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Approved Tech Rainburst-class Flak Cannon

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Image Source: UEF Tier 2 flak gun from Supreme Commander, originally found here
Intent: To provide Lucerne Labs with their own branded flak cannon
Development Thread: N/A
Manufacturer: Lucerne Labs
Model: Rainburst-class Flak Cannon
Affiliation: Closed Market
Modularity: Ammunition
Production: Mass-Produced.
Material: Desh-Terenthium for non-pressuring bearing components, Dallorian alloy barrel, Phobium firing mechanism, electronics
Classification: Flak Cannon
Size: Vehicle / Ship-Mounted
Length: 3 meters
Weight: 4 tons
Ammunition Type: Shell / Deuterium-Baradium Nitrate propellant
Ammunition Capacity: Variable (dependent on host vehicle/vessel)
Effective Range: 12 kilometers
Rate of Fire: Fully automatic (exact rate is variable, but typically around ~20 rpm)
Special Features:
-Variable Munitions
-Equivalent to one standard defensive gun for capital starship building purposes

Strengths:

Variable Munitions: The Rainburst can fire a variety of munition types, though it typically only comes into battle with two options present.

Extended Range: The Rainburst has a longer range than most defensive guns, allowing it to attack or deter enemy starfighters, warheads, and other smaller targets from ranges typically outside the range of other defensive guns.

Weaknesses:

Slow Rate of Fire: Compared to most other point defense weaponry, such as many blaster and laser cannons, the Rainburst has a comparatively slow rate of fire.

Poor close-range tracking: Unlike most other defensive guns, Rainbursts have relatively poor tracking at close ranges. If a starfighter is within a few kilometers of the gun, Rainbursts typically cannot transverse fast enough to keep pace with them.

Description: The Rainburst is Lucerne Labs own version of the classic flak gun, but unlike many of its competitors, it uses electrothermal-chemical technology to lob its area of effect flak munitions at targets. In essence, the Rainburst starts a combustion reaction that will propel an inert physical munition by igniting a Deuterium-Baradium Nitrate propellant with a laser. This liquid turns into rapidly expanding plasma which pushes the munition out of the barrel. Because the liquid fuel is not part of the munition itself, and it is pumped in separately, the shells do not need have an ejection or extraction equipment. This both somewhat simplifies equipment design and removes a frequent point of failure from conventional slugthrowers. From a physical performance standard, the expanding plasma tends to generally apply more uniform pressure while the projectile travels down the barrel, leading to enhanced exit velocity. In addition, the exact amount of propellant needed to get the shell to the target can be calculated and used, allowing the weapon to potentially improve its rate of fire while conserving propellant for use by other shells. The shells themselves have standardized dimensions but different payloads.

Standard Flak: This shell consists of small central tube which holds a combination proximity/command control detonator along with a small charge of Nergon-14. This tube is surrounded by bundles of durasteel flechettes. When detonated, the Nergon-14 charge violently disperses the flechettes in the shape of expanding sphere, using an area of effect attack in an attempt to damage its target. In practical use, this option is indistinguishable from use compared to standard flak cannons.

Transponder: These shells are constructed similarly to standard flak shells. However, roughly half of the flechette bundles are removed and replaced with solid-state transponders. These are typically used in intelligence gathering operations to track down enemy ships to their bases. This is not an effective means of tracking a cloaked starship or a vessel using any sort of active stealth system.

Ion: This shell contains ion grenades. When detonated, the shell disperses the grenades in a sphere-like formation before detonating them simultaneously. This is typically used against droid swarm fighters or small craft targets that are intended to be captured.

Conner Net: This shell contains a single Conner net. This is generally used in situations very similar to that of the ion shell, except that it is optimized for use against singular and larger targets such as light freighters that are usually too large to disable with ion grenades. It generally takes multiple conner nets to subdue ships of this side.

Flare: This shell contains countermeasure flares. When detonated, typically in front of the targets, these short-range flares target and lock onto any artificial construct within range, regardless of its friend of foe. Unless the target is an really exceptionally fragile starfighter, these flares generally cannot damage starships. Instead, these are used to counter massed enemy missile salvos or to act as a signalling device.

Of course, the basic mechanism of operations are not the only things that make an effective weapon system. The Rainburst's operators and their tracking systems are equally important. Rainbursts are typically manned by a single organic operator, though they do come with a automatic targeting assist software that can remotely operate the weapon at a reduced efficiency. Both rely on a pair of built-in sensors: a small radar that acts as the primary device and a Electro photo receptor back-up configured in the infrared spectrum. These sensor feeds are often supplemented by feeds provided by other sensor feeds, such as ship's own sensors, and it's not uncommon to see users configure the weapons to rely solely on these sensors alone. Most of the time, Rainbursts are arrayed in batteries, allowing coordinated fire that systemically blankets areas with their munitions. This in turn typically breaks up targets to get picked off by faster-tracking defensive weaponry as the target vessels move towards the flak cannon's host vessel.


Primary Source: Trident-class Autocannon (similar mechanism of operation)
 
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