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Approved Tech KE-1 "Hornet" Anti-Vehicle Munition

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[SIZE=14.6667px]Image Source:[/SIZE][SIZE=14.6667px] N/A[/SIZE]

[SIZE=14.6667px]Intent:[/SIZE][SIZE=14.6667px] To create an effective anti-vehicle system. [/SIZE]

[SIZE=14.6667px]Development Thread:[/SIZE][SIZE=14.6667px] N/A[/SIZE]

[SIZE=14.6667px]Manufacturer:[/SIZE][SIZE=14.6667px] [/SIZE][SIZE=14.6667px]Kiribian Systems Armory[/SIZE]

[SIZE=14.6667px]Model:[/SIZE][SIZE=14.6667px] KE-1 Hornet [/SIZE]

[SIZE=14.6667px]Affiliation: [/SIZE][SIZE=14.6667px] Closed Market [/SIZE]

[SIZE=14.6667px]Modularity:[/SIZE][SIZE=14.6667px] Yes, programming can be modified.[/SIZE]

[SIZE=14.6667px]Production:[/SIZE][SIZE=14.6667px] Mass-Production[/SIZE]

[SIZE=14.6667px]Material:[/SIZE][SIZE=14.6667px] Reinforced [/SIZE][SIZE=14.6667px]Duraplast[/SIZE][SIZE=14.6667px], Internal Components[/SIZE]

[SIZE=14.6667px]Classification:[/SIZE][SIZE=14.6667px] Anti-Vehicle Munition, Artillery Shell[/SIZE]

[SIZE=14.6667px]Primary Role:[/SIZE][SIZE=14.6667px] Anti-Vehicle[/SIZE]

[SIZE=14.6667px]Size:[/SIZE][SIZE=14.6667px] Hand Carried[/SIZE]

[SIZE=14.6667px]Length:[/SIZE][SIZE=14.6667px] 40cm[/SIZE]

[SIZE=14.6667px]Weight:[/SIZE][SIZE=14.6667px] 15kg (feels lighter because of repulsors)[/SIZE]

[SIZE=14.6667px]Ammunition Type:[/SIZE][SIZE=14.6667px] Repulsor, Sub-Munitions (150mm [/SIZE][SIZE=14.6667px]Vibro-Flechettes[/SIZE][SIZE=14.6667px])[/SIZE]

[SIZE=14.6667px]Ammunition Capacity:[/SIZE][SIZE=14.6667px] N/A[/SIZE]

[SIZE=14.6667px]Effective Range:[/SIZE][SIZE=14.6667px] [/SIZE]

  • [SIZE=14.6667px]Operational range (flight) 15km, or 5 minutes of flight time. Flight ceiling between .5m - 2km.[/SIZE]

  • [SIZE=14.6667px]Blast radius of shrapnel/antigravity waves: 5m [/SIZE]

  • [SIZE=14.6667px]Max effective spread of [/SIZE][SIZE=14.6667px]vibro[/SIZE][SIZE=14.6667px]-flechettes: 1m [/SIZE]
[SIZE=14.6667px]Rate of Fire:[/SIZE][SIZE=14.6667px] N/A[/SIZE]

[SIZE=14.6667px]Special Features: [/SIZE][SIZE=14.6667px]N/A[/SIZE]

[SIZE=14.6667px]Strengths: [/SIZE]

[SIZE=14.6667px]+Infantry units can quietly deploy Hornet units from concealed positions without giving away their location, as no contrails, sounds, or flashes are produced during deployment. [/SIZE]
[SIZE=14.6667px]+Fully automated system, but operators can provide remote inputs for manual guidance, or to make adjustments as needed. [/SIZE]
[SIZE=14.6667px]+Resistant to electronic attack/jamming, and EMP/ion weapons.[/SIZE]
[SIZE=14.6667px]+No explosive components, making the Hornet lightweight and safe for transport.[/SIZE]

[SIZE=14.6667px]Weaknesses:[/SIZE][SIZE=14.6667px] [/SIZE]

[SIZE=14.6667px]-Against its intended target, the Hornet is a precision weapon that requires direct hits to be effective. [/SIZE]
[SIZE=14.6667px]-Can only be used within gravity wells. [/SIZE]
[SIZE=14.6667px]-Vulnerable to AA countermeasures during flight.[/SIZE]

[SIZE=14.6667px]Description:[/SIZE][SIZE=14.6667px] [/SIZE]

[SIZE=14.6667px]The KE-1 Hornet is an anti-vehicle munition designed to be thrown or launched by infantry units and vehicles, respectively. The system consists of a sensor/comm suite, outer repulsor array, [/SIZE][SIZE=14.6667px]field disruptor[/SIZE][SIZE=14.6667px] capsule, a canister of 3 150mm [/SIZE][SIZE=14.6667px]vibro-flechettes[/SIZE][SIZE=14.6667px], and an inner core repulsor. The body is jacketed with a perforated layer of reinforced duraplast to protect the munition against electronic attack, and EMP/Ion attacks during flight. [/SIZE]

[SIZE=14.6667px]The Hornet is pre-programmed with two basic modes of attack - seeker mode or mine mode - but operators can modify the programming to suit their needs. [/SIZE]

[SIZE=14.6667px]In seeker mode, the Hornet is thrown or launched into the air. From there, the repulsors will kick in to give the Hornet the power of flight (with enough power for five minutes of flight time), rising to low altitude in search of a target. The system is fully autonomous, able to locate enemy vehicles with its optical and infrared sensors, cross-referencing files on its on-board memory, but it can also be walked on target by remote inputs by operators or an external system. The Hornet can also be set to attack by coordinates alone, relying solely on inertial guidance for course correction. [/SIZE]

