ODF Mecha
ODF meks

ODF MM-1G-SLD Draken
ODF MM-2G-SLD: Stürm Draken
ODF MM-1G-INT Viggen
MM-2G-INT Wolfram
ODF MM-1G-HA Blitzen
ODF MM-2G-HA Nachtmaren
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ODF Mekton MM-1G-SLD Draken

Statting out the Draken was more of chore than the Galliard, due to the fact that the four wings were added on after the fact. It was impossible to put on four wings and armor them as heavily as the rest of the servos and still come anywhere close to the printed weight. Since effect is the key in Zeta Plus, each "wing array" servo has two wings. They were exactly big enough to hold the verniers. I still had to put in some weight efficiency to get in its original weight class. The thrusters didn't originally take the wing advantage into account, something I corrected.

The Draken is a more straighforeward design than the Galliard, with no complex weapons or defenses. Maybe a little to much so. I would have put in a link on the missiles, personally.

The strength of the Draken is that all of its servos, armor and weapons are heavier than its competion. Its weakness is that it can't switch from melee to ranged combat that quickly. The Galliard is also faster, cutting into the superior range of ODF weapons. Still, when all other things are equal, bet on the big guy.

The initial Draken was 72.7 tons, 417.4 CP

ODF Mekton MM-1G-SLD Draken

MV -3
Ground MA 3 Flight MA 14
Weight 72.7 tons
Cost 440.2 CP

Servos and armor
Head MW with MW armor 12 CP
Torso MW with MW armor 18 CP
R. Arm MW with MW armor 13 CP
L. Arm MW with MW armor 13 CP
R. Leg MW with MW armor 13 CP
L. Leg MW with MW armor 13 CP
R. Wing Array MW with MW armor 10 CP (4 kills, 10 spaces)
L. Wing Array MW with MW armor 10 CP (4 kills, 10 spaces)
Total Cost 102 CP Total Kills 106

Weapons
R Hand WA 0 Rng. M Dmg. 1K+1 shots NA 1 Kill Loc RA spc. 1 Quick, Handy cost 2 CP

L Hand WA 0 Rng. M Dmg. 1K+1 shots NA 1 Kill Loc LA spc. 1 Quick, Handy cost 2 CP

Gauss Rifle WA 0 Rng. 12 dmg. 6K shots-clip 6 kills Loc 2-h spc. (14) BV 4, -10.8 spc. eff., 26.1 CP

2x gauss clips shots 20 ea. Kills 4x2, Loc-gun spc. (4.1) Kinetic, cost 24.9 CP

Heat Saber WA +1, Rng. M, Dmg. 4K+1, Shots NA., 4 Kills, Loc 1-H, space (6), Armor-Piercing, 6 CP

Missiles WA 0, Rng. 16, Dmg. 5K, Shots 20, 7 Kills, Loc-T-Mt, space (10), -3 spc. eff. Cost 16.5 CP

Missiles WA 0, Rng. 16, Dmg. 5K, Shots 20, 7 Kills, Loc-T-Mt, space (10), -3 spc. eff. Cost 16.5 CP

Total weapon cost 94 CP Total Kills 34

Sensors
Main MW 2 Kill Loc H 1 spc. 9 CP
Backup SL 2 Kills, Loc T, 2 spc., 2 CP
Marine Suite Loc T, 1 spc., 2 CP
Resoultion Intesifiers X32 Loc T, 1 spc. 2.5 CP
Shield DA-1 SP 7, 7 KIlls, Loc LA 1 spc cost 9 CP
Total cost 24.5 CP Total Kills 11

Subassemblies
Weapon Mount Loc T spc. 2 cost 2 CP
Weapon Mount Loc T spc. 2 cost 2 CP
Quick Change Mount x5 (limbs & head) 5 CP
Storage (500 kg) Loc H spc. 1 1 CP
Micromanipulators RA spc 1 1 CP
Micromanipulators LA spc 1 1 CP
2 Searchlights Loc T cost .4 CP
E-system for Power Plant 1 CP
Head cockpit-Canopy Maneuver Pod Loc H spc. 3 cost 4 CP
Torso cockpit-Armored Loc T spc. 1
Total Cost 17.4

Fuel (1000 km range adds 7.4 tons)
-8.2 tons wt. efficiency= 72.7 tons= 16.4 CP
Thrusters, MA 12 32.7 CP -15.7 space efficiency 7.9 CP
7 spaces RL, 7 spaces LL, 3 spaces torso Total thruster cost 40.6 CP

Basic Cost 282.5

Cost Multiplier Systems
Verniers +4 MV x 0.4
Env. Protection space x.05
Env. Protection water x.05
Total Modifiers .5

282.5 x 1.5= 423.8 CP + 16.4 CP=440.2 CP

By: David Crowe <jetman@primenet.com>

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MM-2G-SLD: Stürm Draken

Sorry the "U" with the Umlauts didn't come out in translation. It worked nicely in the Word Processor, just not in ANSI... Also, you'll note that some of the CP costs are a bit quirky. This is because my spreadsheet did a calculation or two wrong. Overall, however, the costs on all these Mektons are basically correct. Besides, these are story devices... let's not nitpick, neh?

