Greater Star League. | UGC FBS-115 Gunstar Space Fighter/Bomber. | Greater Star League. |
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The UGC adopted the Greater Star League's "GUNSTAR-Class" fighter as the FS-115 Gunstar Fighter-Bomber about 150 years ago for a full time space fighter/bomber. Not a particularly | Multi-Angle View Of The FBS-115 Gunstar Space Fighter/Bomber; Starboard Side, Dorsal/Ventral, Aft/Nose (click to enlarge). |
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| Close Up Of A Death Blossom System. |
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gainly craft, but they have served well and faithfully, and only recently began being phased out. Because of their enormous size, they are considered ships in their own right, even though berthing, etc, is not available.The Gunstar's primary use is defensively, in orbit over high-value worlds (Tirol, Terra, Coruscant, Tarazed, etc) to destroy incurring Warship, limiting the ability of fighters and bombers to prosecute a mission for lack of fuel, ordinance, repair facilities, and facilities for their pilots.The single most interesting detail about the Gunstar is the "Death Blossom" weapons system; Essentially a bank of 48 laser batteries all begin firing at the same time while the ship itself begins to spin on all 3 axis (yaw, pitch, and roll), putting millions of laser 'bolts' all around the craft. This system is very dangerous to use, however, as it totally drains the ship of power for as many as 30 minutes.The Gunstar is going out of UGC service, though they aren't scheduled for full phase out for over a decade still, and the Star League Defense Forces and others will still use them for quite some time to come. NOTE: This class of space fighter/bomber CAN mate with the SACPAK.Name: GunstarsModel Type: Aero-Space Fighter/Bomber.Class: "Other."Crew: Two.Passengers: None.MDC By Location: |
Main Hull- Main Thrusters (06)- | 500 150 each | Main Weapons Pod-
| 100
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Speed and Statistical Data: |
FTL: Not possible. Sub-Light: Mach 20 In Atmosphere: A ponderous 10 MPH; Only intended to transit through an atmosphere to take off or land. Maximum Range: Up to 1 AU. Height: 34 feet 4 inches Width: 47 feet 10 inches Length: 62 feet Weight: 450 tons Cargo: None. Power Systems:Primary: SRT-204 Fusion Reactor; Safe Rated Output Load: 3,900 kW; Lifespan: 10 Years.Secondary: JRM-1a Solar Sail Panel Arrangement; Lifespan: The Solar Sail Panel Arrangement can power the unit for an indefinite period of time, but only up to approximately 400 AU's.Tertiary: Battery backups can be used to power the thrusters at minimum thrust. Lifespan: 60 hours continuous use; Pilots are trained to shut the thrusters down except to make maneuvering adjustments, effectively giving the pilot at least a chance to make it close enough to send a radio signal requesting help. | Flight Systems:FTL Flight:Primary: SSR 015o Tractioning Space Drive System Range: 1.1million Light-Years.Secondary: Piggy-backing off of a Starship's Space Fold Drive.In-system Flight systems:Primary: Bleed-off from the Primary Power Plants through the thrusters (06); Range: 5 YearsSecondary: Type 88-0 Liquid-fueled rocket thrusters 06; Also directs thrust out the 06 main thrusters; Range: 1 AU reliably.Tertiary: JRM-1a Solar Sail Panel Arrangement; Range: The Solar Sail Panel Arrangement can power the unit for an indefinite period of time, but only up to approximately 400 AU's. Cost and Availability: 25 millioncredit; Takes 8 month to built one; Some factories can built 2,000 in a single month. Estimated Black Market Cost and Availability: Between 1 million and 100 billion credit, depending on quality. NOTE: Cost and Availability under each system refers to the black market.
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Weapons Systems: |
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1. Proton Torpedo Rail Launcher: The craft carries 200 specially design Proton Torpedoes; The missile has the RANGE of an LRM, but the WarHEAD of a MRM version of the proton Torpedo LRM. This trade off was precipitated by the need to reduce the size of the missile. Combined with rail launcher technology, the Gunstar can carry 200 of these missiles, giving it plenty of firepower. Purpose: Anti-EVERYTHING (even anti-oxidant) MD: 3D6 times 10 Blast Radius: 50 feet; This larger blast radius is a gained by remixing the fuel and detonator. It is only available for this craft. Rate of Fire: Pilot can fire volleys of 1, 2, 3, or 4 missiles per attacks per melee (4 launch tubes). Range: 1,200 miles. Payload: 200 Cost and Availability: Between 1,000 and 100 million credits; Rarely available.
