Hayabusa
“So you clowns want to dance eh?! Try and keep up!”
Hayabusa pilot taunting his opponent
Speed: Mach 42 (fighter mode), Mach 25 (equalizer mode)
Length: 28 meters (fighter mode)
Height: 16 meter (equalizer mode)
Armour: Duratanium
Shield: magnetic energy shield
Reactor: 1x Antimatter reactor (in main body), 3x cold fusion reactors (1 in each engine pod, 1 in main body)
Weapons fixed: 1 x Hayabusa assault rifle (Carried in hands, mounted under main body in fighter mode. Contains 1x 3 barrelled 120 mm gatling and 1x Mega assault plasma cannon), 2 x 45 mm gatling cannons, 2x mega pulse laser, 20 x micro missile launchers, 12x PAR launchers, 2x beam sabres (stored in forearms), 4 x medium hard points (2 on each booster)
Weapon options: Further information contained within following document.
The main fighter of project Ares the Hayabusa was a true threat to any opposition it could be thrown at. Unlike the mechs of the mainline Grand Alliance forces Ares mecha counted on their speed and manuverability to give an edge in combat. They lacked some decent armour in the protection department and melee combat was not really a strong point. However they were fast, manuverable, could mount varied weapon options (due to similar design philosophy and hard points to fighter aircrafts) and packed a mean punch. Without exception the Hayabusa was the culmination of all the strength of Ares mecha exemplified to the greatest degree.
Like most main battle mecha it mounted a large antimatter reactor which could be subbed out for 4 cold fusion reactors if need be. This however took away valuable room for micro missiles and PARs but did not affect manuverability. The speed of the Hayabusa was an impressive Mach 42, which made it a blindingly fast target to try and hit. Even more impressive was the fact that no overdrive boosters were needed to achieve these speeds. This meant that instead of short burst of speeds, the Hayabusa could maintain these high speeds for long durations. It could outrun most opposition missiles and had the impressive manuverability to match. Turn for turn it could come close to matching even Gaia mecha despite its larger size.
A full equalizer mode was ENABLed (Engineered AbiLity) for the Hayabusa. Not only did it have a streamlined and optimized fighter mode but it also had a sturdy close in fighting mode. The equalizer mode allowed for the assault rifle to be aimed more freely and for hands to grasp melee weapons in case the fighting got close. Unfortunately the equalizer mode was slower (due to one engine intake being blocked by the head, and therefore turned off) and not that great at close combat. Even though the arms were of great utility they were not strong like Gaia mecha or durable like standard Grand alliance mecha. Most Haybusa pilots tended to keep their distance and use the assault rifle to pick off opponents when the fighting got close.
The main weapon of the Hayabusa was a multi-functional assault rifle. The top barrel mounted a triple barrelled 120 mm gatling gun. These rounds could rip up medium mechs in a few shots and even a heavy mecha could be brought down after a few seconds, the firing rate was a blistering 20 rounds a second. The bottom barrel mounted a large plasma cannon that could function in multiple configurations. In its default configuration it was an effective plasma cannon which could take down a heavy mech in 1 shot and had a firing rate of 2 shots a second. In beam sabre mode it could extend out a 3-meter long beam blade to help in close in fighting. Finally in “Buster” configuration were vents and cooling fins opened up, it could continually charge up and every 3 seconds it could unleash a blast that could knock down a capital ship. Unlike other main battle mechs “Buster” configuration had a very stable charging and discharging characteristics and it could continually fire out powerful blast for extended periods of time. The other advantage of this weapon was even in “Buster” configuration the 120 mm gatling could still be fired and deal with the “smaller” threats.
For secondary armaments the Hayabusa sported both 45 mm gatlings and mega pulse lasers. Firing these weapons together the Hayabusa could destroy or damage most medium mechs. For some more punch the Haybusa had micro missile as well as PAR launchers. These gave some explosive homing punch to the already impressive arsenal. The last fixed equipment of note was the ballistic shield that the Hayabusa could carry in either hand. It was the most thickly armoured point on the Hayabusa and could take a decent beating. It was not enhanced with any shielding technology however.
Despite being weakly armoured and shielded and lacking a heavy melee presence the Hayabusa would be the prize mecha for Ares squadrons. It’s blinding speed and manuverability as well as heavy punch would see this mecha hold it’s own well against other Grand Alliance main battle mecha.
Weapon system options
Like any self-respecting Ares unit the Hayabusa had many weapon pod options at its disposal. Mounted on the hard points on the side of its massive boosters it could mount any Star Hornet weapon option. The only limitation was only one 150 mm siege cannon could be mounted on either side. Even the heavier and stronger framed Hayabusa could not withstand the heavy recoil the siege cannon could produce. However any good Hayabusa pilot knew that Star Hornet weapons pods were for newbies. The Hayabusa weapon pods were the weapons any good pilot got excited about.
