|Zeta-2 Balista Starfighter|
Kuat Drive Yards
Zeta-2 Baslista Starfighter
|Max speed (atmosphere):||
20,900 km/h (with defector shields on)
Class 0.6 (Combination with Hyperdrive ring)
Durasteel-reinforced Aulsteel alloy
Y5 integrated AstroNavigational and Repair Unit (ANRU)
High-Velocity Emergency Thrust Output (HVETO)
Heavy Laser Cannons (2)
Heavy Repeating Laser (2)
Dual Proton/Energy Torpedoes Launching Tubes (2)
Concussion Missile Launching Tube (1)
Binary Fire-Linked Laser/Ion Cannon (2)
Light Repeating Blaster (Equipped to ANRU, 1)
Capital Ship Interceptor
Clone Wars Era
New Republic Era
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"I was flying a shuttle carrying Governor Korth, when I saw this malformed Eta-2. I thought it might as well be a Jedi flying to the planet. One of the gunners try to shoot him down in anger from their traitorous actions, then all hell broke loose. Me? I just jump into an escape pod with the Governor and jettisoned. But not before the starfighter blow my legs off. From the viewport on the pod, I saw that darn IME logo. Then I knew it must be a Zeta-2."
-Unidentified Republic Alliance of Regions Pilot
The Zeta-2 Balista Starfighter also know as just Zeta-2 is the successor of the infamous Eta-2 starfighter used by the Imperialism Monarch Empire late during the Clone Wars and the Galactic Civil Wars.
Like most of the revolutionary ships in the era, the Zeta-2 holds the S-foil for heat distribution and maneuverability. In addition, the craft processes multiple retractable panels to reveal hidden weaponry within. When the panels are fully extended the ship only shows its heavy laser cannon and resembles a lot like the Delta-7 with a gap down the center line and S-foils hanging loosely on the dorsal wing surface. Upon the time the panels are withdrawn to their limit and S-foils extended, the starfighter resembles an overpowered Eta-2 with enough power to take on a star fleet of Venator Star Destroyers. Along with that, any chances of evacuate can be done by a High-Velocity Emergency Thrust Output or HVETO. The ship held a Class 3 hyperdrive system which make it independent from capital ships to reach its destination. With the help of a hyperdrive ring, the ship can reach the destination with a Class 0.6 speed.
During the ship testing, the system keep its peak functionality even after getting a direct hit with a class one ion cannon. The thrust vectoring panels make the starfighter so maneuverable that the ship can fly through an asteroid field with minimum scratch on the hull surface. Shield generators within the starfighter is unusual for a starfighter class, as the protective powers is as strong as a shields for a combat shuttle. The cockpit and all parts of the starship is air tight, even during attack mode, for the submerge protocol.
In the atmosphere, the ship's speed reach 5,980 kilometer per hour, but with the deflector shields on, the starfighter lurches to 20,900 kilometer per hour.
For in-fight help for navigation, repairing systems or to just keep a company during solo missions, the Y5 AstroNavigational and Repair Unit also known as ANRU is there. The unit is hardwired into the ship's mainframe and do the same purpose as any Astromech unit. Within the dome holds a light repeating blaster to protect the ship from close encounters with hijacker such as the Buzz Droids, or any personal who tries to steal the ship. The Unit has control with every system in the ship and smart enough to win the battle themselves. The droids often has strong bonds with the master of the ship, as it will sacrifice itself for its master. In an attempt of a robbery of the ship, the ANRU will lurch the ship to orbit and open the cockpit.
The Zeta-2 held two types of modes, fitting for the situation faced.
The Casual Mode is used for casual flights, though not recommended for high intensity course of actions. During this mode, the only weapon online is the two main heavy laser cannons, which is more than enough protection against a small convoy of enemy fighters.
When trouble time rises beyond control of the casual mode, the starfighter have the full ability to make sure that is taken care of. With a specific combination of controls and switches--for security reasons--array of panels rolled back to reveal the horror it contains. With more than enough power to take down a frigate, the starfighter head toward its doomed target with a speed exceeding 6,000 G. This is so vial to the reputation of the starfighter that it was given the rank of Capital Ship interceptor.
The Zeta-2 is one of the most well armed ship of the time. During the Galactic Civil War, one Zeta-2 faced a Rebel convoy armanda and destroyed seventeen B-wings, twenty three X-wings, nineteen A-wings, a cargo freighter, and twenty nine Y-wings before being shot down by an X-wing thought to be commandeered by Luke Skywalker. Ether that pilot has skill or just plain lucky, no one knows, but an ability to sustain that amount of damage is rather remarkable. It has been reported that the last transmission sent by the pilot was "Heh, don't worry Command, this ship just got some marks on her, I will clean it off when I got home. Meanwhile, let me finish this warm up." All of these weapons except for the torpedoes and missiles work underwater.
Heavy Laser CannonsEdit
The two heavy laser cannons, also known as main or primary cannons, are equipped to front of the ship and is the only weapon aboard that is online during the Casual Mode and is not covered by any sort of armor plating. These lasers can be fired in various configurations; from pairs simultaneously to full barrage fire-linked volley. A burst from the cannons can easily turn an unshielded scout craft to space junk.
Heavy Repeating LaserEdit
Held beside the main cannons, the heavy repeating laser, or secondary cannons, are only shown during the attack mode. These cannons spit out a devastation wave of thirty high speed bolts per seconds. Normally used to soften the target's shields before the main cannons can finish the job. At other time it is used to clear asteroids from the path of the capital ship.
