Anthos R&D #3 - Hypervelocity Gun
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Clak’dor Drive Yards -- Hypervelocity Gun Network(CD HD)


General
¤ Class: System Defense
¤ Build Time: 20 days

Detail
¤ Power Source: 2 CD d12 turbines
¤ Ray Shields: 10,000 SBD
¤ Particle Shields: CD FastFlicker shield system - 12,000 SBD
¤ Weapons: 1 CD Hypervelocity Gun
¤ Damage: -1500 RU per volley
¤ Projectile: Molecularly Fused Slug
¤ Firing Arc: 4 in sight at any position
¤ Firing Range: Infinite
¤ Accuracy: Depreciates


Power Source
¤ Two CD d12 turbines power the CD HG. One is dedicated to shield systems, the other to the weapon itself. Each turbine has several surge protection devices, as well as a user end battery to allow for emergency power, and/or power re-diversion in the case of a failure. Highly dependable, solid, and humongous, these sought after turbines can be found only through Clak’dor Drive Yards’ Systems Division.
¤ Both turbines are buried deep within the ground, and are protected by a large duracrete shell. Shockproof floors ensure that aerial bombardment do not jolt these key components.

Shields
¤ The HG is protected by both Ray and Particle shields. Powered by one gigantic CD d12 planetary turbine, both shield systems never actually charge to the maximum. Instead they hover right around the middle of their power range, while keeping the excess energy for faster recharging and reinforcing of damaged sections.
¤ The particle shields use a FastFlicker system to turn on and off in under a hundredth of a second. The shields are synchronized with the cannon, so the power flickering is timed directly with the shells exit.
¤ The ray shields are a low coverage, CD spot defense model. If the world the CD HG is positioned on is equipped with planetary shields, the CD HG’s shields will be well away, and under the planets defenses providing no interference.

Weapons
¤ The Clak’dor Hypervelocity Gun (CD HD) is based upon several other popular designs used on wealthy planets around the galaxy. The concept is not new. Take a durable alloy, and turn it into a large projectile. Then, fire that projectile into space at your enemy at a blinding speed and let them worry about the rest.
¤ The mention of a “Slug Gun”, as the hypervelocity gun is otherwise known, strikes fear into the heart of every space-faring being. Shields may fail, hyperspace may be restricted, or even movement denied, but nothing is quite like the concept being exposed to hard vacuum because of a projectile you didn’t even see, or dodge.
¤ The weapon is rather simple. After a projectile is loaded into the gun and the loading chamber secured, the turbine charges the barrel with electricity for a few nano-seconds. The projectile is accelerated forward at speeds passing (2.3 x 10^5)km/s. The effect is devastating on enemy ships, asteroids, or even moons.
¤ The projectiles are unharmed by ray shielding, and strike only particle shielding and hull. Although particle shielding is designed to specifically stop asteroids, and other space debris with ease, it is ill equipped for the speed of the hypervelocity gun’s slug.
¤ The weapon is a single shot, firing one slug at a time. Thousands of rounds of ammunition are stored with each gun emplacement, allowing for almost unlimited firing. The recoil is tremendous, requiring the entire system to be re-synchronized after each firing.

Damage
¤ Each shot reduces the enemy’s particle shields by 1500 RU. If the ship has less than 1500 RU in particle/hull protection, it is crippled on the first burst, venting atmosphere with catastrophic hull integrity destruction.
¤ Once the hull/particle protection is gone, the next burst of fire will destroy the ship. The slug, traveling at hyper velocities, will enter one side of the ship, and exit the other slowing down only slightly.
¤ When a shield system successfully stops a slug, everyone on board knows what happened. The momentum of the shell is incredible; the impact will jar the entire ship, and will cause hull integrity damage despite not penetrating.

Projectile
The projectile is a molecularly fused slug, coated with a burnable protective paint that allows it to go through the cannon barrel as well as atmosphere without diminishing in size due to friction. It has a mass of 50.3 kilograms when loaded, and when fired the mass increases to 352 kilograms relative to the stationary ship.

Firing Arc
¤ Four CD HD’s will be visible on the planet at any time, from any orbit, but only two will be able to fire at the enemy fleet, due to fairly limited rotational ability.

Firing Range
¤ Because of the frictionless environment that is space, the projectiles flung from the CD HD have no range limitation, and damage does not depreciate with distance.

Accuracy
¤ Accuracy is a big part of the CD HD. Because the weapon has no range, theoretically it could lay siege to planets, systems away. The guidance and targeting scheme for such an undertaking has not been designed, and chances are the funding will not be given to research the possibility.
¤ The closer the enemy is to the planet, the higher the chance that they will be hit. By the time a target comes within energy weapon bombardment distance, they will have been within range for some time. If combined with a suitable satellite network, this range could easily increase by half, or even double.
¤ The sure hit distance for the CD HD is within 410,000 kilometers. It takes the projectile 1.782 seconds to traverse this distance. Between 500,000 and 800,000 kilometers accuracy has depreciated to 60%. At 1,400,000 kilometers accuracy has depreciated to less than 20%.

OOC
¤ This weapon “charges” on one post, and fires one shot in the next.
¤ Only two CD HG’s will be in combat at any time, provided the enemy does not circle, or otherwise appear in more than one place surrounding an CD HG equipped planet.
¤ Each shot deals out –1500 RU in damage.
¤ If the enemy ship has less than 1400 RU in total hull and partial shielding, the first shot will wipe out their shields, and deal some damage to the hull.
¤ If the enemy ship has less than 1000 RU in total hull and partial shielding, the first shot will wipe out their shields, and deal significant damage to the hull.
¤ If the enemy ship has less than 700 RU in total hull and partial shielding, the first shot will wipe out their shields, and deal massive damage to the hull.
¤ If the enemy ship has less than 300 RU in total hull and partial shielding, the slug will penetrate the ship, and exit the other side with a massive exit wound.
¤ If more than one enemy ship is present, the two cannons cannot target the same ship. Instead they must choose separate targets.

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Page Information
Created By
Isjhe Kaant
Created On
Jun 16 2003 6:42pm
Last Updated
Jun 16 2003 6:42pm
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