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Approved Tech [MA-M1] Fast-Action Plasma Cannon

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OUT OF CHARACTER INFORMATION
  • Intent: To create a open-market fast-action plasma cannon for starships. And to act as the first product for the Merchant Alliance of Spindle VI.
  • Image Source: Credit to Creator
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: Plasma Cannon
PRODUCTION INFORMATION
  • Manufacturer: Merchant Alliance of Spindle VI
  • Affiliation: Merchant Alliance of Spindle VI
  • Market Status: [Open-Market]
  • Model: Merchant Alliance-Model One [Fast-Action Plasma Cannon]
  • Modularity: No
  • Production: [Mass-Produced]
  • Material:
    • Durasteel Frame
    • Electronic Components
    • Plasma Weapon Technology
    • Dura-Plast Outer Coating
TECHNICAL SPECIFICATIONS
  • Classification: Plasma Cannon
  • Size: Very Large
  • Weight: Very Heavy
  • Ammunition Type: Plasma Balls
  • Ammunition Capacity: Average
  • Effective Range: Long Range
  • Rate of Fire: High
  • Damage Output: High
  • Recoil: Average
SPECIAL FEATURES
  • Internal Cooling System
  • Automatic Reloading
  • Target Lock Technology
STRENGTHS
  • High Electric Damage to Enemy Starships [Enough for them to be disabled for a time]
  • Internal Cooling System to prevent overheating
  • Automatic Reloading of ammunition once blast as been fired
  • Auto Targeting Technology for Enhanced Accuracy
  • High Rate of Fire to pound into Enemy Starships
  • Smaller Ammunition for easier storage
WEAKNESSES
  • Large Power Consumption than regular cannon's of similar type
  • Exposed Connection Wiring that operates the weapon
  • Chance of backfiring due to rapid rate of fire overloading the internal cooling system
  • Lower Ammunition Capacity than normal for weapons of similar type
  • Unstable Ammunition due to Plasma Irregularities within plasma balls
DESCRIPTION
The Merchant Alliance Model 1, "Fast-Action Plasma Cannon" is the first product developed for open market sale beyond the Industrial World of Spindle VI. Developed in response to other high powered weaponry being available and most of their products being used by most of the Intergalactic Factions within the galaxy as lead for the push to begin the production and exportation of the Fast-Action Plasma Cannon throughout the galaxy from the Industrial World of Spindle VI. A large number of these have already been pushed to local sector-defense fleets within the region to act as a cheaper but more powerful alternative to the standard turbolaser batteries that most warships within the galaxy still use to some degree. The Fast-Faction Plasma Cannon comes equipped with several special features, such as an internal cooling system to prevent the weapon from overheating in the middle of battle, the installation of automatic reloading of the weapon through the specialized but exposed connection wiring that brings the ammunition down into the plasma chamber from then plasma containers to be fired out towards an opponent or enemy fleet within striking distance. The Plasma Cannon also comes equipped with an advanced targeting system that better allows the operator to target flagships of the fleet or the supply ships to end the battle quickly enough, although the targeting system has trouble keeping up with fast moving targets as it can't get a lock on them because of their smaller size and speed. The Plasma Ball Ammunition's is smaller in size than normal so that storage becomes easier for the operator of the weapon and allows more supplies to be brought along to a seige or invasion of a planet. The Plasma Ammunition's will cause a high amount of electrical damage to enemy starships and will knock out their systems for a limited amount of time due to being a smaller version of the Plasma Cannon used by the Zann Consortium. The Plasma Cannon also has a high rapid rate of fire to be able to send out a dozen or more so plasma balls to pound into an enemy fleet or engage with a heavily armored warship directly.

The Cannon does come equipped with several weaknesses though, as the cannon requires a larger amount of power to operate than similar weapons of the type due to the cannon being a reduced but no less effective version of the Zann Plasma Cannon. The cannon also has less ammunition capacity due to the plasma balls requiring the same electric force of the original cannon but reduced in size to better be able to be installed along warships. The Plasma Balls are also extremely unstable due to irregularities within the plasma itself due to the unique plasma required for the cannon, which is just an enhanced version of normal plasma but requires extensive expertise with it to prevent an explosion. The last problem with the cannon is that it can potentially backfire upon the operator's warship due to the rapid rate of firing overloading the internal cooling system.
 
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