LSF Ray MkIII
Contents
- 1 Description:
- 1.1 Original WoD Tech Room Description
- 1.2 Original WoD2 Tech Room Description
- 1.3 LSF Ray MkIII Tech Room Description
- 1.4 CRF Ray MkIIIM3v Tech Room Description
- 1.5 SF Ray MkIII Tech Room Description
- 1.6 SF Ray MkIIIE Tech Room Description
- 1.7 Ray MkIII Mercenary Tech Room Description
- 1.8 UGC Ray MkIII Tech Room Description
- 1.9 DD Ray MkIIIW Tech Room Description
- 1.10 Credits List
- 1.11 Name Origin
- 2 Performance:
- 3 Modding Resources
- 4 Gallery
- 5 Veteran Comments
- 6 External links:
Description:
Original WoD Tech Room Description
The third installment of the Ray line began production in NC0118, 34 years after the end of the Terran-Cyrvan war, and has served as the mainstay fighter of the LSF for 27 years. Unlike its predecessors, the Ray III was never intended as a platform for new technologies - its design was intended to be a cheap, multipurpose dogfighter. Its modular design allows maximum compatibility with the most current weapon systems. While versatile due to great weapons compatibility, the Ray III is not the most adaptable fighter once deployed due to only having a single primary and secondary bank. The reflective armor fitted on the Ray III is effective at absorbing hits from energy-based weapons, but is considerably less durable against solid projectiles.
'Manta J1880' Fusion Powerplant, output rated at 8745 kW
Maximum forward velocity: 80
180-degree turn time Yaw: 1.4 seconds
180-degree turn time Pitch: 1.5 seconds
Hull armor strength rated at 500
7th Generation 'Ery-B' fighter shield generator, strength rated at 1600
Original WoD2 Tech Room Description
The third installment of the Ray line began production in NC0118, 34 years after the Terran-Cyrvan war, and has served as the mainstay fighter of the LSF for 28 years. It's designed to be a cost-effective, multipurpose dogfighter.
This craft is slowly being phased out by the LSF but has remained popular with mercenaries because of easy maintenance.
LSF Ray MkIII Tech Room Description
The Ray Mk III is everyone's best friend, mechanics love it because its easy to maintain, pilots love it for its versatility, and mercenaries love it for its low cost.
It's third generation gimmick is it's ability to store weapons in a localized subspace pocket, giving it greater adaptability in the field.
This is the League Star Forces painted Mk III. It's plated with a reflective coating, which gives an approximate 15% reduction in energy damage, on the flipside, this coating is 10% more easily damaged by kinetic damage types.
-Tempest
CRF Ray MkIIIM3v Tech Room Description
The Ray Mk III is everyone's best friend, mechanics love it because its easy to maintain, pilots love it for its versatility, and mercenaries love it for its low cost.
The Commonwealth produced variant has some differences, they removed the hammerspace device and instead split up its primary banks in two banks of three. The CRF always tries to sell it as a preference, but everyone knows its really just a matter of cutting costs on the production progress.
The resulting surplus power from not having subspace weapon storage is used to provide juice to the HEX-87 shield generator, which is roughly 10% more durable and has an improved recharge rate over the standard SPELL-86a shield generator that is fitted in the SF Ray Mk III.
SF Ray MkIII Tech Room Description
This is the original Sol Force Mk III.
-Tempest
SF Ray MkIIIE Tech Room Description
The E variant fits the Sol Force profile, its faster and more maneuverable. But trades a bit of hull armor strength in exchange.
-Tempest
Ray MkIII Mercenary Tech Room Description
This Mercenary variant has reactive armor plating, which compared to standard armor, provides roughly 15% better protection against kinetic weaponry, but takes around 10% more damage from energy weapons. It also sports a fancy camouflage that is popular with mercs.
-Tempest
UGC Ray MkIII Tech Room Description
With the exception of a different coat of paint, the UGC version is the same good old Ray MkIII.
-Tempest
DD Ray MkIIIW Tech Room Description
The Delest Dynasty W variant exchanges the Subspace storage and the original weapon configuration for a heavier weapon loadout. Though it suffers a bit in maneuverability as a trade off.
