Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Approved Tech Mjolnir Mk. 1

Status
Not open for further replies.

Company_Logo.png


Company_Bullet_point1.jpg.png
..........FREEBIRDS.. INDUSTRIES..........
Company_Bullet_point1.jpg.png



denis-rakaric-turret-01.jpg

OUT OF CHARACTER INFORMATION
  • Intent: To resubmit an old factory sub to comply within Factory Template standards, with minor improvements
  • Image Source(s): Gallery
  • Canon Link: None
  • Permissions: Here
  • Primary Source: Original Sub

PRODUCTION INFORMATION
  • Manufacturer(s): Freebirds Industries
  • Affiliation: Freebirds Industries
  • Market Status: Closed-Market
  • Model: Mjolnir Mk.1
  • Modularity: Can use multiple round types and be fitted on ships larger than or equal to 1 km
  • Production: Minor
  • Material(s): Phrik-A skeletal structure, magnetic accelerator coils and duranium lined barrels, FM-001 Shielding across all major systems to protect against any and all EMP/Ion based attacks, electronic servo motors to turn the turret and aim the cannons, mounting points for targeting systems and fire control systems, Alusteel constructed Auto-loading system with ability to retrieve loaded ammunition, SACG-23S Shock-Absorbent Gel based heavy recoil system and Sybarium Energy Crystal based power magnification systems, Phrik-A barrel reinforcements, and Isotope-5A Microreactors to power most of the auxiliary systems so that whatever this is put on can focus on powering the main cannons itself.

TECHNICAL SPECIFICATIONS
  • Classification: Variable Warhead Mass Driver
  • Size: Very Large
  • Weight: Very Heavy
  • Ammunition Type:
    • Mass Driver Rounds carried over from the Hades Program
      • TDWRM-1 High Explosive Shell [800mm]
      • TDWRM-2 Armor-Piercing Shell [800mm]
      • TDWRM-3 Armor-Piercing Discarding Sabot [600mm]
      • TDWRM-4 Ion rounds [800mm]
      • TDWRM-5 Super Ion round (Full power only) [800mm]
      • TDWRM-6 Boarding Pod (Low power only) [800mm]
    • Mass Driver Rounds chambered in new Weapon's Caliber
      • TDWRM-7 High Explosive Shell [1600mm]
      • TDWRM-8 Armor-Piercing Shell [1600mm]
      • TDWRM-9 Armor-Piercing Fin Stabilized Discarding Sabot (Full Power Only) [1200mm]
      • TDWRM-10 Ion rounds [1600mm]
      • TDWRM-11 Super Ion round (Full power only) [1600mm]
      • TDWRM-12 Boarding Pod (Low power only) [1600mm]
  • Ammunition Capacity: Very Large
  • Effective Range: Extreme
  • Rate of Fire: Low
  • Damage Output: Extreme
  • Recoil: Very High
FactoryBalance1.JPG

SPECIAL FEATURES
  • Second generation Hades cannon, that is now chambered in 1600 mm x 5000 mm variable warheads. That being said it can still utilized older and smaller Hades 800 mm x 2500 mm rounds.
  • Recoil system has been revamped and reinforced, and has been scaled up to meet the needs of the cannon. This includes solving the issues of the older Hades by increasing its firing arc in both directions on the Vertical Axis.
  • Auto-loading system allows for this weapon to load one shot per cannon barrel once every ten seconds. That means if you stagger the rounds fired from this turret you can fire a round every five seconds at low power. However due to the much safer and more stable capacitor system on this weapon system charging times take longer for longer range/higher powered shots.
  • Reinforced high power servo motors and ability to integrate with advanced targeting systems allows this to engage most capital ships effectively, however the kinetic nature of the rounds means that at longer ranges more maneuverable capital ships will be able to evade more effectively.
  • Ionite-A shielding built into the weapon system allows for it to ignore most Ion/EMP based attacks due to Ionite's natural anti-charge abilities without accidentally rendering the rounds inert due to its construction.
  • Weapon can be controlled remotely from a weapons station allowing for much safer operation by keeping the actual gunners well away from all the moving parts.
  • The Mjolnir can toggle between automatic and manual fire-modes, as well as be fire-linked in multiple weapons groups. As well the gun system has a variable power settings, utilizing multiple power settings to alternate between delivering continuous rates of fire, or sending out hammer blows to help finish another ship off, or finally an all or nothing full power mode which actually draws power from other weapon systems, either forcing most other weapon systems to set to low power and reduce rates of fire to a crawl, or straight up shut down. This however gives the captain over the vessel an immensely powerful, single shot. When used with a Super Ion round this shot is capable of even disabling all stations with a single round, with the Amor Piercing Fin Stabilized Discarding Sabot round this will make it punch through battlecruisers or even super star destroyers. This however leaves the ship open to most other attacks, and should only be used in the most dire of situations as it's only one shot, so you better make it count. And unlike the Hades, this round is 1.6 meters wide, and 5 meters long.
  • Can be mounted only on ships of 1km or greater due to power requirements.

