The Hornet is a fighter designed by KM Enterprises. Which means that the fighter is designed to fight dirty. The Hornet is aptly named. It will not quit until either its target is destroyed, or it is. This is one of the most heavily armed fighters out there. Only the best pilots are allowed to have access to one. That being said, the statistics are as follows:
Created By: Rick V.
Modified By: Mhordoch
Model Type: SF-KM-1
M.D.C. By Location:
Heavy Particle Beam Cannon: 200
*GR-1000 Auto-cannons (2): 80 each
*Laser Turret: 100
*Long Range Missiles (4): 100 each
Wings (2): 100 each (modified from original values of 10 each)
*Pilot Compartment: 200 (modified from original value of 70)
Main Body: 650 (modified from original value of 400)
*Pylons (4, 2 on each wing): 50 each (added by Mhordoch)
Variable Force Field: 1,200
Heavy Particle Beam Cannon:
Rate of fire: Standard (up to 21 APs per melee round if using Gromeks AP system, each attack uses 3 APs)
Range: 6 miles underwater, 70 miles in atmosphere, 600 miles in space
Payload: can be fired up to 200 times before needing to recharge for 1 hour (small capacitors, big gun for a fighter)
GR-1000 Auto Cannons:
Rate of fire: Standard (up to 21 APs per melee round... see above)
Range: 5 miles underwater, 15 miles in atmosphere, 500 miles in space
Payload: 20,000 rounds per gun, enabling up to 2000 shots before needing to be reloaded, can not fire single rounds, both guns always fire at the same target, can not be fired one at a time.
Long Range Missiles (or alternative payloads, see below):
Rate of fire: Standard for missiles (firing missiles requires 3 APs per firing, with a max. of 18 APs spent in this way, using Gromeks rules)
Range: 3,600 miles in atmosphere, traveling at mach 20. 1,800,000 miles in space, accelerating at 8% of light per round, with a max. velocity of 99% of light.
Laser Turret (Bottom Fuselage):
Rate of fire: Standard (up to 24 APs, at 3 APs per firing)
Range: 5 miles underwater, 15 miles in atmosphere, 500 miles in space.
Payload: up to 600 shots before needing to recharge for 30 minutes.
Alternative Payloads in place of Long Range Missiles:
The general public can buy the hornet to defend their cargo vessels, but the following weapons are restricted to government sale only. Members of the general public who are caught with these weapons can face severe criminal punishment, especially if they are known runners, or other types of criminal traders.
Light Cruise Missiles:
Damage: 2D6X100 each
Rate of fire: 2 or 4, uses 3 APs regardless of number of missiles fired, per firing.
Range: 4,000,000 miles in space accelerating at 10% of light per round, with a max. velocity of 99% of light. 8000 miles in an atmosphere, with a top speed of mach 25.
Payload: 1 per pylon, can hold up to 4, must carry in pairs. These are optional weapons, and are only issued for missions where the fighter will be required to do a large amount of damage to a large object.
Damage: 6D6X10 to a 50 foot radius, per bomb
Rate of fire: Standard for missiles (See missiles above for details).
Range: N/A (generally within 5 miles of a planet surface, though it depends on the circumstances)
Payload: 16 per pylon (32-64 bombs, minimum of 2 pylons, if bombs are used).
Nuclear, Biological, Chemical Warfare Pods (ILLEGAL on Phase World, and most other civilized worlds):
Damage: By contents of pod (highly variable)
Rate of fire: Standard for missiles (see missiles above for details, treat as bombs).
Range: Can be dropped from up to 5 miles from surface of planet (I dont mean from the top of the atmosphere, I mean the ground below).
Payload: 8 per pylon (16-32 pods, minimum of 2 pylons, if pods are used).
Space: 40% light, accelerates at 1.8% light per round.
Atmosphere: Mach 4/10 (with auxilliary thrusters).
Grav-Drive: FTL 1/Hr
Height: 13 feet
Width: 40 feet
Length: 50 feet
Weight: 29 tons (was originally set to 9 tons, but I thought that was way too light)
Life Support: 7 days (indefinite air and water, this is just for food), double if rationed.
Power: 30 year anti-matter.
Cost: 50,000,000 CR
Bonuses: +2 additional actions per melee (or 10 APs), +1 to initiative, +3 to strike, +5 to dogfight, and +9 to dodge, in addition to any training.