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Gir's Army Tech Staging Thread

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[member="Maximus Stanforth"] [member="Memorial"] [member="Caid Centurion"] [member="Slate Estrada"] [member="Gala Geert"] [member="Kyber Salurra"] [member="Renfroew"] [member="Blackhot"]

I've been looking to flesh out areas of our tech where we don't have anything (as far as I've been able to find), and some of that includes areas where the Army is involved (which is why I've tagged you). So I'd like to put out some of my tech ideas with people here before I actually submit them. This does two things:

1) You can tell me things that you would like to see changed, added, deleted, etc, either from personal experience or personal preference. For example, if you really despise ion cannons on a design, and prefer ion cannons (etc).

2) This also gives you a heads up on what's going to be available soon, or if there is something particular that you'd like to see.

Random sidenote, at one point, it appears that we had a factory staging forum, but that appears to be done right now (and hence this thread).
 
The Republic does have access to a gunship already, the BT-12 Thunderstrike, which is certainly a fine general purpose gunship. But l didn’t see anything really equivalent to a modern day attack helicopter that would stay by ground formations providing close fire support, so I came up with this. Comments, questions, ideas, and concerns are welcome.

L-7 Devastator-class Assault Gunship



Intent: Develop a Republic-specific Gunship
Image Credit: I modified a model of Spartan Games Terran Gunship
Development Thread: N/A
Manufacturer: Lucerne Labs
Model: L7 Devastator-class Assault Gunship
Affiliation: Galactic Republic
Modularity: No
Production: Minor
Material: Ferrocarbon frame, Ferroceramic plating, transparisteel canopy, typical starship components


Classification: Interceptor
Role: Light Starship, Starfighter, Scout Interceptor
Height: 4 Meters
Width: 12 Meters
Length: 16 Meters
Power Core Generator/Reactor: Solar Ionization
Hyperdrive Rating: Class 1
Minimum Crew: 1
Optimal Crew: 2
Armaments:

1 Nose Turreted Quad Light Laser Cannon
2 Wing-mounted Repeating Laser Cannons
4 Wing-mounted Concussion Missile Launchers
2 Wingtip mounted Grenade Launcher Pods (50 grenades each)





Special Features:
Basic Warhead Countermeasures Launcher (10 Chaff bursts or 7 Flares)
Standard Communications Array
Sensor Jammer
Standard Deflector Shield Generator
Standard Ejector Seats
Standard Life Support Systems
Standard Navigational Systems
Standard Sensor Array
Standard Targeting Systems
Can Enter Atmosphere and Land


Speed Rating: 4


Maneuverability Rating: 4


Strengths:
-Can Carry passengers
-Versatile armament
-Sensor Jammer

Weaknesses:
-No proton bombs / bomb bay
-No rear-facing weapons




Passenger Capacity: 4
Cargo Capacity: 50 kilograms
Consumables: 1 week

Who Can Use This: Galactic Republic

Description: The L7 Devastator-class Assault Gunship is a two-seat gunship designed to provide both close ground support to infantry and to systematically destroy vehicles and static targets. Like the Kalidor, the Devastator is built off a sturdy ferrocarbon frame but instead uses hard-wearing Quadranium steel plating instead of the scout fighter's lightweight ceramic armor. Its internal components are existing off the shell commercial parts typically used for orbital shuttles and launches, but unlike civilian craft, these components are segregated from each other in their own armored bulkheads. This makes maintenance a hassle, but also increases protection to individual subsystem. In some instances, there are redundant parts to ensure that even if its hit, the Devastator can limp back to home base. Part of this compartmentalization concept encloses the tandem-seat cockpit, ensuring that a hit to one part of the canopy and its crewmember does not affect the other crewmember by decompression or other affects. This also means that the crewmembers cannot touch or hear each other except through their headsets, which are linked to their helmet along with their HUD visor. Both the pilot and the gunner station can access each other's controls in case one of them is incapacitated, though this dramatically cuts down on the ship's performance. In event that the ship is going to go down, the Devastator's flight crew can use ejector seats to escape their doomed craft. In the rear of the fuselage is a small passenger bay, which takes the place of the proton bomb in many competing craft. There is room for four passengers on two benches. Unfortunately, these quarters are cramped, claustrophobia-inducing, and lack any amenities aside from cushions, a small holo-projector, and life support (Sorry, no window seating available). This reduces passenger traveling to short hops only (also limited by small nav computer bank memory), upon which most passengers gladly rush out of the gunship's rear ramp. While not even close to being remotely loved, this mode of travel is useful for insertion and extraction out of hot zones. What Republic troops do love is the Devastator's weaponry.

