OUT OF CHARACTER INFORMATION
Image Credit: Here
Intent: To make the standard armament of the Lakonian Colonial Fleet.
Canon Link: N/A
Restricted Missions: N/A
Primary Source: N/A
Manufacturer: Thirteen Colonies of Lakonia
Model: Lakon Kinetic Gun
Affiliation: Mara-Perlemian Trade Council | Thirteen Colonies of Lakonia
Production: Mass Production
Material: Durasteel, Agrinium, Tunqstoid, other materials
Classification: High Velocity Mass Driver Cannon, Three Standard Classifications
- Class 1 (LLKG- C/42) - Light Turret - (13cm bore) Equivalent to a rapid-fire turbolaser.
- Class 2 (MLKG- C/44) - Medium Turret - (26cm bore) Equivalent to heavy, rapid-fire turbolaser.
- Class 3 (HLKG-C/62) - Heavy Turret - (38cm bore) Roughly equivalent to an 'Extreme' weapon emplacement (10 turbolasers).
Ammunition Type: Various Kinetic Rounds (all types include tracer variants)
- KEP - Kinetic Energy Penetrator: The standard round. A solid Tunqstoid core with a soft Agrinium jacket. Fired at very high velocities, it is very effective against most types of conventional armor plating, but is unremarkable when dealing with Particle Shields.
- ECJ - Energy Coating Jacketed: Developed during the centuries of war with the Hutts, the ECJ rounds features a standard shell with a ion charge on the tip that activates after being fired. This wraps the round in an ionized field, similar to a Ion Torpedo, that does incredible damage to shields on impact. However the round is weak against armor and hull.
- HEC - High Explosive Charge: A fairly conventional round with a high yield explosive core. Designed to shatter hull and wreak havoc on internals, but somewhat weaker against dedicated armor plating and shields.
- PC - Proton Charge: A fairly standard Proton Round, appropriately sized up, very destructive. Somewhat volatile and not produced in large amounts.
- FBR - Flechette Bursting Round: A large area of effect round that saturates the immediate explosive zone with high velocity shards. Lethal to strike craft, but hard to target. Typically used as an area-denial weapon, rather than actual point defense.
Ammunition Capacity: Varies by Ship, typically very high (effectively unlimited).
Class 1 - Light Turret
Class 2 - Medium Turret
Class 3 - Heavy Turret
Rate of Fire
- Multiple Ammunition Types
- High Damage - Especially against unshielded targets. High Velocity+High Density=Large amounts of latent energy, especially for the Class 3 mounts.
- Long Range - While effective range is limited by targeting systems, the kinetic nature of the weapons mean they do not lose power over distance, and the larger variants (Class 3) fire with such high velocity that their effective range is quite far.
- Generally Very Effective Against Conventional Armor - Originally designed to punch through solid armor plating.
- Adaptable Ammunition Types - Different rounds tend to be extremely effective against one particular type of defense, but inferior against others.
- One-Two Punch - Loading an ECJ followed by a KEP/HEC/PC and firing in the alternate mode can result in a devastating strike that can weaken shields in a local point and then punch through them.
- Barrel Consolidation - More power in a single gun makes it a lot easier to cripple firepower by destroying turrets.
- All Kinetic, all the time - No need to power up Ray Shields.
The standard weapon on Lakonian warships for thousands of years has been a variation of a mass driver cannon. Initially used because turbolaser technology was unknown to the early colonies, the weapons proved very effective against early Tionese warships and was retained even as more advanced technology became widespread. (Conversely, the Lakonian Colonies were quick to adopt shields). Over the years the weapon systems have changed forms and become more advanced, and the modern version is known simply as a 'Lakon Kinetic Gun,' often abbreviated to 'LKG' or called simply a 'naval gun.'
Lakonian kinetic weapon technology is incredibly mature, largely due to the fact that they never discarded use of conventional ballistics. Comparable to Verpine Shattergun technology as far as approximate muzzle velocities and power go, but appropriately sized up. Consequently the weapon mounts used by the Colonial Fleet tend to be, on a mount-for-mount basis, more powerful than a turbolaser turret, due to the extremely high muzzle velocities achieved by the weapon systems and nature of the rounds fired. They are very power hungry and require plenty of ammunition storage however, and as a rule Lakonian warships feature fewer individual turrets than similar-sized vessels with conventional weapons.
There are four classes of turret, each detailed above. In the Colonial Fleet they are usually known as the Light, Medium, Heavy, and Superheavy Guns, though they do have specific caliber designations as well. Weapons are arranged into batteries usually tied in to linked Fire Control Gun Director systems,and targeted and fired from CIC, allowing for excellent grouping precision against single targets. The weapons are also able to be controlled manually (that is, by local gun crews) which increases their versatility but dramatically reduces their accuracy and precision.
The Heavy variant is a twin-barrel weapon, with both barrels being part of the same weapon system and thus required to fire on the same target. The guns are very accurate at range though hitting a target is still largely a function of the host combat system. Overall damage is high across the board compared to turbolasers of equivalent size or amount, but varies heavily depending on what round is being fired and what it is hitting (armor, shields, hull, etc).
Otherwise the features for all three classes are fairly similar. They all feature auto-loading drums that can hold a variety of different round types and pick and choose what to fire based on operator input, computer decision-making, or manual loading. Rate of fire starts at approximately 120 rounds a minute for the Light Guns and gets progressively slower, with 80 rounds a minute for the mediums and 50-60 for the larges. Rate of fire is limited as a function of design (to limit barrel stress) and also as a result of capacitor charging limitations. This built-in redline can be disabled temporarily, giving all classes of gun an alternate fire mode which involves storing a large charge for a two-shot burst (the one-two punch). This mode is taxing on the weapon and cannot be used repeatedly. Ship commanders often open a barrage with this or use it to 'finish' an engagement.
It must be noted that these are dedicated capital ship weapons and cannot be placed on starfighters. They require large amounts of power and large ammunition stores. The larger mounts cannot be fitted on smaller ships either, with Heavy Mounts requiring at least a 200m ship.
Edited by Edwin Mad-Thane, 17 January 2018 - 10:30 PM.