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Approved Tech Kingfisher Guided Missile

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Variable Guided Missile System
  • Size: Large
  • Weight: Heavy
  • Explosive Type: Ion, Plasma or Proton
  • Delivery Method:
    • Launched
    • Self Propelled
  • Effective Range: Battlefield
  • Area Of Effect: Average
  • Damage Output: High
SPECIAL FEATURES
  • Anti Thermal Warhead: The primary function of the Kingfisher, a rotating warhead that deflects Blaster weapons.
  • Dual Maneuvering: Combined Airfoil and Gyro system make this missile rather maneuverable at high speeds.
  • Guided: Kingfisher Missiles are able to be piloted manually from any console synchronized with the Missile.
  • Ion Accelerator: This missile is capable of moving at incredibly fast bursts of speed.
  • Targeted: This weapon can track a target Via Ion, EM or Thermal Signature with its advanced targeting system.
  • Twin Speed: The missile has two speeds, Hunt and Burst for high maneuvering and raw speed.
  • Two Stage Missile: This missile launches off EM rails before being guided.
STRENGTHS
  • Breach Heads: The warhead that's attached to the head of the Kingfisher can be set to a timer or manually detonated, combined with its spinning shell to tear into ships hulls like a diamond drill before detonating its charge through the weakened or ruptured surface to deal maximum possible damage with its modest payload.
  • Deflector Warhead: The prime function of the Kingfisher Missile, the gyroscope within the projectile fuels a rotating outer shell at the top end of the missile surrounding the warhead made of Ultrachrome-B 9:1. The spinning shell spins faster as the missile accelerates, deflecting, absorbing and diffusing blaster and energy bolts that hit it, allowing it to overwhelm some counter-measures. As this missile locks on enough to activate its straight burst, this head spins fast enough, diffusing thermal energy so rapidly its incredibly difficult to stop with energy weapons alone.
  • Hunter-Killer Missile: The Kingfisher sports an advanced targeting system which allows the platform that fires it which affords it to acquire the signatures of Ion Trails, Thermal Sources and even EM Signatures to lock onto, each with ranges that can be manually altered by an experienced artilleryman. Additionally, any system with a HUD and a method for controls are able to integrate with the Missile system allowing it to be piloted remotely to its destination, giving the user control of its impressing Dual system maneuvering, diagnostics, detonation and more.
  • Straight Burst: Kingfishers are fired from an electromagnetically charged coil, giving them incredible opening velocity before needing to engage their ion accelerator in order to manually fly. However, once the missile gains projected target lock, its computer engages any and all of its remaining fuel like an afterburner, rocketing at incredible speeds in a straight line to its target with very little maneuvering ability.
WEAKNESSES
  • Disruptors: A disruptor will overwhelm the missiles' defensive hull either detonating it or simply destroying the missile outright preventing it from getting anywhere near its target.
  • Ion Prone: EMP and Ion countermeasures are such that they will often knock out the targeting and computer systems of the missile, defaulting it to something more like a rocket which will detonate on impact.
  • Rear Vulnerable: With some teamwork, the missiles are exceedingly vulnerable from the rear, able to be disabled and destroyed easily by high speed interceptors
  • ENOUGH Energy: A powerful enough blast from a cannon in the same class will overwhelm the missile defense, detonating what's beneath it. Although in burst mode there is still a chance that shy of a direct hit, it may just still keep going.
DESCRIPTION
Missiles are a difficult weapon to bring into the modern era, although not typically the breed of weapon that is used by House Aquila, these missiles with energy based payloads were developed to be able to combat fast moving craft which may assail their ships. These missiles are expensive surgical missiles which are made to target individual locations on a ship in order to cripple or destroy it, be it light craft, a base, turrets, boosters, life support systems or the bridge of a capitol ship.

Kingfishers are considered hunter killer missiles due to their ability to maneuver at speeds comparable to fighter craft at combat speeds, while also being able to accelerate rapidly with their fuel reserves in direct lines towards their targets at the cost of all maneuverability. This combined with their ability to target lock through variable methods allows the missiles several chances to lock onto ships that use targeting jammers and chaff to disable targeting systems. Finally, should all else fail, the system can be manually piloted like a drone from as little as a holo-screen and mounted visual transmitter, so the wielder can see the surprise on the stealth ships' pilots face when it goes up in flames.

The missiles themselves are produced in classes available to light tanks and fighter craft all the way up to capital class assault batteries and can carry plasma bomb charges for raw thermal output, Proton missiles for nuclear, thermal and concussive force and finally Ion warheads for ending and shutting down wide swathes of electrical and ion energy to disable droids and other machines.
 
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