Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Mjolnir Cannons

Status
Not open for further replies.
denis-rakaric-turret-01.jpg
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Variable Warhead Mass Driver
  • Size: Extremely Large
  • Weight: Extremely Heavy
  • Ammunition Type:
    • Mass Driver Rounds carried over from the Hades Program
      • TDWRM-1 High Explosive Shell [800mm]
      • TDWRM-2 Armor-Piercing Shell [800mm]
      • TDWRM-3 Armor-Piercing Discarding Sabot [600mm]
      • TDWRM-4 Ion rounds [800mm]
      • TDWRM-5 Super Ion round (Full power only) [800mm]
      • TDWRM-6 Boarding Pod (Low power only) [800mm]
    • Mass Driver Rounds chambered in new Weapon's Caliber
      • TDWRM-7 High Explosive Shell [1600mm]
      • TDWRM-8 Armor-Piercing Shell [1600mm]
      • TDWRM-9 Armor-Piercing Fin Stabilized Discarding Sabot (Full Power Only) [1200mm]
      • TDWRM-10 Ion rounds [1600mm]
      • TDWRM-11 Super Ion round (Full power only) [1600mm]
      • TDWRM-12 Boarding Pod (Low power only) [1600mm]
  • Ammunition Capacity: Very Large
  • Effective Range: Extreme
  • Rate of Fire: High
  • Stopping Power: Extreme
  • Penetration: Extreme
  • Recoil: Extreme
SPECIAL FEATURES
  • Second generation Hades cannon, that is now chambered in 1600 mm x 5000 mm variable warheads. That being said it can still utilized older and smaller Hades 800 mm x 2500 mm rounds.
  • Recoil system has been revamped and reinforced, and has been scaled up to meet the needs of the cannon. This includes solving the issues of the older Hades by increasing its firing arc in both directions on the Vertical Axis.
  • Auto-loading system allows for this weapon to fire one shot per cannon barrel once every ten seconds. That means if you stagger the rounds from this turret you can fire a round every five seconds.
  • Reinforced high power servo motors and ability to integrate with advanced targeting systems allows this to engage most capital ships effectively, however the kinetic nature of the rounds means that at longer ranges more maneuverable capital ships will be able to evade more effectively.
  • Ionite-A shielding built into the weapon system allows for it to ignore most Ion/EMP based attacks due to Ionite's natural anti-charge abilities without accidentally rendering the rounds inert due to its construction.
  • Weapon can be controlled remotely from a weapons station allowing for much safer operation by keeping the actual gunners well away from all the moving parts.
  • The Mjolnir can toggle between automatic and manual firemodes, as well as be firelinked in multiple weapons groups. As well the gun system has a variable power settings, utilizing multiple power settings to alternate between delivering continuous rates of fire, or sending out hammer blows to help finish another ship off, or finally an all or nothing full power mode which actually draws power from other weapon systems, either forcing most other weapon systems to set to low power and reduce rates of fire to a crawl, or straight up shut down. This however gives the captain over the vessel an immensely powerful, single shot. When used with a Super Ion round this shot is capable of even disabling all stations with a single round, with the Amor Piercing Fin Stabilized Discarding Sabot round this will make it punch through battlecruisers or even super star destroyers. This however leaves the ship open to most other attacks, and should only be used in the most dire of situations as it's only one shot, so you better make it count. And unlike the Hades, this round is 1.6 meters wide, and 5 meters long.
  • Can be mounted only on ships of 1km or greater due to power requirements.
STRENGTHS
  • Raw power squared: This cannon is a direct predecessor of The Hades Mass Driver Cannon. It's bigger, it's badder, and it fires projectiles twice the size of the original Hades. When it comes to turret based artillery, none compare when it comes to the god of thunder's personal hammer, Mjolnir. Especially when you consider the following. This cannon when set to maximum power, can hurl a 1.2 meter wide, 5 meter long armor piercing fin stabilized discarding sabot phrik coated solid tungsten cored round at a fraction of the speed of light, at a target. Imagine the power out put, it takes to do that.
  • Long range or close, I can still hit you: Unlike traditional turbolasers, masers, or laser based weaponry this weapon does not care at all what range you are at. These rounds will impact with the force of a vengeful god letting any know of the opposing ship that something very, very angry just hit them. And that's if you're lucky and aren't a stray Corvette that just so happened to get caught up in this thing's firing path and get utterly annihilated.
  • Versatility: The ability of this cannon to not only track faster moving targets such as corvettes and frigates with the proper targeting systems, but get good firing solutions with proper leads means that this cannon is a threat to any capital ship on the battlefield. And for star fighter jockeys out there, remember spacing is very, very, very important.
WEAKNESSES
  • Can't actually target fighters: So while the HE rounds of these cannons are great for clearing massive swarms of enemy fighters, they aren't that great at being able to track individual fighters, especially since most fighters a much much more maneuverable than any size of capital ship.
  • Training/Maintenance intensive: The Mjolnir cannon for all of its wonderous design implements and features to keep the weapon as stable and durable as possible is still a very large weapon that puts out literal megatons of energy per shot. This thing causes a lot of strain on itself and the higher you raise the weapon's power output, the more damage you do to the structure and magnetic coils of the cannon. Now while this cannon is specifically over-engineered compared to its smaller counterpart, it is still very plagued by the very same problems that The Hades cannons suffered when using this thing at full power. This means once this cannon gets fired at maximum power, you won't be able to do so again, if the cannon will even function at all. This puts a huge risk behind disabling the weapon's many inherent safeties that are built into the weapon's physical structure and hard coded into the weapon's fire control.
  • Be careful when damaged: This weapon has massive amounts of energy running through its systems. Systems that are already being pushed to their peak capacity to keep the gun running at maximum effectiveness. If you damage those systems, especially the recoil management and power management systems, this gun won't fire at peak capacity. And that's for a reason. If this thing fires without these guns in any sort of damaged condition, this weapon will explode and that energy that was going to fling those utterly massive rounds into space, will now instead tear your ship apart. You've been warned.
DESCRIPTION
The Mjolnir. The second generation of weapons developed straight from the source of awe inspiring power of The Hades, these cannons are truly god like. They took the stripped down versions of what the Aegis had to use to make it work for their vessel, and then upped everything to max level of power output they could. That meant all of the shortcuts, reductions and features they had to cut from The Hades to make it work on a vessel just 350 meters long, were no more. This thing utilized all of the major technological leaps in advancement from The Hades to reach the end state of one of the most powerful cannons you could ever put on a ship. And these cannons have the ability to swap from a lower rate of fire high energy artillery mode, to a higher rate of fire and lower energy mode that makes them in essence a slow firing auto-cannon with 5 meter long shells. These cannons are meant to beat the brakes off anyone that tries to engage whatever these cannons are on. And they are meant to do this at any range. Now while they aren't great for combating star fighters that are taking proper evasive maneuvers the Mjolnir can most certainly serve as a flak gun with its massive HE shells. And in a blast that large, you're not going to want to be anywhere near any of them. The shortest version available on how to describe this weapon is if you are a captain and you see this weapon on an enemy ship, run. Jump to hyperspace, get out of the system. If you are stuck there pray to whatever god you worship that you don't anger the cannons. Because Physics doesn't forgive at all, and these guns are pure physics.
 
Last edited:
Status
Not open for further replies.

Users who are viewing this thread

Top Bottom