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UGC FBS-115 Gunstar Space Fighter/Bomber


Multiple-angle view of the FBS-115 Gunstar Space Fighter/Bomber.

The UGC developed the FS-115 Gunstar about 15Ø years ago for a full time space fighter/bomber. Not a particularly gainly craft, but they have served well and faithfully, and are not scheduled for phase out. Because of their enormous size, they are considered ships in their own right, even though berthing, etc, is not available.
NOTE: This class of space fighter/bomber CAN mate with the SACPAK.
Name: Gunstars
Model Type: Aero-Space Fighter/Bomber.
Class: .
Crew: Two.
Passengers: None.
MDC By Location:
Main Hull-
Main Thrusters (Ø6)-
5ØØ
15Ø each
Main Weapons Pod-

1ØØ


Speed and Statistical Data:

FTL: Not possible.
Sub-Light: Mach 2Ø
In Atmosphere: A ponderous 1Ø 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 1Ø inches
Length: 62 feet
Weight: 45Ø tons
Cargo: None.
Power Systems:
Primary: SRT-2Ø4 Fusion Reactor;
Safe rated output load: 3,9ØØ kW;
Lifespan: 1Ø 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 4ØØ AU’s.
Tertiary: Battery backups can be used to power the thrusters at minimum thrust.
Lifespan: 6Ø 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 Ø15o 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 (Ø6)
Range: 5 Years
Secondary: Type 88-Ø Liquid-fueled rocket thrusters Ø6;
Also directs thrust out the Ø6 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 4ØØ AU’s.
Cost and Availability: 25 million€; Occasional
Estimated Black Market Cost and Availability: Between 1 million and 1ØØ billion
€, depending on quality. NOTE: Cost and Availability under each system
refers to the black market.





Weapons Systems:

1. Proton Torpedo Rail Launcher: The craft carries 2ØØ 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 2ØØ of these missiles, giving it plenty of firepower.
Purpose: Anti-EVERYTHING (even anti-oxidant)
MD: 3D6×1Ø
Blast Radius: 5Ø 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: 1,2ØØ miles.
Payload: 2ØØ
Cost and Availability: Between 1,ØØØ and 1ØØ 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 36Ø on all three axis’s, giving it a complete coverage area. There are actually 2Ø 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: 5D6×1Ø
Rate of Fire: Per Gunners attacks per melee.
Range: 1Ø miles (double in space).
Payload: Unlimited
Cost and Availability: Between 5,ØØØ and 15,ØØØ credits; Routinely available.

3. DEATH BLOSSOM: A highly destructive weapon; It activates all 2Ø laser cannon emitters AND all maneuvering thrusters at the same time, spinning the craft in all three axis’s and creating a “cloud” of laser bolts around he craft for one FULL MINUTE. This weapon effectively turns the craft into a reusable mine.
Purpose: Defense/Anti-Fighter
MD: Special: At 1ØØ feet and less: Every object in the first-tier sphere takes 1D6×1,ØØØ MD to EVERY OBJECT in its MDC List; Once any given object has taken all of it’s MD, anything left over transfers to the main body, or to the next object. Any object in this sphere is automatic 2Ø to strike and can not dodge; It’s over. Between 1ØØ and 1,ØØØ feet: Every object in the second tier sphere takes 1D6×1,ØØØ to the main body; They can still dodge and roll as normal, but must beat 15. Beyond 1,ØØØ feet: Any object in the third-tier sphere is +2 strike and takes 1D6×5Ø MD, and can still dodge/roll/parry as normal.
Rate of Fire: Lasts the entire minute (4 melees); Translates into WELL OVER 1Ø,ØØØ attacks.
Range: 1Ø miles (double in space).
Payload: ONCE ONLY; After that the ships shuts down, and must be allowed 2Ø minutes to recover OR can be jury-rigged at-1Ø%. (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: 2ØØ miles, can track up to 25Ø 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,ØØØ 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: 2Ø miles, Magnification: 15×
    Ultra Violet: 22 miles, Magnification: 25×
    Night Vision: 24 miles, Magnification: 8×
    Color Filters: 19 miles, Magnification: 2ØØ×
    Thermal Imager: 1Ø miles, Magnification: 4Ø×
  • 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. 5ØØ 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 ¾ (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 Ø4 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 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect:
    Ø1-5Ø: 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-Ø: 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: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.
  • Smoke dispensers (8): Throws out smoke flares capable of covering a 25Ø 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.
  • 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 1Ø mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • 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.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • Vacuum Seal: Permits the fighter to be used in hard vacuum (such as outer space), and other hostile environments.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • 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).
  • 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 3Ø 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 9Ø% chance of fooling military grade radars and advanced smart missiles.
    Range: Towed to 328 feet (1ØØ meters) from the Mecha or released to go wherever it wants. Can fly
    independently for about 3Ø 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.
  • 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 (25Ø foot apogee), 7 white parachute flares (1,5ØØ foot apogee), 1ØØ foot of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 1Ø 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).
  • Oxygen Rebreather System: Extends pilots air supply to 1ØØ 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 5Ø miles. Specific range can be adjusted in 1 mile increments.
  • XTNDR Pod: Originally deigned 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: 5Ø
    Fiber Optic Cable: 1Ø
    Effect: Extends range of any sensors 1Ø times (or defeats other penalties in a 5 mile area).
  • CS/A-Ø13(a) Communications Satellite: Each Gunstar carries 1 of these satellites for extended communications and radar range.
    MDC By Location:
    Pod: 5Ø
    Fiber Optic Cable: 1Ø
    Effect: Extends range of any sensors 1Ø times (or defeats other penalties in a 5 mile area).
  • 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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