Starhornet

“The design looks like it was ripped off several videogames, a heavy mech could destroy it just by staring, and all those mech boys will always look down on you. But when you’re flying at break neck speed and unleashing all your weapons on unsuspecting foes, there’s no other machine like it.”

A sergeant explaining the bad and the good of the Star Hornet to a private.

Speed: Mach 26

Length: 20 meters

Armour: Duratanium

Shield: light magnetic energy shield

Reactor: 3 cold fusion reactors (1 in each engine pod, 1 in main body)

Combat range: 10,000 km

Weapons fixed: Plasma cannon (mounted under fighter), 30 mm Gau 8 gatling cannon x 2 (1 mounted on each engine pod), 4 tube micro missile banks x 12 (mounted on body), plasma projectors x 2(mounted 1 on each arm)

Weapon options: Further information contained within following document.

With a great war looming Grand Alliance scientist and military planners had to find a way to effectively create a fighting force as fast as possible. They thus initiated Project Ares; this project would see the development of ENABLed (ENgineered AbiLity) space fighters. The cheap cost of making space fighters along with ENABLed special abilities would hopefully create a machine that could provide the punch and versatility of a mech but at a fraction of the cost.

The Star Hornet is the first fighter developed from this project. It was ENABLed with 2 multi use arms. The arms mounted plasma projectors, which could be used as hand-to-hand combat weapons if any opponent got close. More importantly they functioned as very manuverable mounts to hold weapons. They could point weapons in multiple directions that normal mounting schemes could not possibly hope to reproduce. The plasma projectors directly injecting plasma into the weapon systems powered the weapon systems mounted on these arms. This insured that in combat unused weapon systems (some of them anyways) would not cataclysmically explode.

The Star hornet had decent range, and instead of carrying extra fuel tanks, it had 2 bussard ram scoops sitting on top of each engine pod. They could boost the range indefinitely if in a hydrogen rich environment. Actual combat data showed only an increase of 200 km due to other Star Hornets and other units harvesting the hydrogen for their own use. The greatest assets of the Star Hornet were its speed and manuverability. It was even faster then a Saberfalcon and more manuverable in terms of flight characteristics. In enclosed environment, and terms of slow close combat manuvers the Saberfalcon was still more manuverable.

The shielding was enough to withstand 3-4 attacks from a light mech, 1-2 attacks from a medium mech, and most heavy mechs could rip thru squadrons of Star Hornets with little difficulty. This shielding was sufficient against most light mechs, but the Star Hornet had to be deployed in numbers to have a hope of destroying anything tougher.

The main weapon was a fairly powerful plasma cannon. It could destroy a light mech in a 1 second volley and even a medium mech could be taken down in 4 seconds of continuous fire. Heavier targets were virtually impervious to this weapon. The 30 mm gatlings were used to soften up targets but were regularly used to “tag” targets. The micro missile pods were used to intercept incoming missiles or to confuse or soften up enemies. By firing all the missiles at a group of enemies a cloak of exploding debris could be created. This field of debris could temporarily blind enemy sensors, and the Star Hornet could strike in this moment of confusion.

Like most Grand alliance produced machines it had a quick turn around time, and swarms of these fighters could be launched in a short time.

Despite it’s flaws for being based off a light space fighter, the Star Hornet could under the right circumstances provide the punch of a medium mech but at 1/10th the cost.

Weapon system options

Each weapon system when in use was carried in the limb arms. The plasma projectors provided the power. The Star Hornet could carry 1 weapon in each hand and some weapons could be magnetically clamped under the body for another 2 weapons. This allowed for the Star Hornet to carry 4 weapon options altogether.

Discontinued (From left to right)

Designation: Mark 4 anti-fighter missile

Nickname: candygram

Attachable: No

This missile was found to be acceptable when engaging light mechs, but lacked any knockout punch. The homing system was adequate but the missile itself was too slow to get past anti-missile defences.

Designation: Hydra missile pod

Nickname: Saltshaker

Attachable: No

Adapted from the same Hydra missile pod found on Apache attack helicopters, they were found to be insufficient for space combat. Even a complete volley of all 19 missiles at one enemy was insufficient for a kill.

Designation: PAR (Persistent Attack Remote) launch rails

Nickname: Spikes

Attachable: No

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. Unfortunately for Star Hornets, they needed to get relatively close to use this weapon system. Most mechs could pick off Star Hornets before they could get a chance to use this weapon. This and the cost of one PAR would insure that only medium to heavy mechs would be equipped with PARs.

Main (left to right)

Designation: 60mm gatling cannon

Nickname: Boom Boom

Attachable: No

This weapon was for pilots who wanted a fast firing, reliable weapon. 60 mm rounds were sufficient enough to rip thru most light and medium mechs, even softened up heavy mechs could be destroyed. The only drawback was the small amount of ammunition carried. It carried enough ammunition for 20 seconds of continuous use.

Designation: 100mm rail gun

Nickname: Hellspike

Attachable: Yes

It took 1 second to fully charge a round to be fired. The effectiveness of this weapon was not hampered by whatever technology it took to create it. This allowed for a fairly effective one-shot one-kill weapon to be used against most light mechs. Medium mechs might take 15 shots and most heavy mechs might take all the ammunition to finish them off. The gun came with a clip of 30 rods. A favourite weapon of pilots it was widely mass-produced.