-Tempest.
Credits List
- Original model by Spoon
Name Origin
Ray Mk III is one of the robots that the player can control in the game Custom Robo.
Performance:
Statistics
Name | LSF Ray MkIII | |
Type | Medium Multi Purpose | |
Description | Third Generation Fighter | |
Manufacturer | Sol Union Io shipyards | |
Yaw, Pitch, Roll | 2.9 - 2.9 - 2.9 s | |
Max Velocity | 90 (110) ms-1 | |
Rear Velocity | 30 ms-1 | |
Max Afterburner Velocity | 160 ms-1 | |
Max Afterburner Duration | 5.88 s | |
Hitpoints | 380 pts | |
Shields | 500 pts | |
Length | 18.57 m | |
Width | 19.56 m | |
Height | 8.39 m | |
Weaponry | ||
Primary weapons | ||
1st bank | 6 guns | |
2nd bank | 6 guns | |
Secondary weapons | ||
1st bank capacity | 40 | |
2nd bank capacity | 40 | |
Countermeasures | ||
Countermeasure capacity | 25 countermeasures |
Armaments
- LSF Ray MkIII
Default Statistics | |||
Bank | Guns | Capacity | Standard Loadout |
1st | 6 | 100 | CHI-MPC1v Proton |
2nd | 6 | 100 | Type-74 Cannon 74mm |
Compatible Primaries | |||
1st | EML-3 Laser, VX-02A Particle, VX-02X Particle, Type-31 Neutron, VK-01 CIWS 30mm, VK-01EXT CIWS 30mm, CHI-LRG2v Railgun, CHI-LSG7v Shotgun, LSG7v Shotgun Choke, VX-23FL XS Photon, Type-74 Cannon 74mm, Type-74 Energized Cannon 74mm, VK-03N Cannon 55mm, VK-03NE Energized Cannon 55mm, VX-08 Plasma, VX-08S ScatterPlasma, CHI-MPC1v Proton, Type-300 Neutron, Maser Gun Mod IVB, Ezchalon Scattershot | ||
2nd | EML-3 Laser, VX-02A Particle, VX-02X Particle, Type-31 Neutron, VK-01 CIWS 30mm, VK-01EXT CIWS 30mm, CHI-LRG2v Railgun, CHI-LSG7v Shotgun, LSG7v Shotgun Choke, VX-23FL XS Photon, Type-74 Cannon 74mm, Type-74 Energized Cannon 74mm, VK-03N Cannon 55mm, VK-03NE Energized Cannon 55mm, VX-08 Plasma, VX-08S ScatterPlasma, CHI-MPC1v Proton, Type-300 Neutron, Maser Gun Mod IVB, Ezchalon Scattershot |
Default Statistics | ||
Bank | Capacity | Standard Loadout |
1st | 40 | DHSM-3c |
2nd | 40 | LDRP-2 |
Compatible Secondaries | ||
1st | DHSM-3c, LDRP-2, LRAS-7, SMHS-15, VFAS-16, ATASM-4, CAS-9, DRG-1LI, HDRP-11, HLP-1 | |
2nd | DHSM-3c, LDRP-2, LRAS-7, SMHS-15, VFAS-16, ATASM-4, CAS-9, DRG-1LI, HDRP-11, HLP-1 |
Modding Resources
- $POF File: LSF_RaymkIII.pof
- Texture list: LSF_RayMkIII;damage
- $POF File: CRF_RaymkIIIM3v.pof
- Texture list: CRF_RaymkIIIM3v;damage
- $POF File: SF_RaymkIIInu.pof
- Texture list: SF_RayMkIIInu;damage
- $POF File: SF_RaymkIIIEnu.POF
- Texture list: SF_RayMkIIInu;damage
- $POF File: RaymkIIImerc.pof
- Texture list: RaymkIIImerc;damage
- $POF File: UGC_RaymkIII.pof
- Texture list: UGC_RayMkIII;damage
- $POF File: DD_RaymkIII-W.pof
- Texture list: DD_RaymkIIIW;damage
Gallery
Veteran Comments