This is the "full presentation" of the Junker "Recycler Tripe" bomber hybrid prototype. built for export sale and to act as an economical last line of defense against capital ship attacks on Junker stations.
Infocard Text
Using the basic hull designs of the CSV and Collector, the "Recycler" ship project was the Junker's first solo attempt at a formidable production heavy combat craft. The first prototype was built from mostly salvaged vessels and refurbished spare ship parts. The original cockpit ff the CSV/Collector was gutted with window ports being plated over and the overhead ceiling removed for the addition of more powerful avionics and auxiliary power supply bays. A new, cockpit design allowing a better visual view and more efficient use of space was added forward of the old cockpit section. This new cockpit design was based on stolen plans for the Liberty "Patriot" light fighter cockpit. An additional cockpit extends under the craft for a gunner-bombardier to occupy. The main power core was upgraded to one taken from the ubiquitous armored transport ship and the first intention of the designer's was to supplement the armored transport's power further so as to be able to fire two supernova antimatter cannons simultaneously. Despite the addition of additional auxiliary power boxes, sufficient energy was never generated to allow simultaneous firing of both supernovas and the design went through its first major change. The new design project was referred to as the CSB (for "Combat Service Bomber") Tripe. "Tripe" referring to the addition of third, a lower slung, center mounted torpedo launcher. To make up for the lost firepower of a second supernova, the third weapon was added allowing the mounting and firing of up to three minirazors, infernos, torpedoes or cruise disruptors in any combination. Enough power remained for the firing of a supernova--though not simultaneously with any other torpedo bay mounted energy weapon. Effective weapons combinations include a supernova as a primary, stand-alone gun mounted along with a minirazor and inferno as a secondary battery for use when the supernova is not being employed. Other extensions combine cruise disruptors, torpedoes, minirazors and infernos in varying combinations making the "Recycler Tripe" a devastating attack craft. Decent maneuverability, increased thrust and additional hull armor have given the Recycler decent maneuverability though these upgrades came at the sacrifice of all gun, mine and turret mounts. Efficiency of construction and cost was also a major goal and the Recycler uses the advantage of the Junker's many contacts to incorporate stock parts from ships such as the Armored Transport, Rhino and Starflier, the Junker's CSV and Collector, the Corsair's Titan and the Rogue/Molly/s Bloodhound and Wolfhound.
Rumors have it that the Junkers intend on selling export versions of the craft throughout Sirius to take advantage of the universal need for a true "torpedo bomber". If successful, this will be the Junkers first export production ship since the well-known "CSV" line was made public. As usual, doing it cheaply and better while turning a profit are what Junkers are all about.
Stats
40,000 power
4,000 power regeneration
28,000 hit points
3 x Torp/CD hardpoints
1x Countermeasure hardpoint
220/220 bots/bats
50 cargo
Balance/Design Notes
We'll go with the armored transport power core and assume that's eaten up most of the cargo bay along with better armor and avionics for the big guns. That gives our ship 40k power with 4k regeneration. We'll assume the Collector power core is simply taken out as well--not added to (that combined power would allow us to fire two minirazors simultaneously along with a supernova and we don't want that for balance). Hitpoints we'll basically double on due to hull reinforcement, protective plates and the like making it 28k.A torpedo bomber will need some ability to absorb hits from the bigger ships it attacks. Doubling the Collector armor isn't too much and it is less than half of an armored transport's hull--and we have that power core for propulsion. The better gear and armor will reduce a Collector's maneuver and require more thrusters and energy (which we have added) and the sum of all the new mass for gear balanced by the new thrust and power will give us the same stats for speed, maneuver and thrust as the Armored Transport. Nothing more, nothing less. This keeps it balanced in combat--the ship will not be a "fighter" though it is comparable to (though not exactly) a bomber. We've already stripped off the Collector's three turret, three gun, cruise disruptor, torpedo and mine mount to make room for the tribeca of torpedo/cruise disruptor (combo mount types) that the Recycler will have. This is a pretty fair trade off--one could argue more gear could be retained but we are going for single purpose efficiency and play balance here. This ship is a hit and run attacker for use on larger, less maneuverable ships. The closest real life comparison to it is a dive bomber , circa WWII. Bots and bats we can double from the Collector as well giving us 220/220. Matches the increase in hit points. So we have a ship comparable to a Barghest though with less energy, less maneuver and fewer and more limited weapons.
