Anthos R&D :: Medium Gauss Gun
You are viewing an old version of this page.
Project: Medium Gauss Gun
Developed by: Clakor Weapons Systems
Developed under contract for: Republic Department of System & Planetary Defense
Designation: Planetary Defense
General
- Class: System Defense
- Build Time: 20 days
Details
- Power Source: 2 CD d12 turbines
- Backup Power: 1 CD d13 turbine
- Ray Shields: 8,000 SBD - CD Rok shield system
- Backup: 4,000 SBD - CD Rok shield system
- Particle Shields: 10,000 RU - CD FastFlicker shield system
- Backup: 6,000 RU - CD FlastFlicker shield system
- Weapons: 1 CD Medium Gauss Gun, 10 medium dual-laser cannons
- Projectile: Molecularly fused slug
- Projectile Damage: - 300 RU per slug
- Firing Capabilities: 4 in sight at any time
- Firing Range: Infinite
- Accurate Range: 400,000 km
Power Source
Two CD d12 turbines power the CD MGG. 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 absolutely huge, these sought after turbines can be found only through Clakor 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 does not jolt these key components.
Shields
The MGG 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 five-hundredths of a second. The shields are synchronized with the cannon, so the power flickering is timed directly with shell exit. The ray shields are a low coverage, CD spot defense model, designed to sit under a standard planetary shield. Utilizing CD Rok technology they can sustain an incredible amount of damage. The shield systems on all MGG systems are kept up constantly.
Weapons
- Medium Gauss Gun
Continuing the inevitable evolution of design, the Medium Gauss Gun is derived from its big brother the Hypervelocity Gun, as well as other similar designs used in a few wealthy spots in the galaxy. Unlike the Hypervelocity Gun, which uses an electromagnetic rail system to accelerate projectiles to tremendous speeds with great recoil, the Medium Gauss Gun uses a magnetic coil system, which has no recoil.
Energy is piped into a coil, which in turn generates a huge magnetic field. The energy is pulsed up the coil, moving the magnetic field. Any objects inside the coil are promptly thrown out at a high rate of speed. Recoil is nonexistent because the magnetic fields push against one another, rather than the external coil.
The Medium Gauss Gun fires slugs as a velocity of (1.3 x 10^4)km/s in bursts of three. The projectiles are unharmed by ray shielding, and strike only particle shielding and hull. Although particle shielding is designed to specifically to stop asteroids and other space debris with ease, it is ill equipped for the speed and intent of the Medium Gauss Gun's slug.
Compared to the HG, the Medium Gauss Gun is a relatively nimble weapon. Its targeting systems and rotational equipment is far speedier, allowing emplacements to track targets moving at a high rate of speed.
- 10 medium dual-laser cannons
A ring of dual laser cannons surrounds the MGG, providing defense against fighter attacks and other hostile actions.
Slugs
Fired in bursts of three each, these molecularly fused and hardened projectiles are more than capable of shredding straight through any type of fighter or low-flying attack gunboats and cruisers. Flying at a speed of (1.3 x 10^4)km/s, a three slug burst will completely destroy a targeted fighter or heavily damage the shield systems of any gunboats or assault cruisers. When used in groups of 2 or more Medium Gauss Gun systems can also do heavy damage to Capital-Class cruisers quickly. Thousands of slugs are stored in each MGG faculty, providing a near unlimited supply.
Firing Arc
The Medium Gauss Gun emplacements are far more flexible those of its cousin in terms of targeting and maneuverability. Four guns are visible from space at any point, and four are able to fire.
Firing Range
Because of the frictionless environment that is space, the projectiles flung from the HG have no range limitation, and damage does not depreciate with distance.
Accuracy
Theoretically the MGG could lay siege to planets star systems away, but the funding and research required denotes that this capability will probably never happen. Accuracy is represented on the chart below.
- 000,002km - 100,000km 100%
- 100,000km - 250,000km 80%
- 250,000km - 400,000km 60%
- 400,000km - 800,000km 40% to 10%
The MGG is capable of targeting craft moving as fast as 70 MGLT. Since the fire-to-hit time is so low there is very little 'leading' of the target required. While the MGG can target craft moving as fast as 100 MGLT, accuracy is dropped by at least half for these faster ships.
Security
After discovering an attempt at sabotage at a MG station on Clakor security systems were upgraded with the introduction of the MgmkII. The security system for the is identical to that of the MG. Employee's go through five levels of security to enter the faculty. First their ID cards are read, and then their handprint is scanned. They are then let into an airlock, which holds one person at a time. Inside the airlock they are weighed and their facial topographical features are scanned. They are then asked to speak an audio confirmation. All details are matched with the records on file in both the local database and the planet-wide database. Upon confirmation that this is indeed the correct employee, the airlock is opened and the employee is allowed to enter the faculty. This process is duplicated with the same level of intensity at various key points (target systems, reloading systems, the turbines, shield systems, etc). This process is also repeated upon exiting the faculty.
OOC
- Each emplacement "charges" on one post, and fires in the next.
- In compliance with the rules this ship will not destroy craft in less than 3 posts, 2 if the craft is under 1000m long. Since it is the equivalent of a 2000m craft it can destroy multiple fighters in one post.
- If more than one enemy capital ship is present all four cannons may not target the same craft.
R&D Time: 40 days
R&D begins: February 2, 2003
R&D ends: March 13, 2003
[edit: added MGLT tracking speed.]
