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Marine Fighters
The Navajos Marine Fighters
are under the command of the ships MCO. The are divided up
into two 'Flights', each specialized for certain tasks.
Raptor Flight
Raptor Flight's Razor class fighters have been
rerolled as
long-range interceptors.
They carry 2 experimental
upgrads,
Plasma Vortex Maneuvering Thrusters *1, and two hard points
for weapons pods *3, one under each of the stub-wings.
With this setup
and their already impressive speed and formidable built in weapons
they could slaughter any approaching fighters, bombers, or small
capital ships before the Navajo was in any danger.
Normally Raptor flight is commanded by the MXO.
Razor Class
Standard
Technical Readout Near the end of the Dominion war, some people in Starfleet began to ask for
Fighters and Attack craft with longer ranges. These could be used to patrol the
space near planets and starbases, and even for Starships if their sensors were
offline from battle damage. The crew of the Starship Tolken put forth specs for
a longrange fighter, the Razor Class.
Void Dragons Flight
Fear the night, for it shall consume thee
The Void Dragons are the Navajos
Elite Strike fighters. Upgraded with Plasma
Vortex Manoeuvring Thrusters *1, and hard points for weapons
pods *3 (3 on
the Eagle class, 4 on the Redemption class), and
Slip Armor *2.
They use their stealth abilities to approach and then, unleash their full
wrath at optimal range on an unsuspecting victim. Their additional
would allow for devastating
strike and fade ambushes, fierce space superiority missions,
completely undetected force recon, and lethal vital point breaking
runs. This flight is named the Void Dragons, named
both for the swift and terrifying power they would poses, and their
darker more sinister appearance given by the Slip Armor. The
Void Dragons are commanded normally by the ships MCO.
Eagle Class
Standard Technical Readout With the Dominion war heating up, and the loss of many, too many Federation
ships, Starfleet decided to approach the problem in a new.....well, old way.
Fighters. Numerous, small, well armed, manoeuvrable craft, massed together to
attack a target from several different directions. The Eagle Class Attack
Fighter is meant to do just that!
Redemption Class
Standard Technical Readout
The
Redemption Assault Bomber sprang from the need for a craft capable of getting
inside a planetary atmosphere, delivering a heavy payload, and getting out again
intact. While designed for planetary assault, the Redemption is also more than
capable of destroying targets in space, destroying both ships and space stations
with heavy duty explosives.
*1 Plasma Vortex Maneuvering Thrusters Taking
existing thruster technology and improving it with two new features.
A new method for full-scale plasma output, much hotter and powerful
than previous generations of thrusters. This plasma is then
subjected to a magnetic field that gives it torsion, which, like the
rifling on ancient projectile weapons effetely increases its exit
speed and control of the streams exiting direction (basically like
thrust-vectoring). They do have the problem of increased stress on
the fighter/ships frame from the torsion effect of the vortex, but
this can be counteracted by slightly more methodical maintenance.
*2 Zero Friction Slip Armor This is only
useful on small craft due to the complexity of manufacturing it
large quantizes, and limiting it usefulness. This armor give two
extraordinary advantages: it offers a form of sensor stealth, making
it harder to detect and lock-on to. And completely negates surface
friction, giving higher atmospheric speeds, a less noticeable trail,
and the ability to navigate nebulas without particle build up on the
hull. But it offers less protection than normal ablative armor, and
its full sensor stealthing is only available with shields down. If
the fighter has its shields up the enemy can target its shield
signature, negating allot of the armors stealth.
*3 weapons pods These are mounted on hard
points can carry a variety of items, ranging from sensors, to Bombs.
But most often will carry either a rack of quantum anti-fighter
missiles, or quantum anit-capital ship missiles. These weapons are
missiles that use warheads adapted from torpedoes (mini for the
anti-fighter, full sized for the anti-cap). The missiles offer the
advantage of giving torpedo sized power with out the need for a
complex and large torpedo launcher. The are very maneuverable and
track well, but lack a true torpedoes range and speed (cannot exceed
warp, thus can only be fired at sub-light). A single hard-point can
take up to 6 anti-fighter or a single anti-cap.
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