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Approved Tech Hellscream-class Plasma Railgun

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OUT OF CHARACTER INFORMATION

  • Intent: A powerful capital ship cannon for the Sith Empire.
  • Image Source: Thanix Cannon - Mass Effect Wiki
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Sith-Imperial Engineering Corps
  • Model: Hellscream-class Plasma Railgun
  • Affiliation: The Sith Empire
  • Modularity: No
  • Production: Limited
  • Material:
    Quadanium Steel

TECHNICAL SPECIFICATIONS
  • Classification: Plasma rail gun
  • Size: Very Large
  • Weight: Very Heavy
  • Ammunition Type: Plasma
  • Ammunition Capacity: 200 Capital-grade plasma bolts
  • Reload Speed: Low
  • Effective Range: Battlefield
  • Rate of Fire: High
  • Stopping Power: Very High
  • Recoil: High
SPECIAL FEATURES
  • Fires heavy plasma bolts
  • Dual cannons
Strengths:
  • Burning Aftermath: When the charged plasma bolts make contact with a target, the heat from the bolt takes considerably longer to dissipate, causing a damage-over-time effect against enemy shielding and hull. The burning through shielding is less effective than traditional ion weaponry, but truly deals damage to enemy hulls.
  • Rate of Fire: The Hellscreams are a dual cannon turret, effectively doubling the rate of fire of a normal plasma railgun.
Weaknesses:
  • Shields: The Hellscream's plasma bolts aren't able to penetrate shields directly. They would have to burn through the shields before making contact with a ship's hull.
  • Weapon Size: The Hellscream's size makes it unable to be deployed on ships smaller than 3000m.
DESCRIPTION

The Hellscream plasma railgun is an experimental form of weaponry concept being employed by Zahori Denko. Based on the plasma railgun developed by the Czerka Corporation, the Hellscream has many upgrades in comparison to it's predecessor while still fulfilling the same role. The dual-headed turret fires in alternating fashion, unleashing a swift barrage of plasma enclose din magnetic fields. Much like it's predecessor, the Hellscream is capable of hitting targets at great distances and had the unique ability of burning through whatever the plasma bolts might come into contact with, shields and hull alike. This is a slow process, but it's very effective. Due to the size of the weapon and complexity of it, it's typically only deployed
 

Progflaw99

Well-Known Member
Zahori Denko said:
Recoil: Average

To better balance this, I would change this to a High Rating.



Zahori Denko said:
Burning Aftermath: When the electromagnetically charged plasma bolts make contact with a target, the plasma continuously burned the target. The plasmais capable of burning through shields and hulls.


Zahori Denko said:
Shields: The Hellscream's plasma bolts aren't able to penetrate shields. They would have to burn through the shields before making contact with a ship's hull.
These two (Strength and Weakness) seem to contradict each other. What might sound/work better is something explaining that the effect of the charged plasma bolts, once they make contact with a target, the heat takes longer to dissipate which creates a 'damage over time' effect as the energy is released. Clarifying whether or not it is effective against shields or hull, or highlighting the effectiveness against physical hull in the strength will make both the strength and weakness viable.

[member="Zahori Denko"]
 
Zahori Denko said:
Rate of Fire: Low

Zahori Denko said:
Rate of Fire: The Hellscreams are a dual cannon turret, effectively doubling the rate of fire of a normal plasma railgun.
This is largely a wording issue, but if the rate of fire is low, and this is firing twice (but at a low rate), it is not firing double the rate of a normal plasma railgun (which would be average, as far as ratings go). This could be reworded to state that this fires twice as many rounds per shot (because it is a dual cannon, as in two cannons in one), or something similar, but you're still firing slower due to a Low rate of fire rating, rather than firing twice as often(which would be doubled rate of fire).
 
[member="Zahori Denko"]
At this combination of firing rate and stopping power, please lower your effective range to Battlefield. This would essentially make this effective from one end of a given field of engagement to another, but not at extreme ranges such as from the edge of an engagement area (like from planet to planet, for example). Otherwise I will need to see either a lower stopping power or lower rate of fire.
 
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