Star Wars Roleplay: Chaos

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Approved Tech Fragor 406mm L/60 Mobile Howitzer

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OUT-OF-CHARACTER INFORMATION
  • Intent: Create a Heavy Artillery Howitzer for the Chaos Pact
  • Image Source: Jordi van hees
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: The Chaos Pact
  • Affiliation: The Chaos Pact, The Sith Order
  • Market Status: Open-Market (To purchase and capture)
  • Model: Fragor 406mm L/60 Mobile Howitzer
  • Modularity: No
  • Production: Mass-Produced
  • Material: Durasteel, Impervium, Tantalum Hafnium Carbide Alloy
TECHNICAL SPECIFICATIONS
  • Classification: Projectile Artillery
  • Size: Very Large
    • Length: 25 meters
    • Width: 3 Meters
  • Weight: Very Heavy
    • 70 tons
  • Ammunition Type:
    • High-Explosive Shells
    • Siege Shells
    • Dioxis Gas shell
    • Ion Shells
    • Thermite Shell
    • Illumination Shells - can light up an entire kilometer-wide theater for several hours as if it were midday.
    • Smoke Shells - Used for laying down smokescreens
    • Rad-Shells: Once it is over a target the lead shielding is blown away to release a deluge of highly radiological waste over enemy troops. It can be programmed to detonate in rain clouds to seed them with radiation. A favored tactic of users is to deliberately target crop fields, reservoirs, and groundwater to make an enemy area uninhabitable for entire generations.
    • Flak Shells - contain a radar fuse that triggers when detected near aircraft or can be set with a timed fuse. It releases submunitions the size of a fist meant to batter aircraft out of the sky. It also puts up a massive curtain wall of flame.
    • Guided Shell - a package that installs an internal targeting computer and fins to any of the above shells to allow it to strike targets with pin-point accuracy.
  • Ammunition Capacity: Small
    • 6 Rounds
  • Effective Range: Extreme
    • Maximum firing range: 300 Kilometers
    • Effective firing range: 240 Kilometers
  • Rate of Fire: Average
    • 12 Rounds per minute
  • Damage Output: Extreme
  • Recoil: High
SPECIAL FEATURES
  • XM777 Autoloader
  • Gyro-Realignment system that returns barrel to the original position after every shot
  • Integrated targeting system containing an enslaved Master-Com droid
STRENGTHS
  • Range: The Fragor is capable of raining death across entire war theaters and regions. Cities that have believed themselves far outside the realm of combat have suddenly found themselves under withering shellfire. The Fragor boasts a drastically longer range than most traditional slugthrower artillery and turbo lasers, meaning that any forces that wish to engage in counter-battery fires must advance well into its devastating range. By which time they have either been annihilated by the Fragor or the artillery Pact will be deployed elsewhere.

  • Destruction: As demonstrated with its ammunition types, the Fragor artillery crews have a buffet of choices when it comes to selecting the best shell to spread the Prophet's word.

  • Sustained Fire: The Fragor is the perfect siege weapon. Its autoloading design prevents exhaustion from crews reducing the manpower drain that manual loading would necessitate and also does not exhaust easily like an organic being would. This means that it can repeat the same rate of fire for days on end, its Impervium-reinforced barrel only showing wear and tear after a hundred thousand rounds. Its only limit is the ammunition corridors.
WEAKNESSES
  • Size and weight: The Fragor's bulk, heavier than main battle tanks, often means it struggles to move through dense terrain and swamps, sinking into the mud. Its volume takes up large spaces on landing ships. Though it can be dissembled for landing and assembled in the field this can take a long time and require pioneer specialists to supervise.

  • Noise: When the Fragor fires, every combatant in the area can locate it as the sound wave alone shatters windows dozens of kilometers away. Though getting close enough to destroy it is another story.

  • Logistics: shells the size of speeders weighing multiple tons are not easy to transport. The Fragor itself can only carry 12 total rounds and requires a separate tracked ammo-carrier vehicle to accompany it. Often railways have to be built from landing zones to the front to transport the numbers of munitions that the Fragor gluttonously consumes.
DESCRIPTION

Forged in the hellfire of Herodor's monstrous industry, the Fragor speaks the only language that the Chaos Pact is capable of speaking: brute force and insanity. It spits flames like the giant creatures of old myth so bright it is like grounded stars being switched on and off in the night. It was built as a siege weapon during Herodor's seven-hundred-year civil war to shatter the massive mountain fortifications that the Warmaster's foes cowered under in the final years of the conflict. Now its devastation is no longer bound to Herodor.

The Fragor follows the Pact on its conquest of the Galaxy in the name of the Warmaster and the Sith Order. It is assembled in great batteries with thousands of barrels pointing in the sky all aimed at a single enemy. It is a city-killer, ravager of armies, and the very embodiment of the Father Khaos himself.

All shall feel its wrath, soldier and civilian alike.
 
