a fighter from the Dark Nova Roleplaying Game expansion WAR!.
The principal fighter of the Ahrugan Tribal Confederation, the Bran Rua exemplifies Ahrugan military ideology. Tough, powerful, adaptable, and costing far more to produce than five fighters in a similar class from most other nations, this fighter is a deadly predator to encounter. Forward-facing APPC pulse cannons allow for tremendous directed energy forward firepower, and internal SRM and LRM batteries in the wings add to it’s offensive punch. Two AP lancer ball turrets in the rear- one dorsal, one ventral- provide directional defensive and point-defense firepower as well. An advanced ECM/ECCM boom in the tail makes targeting this fighter difficult at best, and utilizes a displacement field generator, scan jammer, comm jammer, and other potent Electronic and Network Warfare Operations hardware.
Defenses are significant, but straightforward as is befitting Ahrugan ideology. A cellular superstructure overlaid by a half meter to meter-and-a-half thick atomically-bonded metallic hydrogen and carbon-turine hybrid laminate battleplate gives the Bran Rua the thickest skin of any fighter in her class. Due to the superconductive properties of metallic hydrogen, incoming energy is dispersed across the whole of the hull, radically reducing the impact to the plating itself. This means that, pound for pound, metastable metallic hydrogen is several times tougher than Turine. If the armor plating wasn’t enough, the Bran Rua fields a triple layer of ablative and deflective shields.
Speed and agility have not been overlooked. While not as agile as an interceptor, the Bran Rua is much more maneuverable than fighter-bombers and corvettes. Two engine nacelles each contain a dual-core gravitic drive for propulsion and maneuverability, and a secondary single-core drive for fast-banking maneuvering. There are two primary versions of the Bran Rua, their primary field version and a deadly interdictor version deployed from patrol and picket ships. The former carries a Class II jump drive behind the cockpit, and the latter carries a Jump Point Destabilizer (Rating 4 standard) for scrambling the cynosural field connecting the target’s jump drive to hyperspace.These interdictor models are less common, and generally include far more ENWO gear and cloaking field generators.
Original design by Roman Kochnev for Dark Nova Games, modified by me.
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