Praetorian Bismuth Class Starfighter

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dilanski
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Praetorian Bismuth Class Starfighter

Post by dilanski » Sun Jan 08, 2012 1:04 pm

Note, overly long and dull back-story follows, feel free to skip.

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It has been months since the last attack against the Praetorians from the Xenkan, their forces have retreated to chaotic space, battered and bruised. If anything though this was worrying, little intelligence had been gathered on their enemy, and withdrawal would only mean they planned to come back stronger. This put the Praetorians in a bad position, since the onset of the immortal conflict praetorian space was offered to all immortal allies to be used for the garrisoning of troops, equipment and resources, the Praetorians had the room to fit whole empires in, and were far enough away from any of the major fighting to be safe from attack. however the idea of an enemy on their front door, capable of striking anywhere in their relatively loose borders was worrying to them and the fleets of ships and legions of troops holding up in their space. As such work was done to guard Praetorian territory, monitoring stations were set up along their borders, and more ships were commissioned to guard their space. A large gap was encountered in their forces, there was a distinct lack of any star-fighters, with the last fighters produced by the empire being the K8-Buzzer's that were de-commissioned with the EPIC-Class Battleships. A new breed of fighter was thus created, capable of both engaging capital ships, but more importantly of being able to bring it's firepower down on enemy troops. The Bismuth Class is the culmination of months (weeks) of work of Praetorian and D'o'D engineers
OK first of all my main two sources of inspiration were the real-life Russian Su-47 and the F-69 VTOL from Saints Row TT, and also bit's from other fighters, the Harrier Jump Jet's vectoring thruster was also toyed with a bit.

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Bismuth shown using it's VTOL capability to make strafing runs on targets, it's primary weapon is the Mk3 Minigun it carries underneath (I'm debating fudging up to Mk4, primarily because 11" range is pretty crappy).

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A look at the underside, showing weaponry, landing gear and vectoring thrusters. Total weapon count is 1Mk3 Minigun, 6Mk2 Rockets and 2Mk5 Rockets with thermobaric warheads (Ground attack variant only), the Mk5's have huge use at 10, however The missed shots rule is a potential life-saver here, unless I roll really poorly and have it sent in my direction. The rear-landing gear uses the SP3 Rocket-launcher pieces, letting it fold to the side, and the front gear folds forwards partly.

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Shots of it on a landing pad, my camera's memory was filled up by these (Need to get a Micro-SD) the last-pic is the wings in position for storage. I needed to take picture of the cockpit, Might add them later, if I get time, favourite part of the cockpit is the little BA monopod I used for a sight and how I manged to squeeze two pilots in there, the rear pilot has his controls on the back of the front's 'chair'.

I have two more vehicles too post pictures, of. One is a quick conversion and the other is a fast-attack vehicle based partly on the 40k land-speeder.
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Re: Praetorian Bismuth Class Starfighter

Post by enders_shadow » Sun Jan 08, 2012 1:33 pm

This a very unorthodox shape (at least to me) for a fighter, but everything seems to mesh very well. It looks like a small bird plummeting to the ground, with its tiny wings outstretched... but it works. The missiles look very nice, and the landing gear is ingenious. I'm also a big fan of the double cockpit, it's a nice change of pace. Great job!

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Re: Praetorian Bismuth Class Starfighter

Post by Alex » Sun Jan 08, 2012 2:53 pm

Well done! Your fighter looks great and has a good amount of weapons.

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Re: Praetorian Bismuth Class Starfighter

Post by subyrally » Sun Jan 08, 2012 7:30 pm

very nicely done, i really like this one.
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Re: Praetorian Bismuth Class Starfighter

Post by dilanski » Sun Jan 08, 2012 7:53 pm

Yay Stats!