MM-2G-SLD: Stürm Draken Chassis Weight: 75 tons loaded CP Cost: 809.3 CP Credit Cost: 8.093 Million Credits

Height: 18 Meters

Walking Speed: 1200m/Min. (MA 4) Flight Speed: 634 kph (MA 16)

Originally intended as a new upgrade scheme for the MM-1G-SLD Draken, the Stürm Draken was designed by Singularity Works shortly before the "defection" of Nebula Works. Primarily seen as a setback to the planners at Solingen GmbH, the loss of Nebula Works, especially the brilliant minds of Akira Ryuzaki and his core team, it soon became apparent that the now competition-less Singularity Works had received a blessing in disguise.

While Nebula Works still held sway over the Draken, Troubadour, and Blitzen design schemes, Singularity was relegated to upgrading the older designs as the need arose. In fact, the Stürm Draken was intended to be nothing more than a revision to the Command Armor Upgrades for the MM-1G-SLD. With Nebula Works no longer in the picture, the board of planners at Solingen GmbH did little more than symbolically oppose the acquisition of the design schemes and production rights to these units. Within a week of the disappearance of Nebula Works, Elliot Mathias, Singularity's top designer, was busily reworking the Stürm Draken into its own classification.

The revision was a classified success. Initial tests showed that the stock-integration of systems that Nebula would have left as "field modification options" improved the mecha's performance by nearly one hundred percent. By upgrading the wing array and consolidating the thruster vents, the total servo count was reduced by two, but at an overall increase in structural integrity. The Solingen Beta class Anti-Missile Phalanx system, normally reserved for the CA Upgrades on the Draken, were installed into the wings of the Stürm Draken. These, in addition to the Type 2M counter missiles, raised the machines defensive profile massively.

Additionally, Singularity returned to the storage lockers and dusted off the plans for its original Gauss weapon design. Integrating the Type 1 targeting computer from the original Mk. 7M Gauss rifle and adding "tracer" rounds, the Stürm Draken was equipped with the Mk. 7MA Gauss rifle. Retaining the Draken's Type 4M missiles, the Stürm Draken also mounts two 3-racks of Type 6M smart-missiles.

Finally, Actuator controls (planned for the next Draken release), and an upgraded Power plant/Hydraulic framework were included in the design. According to critics, all of these choices have made the Stürm Draken what the Draken should have been all along.

Mekton Statistics: MM-2G-SLD Sturm Draken Tons: 75 Tons Cost in CP: 809.3 CP

Configuration: MV: MR: Land MA: Flight MA: Humanoid -3 4 16 (2G's)

Multipliers:
Overcharged Powerplant x0.15
Underwater Protection x0.05
Space Protection x0.05
ACE (+33% MP) x0.05
+3 Verniers x0.3 (Mated to Thruster System, 5 Verniers per Location)

Servos and Armor Location:
Class Space Kills Armor DC
Head MW 6/0 6 7 1
Torso MW 12/0 12 7 1
R. Arm MW 7/0 7 7 1
L. Arm MW 7/0 7 7 1
R. Leg MW 7/0 7 7 1
L. Leg MW 7/0 7 7 1
R. Wing MS 4/0 4 7 1
L. Wing MS 4/0 4 7 1

Systems: Fuel +1000KM Fuel (2000KM total)

Combat Cockpit in Torso

Maneuver Pod in Head

Movement Systems: Type: MA: Loc: Kills:

Sub Thruster 2 T NA

Main Thruster 6 RL NA

Main Thruster 6 LL NA

+2 MA From Wings

Subassemblies:
Name: Loc.: Kills:
Spotlights T NA (x2 Spotlights)
Micromanipulators (x2 Manipulators) Arms NA
Quick Change Mounts All NA
Storage (500kg) Head NA
Weapon Mounts:
2 x12 Space Torso 1e
R. Arm 1 1 x7 Space
L. Arm 1 1 x7 Space
Weapon Linkage for Type 4M Missiles Link for Marine Suite

Sensors:
Sensor: Loc.: Ran.: Comm.: Kills:
Main (LH) Head 20 km 1800 km 2
Backup Torso 1 km 300 km 2
Marine Suite Torso
Tar. Analyzer Head
Res. Inten. Head (+x64RI)

Weapon:
Weapons Key: WA: Accuracy R: Range D: Damage K: Kills Sh: Shots C: Cost Sp: Space N: Notes

Right Hand WA: +0 R: Melee D: 1+2 K: 1K Sh: NA C: 2 Sp: 1 N: (1)

