Irys Arist'lar
Character
Intent: Create some long range ordnance
Development Thread: No
Manufacturer: Hoersch Kessel Driveworks
Model: HKD BVR TR-DR
Affiliation: Private Market
Modularity: Warhead can be converted to change to other HKD BVR Torpedoes easily
Production: Minor
Material: Durasteel, warhead materials.
Classification: Long range guided ordnance
Size: Assault concussion missile size
Length: 5m
Weight: 2000kg
Ammunition Type: Torpedo
Ammunition Capacity: N/A
Effective Range: Extreme capital ship. Potentially as far as two close planets within a system. (Note: Minimum range of 10km)
Rate of Fire: Slow
Special Features: Extreme range, guided.
Strengths:
- Very Long Range
- Hits at high velocity and so difficult for Starfighters to intercept
- Guided. Can hit moving targets and curve in to throw off tracking and strike specific targets of large capital ships
- Disrupts enemy sensors
- Lights up shielded targets within ~1km of blast
- Less damage to shields than a typical disruptor warhead
- Minimum range: Can’t be used within 10km. Cannot effectively launch and potential of being detonated close to ship by enemy point defences.
- Can disrupt HY torpedoes on impact I'd fired together in a volley
- Can’t strike small targets. No use against anything smaller than a frigate. Comes in at too high a velocity and not enough of a turning circle to compensate.
Description: The HKD range of BVR torpedoes is an attempt to provide some alternative options to energy torpedoes and hyper-velocity rounds. HV rounds are generally unsuitable for a morally conscious force attempting to strike ships in orbit of a planet due to the chance of massive civilian casualties on the planet below. These missiles can easily be programmed to become inert if they malfunction or miss their intended target.
Three types of missiles have been created, imaginative named the HY, DR and ID for high-yield, disruptor and interdictor respectively.
The disruptor variety is based on a typical disruptor warhead. However the warhead has a highly tuned and specific energy signature. It does disrupt shields, but an enemy struck might be confused that it compromises them less than expected. The ion pulse is tuned to disrupt enemy sensors as much as shields. All shields re-emit electromagnetic energy when struck, as they become visible to the naked eye. The original pulse and the re-emission from shields tends to cause issues for an enemy ship to detect long range, or low signature targets. It can also compromise their ability to detect incoming warheads. This might make the combination with HY torpedoes devastating, however firing both together tends to cause ~50% of the HY torpedoes to fail and miss or become inert. If these missiles strike an unshielded ship, they will cause typical ion damage and potentially disable a vessel.
A side effect is that any shielded vessel within 1km of the detonation becomes much brighter on sensors when struck by the pulse. Most of the time the splash does little serious damage, however fighters very close to a capital ship under bombardment of these missiles could suffer malfunctions in shields, sensors or primary systems.
Overall these aren’t game changing, but a steady long range bombardment of these warheads can disrupt an enemy’s plans for returning fire and give a tactical edge. Used on patrolling Star Defenders they can be used to safely disable pirate frigates and heavy freighters.
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