Designation: 100mm Plasma Laser

Nickname: Fryer

Attachable: Yes

Another favoured weapon, this laser could slice several light mechs in half (if they were lined up in a straight line) in one blast. It had a charge time of 2 seconds and could be stored under the main body. Most pilots relied on this to give them some much-needed punch.

Heavy (from left to right)

Designation: 90mm RPG machine gun

Nickname: Blamer

Attachable: No

Using primitive explosive and propulsion technology, this weapon killed! It carried 20 rounds and had a short range. It fired 1 round a second and could take down a medium mech in 4 shots. This weapon was not as widely used due to enemies targeting the ammo bin. The explosion of a lucky shot could rip apart a closely packed squadron of Star Hornets. Nonetheless many pilots found the brutal firepower too good a reason to use it.

Designation: 120mm long-range sniper cannon

Nickname: Long barrel

Attachable: No

A weapon favoured by the inner sniper in all of us, this weapon could put even a medium mech out of its misery. A well-placed shot could even destroy a heavy mechs sensor array. The only draw back was the small sensor range. This weapon could only sense a scant 500 km range, though the weapon itself could hit targets much farther. This plus the ability to only carry 7 rounds insured only the most diehard of snipers would use this weapon.

Designation: 150mm heavy bombardment cannon

Nickname: BFG

Attachable: No

If the RPG machine gun was a devastating jab, this cannon was the knockout punch! The explosives packed into each shell could even give a capital ship a good rattling. This weapon was the only option that could damage or scare heavy mechs. The drawbacks were the low amount of ammo (10 rounds), the extremely short range, and once again very explosive accidents if the enemy hit the ammo bin. Only the most bravest or foolhardy pilots choose this weapon.

Light (from left to right)

Designation: Guncluster (1 x flamethrower, 1 x grenade launcher, 1 x machine gun, 1 x pulse laser)

Nickname: Potpourri gun

Attachable: Yes

A weapon system designed with the remaining weapons from various other projects. These odds and end alone aren’t really that threatening. Combined together even in a haphazard fashion makes them deadly. The best situation to use this weapon was when the enemy was close and tightly packed together. The combined barrage of all the weapons was enough to provide the knockout punch against most light mechs, it would give medium mechs enough pause to reconsider taking on a Star Hornet. Still not a very popular weapon due to the eclectic mix of guns.

Designation: 12 mm heavy machine gun

Nickname: BB gun

Attachable: Yes

It was found that certain enemies had shield that could be brought down if a certain number of shots hit the shield. Instead of wasting precious ammo from higher end weapons it was decided that a simple machine gun would suffice. The other use for this gun was to use it in raids of stardocks. The unarmored space suits of repair crew were easy prey for this weapon. Most pilot dreaded being told to carry this weapon option, only the bribe of extra R and R time could convince most pilots to carry this option.

Designation: 65mm heavy shotgun

Nickname: Spewer

Attachable: Yes

Just a super sized shotgun: simple, reliable, and not very effective. Still more effective then the 12 mm machine gun. Most pilots who liked it up close and personal would choose this weapon.

Designation: Pulse laser

Nickname: Dazzler

Attachable: Yes

A fast firing laser, the fire rate was 4 shots a second from one barrel. It had 8 barrels. Only drawback was the lack of punch. Useful only if the enemy was already softened up. Still a secondary choice for most pilots if a main weapon was destroyed.

Designation: Twin 20 mm rail gun

Nickname: The needler

Attachable: Yes

A decent weapon, it packed more punch then the main gun on the Stiletto. The only drawback was the small amount of ammo; it could operate for 10 seconds of continuous fire.

Misc

Designation: Enhanced sensor/ recon package

Nickname: Magic eye

Attachable: No

Could extend the effective sensor range of the Star Hornet. It also detected at several different wavelengths, acted as powerful radar, enhanced visual seeking, and could relay all this information to squad mates. They say intelligence is a good asset in war. Unfortunately most pilots would want to carry another weapon then carry this “deadweight”. Only snipers or heavily bribed pilots would carry this option. This weapon made the sniper cannon that much better.

Experimental

REQUIRE PROPER SECURITY CLEARANCE

Explosive (from left to right)

Designation: Anti-mech grenade

Nickname: Firecracker

Attachable: No

Very short ranged throwing weapon. One time use only. Not really liked as a weapon option. Still it showed the versatility of the ENABLed arms.

Designation: Unguided rocket pod

Nickname: Hornet’s nest

Attachable: No

Fired even bigger rockets then a Hydra missile system. Plasma warheads and propulsion system made this a viable rocket system for space warfare. Each “petal” contained 10 missiles, for a total of 80 missiles. Favoured by the type of pilot who would carry an RPG.

Designation: Anti-ship missile

Nickname: Big Bertha

Attachable: No

An anti-ship missile that was propelled by a chemical and ion drive system. It was armed with a nuclear warhead so most pilots gave this weapon a wide berth. Only the craziest of pilots would even attempt to use this weapon. Mostly used as a technological showcase of the types of ordnances the Star Hornet could potentially carry.