STRENGTHS
  • Raw power squared - This cannon is a direct predecessor of The Hades Mass Driver Cannon. It's bigger, it's badder, and it fires projectiles twice the size of the original Hades. When it comes to turret based artillery, none compare when it comes to the god of thunder's personal hammer, Mjolnir. Especially when you consider the following. This cannon when set to maximum power, can hurl a 1.2 meter wide, 5 meter long armor piercing fin stabilized discarding sabot Phrik coated Tungsten cored round at a fraction of the speed of light, at a target. Imagine the power out put, it takes to do that. And while this version of the Mjolnir takes a bit longer to charge those rounds, the capacitor system has been upgraded to allow for multiple shots at full power. It just takes a really, really, really long time to charge to that level. So use wisely.
  • Long range or close, I can still hit you - Unlike traditional turbolasers, masers, or laser based weaponry this weapon does not care at all what range you are at. These rounds will impact with the force of a vengeful god letting any know of the opposing ship that something very, very angry just hit them. And that's if you're lucky and aren't a stray Corvette that just so happened to get caught up in this thing's firing path and get utterly annihilated.
  • Versatility - The ability of this cannon to not only track faster moving targets such as corvettes and frigates with the proper targeting systems, but get good firing solutions with proper leads means that this cannon is a threat to any capital ship on the battlefield. And for star fighter jockeys out there, remember spacing is very, very, very important.

WEAKNESSES
  • Can't actually target fighters - So while the HE rounds of these cannons are great for clearing massive swarms of enemy fighters, they aren't that great at being able to track individual fighters, especially since most fighters a much much more maneuverable than any size of capital ship.
  • Training/Maintenance intensive - The Mjolnir cannon for all of its wonderous design implements and features to keep the weapon as stable and durable as possible is still a very large weapon that puts out literal megatons of energy per shot. This thing causes a lot of strain on itself and the higher you raise the weapon's power output, the more damage you do to the structure and magnetic coils of the cannon. Now while this cannon is specifically over-engineered compared to its smaller counterpart, it is still very plagued by the very same problems that The Hades cannons suffered when using this thing at full power. This means once this cannon gets fired at maximum power, you won't be able to do so again, if the cannon will even function at all. This puts a huge risk behind disabling the weapon's many inherent safeties that are built into the weapon's physical structure and hard coded into the weapon's fire control.
  • Be careful when damaged - This weapon has massive amounts of energy running through its systems. Systems that are already being pushed to their peak capacity to keep the gun running at maximum effectiveness. If you damage those systems, especially the recoil management and power management systems, this gun won't fire at peak capacity. And that's for a reason. If this thing fires without these guns in any sort of damaged condition, this weapon will explode and that energy that was going to fling those utterly massive rounds into space, will now instead tear your ship apart. You've been warned.
  • Takes much longer to shoot higher charges - So one of the changes for the experimental model of the Mjolnir to get to the Mk 1, was to get a much bigger and tougher capacitor system that wasn't prone to destroying itself after firing at full power. This allows the weapon to fire at full power more than once but at a serious cost, the charge time. The charge time for each particular round in the capacitor system has been increased significantly, especially for higher power shots. This means more time that your gun is going to be doing nothing in the fight for that time, and while a 30% increase to charge time doesn't seem like a lot at medium or close ranges (it's really seconds to tens of seconds), but for long range fire it goes up to almost over a minute now between shots, and at full power...... I'd put the kettle on. You're gonna have some time.

DESCRIPTION
The Mjolnir Cannons developed by Freebirds Industries and utilized on the "Hope" Star Destroyer proved to be a massive success, and with such success the scientists at Freebirds Industries decided they need to expand production of these weapons. There was however a major problem encountered with the experimental version of the weapons and that problem needed to be addressed. The capacitor system had a tendency to go haywire and despite the best efforts of the engineers aboard the Hope, they couldn't get them to safely fire more than a single shot on full power. This was due to the power couplings, transfer cables, and other key power generation and transfer components just not being able to handle the raw amount of energy being shunted through them required for a full power shot, more than once. And to fix this, the engineers at Freebirds Industries decided that a change was in order. The redesigned the capacitor system on the original Mjolnir, and when they implemented the production model there was a specific cap placed on how much power could be forced into the transfer system. This would allow the capacitor to safely charge the rounds in the weapon, albeit more slowly, but also allow them to fire at greater charges repeatedly. This along with a series of minor changes to bring the weapon system's software and firmware up to date with galactic production standards, would be all it would take to make this weapon system ready for production.​


Posting Template credit goes to Darth Metus , picture edits to Oleander Webb and John Locke John Locke .
 
Last edited:
Status
Not open for further replies.

Users who are viewing this thread

Top Bottom