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MK78M2 "Longbow" Plasma Railgun

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Fiolette Fortan

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LONGBOW

re_238_obliterator_superheavy_railgun_emplacement_by_duskie360-d9p4fbt.png
OUT OF CHARACTER INFORMATION

  • Intent: To create a long range harassment type weapon enabling the First Order to soften up enemies as they come into range.

  • Image Source: Duskie-06 // Deviantart (x)

  • Canon Link: Incinerator-class Plasma Railgun (x)

  • Restricted Missions: N/A

  • Primary Source: N/A
PRODUCTION INFORMATION

  • Manufacturer: First Order Corps of Imperial Engineers, Primo Victorian Shipwright (x)

  • Production: Limited

  • Model: Mk 78 Mod 2 “Longbow” Plasma Railgun

  • Affiliation: Closed-Market | Primo Victorian Shipwright (x)

  • Modularity: Can be mounted on platforms, starships or stations at least 1,200m.

  • Material: Railgun Components
TECHNICAL SPECIFICATIONS

  • Classification: Turbolaser Cannon

  • Size: Stationary or Ship-Mounted

  • Length: 336.26m

  • Weight: 412 tonnes

  • Ammunition Type: Ship’s Energy + Tibanna Gas

  • Ammunition Capacity: Effectively unlimited

  • Effective Range: Long Range

  • Rate of Fire: Approximately one shot every 30 - 60 seconds.
SPECIAL FEATURES

  • Low impact with an emphasis on damage over time to shields.

  • No ammunition required as the weapon relies on parent ship engines.

  • Weapon’s initial impact is equal to two long range turbolasers, at maximum charge.

  • Damage over time equates to two turbolaser batteries, at maximum charge.
DETAILED SPECIAL FEATURES
The Longbow is almost as its archaic name suggests a long ranged weapon. The railgun charges drawing on the ship’s energy and its own tibanna gas to create its arrows. When released the ‘arrow’ discharges from the Longbow. This discharge does low impact damage, but has a high rate of damage over time against shields with bleedthrough possible to the hull, if the Longbow has been allowed to charge for sixty seconds.

In summary, the longer a vessel is, the more power the Longbow has to draw from which equals to a higher (harder) impact and enables the velocity of the 'arrow' to move faster.

Strengths:

  • Damage over Time: While the impact of the weapon is relatively low, the Longbow’s true effect occurs afterward. Dealing a high rate of damage for ten seconds, after which the energy fizzles out and ceases to cause damage.

  • Long Range: The weapon’s effective range is equal to that of a long range turbolaser, although it can fire beyond this range (with less effectiveness).
Weaknesses:

  • Charge Time: For maximum efficiency, the weapon requires a charge of sixty seconds, and requires a lot energy to do so. Making it a heavy draw on the parent ship’s engines while it is charging, meaning other systems could be affected if power is not properly routed.

  • Overheated: Due to the heat of both the charge and discharge phase of the Longbow, it can overheat which will become problematic for the parent ship. As it overheats it’s looking for a place to cool down and may send its exhaust down the wrong set of tubes which could prove fatal to the ship’s crew.

  • Blowback: The Longbow much like its name sake can blow back against the crew if it is overcharged, improperly charged, discharged or if cooling systems fail to keep her from overheating. Because she is linked to the ship itself, the blowback will essentially prove fatal for the ship and her crew.
DESCRIPTION

History had always been a favorite subject of Fleet Admiral Fiolette Yvarro. It happened during a day at the office that something caught her eyes. A plasma railgun, and so she pulled the file and noted it was from Czerka Corporation. Old Republic days too, and so she went through the archives and dug up what she could on it.

It happened to be at the same day she happened to be overseeing the new Fleet Carrier.

She set her projects aside for the moment and dug into the rough schematics that were in the file but there was only a description of what it could do. Fiolette armed with the information made her way to Central Command. There she spoke with Weapons Programme Directors and wondered if something like the Incinerator could be created. The answer was yes, and Project Longbow began shortly before the Battle of Kaeshana.

And for all the hardwork that the First Imperial Department of Military Research (and the subsequent Naval Weapons Programme). Fiolette simply looked at the new design, and was not impressed. This then led to a rather heated discussion over performance and aesthetics. She won the battle on performance but lost on the aesthetics front.

The main idea behind the Longbow was to create a long range, low impact on damage and a high damage over time to shields. According to the Incinerator it was able to do considerable damage to both shield and hull, which researchers found that the Longbow, could. It could do the same as the Incinerator, however; this would have to meet the right conditions. Live fire testing and simulations proved that the Longbow while unable to do considerable damage at sixty seconds, still had a chance to perform bleedthrough damage to the hull when given the chance to charge at the aforementioned time.

The vessel, platform or station would have to be at least 2,000 metres in length and the weapon would need to be given enough time to charge, eighty-eight seconds. Given the nature of war and namely war with the Galactic Alliance. They could ill-afford to wait that long for a weapon to fire. So the Mod 2 “Longbow” would be most effective in standard ‘long range,’ and on vessels that are at least 1,200 meters. Although vessels at 1,600 meters could squeeze a little more distance in their shot although it may not be as effective.

Ships that are 2,000 to 3,000 meters or Battlecruisers, will find this weapon to be comparable to even the most aggressive Hypervelocity Cannons. Although where the HVCs work for the more in your face damage, the Longbow seeks to do the most damage over time
Commanders may fire when the weapon has charged for thirty seconds, this will do the minimum amount of impact and time-related damage. Although it is recommended for Commanders to allow the weapon to charge for up to sixty seconds to reach ‘peak’ efficiency that is the most amount of both impact damage and damage over time.

It is not recommended for commanders to allow the weapon to charge any longer than this, as this will work to harm the vessel’s own engine integrity (most especially at 1,200 meters, Battlecruisers play the game of Roulette should their commanders dare to allow the weapon to charge longer than sixty seconds).

Gun Count: 8 (Very Large Emplacement)
Technology Modifications:

Original Section(s):
Affiliation: Closed Market
New Section(s):
Affiliation: Closed Market | Primo Victorian Shipwright
 
[member="Fiolette Yvarro"]


If the vessel using this does not have a Tibanna Gas supply, do they bring in cartridges or is it pretty much useless? Can the item be modified for such a thing?
 

Fiolette Fortan

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[member="Delila Castillon"]

Any ship that would end up using the Railgun must have built in it already a supply of Tibanna gas, no cartridges, no ammunition packs, and at the moment the weapon cannot be modified to accommodate such a thing.
 
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