Devils incoming! Prepare for heavy losses!
-Golden Hegemony pilot commenting on the Diavel
Specs
Classification: Diavel Medium Air-superiority/Ground attack Gaia Striker
Superior Alliance nick name: Devils, Dia, Diva
Length: 22 meters (not including cannon barrel)
Shielding: Monster strength Energy barrier
Armour: Ne0-Carbonium (New form of carbon material)
Powerplant: Antimatter, universe entropic engine x2 (powered by the entropy of the universe)
Top speed Flying: Mach 20
Max ceiling: suborbital on Earth standard planet
Range: Unlimited
Seating position: Ducati 1199 Panigale
Weapons:
50 mm Explosive initiated plasma propelled plasma armed cannon x 1 (mounted under cockpit, can carry 60 rounds), Rotary launcher missile system x 4 (Mounted 2 per side of the main fuselage each launcher is able to carry 6 missiles with two reloads, for a total of 72 missiles total, concealed when not in use, reveal when missiles are fired), Micro missile launch bays x 4 (one mounted under each lift body, one mounted on top of main fuselage and one mounted below, can carry *classified* micro-missiles, concealed when not in use), 45 mm gatling cannons on movable armature x 2 (Mounted in front of lift bodies, concealed when not in use, can move and aim guns in a 45 degree cone in front of fighter, carry 3000 rounds), Energy projection system x 1
Using the energy absorb barrier the Diavel can power its overcharge weapon system. Energy blast are asorbed for 5 seconds and this will power the overcharge system for 2 seconds. The energy absorb barrier then msut cool down for 20 seconds.
Mode A
Focused fire
Normal
General use concentrated fire. Augmented by two rotating energy spheres which added to the fire. Creates a complicated fire pattern especially when maneuvering which can rip thru lightly armoured enemies and wear down heavily armoured enemies.
Overcharge
Anti-armour beam augmented by energy spheres discharging piercing screw lasers. This mode is for utterly destroying armour or shielding. A short burst in this mode is enough to tear thru most armoured targets.
Mode B
Wide Damage
Spreading armour piercing shots over a wide an area as possible. Good for dealing with swarms of fighters or to soften up a large armoured target for follow on attacks by other weapons. Good mode for wide area of attack.
Overcharge
Solid wide beam for spreading as much damage over a wide area. Could cancel out enemy projectiles so it could also serve to “reset” situations if the Diavel found itself cornered by a barrage of bullets.
Mode C
Single target seeking shots. Once the Diavel locked onto a target all shots in this mode would send energy spheres to chase the target no matter what maneuvers the Diavel was pulling off. Good weapon to use for dog fighting.
Overcharge
The shots turn into a solid “serpent” beam which locked onto the target while the rest of the “serpent” would move with the Diavel. A good strategy was to lock onto the wing commander in a group of fighters and maneuver around the group to drag the “serpent” over the whole group to damage them.
Special A
Absorbing more energy then was necessary to use the overcharge system (seven seconds) this energy was then expelled in an area clearing 360 degree sphere. The system would then have to cool down for 30 seconds before it could be used again. A trump card to be used when the going got tough.
Special B
Fired out a curtain barrage of micro-missiles over a wide area. Good for many situations such as saturation bombing, weakening large armoured targets, or clearing away swarms of fighters. Required 4 seconds to set up targeting systems but once this refractory time was over all hell would break lose.
Misc systems
Energy absorb barrier, overcharge weapon system, barrage missile targeting system, discreet active stealth systems, Multi-lock radar
General
The premier multirole fighter of the Striker forces. Able to perform a multitude of roles this fighter demanded a great deal of skill form its pilots. Equipped with fast accelerating engines this fighter could out-run, out maneuver and out stop most of the oppositions thrown against it. Packed with the best available equipment this Striker was suited for both strike and attack roles. Combined with all this was the capability of having a much reduced radar signature. Not really approaching full stealth fighter status this Striker was still hard to pick up on radar and combined with its speed it could easily penetrate many air defense grids. The Diavel would continue well into the foreseeable future as the main multirole fighter of the Gaia Striker forces.
Weapons
Armed to the teeth the Diavel was equipped to deal with almost any enemy. The main cannon was an explosive initiated plasma rocket shell armed with a plasma warhead. This cannon was based off Grand Alliance Shock cannons but instead of initiating the shells flight by rail gun it was initiated with “conventional” explosives. Slow to fire this cannon was used to finish off enemies or as an opening shot on heavier tanks or airships. Behind stealthed out fron panels were two 45 mm gatlings that could swivel in a 45 degree arc in front of the fighter. This allowed the Diavel to perform strafing runs, lock onto targets in the middle of difficult maneuvers, and generally have an effective physical weapon. Armed with multiple micro-missiles as well as conventional missiles (covered in loadout link) the Diavel had many ranged options at its disposal. The energy projector systems were very advance and had multiple modes of fire. On top of this was an overcharge system powered by energy absorb barrier.
Weakness
To allow for the Diavel to be fast, maneuverable, somewhat stealthy, and carry a large weapon load the armouring had to be lightened. This meant that the Diavel was fragile, but this was to be expected of most high performance Gaia Strikers. High pilot skill and the willingness to push the Diavel to its limits were the necessary qualifications for anyone wanting to pilot a Diavel.