I think the above is a fair balance for a faction that needs both a bomber and gunboat of their own. I would fly this over a gunboat anyday. Making it available for sale to all factions (except Xeno and Hogosha or Kusari) gives everyone access to a torpedo bomber that wants one--making a role play profit sense for our entrepreneurial Junkers.
With a Collector escort it would be very interesting to see in action.
As a Junker I would certainly consider flying one.
That's part of what I hope the charm of this will be. It isn't weaponed and maneuverable enough to satisfy a high energy fighter jock and it can use protection to get to the target. Hopefully will give less pvp skilled players a chance to be a significant addition to a combat force. It also provides firepower (especially if escorted) of a level to discourage attack. Imagine engaging four of these along with four Collectors. Greatly reduces the need for gunboats and larger vessels for Junkers.
I like thy Idea sounds Interesting, And as the External Link, Love thy ship never seen thy design until now.
Thy only problem I'd see. Is thy . . Three Torpedo's May be able to see it, But. I doubt it will get approved. It would make thy Bomber, Too Strong. In my Point of View.
And, yet I'd love to see it in action.
Quote:Stats
40,000 power
4,000 power regeneration
28,000 hit points 3 x Torp/CD hardpoints
1x Countermeasure hardpoint 220/220 bots/bats
50 cargo
' Wrote:I like thy Idea sounds Interesting, And as the External Link, Love thy ship never seen thy design until now.
Thy only problem I'd see. Is thy . . Three Torpedo's May be able to see it, But. I doubt it will get approved. It would make thy Bomber, Too Strong. In my Point of View.
And, yet I'd love to see it in action.
For comparison, a Falcatta bomber has four class-10 gun slots, two class-five turrets, two torpedo mounts and a mine and countermeasure plus nearly 20k hit points and generates 48,000 power.
As this is designed to not be a good match for fighter to fighter engagements and is intended for 4.85 capital ships, its not over powerful in anyway.
No advantage here over hitting with two codes, two cannonballs, two krakens (turrets), a minirazor, inferno and nuclear mine in a Falcatta or other bomber. Its actually pretty modest--not even mentioning its a bigger target and less maneuverable.
1: It is a true bomber. It stinks against fighters and other bombers, since it lacks any normal guns/turrets, but it would be devastating to capital ships it comes into contact with.
2: It screams "Junker." It makes perfect sense that the Junkers would throw together pieces of numerous other ships they had collected as "scrap" and have them all retro fitted into one operable ship.
3: The 3 torpedo/CD mounts allow for infinite possibilities/combinations of various torpedo slot weaponry. This ship, I feel, would be perfect for protecting Junker bases from capital ships that violate the Junker base 5 klick no fire zone (As enforced by the Junker's congress, or .:j:.)
I would really like to see this squeezed into 4.85, but it's most likely doubtful..
Also, could I get a few pictures of that bomber from front, side, top, and diagonal views please?
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would be an awesome ship to have along side the salvage frigate for some awesome rp in sigma-13 salvage operations and 0mega -15 operations. they could use the bomber to break large pieces of things up and then the salvage frigate could come in and break up the rest with its arms. very nice ship here, i really like it.
' Wrote:For comparison, a Falcatta bomber has six class-10 gun slots, two class-five turrets, two torpedo mounts and a mine and countermeasure plus nearly 20k hit points and generates 48,000 power.
I'm afraid the Falcatta, and all current bombers, have only 4 gun slots, mate...
[8:32:45 PM] Dusty Lens: Oh no, let me get that. Hello? Oh it's my grandma. She says to be roleplay.
[12:49:19 AM] Elgatodiablo: You know its nice that you have all that proof and all, Bacon... but I just don't believe you.