Developed by: Clakor Weapons Systems
Developed under contract for: Republic Department of System & Planetary Defense
Designation: Planetary Defense
General
- Class: System Defense
- Build Time: 20 days
Details
- Power Source: 2 CD d12 turbines
- Backup Power: 1 CD d13 turbine
- Ray Shields: 8,000 SBD - CD Rok shield system
- Backup: 4,000 SBD - CD Rok shield system
- Particle Shields: 10,000 RU - CD FastFlicker shield system
- Backup: 6,000 RU - CD FlastFlicker shield system
- Weapons: 1 CD Medium Gauss Gun, 10 medium dual-laser cannons
- Projectile: Molecularly fused slug
- Projectile Damage: - 300 RU per slug
- Firing Capabilities: 4 in sight at any time
- Firing Range: Infinite
- Accurate Range: 400,000 km
Power Source
Two CD d12 turbines power the CD MGG. 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 absolutely huge, these sought after turbines can be found only through Clakor 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 does not jolt these key components.
Shields
The MGG 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 five-hundredths of a second. The shields are synchronized with the cannon, so the power flickering is timed directly with shell exit. The ray shields are a low coverage, CD spot defense model, designed to sit under a standard planetary shield. Utilizing CD Rok technology they can sustain an incredible amount of damage. The shield systems on all MGG systems are kept up constantly.
Weapons
- Medium Gauss Gun
Continuing the inevitable evolution of design, the Medium Gauss Gun is derived from its big brother the Hypervelocity Gun, as well as other similar designs used in a few wealthy spots in the galaxy. Unlike the Hypervelocity Gun, which uses an electromagnetic rail system to accelerate projectiles to tremendous speeds with great recoil, the Medium Gauss Gun uses a magnetic coil system, which has no recoil.
Energy is piped into a coil, which in turn generates a huge magnetic field. The energy is pulsed up the coil, moving the magnetic field. Any objects inside the coil are promptly thrown out at a high rate of speed. Recoil is nonexistent because the magnetic fields push against one another, rather than the external coil.
The Medium Gauss Gun fires slugs as a velocity of (1.3 x 10^4)km/s in bursts of three. The projectiles are unharmed by ray shielding, and strike only particle shielding and hull. Although particle shielding is designed to specifically to stop asteroids and other space debris with ease, it is ill equipped for the speed and intent of the Medium Gauss Gun's slug.
Compared to the HG, the Medium Gauss Gun is a relatively nimble weapon. Its targeting systems and rotational equipment is far speedier, allowing emplacements to track targets moving at a high rate of speed.
- 10 medium dual-laser cannons
A ring of dual laser cannons surrounds the MGG, providing defense against fighter attacks and other hostile actions.
Slugs
Fired in bursts of three each, these molecularly fused and hardened projectiles are more than capable of shredding straight through any type of fighter or low-flying attack gunboats and cruisers. Flying at a speed of (1.3 x 10^4)km/s, a three slug burst will completely destroy a targeted fighter or heavily damage the shield systems of any gunboats or assault cruisers. When used in groups of 2 or more Medium Gauss Gun systems can also do heavy damage to Capital-Class cruisers quickly. Thousands of slugs are stored in each MGG faculty, providing a near unlimited supply.
Firing Arc
The Medium Gauss Gun emplacements are far more flexible those of its cousin in terms of targeting and maneuverability. Four guns are visible from space at any point, and four are able to fire.
Firing Range
Because of the frictionless environment that is space, the projectiles flung from the HG have no range limitation, and damage does not depreciate with distance.
Accuracy
Theoretically the MGG could lay siege to planets star systems away, but the funding and research required denotes that this capability will probably never happen. Accuracy is represented on the chart below.
- 000,002km - 100,000km 100%
- 100,000km - 250,000km 80%
- 250,000km - 400,000km 60%
- 400,000km - 800,000km 40% to 10%
The MGG is capable of targeting craft moving as fast as 70 MGLT. Since the fire-to-hit time is so low there is very little 'leading' of the target required. While the MGG can target craft moving as fast as 100 MGLT, accuracy is dropped by at least half for these faster ships.
Security
After discovering an attempt at sabotage at a MG station on Clakor security systems were upgraded with the introduction of the MgmkII. The security system for the is identical to that of the MG. Employee's go through five levels of security to enter the faculty. First their ID cards are read, and then their handprint is scanned. They are then let into an airlock, which holds one person at a time. Inside the airlock they are weighed and their facial topographical features are scanned. They are then asked to speak an audio confirmation. All details are matched with the records on file in both the local database and the planet-wide database. Upon confirmation that this is indeed the correct employee, the airlock is opened and the employee is allowed to enter the faculty. This process is duplicated with the same level of intensity at various key points (target systems, reloading systems, the turbines, shield systems, etc). This process is also repeated upon exiting the faculty.
OOC
- Each emplacement "charges" on one post, and fires in the next.
- In compliance with the rules this ship will not destroy craft in less than 3 posts, 2 if the craft is under 1000m long. Since it is the equivalent of a 2000m craft it can destroy multiple fighters in one post.
- If more than one enemy capital ship is present all four cannons may not target the same craft.
R&D Time: 40 days
R&D begins: February 2, 2003
R&D ends: March 13, 2003
[edit: added MGLT tracking speed.]