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Bismuth Fighter
Total Cost: 160cp

Size Level: 9
Structure Level: 3
Base Cost: 27cp

1Mk3 Minigun
Range: 11"
Use: 5
Damage: 3d6 Full Automatic
Unit Cost: 12cp

6Mk2 Rockets
Range: 12"
Use: 4
Damage: 2d10 Explosion
Unit Cost: 4

2Mk5 Rockets
Range: 30"
Use: 10
Damage: 5d10 Explosion, Thermobaric (Radius 2.5" per WS + Partial Vaccum)
Unit Cost 12.5 (WS*2.5)

Weaponry Cost: 61cp

S Movement Speed: 20"
S Movement Type: Flight Maneuvering
S Movement Cost: 50cp
Vectorised Thrust: 4*6"
Vectorised Thrust Cost: 12 cp
Total Propulsion Cost: 62cp

Pilot: 4cp
Skill: d6

Gunner: 6cp
Skill: d6 (d8 on weaponry)

Crew Total: 10cp
Yes it would be easier to treat it as unlimited maneuvering instead of the new vectored thrust rules, however taking A-Level physics makes it seem easier, it's just using simple trigonometry or even Pythagoras to work out the vertical and horizontal components of the movement and then treating them separately. this'll give me the same thing as unlimited maneuvering only a bit more complicated. the advantage of this is that even if the main propulsion systems become damaged, I can just use the vectored movement and vice-versa, also I can use the two rear-most jets for an extra 12" of thrust, bringing the total movement to 32" which is a freaking meter of movement.
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Re: Praetorian Bismuth Class Starfighter

Post by IVhorseman » Sun Jan 08, 2012 8:06 pm

don't forget the 5" altitude bonus to range! 16" ain't too bad. With 3d10 armor, I imagine it'd still be able to take a pretty damn substantial beating from getting within a foot anyways though. Nice work!

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Re: Praetorian Bismuth Class Starfighter

Post by dilanski » Mon Jan 09, 2012 11:17 am

IVhorseman wrote:don't forget the 5" altitude bonus to range! 16" ain't too bad. With 3d10 armor, I imagine it'd still be able to take a pretty damn substantial beating from getting within a foot anyways though. Nice work!
Yeah you're probably right, unless they got lucky with propulsion system damage.

Upon mathing I've realized two things, first of all OMG this thing is fast, possibly too fast. the thrusters alone could propel the vehicle 23" a turn and even then I'm taking into account the 5" acceleration due to gravity to keep it at constant height.
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Re: Praetorian Bismuth Class Starfighter

Post by dilanski » Mon Jan 09, 2012 11:21 am

Pics I manged to take today.

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Cockpit opened up.

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View of the pilots controls, the rear gunner isn't as tight as he looks in the picture, but it's still not exactly a Bentley by any means. The crate in the back is supposed to hold emergency survival gear, but in reality most crews store a few bottle's of whiskey/beer and a loaded revolver.
Last edited by dilanski on Mon Jan 09, 2012 4:18 pm, edited 2 times in total.
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Re: Praetorian Bismuth Class Starfighter

Post by Falk » Mon Jan 09, 2012 2:22 pm

Nice fighter. Might have to copy some stuff from it.
How do you do the "Code: Select All" thing?
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Re: Praetorian Bismuth Class Starfighter

Post by Pwnerade » Tue Jan 10, 2012 6:55 pm

Foward-swept wings: X
Unique landing gear: X
Folding wings: X
Plenty of ordnance: X
Emergency booze: X

Congratulations, your fighter is officially PRETTY DAMN AWESOME.
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Re: Praetorian Bismuth Class Starfighter

Post by enders_shadow » Tue Jan 10, 2012 9:01 pm

Love the use of the monoclip, it's a nice addition and really ties the cockpit together. Well done sir!

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Re: Praetorian Bismuth Class Starfighter

Post by dilanski » Wed Jan 11, 2012 2:53 am

Falk wrote:How do you do the "Code: Select All" thing?
Not quite sure, sorry.
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Re: Praetorian Bismuth Class Starfighter

Post by Theblackdog » Wed Jan 11, 2012 5:14 pm

I like it -- realistic, but distinctive, with a nice range of weaponry. I tried to build a (somewhat) similar design over winter break, but I was never satisfied with it.
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