The Devastator sports two sets of weaponry: one focused for destroying vehicles and static defenses, and another focused on destroying infantry and battle droids. The primary weapon of the Devastator are a pair of wing-mounted repeating laser cannons, typically used to attack vehicles like tanks or walkers, though they can also be used in a pinch to attack other aircraft. These weapons are typically controlled by the pilot, as they point to wherever the craft is pointing. The pilot also controls the other anti-vehicle weaponry, which are a quartet of concussion missile launchers based in the ship's wings. Whenever the missiles are ready to be fired, a miniaturized blast door opens to reveal the waiting missile. Otherwise, the missiles remain covered to prevent them from hit by enemy fire or other objects. These missiles are typically used against tougher objects that the laser cannons can't chew through, or against targets that are moving too quickly to track, such as interceptors. The gunner primarily controls a quad light laser cannon turret mounted underneath the ship's nose. The weapon can rotate a full 180 degrees from side to side, and roughly 270 degrees up and down. This weapon is used to put out a rapid, but relatively weak, stream of fire to strafe enemy troops, destroy light ground vehicles like speeder bikes, or intercept oncoming missiles, ordinance, or other flying objects. His second set of weaponry are a pair of grenade launchers (little more than copies of the ancient Merr-Sonn MM-s3 Grenade Launcher) mounted in pods with limited transverse from side to side, and up and down. Each pod carries 50 grenades of only one variety. Typically the Devastator employs impact-fused concussion grenades (for use against infantry and other light targets) or timed proton grenades (for small vehicles and buildings). However, like its parent weapon, the Devastator's grenade launcher can easily be adapted to fire specialty grenades with a little shop work.

While the L7 Devastator sports armor, shields, and flight performance comparable to other gunships, the engineers at Lucerne Labs were unhappy with its basic defenses, believing it to be especially vulnerable during its entry and exit from the battlefield. To this end, Lucerne Labs equipped the Devastator with a very basic sensor jammer, making it more difficult to shoot down the gunship with surface to air missiles or warheads from other aircraft. It is also reasonably good at preventing other weapons at long-ranges from getting a lock on it. However, it does nothing to protect the starship from line of sight fire that nearly every infantryman relies upon in the heat of battle.

While Lucerne Labs intended the starship to be used primarily as a ground attack craft, the Devastator will also likely see some use in air to air combat, where its heavy weaponry and comparable maneuverability to many transports makes it ideal for destroying transports, drop ships, and other subcapital starships either on the ground or in the air.
 

Kiyron

Guest
The gunship looks good, and it would definitely be useful in bringing down some heavier firepower against the larger sithspawn.

For army, armor-piercing slugthrowers with high rates of fire would be good. Potentially with capabilities to deliver anti-Vong agents as well.
 

Maximus Stanforth

Guest
I was thinking the other day about a few things.

One was an update to the Armor choices. Currently we only have the Warden-Class Armor specifically highlighting upgrading the effectiveness against saber hits. Maybe work out different versions based on weight and flexibility.

Like Kiyron said some AP or maybe even HE rounds for either current weapons like the VLR-5 or in new updated weapons with a slugthrower option.

Lastly I would like to see a melee option made available for those times when things get in close and dirty. This can either be built into the armor or a standard issue combat knife type option.
 
[member="Kiyron"]
Kiyron said:
For army, armor-piercing slugthrowers with high rates of fire would be good. Potentially with capabilities to deliver anti-Vong agents as well.
That's what I'm looking for. Do you think it would be best to replace the repeating laser cannons with some sort of slugthrower, or a different weapon?

I'll come up with some projectile cannon designs and see what people think of them.

I had thought about the anti-Vong agents, and that's a hidden usage of the grenade launcher pods. I figure that we could potentially make up some sort chemical grenade that releases a bio-agent gas for that sort of thing. Though if we have a projectile cannon, it would probably be pretty easy to incorporate a chemical shell too.

