G-094 Heavy Hutt Bomber

Hutt Bomber

The Hutt Bomber was a massive bomber that required a crew of seven to handle all of its armaments. Manufactured by the Kuat/Ubrikkian collaboration to merchandise the Hutts’ need for new ships, the Hutt Bomber was a slow, heavily armed, and well shielded vehicle that nevertheless could easily be targeted because of its pathetic speed.

Design
The G-094 Hutt Dual Engine Bomber, or Hutt Bomber for short, was basically a large cockpit mounted between two large engines of unusual proportion via sturdy rectangular beams. The engines were, in fact, a minor part of the huge cylinders that stood on either side of the cockpit, and were surrounded by large donut-shaped hardpoints carrying literally hundreds of explosive projectiles. The cockpit was also covered in weaponry, and supported a Universal-class Battlemech Droid.

Because of costs, the Hutts ordered the bombers without paint jobs, meaning the bombers had an ugly, rusty hue.

Armament
The Hutt Bomber’s main weapon system was the concussion missile launchers, which each held 150 missiles. Proton torpedo launchers held 40 torpedoes each. Other hardpoints included the two energy bomb chutes, which could regenerate when the launcher recharges. The bomb stockpiles could house energy equivalent to 50 bombs each.

Below the cockpit, two laser cannons rested, each having a quick recharge rate. The laser cannons also supported two ion cannons just below them, whose purpose was to deactivate large enemy targets without having to destroy them. Dual flash blaster cannons were found below the cockpit as well, and were intended to take out troops on the ground without wasting energy. Because of the massive bomb capacity, the flash cannons were seldom used.

Crew
The Hutt Bomber supported a crew of seven, not counting the Battlemech Droid. This held the record for the number of sentients required to fully run a ship of that size.

Captain
The Captain had a large responsibility on the Hutt Bomber, as he had to look out for six crew members and worry about a battle while on duty. The captain was to issue orders and tell the pilots where to fly and the gunners what to shoot at. The captain had to juggle orders from the generals and issue them to the crew in a form that gave each person a specific job. The captain many times went insane due to stress, and the job was voted the “Most Stressful in the Hutt Fleet.”

Pilot
The pilot was in charge of steering the ship. The pilot took intense training courses after completing the Hutt Gladiator term, and had to maneuver a very-hard-to-maneuver craft. The pilot had to comprehend orders from the captain quickly and direct the craft to where the gunners would have a chance at firing at their desired targets.

Many times, different targets were desired from different gunners, and the captain had no voice of opinion. The pilot would then usually consult the copilot or decide on the one easiest to accomplish, or the one closest to the overall mission’s goal. A pilot’s job was also complicated by the fact that he did not share a mind with his fellow gunners, and had to keep the craft going in a somewhat straight trajectory without making the craft too easy a target.

Copilot
The copilot trained under the pilot in a manner reminiscent of the Master-Apprentice system of the Jedi and Sith. The copilot was in charge of secondary functions and monitoring systems so that the pilot would not be distracted from the burden of the complex piloting job. The copilot would take over the piloting job if the copilot was in anyway unable to continue (i.e. being shot from incoming crossfire, fainting from exhaustion, injuring an arm pulling a lever too fast, using the refresher unit).

Missile Gunner
The missile gunner would take charge of the aiming and firing of proton torpedoes and concussion missiles. Many times several missiles would be fired in a couple of seconds due to the intense training of a proton gunner.

Bomber Gunner
The bomber gunner would view a targeting computer screen, which mapped the area below. A set of crosshairs would indicate where the bomb would fall if launched at that precise moment. The view could often be distorting as when the bomber or the surface changes altitude abruptly, the orientation changes at a dizzying rate. The bomber gunner is to follow the captain’s orders of when to use energy bombs.

Laser Gunner
The task of the laser gunner is to man three weapon systems: the dual laser cannons, the two mounted ion cannons, and the flash blaster cannons. The laser gunner was to aim and fire the laser-based weapons, which were mainly deployed against smaller starfighters.

Rear Gunner
Honored as one of the most important gunners, the rear gunner is placed at the rear of thee cockpit and assigned to fire upon any fighters that fire from behind the ship, similar to the ARC-270 Starfighter concept. This allowed it for enemy ships to still have a difficult time targeting the Hutt Bomber even from behind.

