loadout can decimate fighter squadrons, turrets for defence
Weaknesses: Slow, so cannot always keep up with fighters

Its main armament (missile pods) can only fire forwards. It has one turret to the rear, but requires escort.
When missiles run out it is vulnerable when returning for reload

Description: The Dauntless missile boat is designed to support the typically light ASA fighters. They will typically attach to air superiority squadrons in pairs. Each missile boat requires a crew of 4, usually with one pilot, one comms/sensor officer and two on weapons. The Dauntless is relatively heavy when fully laden and can take time to accelerate. However, it has a well balanced mass profile and thrusters mounted in key places, so it can turn around its axis relatively quickly to re-align to new targets.

Unusually for a gunboat, it has no view windows. Sensors are relied upon to provide situational awareness and targeting. This isn't a significant weakness, after-all many battles take place on the borders of systems where there is almost no light anyway.

Its missile pods can only fire one missile at a time, but can fire relatively quickly. In a short order of time each Dauntless can fire a barrage of homing missiles that can turn and track faster than even and inertially dampened pilot can take, making them very difficult to shrug off. The pods themselves are detachable and will often be jettisoned when fired to reduce weight. A new set of pods can be fitted very quickly and each Dauntless will often return to its home ship for a number of re-arming cycles during a protracted encounter.

Whilst each ship has mass-driver turrets that are generally computer guided to track fighters, they rely more on their fighter escort and heavy shielding for defense against fighters when unable to engage with missiles.


Some are being trialled with Peregrine Field Disruptors
Development Thread: No
Intent: To create a heavy gunboat to support ASA fighters in space superiority
 
[member="Irys Arist'lar"]

Capital guns on a ship this small are difficult to allow as a full on Mass Driver is what capital ships use. Secondly a homing missile launcher has a higher value than normal, but admittedly you have opted out of a bomb bay.

So what I'm going to ask is that

A) You downgrade the Mass Drivers to laser cannon equivalents, they don't have to be lasers, but at least not full Mass Driver Cannons.
B) List the laser cannon you mention in strengths in your armament.
C) Drop your missile armament from 9 per launcher to 4, 9 is just way too many when most only carry 3-5 and you have homing.
D) Also I don't understand why Glasteel is listed when you mention having no viewports, since its basically upgraded Transparisteel. And actually having no visual scanning can be a problem, but that's not a nitpick enough to bother with.

Do these and have the drones approved and I'll send this up for approval.
 
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