[SIZE=14.6667px]After a target is selected - either by the operator of the Hornet itself - it will dive for attack. If going for a top attack, it will align itself perfectly perpendicular to the target surface to maximize damage. If attacking the sides or back, it will make a high-g turn into the vehicle just prior to the detonation phase, again aligning itself to be perpendicular.[/SIZE]

[SIZE=14.6667px]As it comes near to the target, the outer repulsor array overloads to blast apart the duraplast shell to create a wall of antigravity waves and large chunks of shrapnel ahead of the rest of the Hornet. This tactic is meant to trick any active protective systems into prematurely deploying countermeasures as they detect the shrapnel, then deflect the countermeasures (and their explosions) away with the antigravity waves. Ideally, the backfire will destroy or disable the active protective system.[/SIZE]

[SIZE=14.6667px]During the next phase, the inner core array makes two final bursts. The first burst accelerates the field disruptor capsule forward away from the body, which in turn activates if it comes in contact with shielding, creating a weakpoint in the shield ahead of the final deployment of the submunitions. [/SIZE]

[SIZE=14.6667px]In one final burst, the core repulsor array overloads, giving its payload of vibro-flechettes a massive boost of acceleration to amplify their destructive force upon impact. Coupled with their momentum, the large vibro-flechettes are effective at penetrating lightly armored vehicles like APCs, and the thinner top/side/rear armor of more heavily armored vehicles like main battle tanks (or the legs of walkers) for full on catastrophic kills (K-kill) or crippling mobility kills (M-kill). While not intended for use against personnel, the initial blast wave of duraplast fragments and anti-gravity waves can be lethal to infantry units and other soft targets in the immediate vicinity. [/SIZE]

[SIZE=14.6667px]In mine mode, users set the Hornet in a fixed location like a normal mine. From there, the munition can be set to run in full autonomous mode to respond to certain seismic and electromagnetic readings from passive sensors, and/or be remote controlled by an operator or defense grid to be triggered on demand. The Hornet will then pop up into the air and transition into seeker mode for attack.[/SIZE]


[SIZE=14.6667px]Primary Source:[/SIZE]

[SIZE=14.6667px]Star Wars Wiki[/SIZE]

[SIZE=14.6667px]“3HX3 Timer Mine.” 2016. Accessed December 20, 2016. [/SIZE][SIZE=14.6667px]http://starwars.wikia.com/wiki/3HX3_timer_mine[/SIZE][SIZE=14.6667px].[/SIZE]

[SIZE=14.6667px]Real World Inspiration[/SIZE]

[SIZE=14.6667px]“Sense and Destroy ARMor.” Accessed December 20, 2016. [/SIZE][SIZE=14.6667px]https://www.wikiwand.com/en/Sense_and_Destroy_ARMor[/SIZE][SIZE=14.6667px].[/SIZE]

[SIZE=14.6667px]Pike, John. “M93 HORNET [Family of Wide Area Munitions].” July 2007. Accessed December 20, 2016. [/SIZE][SIZE=14.6667px]http://www.globalsecurity.org/military/systems/munitions/m93.htm[/SIZE][SIZE=14.6667px].[/SIZE]

[SIZE=14.6667px]“BLU-108.” Accessed December 20, 2016. [/SIZE][SIZE=14.6667px]https://www.wikiwand.com/en/BLU-108[/SIZE][SIZE=14.6667px].[/SIZE]

[SIZE=14.6667px]“CBU-100 Cluster Bomb.” Accessed December 20, 2016. [/SIZE][SIZE=14.6667px]https://www.wikiwand.com/en/CBU-100_Cluster_Bomb[/SIZE][SIZE=14.6667px].[/SIZE]

[SIZE=14.6667px]“Miniature UAV.” Accessed December 20, 2016. [/SIZE][SIZE=14.6667px]https://www.wikiwand.com/en/Miniature_UAV[/SIZE][SIZE=14.6667px].[/SIZE]

[SIZE=14.6667px]“Trophy (countermeasure).” Accessed December 20, 2016. [/SIZE][SIZE=14.6667px]https://www.wikiwand.com/en/Trophy_(countermeasure)[/SIZE][SIZE=14.6667px].[/SIZE]
 
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[member="Arisa Yune"]

I'm not seeing anything in the original flechette sub about a seven-centimetre needle being able to get through main battle tank armor reliably. Dial this down a little and I'll stamp it.
 
[member="Jorus Merrill"] Kinetic penetrators deal damage by focusing the energy of their momentum into a small area at their tip. Vibro-flechettes work the same way, but also use their vibro-feature to soften up the surface as they pass through it for easier penetration. I did mention that with heavier vehicles, this is meant to hit them from the top, side, or back where their armor is usually the thinnest. In the case of walkers, it may be their legs - I just watched an AT-AT get its legs blown apart by sustained fire from a blaster cannon. It's nearly impossible for tanks to have an armor as thick as their front armor in all areas, or they would be too heavy to move.

I toned down the language as requested, but also bumped up the caliber of the vibro-flechettes to 150mm with a reduction from 8 to 3 in each canister. So, this may not be destroying someone's space Abrams outright, but there is a high potential for a mobility kill, leaving the damaged vehicle vulnerable to follow-up attacks.
 
[member="Arisa Yune"]

I'm aware. The big issue was whether this would retroactively give the previous sub blanket anti-tank capability. Going to 150mm and massaging the language solve that issue as far as I'm concerned.
 
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