Targeting Computers
The targeting computer of the missile gunner is very unique by design. The various sensors on the craft detect targets and arrange them in priority. A list is then compiled in a flatscreen datapad below the main screen showing the targets. The list can be rearranged and color coded by the clicking of buttons and dragging with the finger. The missile gunner is required to spend long hours in training simulations to train mostly for quick rearranging of the priority list. The list, however, is compiled with the ship’s computer, which stores a mission log and calculates what targets would most likely be selected at high priority. The missile gunner rearranges the list according to his ideas, or, if existent, the captain’s orders, and pulls the trigger button until the list is cleared. The top screen of the targeting computer shows a digital layout of the battlefield from first-person ship’s perspective, and enemy targets are highlighted by color-coded crosshairs. Purple highlights mean the target is of low priority, and yellow highlights signify that the target is important. A missile gunner can easily select the targets by touching the enemy icons on screen.

Missiles
Missiles are collaborative and can change course while in flight. If the missile gunner selects the option of not clearing the screen when the missiles are launched, the gunner can deselect a target or move a missile icon to a different target icon. Missiles are programmed to receive communications from the Hutt Bomber and can be diverted if an order is changed or a mistake in the process of selecting and firing is made. Therefore, unless otherwise instructed, missiles are not to be fired at targets selected by other missiles.

The default of the number of missiles is set at one, but the gunner can change the command to fire greater amounts of missiles at the target when it is better shielded or larger.

Hyperdrive
Just as the sublight engines have the craft go painstakingly slow, the hyperdrive is an outdated model. The consumables would last a hungry crew for at least 40 days, but a Hutt Bomber never traveled that long on its own. The Hutt Bomber generally relied on Hutt Ships to transport it across far distances, as the Dynastic Transport held a much more efficient hyperdrive.

Shield Generator
The shields were considered the most important function of the craft. Since the engines were powerful, but the sheer weight of the craft loaded them down, the Hutt Bomber was known for its pathetic speed. When speed and maneuverability was a weakness, the Kuat and Ubrikkian designers tried to make up for the drawback by using heavy shield generators.

The unique shields, protecting the entirety of the craft, were of strong magnitude and could repel several considerable laser cannon shots without the craft showing signs of damage. The shield generator was mounted on the top of the craft, which hogged the entire roof of the exceptionally large cockpit. Since the Hutt Bomber was designed to raid on ground-based settlements, the roof was reasoned to be the hardest place to hit by a turbolaser or ground-based turret, and still difficult for half the flying vehicles to hit.

Engines
The engines were very powerful and exceptionally large for a craft of the size of the Hutt Bomber. The engines were large enough to remind some of podracers and were bulky enough to carry a craft that carried the immense armament the G-094 did. The engine was proved to carry the ship at amazing speeds if the bombs and other armament features were taken off, which some space pirates who obtained G-094s did to make the craft more efficient for the designated jobs. The engines were merely the center of the large cylindrical boxes that were easily found on either side of the craft, and they were surrounded by weapons armaments of particularly explosive properties. This meant the engine became a prime target for enemies, as a well-aimed shot at the engine could set off a chain reaction in the weapons launcher that would make the whole craft explode with a deafening magnitude.

Applications
The Hutt Bomber could take out several starfighter squadrons single-handedly with its vast stores of concussion missiles and proton torpedoes, but the ship was crippled evasively. Most starfighters found it easy to destroy a Hutt Bomber without particular skill. This problem was compensated for by attaching Super-D Starfighter wingmates to the lead bomber. If the enemy starfighters were distracted by the notorious Delphiki design, the Hutt Bomber could easily remove entire squadrons of fighters.

The Hutt Bomber was usually used as an air-raid device, to bomb land settlement, bases, and outposts from the air when the enemy is off guard. The vast proton bomb stores could easily wipe out military settlements if the bomber wasn’t destroyed by land-based turrets.

Many times a Hutt Bomber was designated to take on a Star Destroyer in space or the upper atmosphere, or even when the Star Destroyer is deploying its land troops on a planet surface. The bomber, whose sensors were credited to be accurate and adaptable, would fire concussion missiles and/or proton torpedoes at shield generators, turrets, structural weak points, hangar bays, command decks, or anything else that would prove damaging to the capital ship from a long distance so as not to be in range of the Star Destroyer’s turbolasers.

A Hutt Bomber once served as an escape vessel for the Jedi Master Ikrit when he was trapped on Mimbifooso. The features of the cockpit proved to be adjustable enough for just about any species, and could be piloted by one person to serve as a simple transport.

Behind the Scenes

 * The concept of a bomber with a cockpit suspended between two massive engines goes back beyond its usage in Star Wars fanon, and originally acted as a design for a space-defense vessel for the Earth in a short story about a nuclear war between China and the USA.
 * The Hutt Bomber was created by C3PO the Dragon Slayer