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Galactic Citizen

ASE R&D 3

Name/Model# : Dictator MPA-1 Hyperspace Pulsemass Projector Base

Designer/Manufacturer : Procurator of Justice

Combat Designation : Astroidal Base

Length : 50 Meters

Crew : 3

Consumables : 6 months

Weapons :

2 Hyperspace Pulsemass Generators

Fire Arc: Turret

Crew: 1

Space Range: 1-5/75/150

Damage: Destroys any ship in hyperspace within range


shields 400 SBD

hull 180 RU

Comments

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#29 9:52am 17/12/02

Moooooooooo.

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#28 9:59pm 16/12/02

That cow is my ho. Out of the way!

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#27 8:16pm 16/12/02

They will damage capital ships enough to make it easy for me to destroy them.

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#26 9:43am 16/12/02

Even were maim able to build the 1,000s needed to lock down a system, it would only be able to shred fighters and small freighters anyway.

Which means its ideal for anti-smuggling efforts, but not for fleet stuff.

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#25 6:25pm 14/12/02

Oh my apologies then, I had been under the belief that Isstal had tried to use interdictor mines in the past.

Abolishers? My personal opinion, send them to hell. The canon tech is horrible anyway where you have to point at it as if the pulse mass mine generator were a gun, and you could only keep it running for like a minute, abolishers do little more than intimidate fleets out of jumping into hyperspace.

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#24 6:18pm 14/12/02

Thank you for that Chadd, but we're talking about abolishers, not interdictors.

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#23 1:04pm 14/12/02

Kinda' interesting cause if you read the books, two interdictors or forty some odd interdictor mines are enough to completely hold off a system.

The reason people travel through hyperlanes is because it's fuggin' dangerous to travel otherwise. While possible, it's unbelieveably dangerous as I stated, as in hyperlanes there is a known route that lacks gravitic anomalies and the such and can avoid them, while just flying through wild space can rip you in two without even noticing.

So really it is kind of gay that the staff says, "Oh yeah you can come in from any direction," because that totally overlooks one of the most important parts about hyperspace travel.

Hell in X-Wing Rogue Squadron one interdictor was enough to completely interdict all ships in and out of the I think Talasea/Chorax systems.

#22 12:11pm 14/12/02

Can I get an official staff ruling on how many I would need to blockade a system?

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#21 5:51am 14/12/02

It would take thousands to cut off a system for a period of ten minutes. It would take that number multiplied by 6 to cut off a system indefinately.

Let me put it this way: some time ago, I attempted to cut off all routes into my systems with Empion mines. I deployed over 6000 to each planet.

I was told that 6000 was not even to completely cut off a planet. So, to render hypertravel impossible, you would need at least 60 000 of these in a system.

Have fun.

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#20 11:04pm 13/12/02

Hundreds? Systems are millions of miles wide, and not to mention three dimensional. Thousands to cut off safe routes in, hundreds of thousand to fully lock down a system methinks.

#19 7:21pm 13/12/02

Well, isn't that nice of you. I should have you over to the house for cake sometime.

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#18 2:05pm 13/12/02

True on both counts, i was just bringing it to the staffs attention. Just to make sure you really had to build fuckloads of them to lock down a system.

#17 10:20am 13/12/02

First of all, if I want to build pointless crap I will.

Second, it is not pointless because hundreds of these generators would render a system void of hyperspace travel of any kind.

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#16 10:13am 13/12/02

I think he left some off the end of that which is slightly more important.

"What the hyperspace pulsemass does is it produces tiny spheres of hyperenergy that are shot out into an area of space. When ships traveling through hyperspace cross the equivalent area of realspace, they come in contact with the hyperenergy spheres. These spheres overwhelm the blocking capacity of the ship's shields and shred the craft. These hyperenergy spheres do not affect ships in realspace, but if a ship enters a field of spheres and then jumps to lightspeed it comes in contact with the deadly pulses. [u]A region mined with hyperenergy spheres is dangerous for only a few minutes, for then the energy dissipates. The hyperspace pulsemass can only be fired once an hour due to its need to recharge[/u]. While shredding most light transports used by Rebels and pirates, the pulsemass will rarely destroy a capital ship, though it will cause great damage in knocking out many of a larger ship's systems."

It is, in other words, pointless, and would not shut out a system, unless its from smugglers etc.

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#15 9:31am 13/12/02

Finally somebody who properly understands pulsemass generators. Congrats Maim. I was getting a little annoyed with them being referred to as mines. Lemme know if you need source material for that, I have a friend with the old WEG Imperial Sourcebook that it's originally from.

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