GUNSTARS
Gunstars are micro-miniature warships that encompass tremendous firepower and long range. A much larger and more powerful version of the gunboat, Gunstars have far more capabilities than any other small craft. Endurance has been stretched for Gunstars, enabling it to loiter for 15 days (Mark I) or 30 days (Mark II). The unique and devastating Death Blossom system has been installed in all Gunstars, giving them a powerful punch against large swarms of small craft. Gunstars can hide, run from, and damage much larger vessels using their anti-warship weaponry but their main firepower will always be trained against small craft and their total elimination.
Gunstar Mark I (GS1): This small warship has heavy armor and four anti-Gunstar autocannon (fGi), as well as a chaff system (fChf), two Gunstar lasers (fL2i), the Death Blossom system, and ECM! The Mark I can also carry twelve Lamprey Missiles (anti-electronic anti-ship weapon) within its’ Death Blossom bay and they can be fired independently of the DB system. Gunstars are mainly planetary based (3 Gunstars per SP) but can be maintained in Gunstar Bays (six hull spaces in size) and they can be deployed on bases, AF, and SS using the Gunstar Bay. Gunstars are 16 bbp in size and are a TL8 design. Cost is 100 each.
Gunstar Mark II (GS2): The 2nd Generation Gunstar has a rapid-fire plasma gun (Pga), two graser emitters (Gr) with a 260 degree range of fire, a rear-ward firing missile bay, a “tag” system, and a cloaking device (?3c)! It also is equipped with the structural integrity field (#) which allows it to survive within a gas giants’ atmosphere unscathed. The Gunstar Mark II is TL10, 18 bbp in size, and costs 150 each.
CODE BBP Tac/Strat Lifesupport Warp PD COST - To Be Hit TL
Spd Days Capable
GS1 16 12 15 No Dc 100 -4/-5/-6 8
GS2 18 14 30 Yes Dx 150 -6/-7/-8 10
*Note: The minus to be hit rules are as follows. The GS1 has a base -4 to be hit, -5 vs AFMc, and -6 vs missile fire in general. The GS2 has a base -6 to be hit, -7 vs AFMc, and -8 vs all general missiles. This includes all bonuses for chaff, ECM, and armor and shields. No Gunstar may engage in evasive maneuvers or ever mount shields.
Anti-Gunstar Gun(fGi): Invented by the Inanigani during the attempted Arachnid takeover of their homeworld, the anti-Gunstar gun was a major improvement over the standard Gunstar gun. Two shots per tactical turn instead of one on the gun chart, TL8.
Cloaking Device(?3c): A limited form of ?3 that only allows Cloaking Mode (MODE 3) on a Gunstar. All other rules are as Mode 3 ECM3. A unit may mount "?" and/or "?2" and still use Cloaking Device. The ?3c is unable to operate in deception mode, jamming, or ECM benefits. Gunstar mounted only, TL8.
Death Blossom Missile System(DB): This system is probably the most unique ever designed: an extensive mini-missile magazine mounted into the “wings” of the Gunstar and capable of delivering a massive amount of anti-small craft ordinance on target in minimal time (5 seconds). These mini-missiles have a critically short range (0 tachex) reflecting their small size. Death Blossom has bad targeting, thus all Death Blossom shots are allocated among all targets in a hex, but up to 100 targets can be hit. All small craft are targeted by these mini-missiles as if by fR (a 7 at range zero). TL8
Graser(Gr):Grasers fire twice per turn and have twice the range of a normal laser. Three points of damage out to range 4, two points out to range 8, one out to range 16. Anti-laser armor is not effective against Grasers (too powerful and very focused, like a primary beam). TL8
Gunstar Armor, 1st Generation(fA1): This is a system of advanced materials, reactive panels, micro-shield generators, point defense emitters, and structural bracing that enhances the survivability of a Gunstar. It shares some of the properties of shields, point defense, and energized armor. Given the ultimate fragility of a Gunstar versus capital warships this set of systems is represented in the game by a penalty to score a killing blow on the Gunstar in question, a general -3 to be hit. A Gunstar may mount fAx of its own generation or lower. TL8.
Gunstar Chaff Dispenser(fChf): Developed by the inventive (but ugly) Bozog race, the fChf is remarkable and a Gunstar mounting it is -1 to be hit, -2 to be hit vs missiles. 1 fXO point, can be mounted internally. TL8.
Gunstar ECM(f?a): This is the Akeldan ECM suite reduced for Gunstar mounting. All Gunstars are equipped with ECM and in suppression mode this system gives a general -2 to be hit.
Gunstar Radar Absorbing Material(ramf): Invented by the Bozog race, the ramf is stealth coating for Gunstars. It halves the detection range and makes Gunstars -1 to be hit by AFMc (only). TL8
Gunstar Structural Integrity Field(#): This system was first developed by the Inheritors of the Last Command during their titanic battles with the Goog Abhorrence. They were first employed in the Battle of the Hamimoto Super Gas Giant, where Inheritor Gunstars hid in the SGG's lower atmosphere and surprised the Goog monitors as they lumbered past. This system is a magnetic field that is transmitted through the vehicle's hull; the electrical properties of the system deflects the bow shocks of traveling within a Gas Giant, physically moving the shockwave away from the vehicle, dramatically reducing drag. This is primarily because the plasma around the Gunstar is ionized air that is electrically conductive. This system allows a Gunstar to survive within a gas giants’ atmosphere, where they cannot been seen. TL10
Gunstar "Tag" System(tag): The “tag” system is a weapon akin to a limpet mine and it attaches to a starships’ hull and broadcasts its location. However, the tag system is instantly destroyed if it hits active shield. The system is +1 for weapons fire to hit a "tagged" vessel, reduce EM targeting modifiers by 1 as well. Cloaking and stealth modifiers to detection range are ineffective while the tag operates. Can only be removed by spending 12 hours searching the hull for it, with DF shut down. Tags are a mini-missile system that is loaded into the Death Blossom bay and used independently of the DB (3 tag per Gunstar).
Lamprey Missiles(-LM): A unique weapon designed by the inventive Binars, Lamprey Missiles contain no explosive warhead. If a target has armor or shields, no damage will be done. If all shields and armor are down it will destroy one electronic system (immediate effect) on a roll of 1-5 on a d10. Eligible systems are ?*, all X type systems, Hc, Mc, Mx, Mix, 2Mix, Lc, Z*, but not D! Can be mounted on any missile frame, but larger versions do no extra damage. No warhead modifications allowed, but missile modifiers (-q, -z, -hk, etc) are allowed. TL 8. Gunstars only!
Plasma Gun, Rapid Fire(Pga): A rapid-fire micronized plasma gun, the Pga can fire every round, inflicting damage on anything but small craft. Damage is 6 points per Pga. Range to-hit is as per Pg. Gunstar only! TL8.
Rearward Firing Missile(fMr): A stunning anti-fighter design fielded by the Chonguan race during their "Double War", the rearward firing missile is designed to provide coverage to the rear hemisphere of a Gunstar. The missile is launched in the opposite direction that Gunstar is traveling, is almost all electronics, and carries a small warhead. It is a fire-and-forget weapon for the blind spot (it's -2 to hit compared to fM). The fMr is useless against warships. A special missile, it may only be fired from fXOr (fighters and bombers) or Gunstars and has maximum of six fMr per Gunstar. The fMr has its’ own internal bay within the Gunstars’ belly. TL10