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Approved Starship Dienekes Drones

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pod_family_portrait_001_by_maxxqbunine-d7pa2k0.jpg

[SIZE=9pt]OUT OF CHARACTER INFORMATION[/SIZE]

[SIZE=9pt]PRODUCTION INFORMATION[/SIZE]

  • [SIZE=9pt]Manufacturer:[/SIZE][SIZE=9pt] Locke and Key Mechanics[/SIZE]

  • [SIZE=9pt]Affiliation:[/SIZE][SIZE=9pt] [/SIZE][SIZE=9pt]Closed-Market [/SIZE][SIZE=9pt](Any character can use this if they have explicit permission through, for example, a marketplace purchase),[/SIZE]

  • [SIZE=9pt]Model:[/SIZE][SIZE=9pt] Dienekes Drones[/SIZE]

  • [SIZE=9pt]Modularity:[/SIZE][SIZE=9pt] No[/SIZE]

  • [SIZE=9pt]Production: [/SIZE][SIZE=9pt]Mass-Produced. [/SIZE][SIZE=9pt](Anyone.) [/SIZE][SIZE=9pt]Characters refer to NPCs & PCs.[/SIZE]

  • [SIZE=9pt]Material: [/SIZE][SIZE=9pt]Durasteel, Electronics, Thrusters, [/SIZE]
[SIZE=9pt]TECHNICAL SPECIFICATIONS[/SIZE]

  • [SIZE=9pt]Classification[/SIZE][SIZE=9pt]: Droid bomber[/SIZE]

  • [SIZE=9pt]Length[/SIZE][SIZE=9pt]: 8m[/SIZE]

  • [SIZE=9pt]Width[/SIZE][SIZE=9pt]: 15m[/SIZE]

  • [SIZE=9pt]Height[/SIZE][SIZE=9pt]: 5m[/SIZE]

  • [SIZE=9pt]Armament: [/SIZE][SIZE=9pt]Very High[/SIZE]

    [SIZE=9pt]10 Missile Launchers[/SIZE]

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[SIZE=9pt]Defenses[/SIZE][SIZE=9pt]: [/SIZE][SIZE=9pt]None[/SIZE]

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[SIZE=9pt]Squadron Count: [/SIZE][SIZE=9pt]Extreme[/SIZE][SIZE=9pt]: 28[/SIZE]

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[SIZE=9pt]Maneuverability[/SIZE][SIZE=9pt] Rating: [/SIZE][SIZE=9pt]Very Low[/SIZE]

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[SIZE=9pt]Speed Rating[/SIZE][SIZE=9pt]: ([/SIZE][SIZE=9pt]Choose from: [/SIZE][SIZE=9pt]Very Low[/SIZE]

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[SIZE=9pt]Hyperdrive Class: [/SIZE][SIZE=9pt]None[/SIZE]

[SIZE=9pt]STANDARD FEATURES[/SIZE]
[SIZE=9pt]Thrusters[/SIZE]
[SIZE=9pt]2 tractor beams[/SIZE]

[SIZE=9pt]ADVANCED SYSTEMS[/SIZE]
[SIZE=9pt]Hermes[/SIZE]

[SIZE=9pt]Strengths[/SIZE][SIZE=9pt]:[/SIZE]

  • [SIZE=9pt]Massive Punch: The drones come loaded to the gills with missile launchers and not much else giving them a heavy punch out of proportion with the drones size. [/SIZE]

  • [SIZE=9pt]The missile launchers on the drones are able to use any standard fighter missile or bomb such as Proton Torpedos, Concussion Missiles and Proton Bombs.[/SIZE]

  • [SIZE=9pt]The tractor beams on the drones allow them to stick to asteroids and other objects where they can act as a surprise for any opponent who happens into their range. They can also be used to attack the Dienekes to the hull of a ship allowing them to be carried into a combat situation under cover of shields. [/SIZE]
[SIZE=9pt]Weaknesses[/SIZE][SIZE=9pt]:[/SIZE]

  • [SIZE=9pt]One Shot: The drones are very small, and due to that each drone is only launched with the missiles available in their launch tubes. The drones need to dock with a capital ship to be able to be re-armed before they can be used again. (Depending on the battlefield the drones can not fire more than once per post)[/SIZE]

  • [SIZE=9pt]No safety in numbers: Slow for their size and possessing no defenses other than their durasteel chassis the missile drones are very vulnerable to attack. Even area of effect attacks can wipe out multiple drones at once if it catches them.[/SIZE]

  • [SIZE=9pt]Emp/ion: Any attack by an emp or ion based weapon will render the drones useless till they can be retrieved and repaired. [/SIZE]

  • [SIZE=9pt]One load out: Once launched the Dienekes is unable to adapt its weapons loadout to changing circumstances without returning to their mothership to be re-armed.[/SIZE]

  • [SIZE=9pt]Vulnerable to ECM: Due to the limited sensor and tactical packages the drones operate best when fed targeting data from a mothership, a datastream that can be interrupted by ECM.[/SIZE]

  • [SIZE=9pt]Mines: If they Dienekes are being carried on the hull of a ship when they are attack, the resulting explosion is the same as 10 missiles going off right next to your ship.[/SIZE]
[SIZE=9pt]Description: [/SIZE]

[SIZE=9pt]Droid fighters weren’t unusual, nor were drones, the mass-produced robots designed with only one purpose. While they might have mostly been used to perform the simplest of tasks, John Locke felt that they had the potential to do more than that, to act in the capacity of a military force multiplier. To achieve this he loaded missle launchers on a droid fighter, stripping off everything else, weapons, shields, armour and even the advanced functions of the droid brain itself. The result was specialised droid fighter, one that had one a specific role, to launch its payload and return to be rearmed. The fighter was unable to tangle with other fighters or smaller craft, it lacked the speed and maneuverability to make up for it’s weakened defences.[/SIZE]

[SIZE=9pt]While the droid is capable of moving to a target independently and engaging them, it can be much more effective when it is is fed data and targeting/combat solutions by a more powerful tactical computer. For that reason the droid comes with the Hermes Communications system built in, allowing it to receive secure commands from whichever ship it is assigned to.[/SIZE]

[SIZE=9pt]As capable of the Dienkes is, there are several weaknesses it has to balance during its use. The individual droids are unarmoured, unshielded and unarmed. They are simply not capable of surviving in a combat environment when unprotected. Furthermore, the shields on any ship protecting the droids must be deactivated in order to allow them to fire, allowing opposing ships commanders to fire on the ship while the droids missiles are being fired. Without fire control from a ship the missiles can’t launch their misses in a co-ordinated plan, but when they work they can be a very effective bomber. [/SIZE]
 
[member="Lily Kuhn"]

It is, but I sought to balance it out with the fact that none of those missile launchers have reloads.

I have just redone my math and believe that I actually have 1 rating point spare, which I can use to pull the armament up to very high. Would that work in terms of the loadout?
 
John Locke said:
[member="Lily Kuhn"]

It is, but I sought to balance it out with the fact that none of those missile launchers have reloads.

I have just redone my math and believe that I actually have 1 rating point spare, which I can use to pull the armament up to very high. Would that work in terms of the loadout?
8 capital ship missile launchers is essentially equivalent to putting 8 turbolasers on this. That'd be 4x more than what is acceptable for an extreme armament on a large non-capital ship.
 
[member="Lily Kuhn"]

Fair enough, I was hoping the one-shot nature of the weapon would offset that but I have used my free point to upgrade it to very high and replaced the capital missiles with standard fighter armament, moving from 8-10. Please let me know if this balances out or if I need to reduce the number of missile launchers on the Droids :)
 
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