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Anthos R&D :: Hypervelocity Gun II

Project: Hypervelocity Gun Rendition II
Developed by: Clakor Weapons Systems
Developed under contract for: Republic Department of System & Planetary Defense
Designation: Star System Defense

General
- Class: System Defense
- Build Time: 25 days
- Upgrade Time: 8 days


Detail
- Power Source: 2 CD d12 turbines
- Backup Power: 3 CD dt6 turbines
- Ray Shields: 10,000 SBD - CD Rok shield system
- Backup: 6,000 SBD - CD Rok shield system
- Particle Shields: 12,000 RU - CD FastFlicker shield system
- Backup: 8,000 RU - CD FastFlicker shield system
- Weapons: 1 CD Hypervelocity Gun, 10 heavy turbolasers, 50 heavy laser cannons
- Projectile: Various
- Firing Capabilities: 2 in sight at any time
- Firing Range: Infinite
- Accurate Range: 1.4 million km

Slug Detail
- Solid; -1500 RU per slug
- AP; -2400 RU for hull, little damage inside
- Shrapnel; -500 RU for hull, devastating inside craft
- Explosive; -700 RU for hull, devastating inside craft



Power Source
Two CD d12 turbines power the CD HG. One is dedicated to shield systems, the other to the weapon itself. Each turbine has several surge protection devices, as well as a user end battery to allow for emergency power, and/or power re-diversion in the case of a failure. Highly dependable, solid, and absolutely huge, these sought after turbines can be found only through Clakor Drive Yards' Systems Division. Both turbines are buried deep within the ground, and are protected by a large duracrete shell. Shockproof floors ensure that aerial bombardment do not jolt these key components.

Shields
The HG is protected by both Ray and Particle shields. Powered by one gigantic CD d12 planetary turbine, both shield systems never actually charge to the maximum. Instead they hover right around the middle of their power range, while keeping the excess energy for faster recharging and reinforcing of damaged sections. The particle shields use a FastFlicker system to turn on and off in under a five-hundredths of a second. The shields are synchronized with the cannon, so the power flickering is timed directly with shell exit. The ray shields are a low coverage, CD spot defense model, designed to sit under a standard planetary shield. Utilizing CD Rok technology they can sustain an incredible amount of damage. The shield systems on all HG systems are kept up constantly.

Weapons
The Clak’dor Hypervelocity Gun (HG) is based upon several other popular designs used on wealthy planets around the galaxy. The concept is not new. Take a durable alloy, and turn it into a large projectile. Then, fire that projectile into space at your enemy at a blinding speed and let them worry about the rest. The mention of a “Slug Gun”, as the hypervelocity gun is otherwise known, strikes fear into the heart of every space-faring being. Shields may fail, hyperspace may be restricted, or even movement denied, but nothing is quite like the concept being exposed to hard vacuum because of a projectile you didn’t even see, or dodge.

The weapon is rather simple. After a projectile is loaded into the gun and the loading chamber secured, the turbine charges the barrel with electricity for a few nano-seconds. The projectile is accelerated forward at speeds passing (2.3 x 10^5)km/s. The projectiles are unharmed by ray shielding, and strike only particle shielding and hull. Although particle shielding is designed to specifically stop asteroids and other space debris with ease, it is ill equipped for the speed of the hypervelocity gun’s slug.

The weapon is a single shot, firing one slug at a time. Thousands of rounds of ammunition are stored with each gun emplacement, allowing for almost unlimited firing. The recoil from the gun is tremendous, the vibrations can be felt for kilometers around.

The HG II is now equipped with on-site defenses. These are 10 heavy turbolasers and 50 heavy laser cannons.

Slugs
Several new slugs have been added to the portfolio of the HG. All slugs are coated with a protective paint that allows them to accelerate to extreme speeds, and not burn up.

All slugs now have a proximity sensor and hyperwave burst transmitter built in. Before each shot the distance to the ship is calculated, and the approximate time to destination is implanted into the proximity sensor. Should the slug take more than an addition tenth of its intended ETA the proximity sensor log is sent to the source gun emplacement via a hyperwave burst transmission.

