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Galactic Citizen

BHG R&D 3



Manufacturer: Mandalorian Technologies Incorporated
Class Designation: Guild Class Gunship
Type: Fast Attack Gunship

Length: 120m
Crew: 20
Passengers: 50
Cargo Capacity: 150 metric tonnes
Consumables: 12 months

Defensive Ratings-
Shields: 350 SBD
Hull: 550 RU

Speed Ratings-
Hyperdrive: .75x
Backup: 10x
Sublight: 40 MGLT
Maneuver: 45 MGLT

Weapons Compliment:
5 Turbo Laser Batteries
6 Ion Cannon Turrets
2 Energy Torpedo Bays
4 Concussion Missile Platforms


Technologies:
Mandalorian Cloaking Device
Interplexing Weaponry
Enhanced Sensor Array
Dedicated Energy Receptor
White Noise Generator

Designed entirely by Mandalorian Technologies Incorporated, the Guild Gunship was commissioned by President Beff Pike of the Bounty Hunters Guild.

Only one hundred-twenty meters in length, the Gunship was designed to function well on its own during long journeys into hostile space as well as preform amiably in fleet situations. It can remain under cloak for longer durations, while moving faster at sublight speeds then previously thought possible. Its shape and thrust-vector engines along with a system of enhanced maneuvering jets make for an extremely nimble and swift ship. As such, it was designed to preform more akin to a starfighter then large capital ship.

The Guild's main armament comes in the form of six Ion cannon turrets and five Turbo-Laser batteries, these are intermixed along the ventral and dorsal surfaces with excellent fire coverage. It also carries two energy torpedo tubes at the extremes of its mandibals and four concussion bays mounted along the port and starboard edges (these fire forward only).

Though it carries no Starfighters standard, the large cargo bays are capable of hosting one starfighter, eighteen meters or two smaller, 9 meter, starfighters, if all cargo has been removed. Every space in the ship is packed with vital systems, thus; the interior of the ship remains somewhat cramped, though spacious enough for the twelve crew.

Over-all a very competent craft, it remains to be seen how well the Gunship will preform in the service of the Bounty Hunters Guild.

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The largest drawbacks of the Guild Line of ships are found in their cost, which is so high it make the craft prohibitive for private use. Also, the ships small crew can be a weakness as each fills a very vital roll, if one is lost, the crafts effectiveness drops radically. Sensors are geared mainly towards running the DER and as such, its sensor range is not as large as other ships its size. In situations where the craft is not free to move, it becomes immediately vulnerable, likewise, without the cloak the Guild looses one of its major defensive and offensive capabilities.

Shields aboard the craft are military-grade and have to be given constant attention so as to be kept from interfering with the ships cloaking device. The power-cores are taken from an Imperial design while the engines, of racing-grade, were selected from among the galaxies most powerful. Sensors were similarly chosen from the best available. It naturally has a very endurable hull, as comes with the Mandalorian Cloaking Device.

The crew are chosen from among the most hardy ex-spacers and can easily manage long sojourns in deep space while also remaining able to host passengers, cargo or, even enter combat situations.



Edit: Removed Interplexing Weapons.

Comments

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#21 1:37pm 03/07/03

<font size=7> Approved <font size=1> agian.

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#20 5:40am 22/06/03

all things considering, does look good

approved

#19 5:18am 22/06/03

Nevermind then. Good enough for you?

#18 3:02am 22/06/03

I'm talking preventative, here. And there isn't a cannon ship at 120 meters with the armament you're proposeing, nevermind the stealth capbilities.

#17 2:58am 22/06/03

question, how [i]wide[/i] is your Interplexing cannon?

#16 2:54am 22/06/03

eeee.... cool down does have a difference in fleeting, it's called the "loading" post.

(load, fire, load, fire = four posts total)

#15 12:45am 22/06/03

That's because cooling isn't the issue. Aim, range and, accuracy are. I haven't mentioned any cool-down because it has no effect on how this ship preforms via the fleet rules. Cool-down may be important to you but, these weapons have a rate of fire on par with normal cannons.

You're free to find the length offensive but, I'd suggest you look around the various other ships and submissions. Second, only your statement of OOC bullshit... I've never had any problems fleeting. In fact, if you'd note... My previous R&D submission ships were used twice without incident.
I refer you to the Clash of the Captains and Incursion | First Appearances threads.

#14 12:19am 22/06/03

Yeah. Like I said, as long as the maximum yeild is five times KDY standard, I'm fine. But you haven't mentioned cooldown, which is important.

And I find the length offensive considering the amount of @#%$ you have crammed into it, but again, I don't step on people's toes. I don't run this forum, I just like to make sure it doesn't spawn a gigantic pile of OOC bullshit that I end up having to deal with.

#13 12:01am 22/06/03

Ahnk = Kal

#12 10:09pm 21/06/03

As much as I value your input...

#11 8:21am 21/06/03

It's not hard to aim a superlaser. You're not firing it at X-Wings.

Since we don't know the base maximum yeild before being interplexed, I sitll have a problem with it.

EDIT: Re-examining it, I think the length is disgustingly short. But thats only an opinion...

#10 2:45am 20/06/03

As previously stated...

[quote]These function at between 1x and 5x power settings.[/quote]

So, if the weapon is a standard Laser cannon, it's maximum yeild is 5x (five times) the weapons standard power.
And, as stated, the power comes at a loss...

Mwah!

#9 1:13pm 19/06/03

All I'm asking is for the maximum yeild. The theoreticaol tech itself is fine, as long as the plexing bubble can only reflect a certain amount of energy. Otherwise, you basically have 30 superlasers on one ship.

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#8 12:35pm 19/06/03

*gives a shifty look*

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#7 12:32pm 19/06/03

Or would he?

*dun dun DUNNNNN*

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