Death's Gambit MISC-FR

ShadowWalker

The Wierdo over there
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MISC-FREELANCER-05.jpg


Affiliation: N/A


Ownership: Jack "The Hangman" Walker


Intent: Personal Ship. Gun runner, Raider, SAR, or just the crazy fast and maneuverable ship over there.


Model: MISC-FR


Name: Death's Gambit


Dimensions: 32m Long, 8m Tall, and at it's widest point in the back 15m wide


Class: Light Freighter


Crew: Skeleton Crew (all systems operating, some limited capacity) 1x Pilot. Full Crew 1x Pilot, 1x Copilot, 1x Electronic Warfare/Countermeasures Officer, 1x Gunner


Complement: Whatever is in the Cargo Hold (hold 42 cubic meters of whatever).


Armament: 2x Anti-StarFighter Laser Cannons (Forward facing only unless manned by Co-Pilot), 1x Ground Suppression Heavy Repeating Blaster, 1 Rear Facing Dual Laser Cannon, Missile Racks (Can hold a total of 14 missiles/Proton Torpedoes which are not armed unless combat is expected)


Equipment: Currently the Ship has a communications Jamming Equipment, maneuvering thrusters to make tight turns around sudden obstacles, Thrust Vectoring for main Thrusters in the rear, Higher Quality Lightly reinforced Hull Plating (better than standard merchantmen), Hyperdrive, Upgraded Modular Shields and Upgraded Powerplant to keep things running smoothly. Engine profile has also been upgraded to maximize speed and maneuverability. Current Equipment unavailable to use unless positions are manned, Electronic Warfare Suite, Rear Gunnery Station, Countermeasure suite (flares/chaff launchers), 360 degree Target Acquisition and Engagement Suite (this means cannons can only fire in default locked position from Pilot's station), and Shield Redistribution Suite (Can focus shield generator at any point around the ship).


Speed: 98 MGLT


Hyperdrive Rating: Currently houses only 1 Class 2 Hyperdrive


Maneuverability: The ship is maneuverable enough to keep up with just about any Star Fighter out there thanks to it's Thrust Vectoring feature along with smaller maneuvering thrusters.


Description: The outer hull of the Death's Gambit has been reinforced with better quality ship armor and a little more than what most standard merchantmen carry allowing it to absorb more damage than your typical freighter. The current color scheme is midnight black, with a Grim Reaper painted on one side in red, and a snarling Wolf's Head painted on the other in red as well. The cargo hold is a self sealed, pressurized and shock resistant able to carry 42 cubic meters of cargo. The Shield generator is a modular system, utilized by most Star Fighters and Bombers allowing the CoPilot to shift shields to a particular section to bring even more damage protection to that specific area. The standard generator was also upgraded to a much more powerful model, allowing the ship to take more punishment or pull off some daring smash through maneuvers. The center piece of the ship though, is it's thrust vectoring and maneuvering thrusters. The Main Engines can swivel up 55 degrees in either direction, and combined with smaller maneuvering thrusters, this allows for quicker turns, faster stops, and a much more maneuverable ship in general. The Power Plant is also an upgraded model, giving the engines, shields and systems much more power than is actually needed to run them in optimum capacity. The Pilot's Station has several screens dedicated to ship systems integrity, along with an avionics suite to help the pilot fly and keep track of most everything going around him. Also at the pilot's station controls is the manual override of the ships main cannons, allowing him to fire them directly although locking them in the default forward facing position. The Co-Pilot's station however is something different. There is a set of controls for basic counter measures and other things required of the Co-Pilot, but there is also a combat mode setting for his station. This brings up a holographic representation of the fight around the ship, and gives him total control of both side mounted laser cannon, and missiles/proton torpedoes. It also allows him to utilize them to their fullest effect, the side laser cannons being able to turn to engage targets up to 90 degrees in all directions. The missile and proton torpedo targeting computer also allows for 360 degree targeting and engagement, though with torpedoes it's not recommended. This allows the copilot to actually target someone behind the ship, and deploy the missiles to engage said target. The gunnery position at the back of the ship is a sit in turret, requiring manual control for the turret to come online and operate. It's rapid fire laser cannons are murderous to smaller craft and make it something to be reckoned with if you attempt to approach from above or behind. The Electronic Warfare station in the ship sits directly behind the pilot, and allows the operator to monitor comm traffic, defend against electronic attacks on the ship itself, along with making attacks on other ships by remotely slicing into their systems though comms arrays. These attacks can do a number of things against unprotected, or inexperienced opponents from making the lights flicker on their HUD, to disabling shields, communications, engines, or even life support. The ship however must maintain close enough distance for short range comms to still be viable, as they do not work through long range comm devices. The forward firing heavy repeating blaster is mounted on the nose and can either be controlled by the rear gunner, or set to automatically engage targets by Pilot or Co-Pilot. On the inside of the ship, there are four bunks for the crew of the ship, and a large storage cabinet and footlocker directly behind the cockpit with several blaster pistols, a blaster rifle, a space suit, and some repair equipment for emergencies. It carries enough supplies and fuel to last about two weeks on its own before having to stop to top off the reserves.
 