Having a chunk of metal hit a ship at over (2.3 x 10^5)km/s can cause traumatizing damage to the hull of the craft. Atmosphere is vented from cracks in the hull, and hull plating is deformed in the viscidity of the exit hole (should there be one). Even if a shield system successfully stops a slug, everyone on board knows what happened. The momentum of the shell is incredible; the impact will jar the entire ship, and will cause hull integrity damage despite not penetrating.

- Solid; -1500 RU per slug
- AP; -2400 RU for hull, little damage inside
- Shrapnel; -500 RU for hull, devastating inside craft

The solid slug, the most common, is a slug with a molecularly fused jacket. It has a mass of 50.3 kilograms when loaded, and when fired the mass increases to 352 kilograms relative to the stationary ship. Its effect is very devastating. The slug will pierce the hull of an exposed craft if the shields cannot stop it, and will then mushroom and fragment from the friction. The fragments continue to fly forward from momentum.

The AP, or armor-piercing slug is designed for punching through tough hulls. It is a fully molecuarlily fused slug, and will not fragment or mushroom upon impact. If shield strength is less than 1500 RU the slug will penetrate and exit the craft. If shield strength is above 1500 and 2400 RU the slug will enter and penetrate the craft. If shield strength is above 2500 the slug will vaporize upon impact, damaging shields and jarring the craft.

The Shrapnel slug is an anti-personal projectile designed to be used after the hull has been softened with regular solid slugs. Once the Shrapnel slug enters the ship it is detonated much in the manner similar to a grenade. Shrapnel inside the slug made of hardened metals is scattered everywhere. The shrapnel is capable of cutting right through the interior walls of all craft.

Firing Arc
Four guns are visible on the planet at any given moment. Only two are capable of firing at any given point in space per HG built.

Firing Range
Because of the frictionless environment that is space, the projectiles flung from the HG have no range limitation, and damage does not depreciate with distance.

Accuracy
With the introduction of the mkII, accuracy has increased. Theoretically the HG could lay siege to planets, systems away, but the funding and research required denotes that this capability will probably never happen. Accuracy is represented on the chart below.

- 410km - 600,000km. 100%
- 600,000km - 1,300,000km. 80%
- 1,300,000km - 2,000,000km 60%
- 2,000,000km - 6,000,000km 40%

Security
After discovering an attempt at sabotage, the security for each HG has been upgraded. Employee's go through five levels of security to enter the faculty. First their ID cards are read, then their handprint is scanned. They are then let into an airlock, which holds one person at a time. Inside the airlock they are weighed and their facial topographical features are scanned. They are then asked to speak an audio confirmation. All details are matched with the records on file in both the local database and the planet-wide database. Upon confirmation that this is indeed the correct employee, the airlock is opened and the employee is allowed to enter the faculty. This process is duplicated with the same level of intensity at various key points (target systems, reloading systems, the turbines, shield systems, etc). This process is also repeated upon exiting the faculty.

OOC
- This weapon “charges” on one post, and fires one shot in the next.
- Only two guns will be in combat at any time per system built provided the enemy does not circle, or otherwise appear in more than one place surrounding the planet.
- In compliance with the rules this ship will not destroy craft in less than 3 posts, 2 if the craft is under 1100m long.
- If more than one enemy ship is present, the two cannons will not target the same ship.
- It will take 5 days in a construction yard to upgrade mk I's to the mk II design.
- The mk I will not be phased out. For construction the designation 'II' will be used, but in a combat situation this will probably be omitted.



edit: Removed 'k' from 'm'

Comments

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#8 4:01am 23/01/04

Yeah. The HTML wasn't on.

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#7 5:56pm 22/01/04

APPROVED.

#6 6:17pm 21/01/04

Did I forget to turn it on last edit?

Heir, time upped.

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#5 7:43am 21/01/04

Approved.

And edited the HTML for you, Kas. It was really irking me. ;)

#4 6:41am 21/01/04

alright, make it an 8 day upgrade time with a 25 day build and we got magic...

#3 1:56am 21/01/04

I added backup shields, defenses, two additional slugs, specified the security details, increased the range, added miss-detection sub-system, and clarified a few sketchy explanations.

#2 1:35am 21/01/04

so basically you added new arment types and defenses?

#1 12:42am 21/01/04

[quote]2 if the craft is under 1100km long.[/quote]

arnt all ships under 1100km?