[member="Maximus Stanforth"]

Maximus Stanforth said:
I was thinking the other day about a few things.

One was an update to the Armor choices. Currently we only have the Warden-Class Armor specifically highlighting upgrading the effectiveness against saber hits. Maybe work out different versions based on weight and flexibility.

Like Kiyron said some AP or maybe even HE rounds for either current weapons like the VLR-5 or in new updated weapons with a slugthrower option.

Lastly I would like to see a melee option made available for those times when things get in close and dirty. This can either be built into the armor or a standard issue combat knife type option.
This is the tricky part. I can definitely make up some designs and submit them, though I'm not so sure Lucerne Labs can manufacture it (kind of limited to starship tech in its current tier, as I understand it). It'll probably have to be built by a different company, or some generic Galactic Republic subcontractor.

In terms of body armor, looking at the Warden, I can think of a few variations. Would people be interested in a some sort of scout version that's more lightweight and maybe has a low-grade active camouflage? Would people be interested in a heavier version that's basically a powersuit with some built-in weaponry to boot and maybe something like a jetpack?

I think I can probably swing some sort of slugthrower pretty easily, though as I understand it, slugthrower and blaster technology are mostly incompatible (in the same weapon using the same barrel).

One option might be to make something like a Wookiee bowcaster, using a rifle-like magnetic accelerator to sling energy or explosive quarrels.

If we're looking for a more conventional slugthrower, let me know what you'd like it to be like (assault rifle, submachine gun, pistol, etc).

I did have one idea, to make a semi-automatic pistol or submachine gun that basically shoots wrist rockets. I figured it give people more power and flexibility in their tactics, albeit people will likely have to be careful with their ammo supply...

As far as melee weapons, I can't think of anything super amazing off the top of my head, but I'll think about it and tell you what I can come up with.
 

Maximus Stanforth

Guest
[member="Maximus Stanforth"]





In terms of body armor, looking at the Warden, I can think of a few variations. Would people be interested in a some sort of scout version that's more lightweight and maybe has a low-grade active camouflage? Would people be interested in a heavier version that's basically a powersuit with some built-in weaponry to boot and maybe something like a jetpack?
Basically yes. Rogue Brigade would probably benefit from the lightweight/low grade active camouflage and the heavier version for us Berserker Brigade guys that are basically wrecking machines on legs. :p
 

Renfroew

Guest
gun ship looks good I would recommend a rear turret doesn't have to have a lot of fire power just enough to to detour enemy fighters an d such from flanking it.
 
[member="Kiyron"]

So I've been looking at other submissions, especially the recent Bolo-class Gunboat. I'm not so sure if we'll be able to get a really heavy anti-armor gun based on that (making slugthrower guns equivalent to laser cannon power), but if we can, here are a few ideas from most conservative to more creative.

1. Use a EMRG-50 Rail Gun. Hurls slugs at long ranges (4000 meters) and the damage is described as being like a fragmentation grenade useful against vehicles. Still, that damage suggests to me that it might not be the best against something like Tanks or AT-AT equivalents. As a bonus, since it's designed to be an individual soldier weapon, ammo supply won't be a big concern (unlike some other weapons).

2. Use an updated version of the Incinerator-class Plasma Railgun, which was specifically designed to be mounted on gunships. The actual weapon functions like a normal railgun, except it also burns through armor.

3. Steal a gun off one of our existing tank designs(the Skocha and the Reliant. Both have their benefits and problems. The Skocha's proton cannon is much more effective, but its also expensive, which is one of the reasons why the Skocha is a limited run design. The Reliant's 76mm slugthrower has problems against heavy enemy armor, but otherwise seems good for use against the average enemy vehicle.


4. Make a starship version of the Mandalorian Ripper, which is a bit more complicated being an "energy driven slugthrower" that has the effects of "disruptor" weaponry, suggesting that it has a tendency to incinerate things. This is something that I potentially see as requiring a development thread and maybe a separate entry for the weapon itself (as well as counting as an advanced system.
 

Jaxon Wyatt

Air Group Commander
[member="Gir Quee"]

If you want to submit any small scale armaments, then just tag Tezmond as the manufacturer while Lucerne retains credit for the original designs.