Misc
These pods gave some miscellaneous ability. Not really giving any more firepower they definitely gave the Hayabusa some more options then just some big guns and missiles.
1)
Hard points taken up: 1
Designation: Star Hornet weapon adapter
Nickname: Thingamajig
Some Star Hornet weapons were grabbed from behind, so an adapter had to be made so that they could be mounted on the Hayabusa’s hard points. Other then that not much else, though this was a quiet important, as the Fryer and other nasty main weapon were all mounted from the back.
2)
Hard points taken up: 4 (Each pod takes up 2)
Designation: FTL jump pod and telemetry pod
Nickname: Magic carpet ride
This option gave the Hayabusa the ability to independently perform mission away from a FTL capable carrier. It could perform a 12 light year jump and then take 5 hours to recharge again. Not really a favourite option considering that this option took up valuable weapon space. Though commanders would argue that the Haybusa was heavily armed enough.
3)
Hard points taken up: 4 (Each pod takes up 2)
Designation: Recon and electronic warfare pods
Nickname: Smoke and mirrors
Even the far seeing sensors of the Hayabusa could be given a greater boost with this option. On top of this an electronic jamming suite was packaged together. Once again not a really favoured option but when more intelligence was needed this pod fit the bill.
Small weapon pods
These weapon pods were small enough to fit on one hard point but were much too heavy for a Star Hornet to carry. What this meant was that the weapons had a heavier punch or the ammo capacity was much greater.
4)
Hard points taken up: 1
Designation: Micro missile pod
Nickname: fifty cent
If the micro missile launchers on board the Hayabusa were not enough then this missile pod could give 50 more missiles. 25 double shot missile tubes were all compacted together and put in this pod. The missile mayhem a fully loaded Hayabusa could unleash was enough to give most light fighter squadrons pause when facing a Haybusa.
5)
Hard points taken up: 1
Designation: PAR pod
Nickname: porcupine
The PAR was a fast moving, persistent (would home until destroyed) powerful weapon system. The warhead would use monomolecular slicers to cut thru armour until it bored in a depth of 6 inches. It would then release a torrent of anti-matter. This would guarantee a kill on any medium mech and could disable heavy mechs. Carrying 9 Persistent Attack Remotes this pod gave some mech killing punch. Most light fighter could not even get close enough to use PARs but for a heavier fighter like the Hayabusa the PAR gave an edge in dogfights.
6)
Hard points taken up: 1
Designation: Manuver micro missile pod
Nickname: Stinging wasp
For the tricky high manuvering enemies this weapon option made sure that they had a bad day. Firing off one pod (out of 3), this pod would chase a manuvering enemy and at the right moment (triggered by the pilot) would fire out 6 micro missiles. If this wasn’t enough there was another 6 micro missiles waiting behind the first volley. A favourite weapon option this gave some more sophisticated punch rather then using some big guns.
7)
Hard points taken up: 1
Designation: Medium anti-mech missile
Nickname: Super Sparrow
A simple, homing, anti-mech missile. Not much else going for it other then it was easy to produce and fairly quick moving. Pretty ho-hum weapons considering the more exotic weapons that were available.
Big weapon pods
These weapon options all took up 2 hard points to mount, mainly due to higher energy consumption, better bracing for recoil and much larger size. These could be considered the “main” weapons if a Hayabusa pilot didn’t think his or her assault rifle was up to snuff.
8
Hard points taken up: 2
Designation: Large bore laser cannon
Nickname: Big friggin flashlight
Normally mounted on a capital ship (though this is considered the smallest anti-mech gun a capital ship would carry) this laser could blow apart most light, medium and even some heavy mecha. It had a fast firing rate of 2 shots a second, didn’t consume a lot of energy to power, and had some great punch against even heavy mech. The only drawback was that being based off laser technology meant that it was well understood and effective counter measures could be made. A whole multitude of anti-laser and energy coating could reduce down the effectiveness of this weapon. Even then this weapon was reliable and easily produced.
9)
Hard points taken up: 2
Designation: 200 mm rail gun
Nickname: Super hellspike
The pumped up version of the 10mm rail gun this weapon was definitely menacing. Having 2 firing modes it could either charge up for 3 second and fire a cap ship shattering shot or fire rapid (3 shots a second) mech destroying shots. The bad side of all this… only enough room for 200 rounds.
10)
Hard points taken up: 2
Designation: 200 mm plasma laser
Nickname: Super Fryer
Also another pumped up version of a common Star Hornet weapon this plasma laser had 3 firing modes. The first firing mode was a capital ship shattering blast that took 3 seconds to charge up. The second firing mode was a rapid firing (2 shots a second) mech destroying shots. Finally the Super Fryer could fire scattering beam shots that were not mech destroying but were good for softening up squadrons of mechs or fighters.