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Ashiruni

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Alrighty bub, let's have a chat. First thing's first: you will never, under any circumstance, get a heavily armed and armored ship that can keep up with starfighters. It isn't going to happen. The reason is simple: armaments and armor have mass. That mass slows your ship down and prevents you from reacting and maneuvering. This goes double for freighters, since they have cargo, which also has mass, and things just get worse from there. As a light freighter with an empty cargo hold, you might manage to keep up with a bomber, provided you're thin-skinned as all hell, but even that's pushing your capabilities to the limit.

As for your armaments, they're pretty much fine as far as the balance goes, but you're very much on the heavily armed side of things. If your missiles were carried more discretely, they'd be less likely to raise eyebrows, but as it is you're practically flaunting your armament. That will cause trouble with custom's vessels and authorities just about every where you stop, save shadowports and other shady places. If you'll recall, the Millennium Falcon was stopped by customs authorities on several occasions for being too heavily armed, and it only had two quad laser cannons and a pair of semi-concealed concussion missile racks.

You might want to give your pilot partial control over your EW suit. It won't be as fancy or effective without someone there managing it, but letting your pilot turn it on and have it run in an automated fashion can only help you when the cards go down. While you're at it, you might also want to do what the Millennium Falcon did and be able to fire your guns from the pilot's chair, even when nobody is in them, so long as they're in their default 'locked' position.

Otherwise, good luck! It will be nice to see another Star Citizen ship around these parts :P
 

ShadowWalker

The Wierdo over there
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Alrighty bub, let's have a chat. First thing's first: you will never, under any circumstance, get a heavily armed and armored ship that can keep up with starfighters. It isn't going to happen. The reason is simple: armaments and armor have mass. That mass slows your ship down and prevents you from reacting and maneuvering. This goes double for freighters, since they have cargo, which also has mass, and things just get worse from there. As a light freighter with an empty cargo hold, you might manage to keep up with a bomber, provided you're thin-skinned as all hell, but even that's pushing your capabilities to the limit.

As for your armaments, they're pretty much fine as far as the balance goes, but you're very much on the heavily armed side of things. If your missiles were carried more discretely, they'd be less likely to raise eyebrows, but as it is you're practically flaunting your armament. That will cause trouble with custom's vessels and authorities just about every where you stop, save shadowports and other shady places. If you'll recall, the Millennium Falcon was stopped by customs authorities on several occasions for being too heavily armed, and it only had two quad laser cannons and a pair of semi-concealed concussion missile racks.

You might want to give your pilot partial control over your EW suit. It won't be as fancy or effective without someone there managing it, but letting your pilot turn it on and have it run in an automated fashion can only help you when the cards go down. While you're at it, you might also want to do what the Millennium Falcon did and be able to fire your guns from the pilot's chair, even when nobody is in them, so long as they're in their default 'locked' position.

Otherwise, good luck! It will be nice to see another Star Citizen ship around these parts :P

Thanks for heads up and advice, hope to see you in the field.
 
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