Dual Proton/Energy Torpedoes Launching TubesEdit
The dual proton launching tubes are located under the forward wing structure, with all together of four openings in the hull. Each held eight high-yield proton torpedoes, stored in a chain rack. Once out of torpedoes, the system will go into a secondary function as an energy torpedo launcher. During casual mode, a durasteel panel slides over the opening to prevent detection. Combined power of four torpedoes hitting the target simultaneously is sure of a destruction.
Concussion Missile Launching TubeEdit
Through out the galaxy, planetary bombing has been an advantage in many battles. Some crafts, like the Zeta-2, is created with that thought in mind. The concussion missile launching tube is held under the cockpit module and held five concussion missiles. Like the dual proton/energy torpedoes launching tubes, a panel slides over the opening during the casual mode. Due to it being under the cockpit, once fired, the concussion missile will go between the wing prongs, which act like a magnetic accelerator, making the whole starfighter a rail gun. Once out of the wing prongs, the projectile will now go at the speed of eighty kilometers per second and the impact will be equivalent to seven hundred thousand megaton bomb; but in space, due to lack of gravity, the energy emitted will surpass their gravity bound counterparts; which is more than enough to destroy the shield generator of capital ships. But for close range targets, the magnetic accelerator can be switched off for the convenience for aiming.
Binary Fire-Linked Laser/Ion CannonEdit
The binary fire-linked laser/ion cannon is a repeater with dual barrels that is located on each side of the outer wings of the starfighter. The outermost barrel fires laser bolts while the innermost barrel fire high intensity ion bolts. When used in conjunction upon pressing the trigger, the ion blast disable the shield of ships while the lasers finishes the ship, very much like as how the primary and the secondary cannons work together. During casual mode, a panel slides over the barrels to conceal it.
Light Repeating BlasterEdit
Located within the dome of the Y5 integrated AstroNavigational and Repair Unit, the light repeating blasters are used to protect the ship and the droid itself. When extended, the blaster will be shown on the right side of the dome and the head becomes a turret. The blaster normally used against hostiles such as hijacker like the Buzz Droids, and ship robbers. When nothing helps and their master is away, the ANRU takes full responsibly of the ship and its systems, doing what ever they can to free themselves of the hostile. During this point, the ship itself is a part of the ANRU, as the droid control every function from canopy control to weaponry functions.
The submerge protocol is used for an cunning edge in the water planets, as the ship can fake a crash to dive beneath the waves and take the advantage of where most other ships blaster bolt cannot penetrate the water line. This could also be used for attacking underwater stuctures such as a hidden shield generator, in the case of Kamino. While the ship cannot fire any missile or torpedoes while underwater, due to the projectile's specification of atmosphere/space only, the rail gun effectiveness is still at its full protential, allowing the concussion missile to be an active use of destruction.
Since the sublights have no positive effect in the aquatic enviroment, the ship manuver through the water by the means of high intensity repulsorlifts. To make the ship faster, throughout the ship are strips of heat projector, which evaporates the water around it, thus, forming air bubbles that reduce water friction. With submerge protocol fully engaged, the starfighter plows its way though the water at twenty kilometer per hour, or seventy kilometer per hour in casual mode, due to less water resistance. The heat strips also protect the ship from aquatic preditors, who will most likely burn themselves upon grabbing the starfighter.
"Hold on steady, this is going to be rough!"
"Hostile at two-point-six!"
"Got the blasters trained on him...there! We wouldn't see those scum for a while..."
"Command called, they said that will be the last of them. Return to base immediately. Navigator? If you please?"
-Communication between pilot, sensor officer, gunner, communication officer, and navigator
Also known as Zeta-2E Balista Starfighter, these lager variation are nearly three times the size of the standard variant with 23.7 meters in length. They are rarely found in the navy, but when they do, it is a sure victory. The cockpit are accountable for six people including the pilot, gunner, navigator, communication officer, sensor officer, and the shield officer.
Though nearly identical to their smaller counterparts, the firepower can be compared to a powerful frigate. In addition to the standardized weaponry, the Zeta-2E boasted two powerful rear mounted ventral wing laser cannons and forward arc shield disruptors. The ammunition clips for the torpedoes enlarged also, as the ship can carry a total of 24 proton torpedoes and 10 concussion missiles.
Due to size problem, the starfighter do not relay on the hyperdrive ring boosters for faster travelling time. To do this, the ANRU system was removed in the favor of a navicomputer, which needs a navigator to operate. The onboard hyperdrive has the rating of Class 1, which is fast enough to catch up with capital ships.
Due to the larger craft and added weapons, more men is required to maintain the craft in combat. In the place of the the standard one man cockpit of the original Zeta-2, the enlarged version has six seat positions in the oversize cockpit to accommodate fit in the bigger spaceframe. The pilot and the gunner sits in a raised platform in the middle of the cockpit. By their right sides are the positions for the navigator and the communication officers, and to the left is reserved for the sensor officer and the shield officer.
The pilots control the starfighter's flight control, flight mode, and the heavy laser cannons. The gunners deal with the other weapons onboard the starship. The Navigator calculates the coordinates for the hyperdrive. The communication officer deals with transmission coming in or transmitting out. Sensor officer detects and zeroes in on the hostile target or report of the condition up ahead. The shield officer deals with power distributions from weapons to shield and to focus the power where it is needed at the most.