2. Laser Turret: This is the main dog fighting and ship-attack weapon. The gunners station is rotatable in a full 360 on all three axis's, giving it a complete coverage area. There are actually 48 laser emitters around the craft, but only 3 or 4 of them can be used against any one target at a time. Purpose: Anti-Fighter/Ship MD: 5D6 times 10 Rate of Fire: Per Gunners attacks per melee. Range: 10 miles (double in space). Payload: Unlimited Cost and Availability: Between 5,000 and 15,000 credits; Routinely available.
| 3. DEATH BLOSSOM: A highly destructive weapon; It activates all 20 laser cannon emitters AND all maneuvering thrusters at the same time, spinning the craft in all three axis and creating a "cloud" of laser bolts around the craft for one FULL MINUTE. This weapon effectively turns the craft into a reusable mine. Purpose: Defense/Anti-Fighter MD: Special: At 100 feet and less: Every object in the first-tier sphere takes 1D6 times 1,000 MD to EVERY OBJECT in its MDC List; Once any given object has taken all of its MD, anything left over transfers to the main body, or to the next object. Any object in this sphere is automatic 20 to strike and can not dodge; It's over. Between 100 and 1,000 feet: Every object in the second tier sphere takes 1D6 times 1,000 to the main body; They can still dodge and roll as normal, but must beat 15. Beyond 1,000 feet: Any object in the Third-tier sphere is +2 strike and takes 1D6 times 50 MD, and can still dodge/roll/parry as normal. Rate of Fire: Lasts the entire minute (4 melees); Translates into WELL OVER 10,000 attacks. Range: 10 miles (double in space). Payload: ONCE ONLY; After that the ships shuts down, and must be allowed 20 minutes to recover OR can be jury-rigged at-10%. (You can try as many times as you like). NOTE: Proximity to a gravity well (such as a planet) will be a problem if the grav pods shut down; Therefore, this weapons is NOT recommended for use in an atmosphere. |
Features: |
- Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
- ESM: Radar Detector. Passively detects other radars being operated.
- Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
- Sensory Systems: The craft is equipped with sensors very similar to those carried by the SR-71 and other spycraft; However, some of the higher end material is NOT carried, as the possibility of being shot down is too great. Note that the sensors on this craft is nowhere near as extensive as it's larger brothers.
- Optic Systems:: Infrared: 20 miles, Magnification: 15 times; Ultra Violet: 22 miles, Magnification: 25 times; Night Vision: 24 miles, Magnification: 8 times; Color Filters: 19 miles, Magnification: 200 times; Thermal Imager: 10 miles, Magnification: 40 times
- Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
- FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
- Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
- HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
- AJP: Active Jamming Pod. Causes-25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a-4 penalty to all radar guided weapons.
- Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
- Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
- AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
- Effect:
- 01-50: Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed
- 51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
- 76-0: No effect, missile is still on target.
- Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
- Duration: 1D4 melee rounds.
- Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
- Smoke Dispensers (8): Throws out smoke flares capable of covering a 2503 foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
- Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
- GPS: Standard tracking device.
- Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 50 miles. Specific range can be adjusted in 1 mile increments.
- MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
- Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
- Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
- Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
- Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
- Vacuum Seal: Permits the fighter to be used in hard vacuum (such as outer space), and other hostile environments.
| - CBR Protection: Complete chemical, biohazard, and radiological protection.
- Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
- Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
- TIES (Threat Identification and Engagement System): All sight systems and the are automatic linked to this system. This system assists the pilot in identifying the target and selected the proper weapon system or round type need for the most effective threat neutralization. The computer then places the 32 most threatening targets into the fire control computer, and assist that computer in tracking these targets. This system is cable of storing data on the top 96 Identified Targets. It tells via voice and data displayed on the Heads Up Display what the target is and what sort of weapon should be used on it. Contains all currently known designs. It has a 84% monster/D-bee/Demon success rate, and a 89% power armor or robot ID success rate. Paired with an 88% success rate for selecting the proper weapon and aiming point. It can also ID magic power's, and spell like effects 57% of the time and give suggested counters and avoidance data.
- AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
- Effect:
- 01-50: Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed
- 51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
- 76-0: No effect, missile is still on target.
- Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
- Duration: 1D4 melee rounds.
- Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
- LDP (4): Launched Decoy Pods. Located on the top of the port and starboard wingtips. The fighter can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 30 minutes. Each is a specially designed radar lure that creates a radar image to mimic the fighter. If decoys are not destroyed, they can be recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound).
- MDC: 5
- Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
- Range: Towed to 328 feet (100 meters) from the Mecha or released to go wherever it wants. Can fly independently for about 30 minutes.
- Rate of fire: One can be tether deployed at a time and requires 15 seconds to deploy another decoy. Any non-loosed decoys can be reeled in again.
- Payload: 16 Decoys total.
- XTNDR Pod: Originally designed for use on ground vehicles and fixed stations, the XTNDR Pod has been adapted for use by spacecraft. The normal balloon is removed, and the pod simply drag behind the craft.
- MDC By Location:
- Pod: 50
- Fiber Optic Cable: 10
- Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).
- CS/A-013(a) Communications Satellite: Each Gunstar carries 1 of these satellites for extended communications and radar range.
- MDC By Location:
- Pod: 50
- Fiber Optic Cable: 10
- Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).
- Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250 foot apogee), 7 white parachute flares (1,500 foot apogee), 100 foot of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 10 gallons), manual-inflating liferaft (for at-sea abandonment), self-inflating lifevest (15# buoyancy). The liferaft can also double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide).
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Combat Bonuses from FBS-115 Gunstar Space Fighter/Bomber Combat Elite:- 3 additional attacks per melee for the pilot, 2 additional attacks for the weapons specialist.
- One additional attack per melee at levels 3, 6, 9, 12, 15, and 18 for the pilot. Pilot can ONLY Dodge, Parry, and roll.
- One additional attack per melee at levels 2, 6, 8, and 12 for the weapons specialist. Pilot can ONLY Strike.
- +5 Strike.
- +3 Dodge.
- +4 Auto Roll (causes a-1 to strike).
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