11)
Hard points taken up: 2
Designation: Dual 75 mm gatling gun pod
Nickname: Lead dispenser
If a pilot wanted to throw as much lead as possible then this was the weapon to do it. Firing out big 75 mm rounds this weapon pod could pound medium and even heavy mechs. The only drawback was that it only had 2 minutes of continuous fire.
12)
Hard points taken up: 2
Designation: Hell Gun cluster
Nickname: Guns in a box
Mounting 2 small bore lasers, 1 medium plasma cannon and 2 90 mm grenade launchers (60 rounds each) this weapon pod could give some heavy punch. The guns could be individually targeted or converged fired onto one target. This effectively gave Hayabusas many more guns to aim with. But as all mixed gun weapon systems have proven one gun cluster will run out of ammo before the rest effectively bringing down the firepower. Still a popular weapon system for Hayabusa pilots in target rich environments.
13)
Hard points taken up: 2
Designation: Melee enhancing weapon pod
Nickname: Weapon coffin
A weapon pod made to hopefully enhance the melee capability of the Hayabusa. As much creative and varied weapons were put in the pod in the hope that the multitude of weapons might be useful. In actual combat only highly skilled pilots were able to make use of the many weapons. They may give some much-needed melee punch for skilled pilots, but inexperienced pilots got no better performance. Only favoured by a pilot with some heavy melee experience. The weapons dispensed out of the pod and were carried by the hands when in use. Some weapons were:
Beam sabre (standard Grand alliance issue), sword (standard duratanium alloy), katar, small war axe, rocket-powered kunai (could be used to stab or thrown like shuriken), and beam knuckles (mech sized, beam tipped, brass knuckle).
Mega weapon pods
Made to be used for anti-fortress, mass area of effect or anti cap ship roles these weapon options were some of the heaviest that could be carried by a mecha. Due to the much larger size then even big weapon pods these weapon options slowed down the Hayabusa greatly. Even with this restriction to speed many pilots clamoured for a chance to mount these weapon options.
14)
Hardpoints taken up: 2
Speed reduced by: 5 Mach per pod
Designation: Anti-capital ship missile
Nickname: Super Maverick
Big missiles to be used against big ships. The speed reduction wasn’t so bad considering the heavy strike potential Hayabusas would get. Still with 2 shots this weapon was exhausted a little too quickly.
15)
Hard points taken up: 2
Speed reduced by: 8 Mach per pod
Designation: 250 mm siege cannon
Nickname: MOAG (Mother of all guns)
If 150 mm shells weren’t big enough, then this gun could spit out 250 mm ones. The same flaws that were prevalent with the 150 mm siege cannon were still in place for this weapon. There were only 7 rounds, extremely short range, and a lucky hit would mean certain death for a Hayabusa. But the capacity to blow large holes in capital ships was too good a reason not to use this weapon.
16)
Hard points taken up: 2
Speed reduced by: 13 Mach per pod
Designation: Death Gun Cluster
Nickname: Mother of all gun clusters (MOAGC)
Mounting two 150 mm siege cannons (20 rounds each) and two 110 mm plasma rocket launchers (20 rounds each) this gun cluster was certified to rip apart any mech it was fired at. It didn’t have the articulation that the hell gun cluster had but this wasn’t needed with guns this heavy. A truly feared weapon pod.
17)
Hard points taken up: 2
Speed reduced by: 15 Mach per pod
Designation: Mass area of effect missile pod
Nickname: Hell nest
This missile system contained 48 micro missiles, 20 micro manuvering missile pods (4 micro missiles each), 14 110 mm plasma rockets and 1 tactical nuclear missile. What this meant was that it could single handedly take out a space carrier and its squadron of fighter and mecha in one shot! The micro missiles were for the light fighter, the plasma rockets were for the heavy fighters and the nuke was for the carrier. The only problem with this system was that after one use it was dead weight. Still the strike potential was too great a reason not to mount it.
18)
Hard points taken up: 4
Speed reduced by: 41 Mach
Designation: Gabriel class long range plasma cannon + Long range scanner pod
Nickname: Father of all guns (FOAG)
A massive plasma cannon usually mounted on a capital ship, this weapon option was definitly the largest gun that could be mounted. It had three modes of fire. Firstly it could charge up for 30 seconds and fire a blast 50% of a Lucifer class cannons power. Secondly it could charge up for 10 seconds and fire an extremely long-range capital destroying shot. Lastly it could charge up for 5 seconds and fire a scattering beam shot for 5 seconds. This shot was dense enough to suppress whole squadrons of fighters. The obvious drawback of this weapon was that it slowed down the Hayabusa down to a snail like speed. Another one was that any enemy who got wind of this weapon would target the unfortunate Hayabusa.