Kinetic Weapons:

I think a weapon based on option 4. Here's what I'm thinking, you can modify a rapid firing pulse cannon to also fire projectiles. Normal plasma mode for everyday stuff, then projectile mode for targets hardened against plasma/energy or other things. In projectile mode, a plasma bolt is used to ignite the propellant of a projectile, creating a much denser stream of gas (or even more plasma) to accelerate the round with much greater energy than if the propellant was just ignited on its own. You would have a versatile electro-thermal chemical (ETC)/plasma gun combo on your hands. ETC guns are just as powerful as other electric guns like rail guns and coil guns, but they're much more energy efficient and require less power (i.e. the battery) because a lot if not most of their juice is coming from the chemical propellant. This technology is scalable, all the way up to a capital ship level. (ETC was originally developed as as solution to augment the power of tank cannons during the cold war.)

So for an infantry weapon it would be something like this:

Bullpup_assault_rifle_v5_by_Warkom.jpg


Just using this as a visual reference. So the power pack and gas canister would be loaded in the stock area, while you load your projectiles in a magazine at the bottom. With your handy dandy fire selector, you choose whether or not to load projectiles into the barrel before firing. These would be caseless rounds of various calibers, you could even use different magazines. So, anywhere from 60-300+ rounds. From sneaky-snake sub-sonic rounds to hyper-velocity anti material rounds (another advantage of ETC weapons is the muzzle velocity is supposed to be variable without having to do much to the projectile itself). Even small flecette shells. Whatever you want, I can make. Another option is to replace the magazine with an extra heat sink to basically turn the gun into a support weapon.

Now, if you just want to stick with a more conventional design, then just use better munitions to make up for the lack of power. Like I've been thinking of making a repulsor based shell that either be lobbed super far, and/or used to accelerate the shell even more after it's fired. After impact, the repulsor motor doubles as a antigravity bomb and a means to spread out the now molten shrapnel from within, making it a very efficient weapons system.
 
[member="Jaxon Wyatt"]

Thanks for the offer, I might take you up on that sometime. Likewise, if you ever want any starships or starship components, feel free to use Lucerne Labs as a manufacturer (and have Tezmond take credit as the designer).

I think you got that rifle down really well. It sounds like you're talking about some form of Ablative Laser Propulsion?

That would actually synthesize pretty well with the Mandalorian Ripper. I think I'll develop probably develop a vehicle/starship cannon based on that then. Probably as a standalone weapon, and we'll go from there.
 

Renfroew

Guest
how about a assault plasma/blaster looking the DLT20A but a higher rate of fire, and modules for different missions/climates/ environments.

some more choices in the sidearms/pistol area would great too.
 
[member="Renfroew"]

I'm going to be a bit busy getting the Seure cannon's development thread done (the main cannon on the gunship), but I think [member="Blackhot"] or [member="Jaxon Wyatt"] will be the one to talk to about personal weapon designs, though I'm happy to lend a hand if needed.
 

Jaxon Wyatt

Air Group Commander
[member="Gir Quee"] Similar mechanics, yeah. And thank you for the offer. I would like to submit a refit package for the X-wing, because it's not the Rebel Alliance/Republic without some sweet X-wing.

[member="Renfroew"] For the base weapon, are you looking for something closer in power to an assault rifle, or a battle rifle/DMR? What kind of modules would you like for this weapon?
 

Jaxon Wyatt

Air Group Commander
[member="Renfroew"]

Alright, you will be my first customer. This will be a limited order for you and your pals. I can draw somewhat, so I can modify the source image to fit the role better. I'll also be adding some Tezmond specific features too, like an ergonomic grip, rails, and a repulsor based anti-recoil system in the stock. All the features you requested will also be present, of course.
 
[member="Renfroew"]

It's a Mauser C96 (for Solo's gun) actually, though right time period and country.

I believe the BlasTech E11s were British Sterling submachine guns with some modications, and Leia's pistol was actually a Russian target pistol they used in the Olympics during the 1970s. Lots of real guns in the original trilogy. ;)
 

Renfroew

Guest
yeap.

another idea for you guys no rush I was thinking it make sense for us spec ops guys to a vehicle that was big and armed enough to act as mobile but not so big that a squad and few support personnel couldn't run it.
 
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