Star Wars Roleplay: Chaos

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Approved Tech Anti-Capital Ion Pulse Cannon

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OUT OF CHARACTER INFORMATION
  • Intent: Create a less-powerful version of the canon Ion Pulse Cannon
  • Image Source: Click - TheForce.net
  • Canon Link: Ion Pulse Cannon
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS
  • Classification: Heavy Anti-Capital Ion Cannon
  • Size: Extreme
  • Weight: Extreme
  • Ammunition Type: Ionized Reactor Energy
  • Ammunition Capacity: Unlimited
  • Reload Speed: Very Slow
  • Effective Range: Long Range
  • Rate of Fire: Very Low
  • Stopping Power: Extreme (Certain technologies can affect the stopping power of the weapon, such as ion shields and other similar technology)
  • Recoil: None
SPECIAL FEATURES
  • Luxum Crystal Ionization Generators & Focusing Lenses: The Ion Pulse Cannon derives power from the Hypermatter Reactor from whatever warship it is mounted on, but that power is then converted into suitable ionized energy by a series of smaller generators powered by massive luxum crystals. That energy is then funneled and focused through eight separate firing chambers before coalescing into a single ion burst that was then propelled outwards from the mounted weapon in the shape of a flat disk.
STRENGTHS
  • Anti-Capital Ion Cannon: The primary purpose of this super heavy ion cannon is to counteract enemy capital ships by firing a powerful ion bust, comparable to a dedicated ion battery barrage, outwards in a flat disk towards anything within the weapon's firing trajectory. This has the potential to cause a mass shutdown of electronic equipment on affected warships, with shields, engines, and weapon systems being particularly affected.
WEAKNESSES
  • Slow Recharge: The weapon itself took several minutes to recharge, as the firing chambers and the plasma rotors had to be thoroughly de-ionized before another firing sequence could be initiated. Depending on the nature of the conflict and the damage sustained by the warship, this process could take longer than the average projection.
  • Aimless: Because the ion energy was dispersed in such a wide, net-like manner, there was no need to provide accurate targeting sensors. The idea was to charge up the weapon, fire it in the general direction of the enemy fleet, and then eradicate any ship unfortunate enough to be caught in the blast wave.
  • Friendly Fire Risk: The Ion Pulse Cannon does not differentiate friend from foe, leaving those in charge of its firing to remain wary of the potential that their own ships could be caught in its destructive wake.
DESCRIPTION

When [member="Aut-X"] delivered schematics for a modern Confederate Subjugator battlecruiser to the Sith Empire, the concept of the Ion Pulse Cannon came along with it. However, the Empire was unable to replicate such a weapon in its entirety, as it lacked the technical know-how or the resources to accurately recreate it.

So they sought out more clever means.

Large-scale collection of luxum crystals began on Ambria under the guise of material acquisition, with a grand total of three Leviathan-class Automated Factories serving as the primary method of unearthing and transporting the crystals. These titanic mobile foundries tore up Ambria's surface, digging deep for ever bigger and ever more perfect luxum crystals to bring back to the Empire. Though the overall damage to Ambria's surface was minimal, it was still visible from space.

With the crystals in hand, the scientists and engineers of the Empire crafted power generators around the largest of the crystals that would siphon power away from a hypermatter reactor, which would then be converted into ionic energy by the crystals. That energy would then be further ionized as it was directed along narrow cyndrilic chambers outfitted with luxum focusing lenses until the energy was coalesced in a circular firing mechanism.

The energy generated was proven powerful enough to disable ships from as small as starfighters to ships as large as star destroyers, although the latter varied depending on how much energy the ship in question was exposed to. Battlecruiser seemed to weather the weapon's effects better than most.

Once the energy had been fired it first manifested as a disk of ionic energy roughly 800 meters in diameter, that slowly expanded the farther it traveled. However, the further the disk traveled the more energy it would lose as it expanded, and eventually the energy would dissipate entirely. Ships caught in the energy's path that were further away from the ship would suffer less than those who were positioned closer.

The optimal zone for maximum damage was within' two or three kilometers of the weapon.
 
Darth Carnifex said:
The energy generated was proven powerful enough to disable a capital ship, and could theoretically disable a multitude at once if all were caught in the same blast.
In general, the more powerful the weapon, the more detail that should be given.

Capital ships is pretty vague, and there's a pretty big difference between disabling a single 50 meter corvette and a 5 kilometer battlecruiser. I'd like to see a bit more detail on the effects per rough ship class on average.

I'd also like to hear more about the radius of this weapon, as well as how range affects it.
 
[member="Darth Carnifex"], the expansion looks pretty solid to me.

If you'll include a disclaimer in there about certain technologies lessening the effects of this weapon (ion shielding, etc), we should be all set.
 
I added an addendum to the stopping power.

Edit: After some deliberation I changed the production from unique to semi-unique, if you need me to change anything to balance it out tell me.

[member="Gir Quee"]
 
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