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Ravenfire

King of Pumpkins
Moderator
Festerruman Sachiel Festerruman Sachiel

Hi there, I will be looking over this submission today.

Lets go over some things.

Firstly this is a vehicle, its mobile, its not a fixed emplacement so i am going to shift this to the vehicle submission area and I would like you to change this so it fits said submission template.

Secondly, this thing reads like your calling hits. We don't play like that in factory or on chaos, every writer decides what happens to their own characters or NPCs.
 
Festerruman Sachiel Festerruman Sachiel I placed this in the technology slot since it denoted stuff like range and firepower. I fear this would not work in the vehicle submission area since its template is incompatible with those used by vehicles. But I am more than ready to split this into two submissions if needed: one for the gun itself and the other for the chassis.

Could you elaborate on what you mean by calling your hits and specifically which areas of this submission fall victim to it? I will rectify this aberration where needed.
 
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Ravenfire

King of Pumpkins
Moderator
Festerruman Sachiel Festerruman Sachiel

1. If you'd like you can split them apart but given its an artillery piece most people who would be using it would assume it would have a battlefield or longer range anyways. As for fire power that is clarified partially by armaments, partially can also be a strength you could add to the submission, you could also sub the ammunition separately to help with that.

2. Almost every one of your shells has some form of called hits component to it. So lets list them out a bit for you,

High-Explosive Shells state that they
a) are capable of demolishing a whole city block or creating a crater that's nearly as wide as a football grounds, and pretty damn deep too.

b) It also straight up says it turns all organic targets not already dead from fire in and I quote "piles of liquid flesh", while also being able to piece "lightly armored vehicles'.

c) It says that it will flip over even heavily armored and heavy weight vehicles while also stunning the crew.

d) if it can rip trees from its roots within 500 meters of the blast radius and defoliate them for a kilometer beyond then I also think anyone within that area is also just dead.

All of these can be and are being classified as called hits just for this one shell.

Siege Shells state that they

a) have very little in the galaxy that can withstand their sheer mass and momentum.

b) it managed to penetrate a fortress' ammunition storage located under a lake with a lake bed of silt, sand and maybe some rock and then an additional four hundred meters of solid ferrocrete.

c) "In Emergencies, Siege shell can be used against vehicles. Even if by some miracle a shell of this mass and velocity does not penetrate, the sheer kinetic energy delivered is enough to pulp the entire crew."

How is this not a called hit, you basically said this shell can pierce through anything I want it to. The last line is a direct quote of your words and it calls that even if it doesn't actually pierce your armor it still kills everyone.

Purification Shell state that it douses the entire battlefield "battlefield to douse the entire area in a highly corrosive acid deluge" and should sear through personal protections and "reduces enemy personnel into organic sludge".

The entire battlefield is the biggest called hit of I doused everyone with acid, I am sure you can see where that goes from there.

Ion Shell not only knocks out or disrupts all electronic tech, its also strong enough to fry the nervous systems of nearby organics.

This one basically says it doesn't matter if your a droid or a person, your within the "several dozen meter radius" your done for. Another called hit.

Thermite Shell states that it burns at extreme enough temperatures to melt steel within 20 meters, to set anything flammable aflame within 50 meters, while also giving third-degree burns. But it can also just set cities ablaze and if you don't want that then you can airburst it to hit a "wide area."

This one is less called hit but its still a bit on that road.

Flak Shells state that even if any aircraft comes close or flies through it, then it should just be a molten wreck on the other side.

Very much a called hit.

Gravity Shells state that they simple suck in anything not bolted down, with it then slowly crushes to a pulp. Also that if they are not dealt with then they cause constant seismic events which makes me think that it would still eventually rip up anything not bolted down.

Another called hit, simply if your within the radius of this shell then thats it no escape. Just a slow death.

Please fix them.
 
Ravenfire Ravenfire

Apologies for the hyperbole. I never intended it to be overbearing on other players, but rather to emphasize the brute-force nature behind my military forces and frankly the sheer power of 406mm shells. I'm a big fan of the Iowa Battleship and wanted to honor her guns.

I will remove the description behind these shells and submit them separately at a future date as I was advised by another (former?) factory admin. Hopefully, by submitting them individually I can focus and balance them better with advice from the factory admins. I may converse with you (perhaps over Discord?) about possible improvements I could make to ensure I can communicate the raw power of these shields yet avoid calling hits.

I am trying to rush this out for an upcoming battle so I apologize if their hyperlinks may remain empty for now.

However, I would like this to be moved back to the Technology page since I intend for this cannon to be mounted on future Pact vehicles. I will remove all mention of a propulsion and shielding system.

Edits will occur shortly. Expect them to be completed in the next three hours. I do not intend to sleep until these aberrations are expunged and this submission can properly be reviewed.
 
Ravenfire Ravenfire Removed mention of mobility and shielding. I've left some description on certain shells since they didn't fall under the issue of "called hits," have removed the areas of conflict, and also are simple enough to not require a separate submission. If I continue to have erred on anything, please notify me.
 
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