Star Wars Roleplay: Chaos

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HB2 Tactical Holobattery

Commodore Helix

Disintegrations done dirt cheap.
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Helix Solutions
  • Affiliation: Helix Solutions
  • Market Status: Closed-Market
  • Model: HB2 Tactical Holobattery
  • Modularity: No
  • Production: Limited
  • Material: Durasteel, Glass, Holoprojector Components
TECHNICAL SPECIFICATIONS
  • Classification: Energy Weapon/Shield Generator/Hologram Projector
  • Size: Heavy
  • Weight: Large
  • Ammunition Type: Holographic
  • Ammunition Capacity: Large
  • Effective Range: Long Range (High Setting) Average (Flak Setting)
  • Rate of Fire: Low (High Setting) Very High (Flak Setting)
  • Damage Output: High (High Setting) Low (Flak Setting)
  • Recoil: Average
SPECIAL FEATURES
  • Capable of fulfilling the functions of weapon emplacement, shield generator, and hangar (though not all at once).
STRENGTHS
  • Flexible: The HB2 is the latest display of Helix's mastery of solid-state hologram tech, able to serve in offensive, defense, and support roles, and switch between each as needed.
WEAKNESSES
  • Limited Range: Any effects produced by this technology can only exist within a set range.
  • Fragile: The bulbs themselves are highly vulnerable to direct damage.
DESCRIPTION


After the successful operation of Helix's Photonic Army project, solid-state hologram technology seemed a new frontier of potential military applications. Thus the HB2 was born. Essentially a large, smooth glassy bulb in appearance, its unassuming exterior belies the dangerous and flexible technology that lurks within. When activated, the HB2 can project a solid, tangible hologram over significant distances, able to perform a wide variety of tasks.

Firstly, the bulb can simply fire a bolt of condensed semi-solid photons, acting as a standard shipboard ranged weapon. This can be tuned to fire numerous weak blasts (for defense against starfighters) or slower, more powerful blasts (for ship-to-ship combat). These holographic bolts, while powerful, cease to exist entirely past the projector's range, limiting the weapon's firing range harshly.

Secondly, the bulb can project a solid barricade of photons, performing much the same function as standard energy shielding. In this state, it can turn aside both energy and projectile fire (at least as long as its power lasts.) Most notably, this can be projected to other nearby vessels as well.

Thirdly, the bulb is capable of creating photo-realistic (and all too deadly) facsimiles of common Helix strikecraft (such as the Condor). These can operate in much the way as the solid craft they resemble, and any destroyed can be swiftly replaced by the projecting bulb. Unfortunately, the bulb can only project so many holo-fighters at once (up to the ship's stated hangar capacity in the submission it is attached to, minus any solid craft currently deployed). Losses, too, can only be replaced to a point, and will eventually burn the projector out. Additionally, any such holograms that leave the projector's range are destroyed.

In this way, each HB2 bulb is at once a weapon battery, a shield generator, and a launch bay, offering an unheard-of degree of tactical flexibility. For example, each bulb on a vessel could switch from providing fire to serving as additional shielding, to bolster defenses in an emergency. As such, a ship armed with several of these can flex between offense and defense as needed.

However, each projector can only perform one of these functions at a time, and it requires a shrewd captain to judge whether more firepower, protection, or reinforcements are needed. Calling on more firepower could leave a vessel's defenses weak, or vice versa.

Perhaps the harshest price the H2B pays for its do-it-all function is that the effects it produces cannot exist beyond the projectors' range. Any photon projectiles that leave this range cease to exist, as do any other constructs created by the projector.
 
Commodore Helix Commodore Helix

This is a cool idea, however, I'm afraid that it wouldn't work how you envisage it given the lengths that space battles are conducted over. While a holo-defence system would make a good defence shield as it's able to put a solid wall between an attack and the ship, it wouldn't be able to provide offensive capabilities in the same way.

In terms of hte fired bolts of energy and the star ship hangar mode in order to even be able to hit another ship the hard light field would have to be able to travel vast distances in order to engage other ships. However, a holographic system would not be able to generate an attack equivalent to a turbolaser, since it can't create hte same energy firing system, nor can it replicate a railgun. A ranged attack by a holo-defense weapon would be a solid object that would only travel the distance hte field can be generated. The same issue would apply to the strike craft.

I would suggest reworking this into a defensive system, and in stead of using it for offensive purposes, you could use the generative abilities to create anti boarding troops or something similar. I'm going to move this to the pre-factory for you to work on.
 

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