Star Wars Roleplay: Chaos

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Approved Tech Mauler Mass Driver Cannon--MMDC

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Mass-Driver.png
Image Source: Dis guy
Intent: A unique ship-mounted weapon to diversify the space combat options.
Development Thread: Here
Manufacturer: Justice Yards
Model: Mauler Mass Driver Cannon (MMDC)
Affiliation: Justice Shipping
Modularity: Yes—may fire durasteel rounds instead of their assigned rounds. Or lighter metal projectiles
Production: Mass-Produced
Material: Durasteel, electromagnets, weapon parts
Classification:
Size: Ship-Mounted
Length: 10 meters
Weight: 1 ton
Ammunition Type: projectile
Ammunition Capacity: varies on the size of the ship; generally 6 no more than 10
Effective Range: Capital ship, as far as a turbolaser—beyond that accuracy is void. The weapon is worth 3 turbolasers (energy wise and all) with the punching power of 5.
ate of Fire: Slow—the writer may post a MMDC firing their every third post (e.g: 1st…4th…7th….10th, etc) for reloading and charge-up. Note that they may have three MMDC’s firing in tandem every post.
Special Features:
--Anti-armor rounds: the fact that these rounds carry the force of 1,152,000 Newtons (450 kgs, going at the speed of 2.56 Km/s) means that using the laws of physics—this is going to breech all but the strongest hulls. Note that an object lauched from this that is lighter will have fewer Newtons behind its force, though the speed is constant.
--Anti-particle shield matter: The core of the rounds fired by a MMDC have been enhanced with extra neutrons. More neutrons mean heavier atoms, heavier atoms mean atomic instability. While this is not on par with an atomic, bomb, it is enough to cause a calculated effect. When the round of an MMDC comes in contact with a particle shield, the massive amounts of energy released will weaken if not completely disable the shield—as well as vaporize the round. Note: this only applies for standard rounds designed for the MMDC. Anything else will not have this effect and is subject to the regular alterations caused by contact with a particle shield.
Description:
Strengths:
++Anti-armor rounds: see above
Weaknesses:
--Limited targeting: Anything smaller than a Corvette is completely outside of this weapon’s targeting capacity
--Slow reload: The user of a vessel with a MMDC must post two more times before they may use it again, accounting for its slow reload and recharge
--Massive energy guzzler: Due to the amount of power that is required to operate this weapon, a ship equipped with it must remove other energy-consuming objects; these could be lifesupprt, shields, other weapons, fast engines, etc.
--Bulky: due to the weight of this weapon’s rounds and the weapon itself—the ship with it must forgo ordinance such as Proton Rockets, Proton torpedoes, concussion missiles, etc and even some of its cargo capacity
--capital class only: For very obvious reasons, this weapon cannot be equipped to anything smaller than a frigate
--Quite a large crew: the ideal crew to man this weapon is 5; the minimum is 3. These beings must be trained in the specifics of this weapon or they will be unable to operate it effectively.

James Justice wanted to design a weapon that was able to punch a massive hole in hulls and make people think twice before they messed with him or his family. So he commissioned Tony Benetta, a weapon designer (and NPC) to design it. His specifications were quite simple, a projectile that would be unlike any other that could help wear down other capital ships. When the spacer returned to the weapon maker a few months later he and Stardust tested it out. On regular ships, the damage was enough to cause a massive hull breech—however massive was variant upon design and the material of the hull.
Primary Source: Mass Driver (Wokiee); Tony Benetta.
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
RESEARCH REVIEW
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Star Wars Canon:
Pending initial review
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Starwars Chaos:
Pending initial review
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WITHOUT DEV THREADS
Pending initial review
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WITH DEV THREADS
Pending Initial review
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SUGGESTIONS
Pending Inital review
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
[member="James Justice"]
First Time I have seen someone use Impluse. :)
You need to change that to KM/s
1152 newtons is not alot. it is basiclly 257 pounds per square inch of force.
at km/s this should be 1,152,000 newtons that makes the force 258979 pounds per square inch of force.

Normally we measure all this in joules or tons/tnt but Newtons is ok. Calories or KG or pounds per inch would be a better measurement of this. something dealing with force rather than impulse. anyway ...

So make the velocity = Km/s



James Justice said:
will weaken if not completely disable the shield
you will have to remove this part. While this may be true of smaller ships like freighters, large capital vessels have shielding powerful enough to withstand thousands of terajoules of energy.

when this all boils down to role play the weapon basically needs to be compared to a turbo laser. How many turbolasers do you feel this is equal to?
 
[member="Reshmar"]

Ok, I removed the part about the shield stuff and I edited the impulse. I equated its power to three turbolasers--however only because it can be fired once every third round and I felt this would be a decent balance, perhaps? If I need to knock it down to two then I am ok with that :)
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
[member="James Justice"]
You could count it as anything you like. if you want it to be 3 thats cool. WIth it's reduced rate of fire you could make it even more powerful if you like. Normally a weapon with such a slow rate of fire would be more powerful as far as hitting power. So you could say it is worth 3 turbolaser cannons but has the hitting power of 5 with the 1/3 rate of fire of a standard tlas. this gives you more power per weapon at the cost of rate of fire which balances it out.
 
James Justice said:
Effective Range: Capital ship, as far as a turbolaser—beyond that no significant damage is dealt.
A projectile launched through space will never slow down until it collides with another object. A mass driver, in effect, will continue to do the exact same damage to an object as it would at its effective range as it would a light year away. Obviously we can say that trying to shoot something from that far away, or in this case farther than the standard capital ship turbolaser's range, is not going to be very effective in terms of accuracy, but it is still going to have the same damage output from 400 meters as it would from 10 km, assuming the object hits something.
 
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