Left Hand WA: +0 R: Melee D: 1+2K K: 1K Sh: NA C: 2 Sp: 1 N: (1)

Right Foot WA: +0 R: Melee D: 2+3K K: 0K Sh: NA C: 0 Sp: 0

Left Foot WA: +0 R: Melee D: 2+3K K: 0K Sh: NA C: 0 Sp: 0

Mark 3 Heat Sabre L: Right Hand WA: +1 R: Melee D: 4+2KAP K: 4K Sh: NA C: 6 Sp: (6) N: (2)

Shield L: Left Hand DA: -1 R: NA D: NA SP: 7 DC: 1

Mark 7MA Gauss Gun L: Two Handed WA: +1 R: 14/196 D: 6K K: 6 Sh: See Below C: 43.75 Sp: (14) N: (3)

Ammunition for MK. 7MA L: Clips Kinetic, Tracer Ammunition, 40 Bursts K: 14 Sh: 40 C: 105 Sp: 7/7 N: (4)

Solingen Beta AMS L: Right Wing WA: +0 R: NA D: 1K K: 1 Sh: 10 C: 2.5 Sp: 2 N: (5)

Solingen Beta AMS L: Left Wing WA: +0 R: NA D: 1K K: 1 Sh: 10 C: 2.5 Sp: 2 N: (5)

Type 2M Missiles WA: +1 R: NA D: 2K K: 2 Sh: 10 C: 2 Sp: 2 N: (6)

Type 2M Missiles WA: +1 R: NA D: 2K K: 2 Sh: 10 C: 2 Sp: 2 N: (6)

Type 4M Missiles L: Right Arm Mount WA: +1 R: 13/169 D: 6K K: 8 Sh: 20 C: 26.75 Sp: 5 N: (7)

Type 4M Missiles L: Left Arm Mount WA: +1 R: 13/169 D: 6K K: 8 Sh: 20 C: 26.75 Sp: 5 N: (7)

Type 6M Missiles WA: +0 R: 11/121 D: 6K K: 1 Sh: 3 C: 11.5 Sp: 12 N: (8)

Type 6M Missiles WA: +0 R: 11/121 D: 6K K: 1 Sh: 3 C: 11.5 Sp: 12 N: (8)

Notes:

    1 = These are hands, and as such are bought as Quick and Handy.
    2 = All ODF Heat Sabres are 1 Handed Melee Weapons. They are also all Armor Piercing, therefore dropping their opponents armor effectively by half per hit. (IE: SP is treated as though it were 1/2 its normal capacity)
    3 = The Mark 7M Gauss Gun has been upgraded and given a Targeting computer. It has therefore been redesignated: The Mark 7M Alpha. It uses both this Targeting computer and special ammunition to increase the hit ratio on enemy Mecha. It is BV 4.
    4 =The Ammunition for the Mk. 7MA is Kinetic and Tracer. There are 40 bursts available, at a total of 20 per clip.
    5 = The Solingen Beta AMS are Dedicated Phalanx Systems, with a BV of 8.
    6 = The Type 2M Missiles are Dedicated Countermissiles.
    7 = The Type 4M Missiles are the standard MM-XG missile payload. They're everywhere!
    8 = The Type 6M Missiles are the ODF's low-end Smart Missiles. They are Skill 15 and Smart 2. They were originally supposed to go on the Viggen, but got scrapped in favor of the Shrike and Shrike 2. They will probably be installed on all of the 3G series.

Creator Cacklings:
This is basically what I wanted the next ODF design to be. It's supposed to follow the whole "Escalation of War" theme that runs in the background of the SBB story. While the characters are trying to stop the war from killing everybody, the big mega powers just keep turning p the engine on the war machine. Targeting computers in the ODF (and probably the SAC) come in two flavors. The kind you put in a sensor, and the kind you put in a gun. The sensor kind apply to everything, and are cost multpliers on the Mekton. The Gun kind are just bonuses to WA, and only apply to the gun. The Sturm Draken uses the Gun kind.

By: James Milligan <jmilliga@LunaCity.com>

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ODF Mekton MM-1G-INT Viggen

The Viggen is ODF's interceptor mekton. As with the Draken, one "wing array" looks like two wings. Adding the wings allowed for reduced thruster costs. Some weight efficiency was needed to get it in the listed weight class.

One thing I changed was the extra fuel tanks. They were listed as external, but I changed them to internal (put in the wings) to avoid the hassle of having a balance modifier.

As an interceptor, the Viggen's main tactic will be to find the enemy, launch its LRMs and run away. The Viggen is faster than its SAC competitor, the Zephyr, but it has lighter armor and a lighter gauss gun. Personally, I would have linked the missile racks.

The initial Viggen stats were 49.2 tons, 478.4 CP

ODF Mekton MM-1G-INT Viggen

MV -0
Ground MA 5 Flight MA 24
Weight 49.2 tons
Cost 491.6 CP

Servos and amror
Head HS with Str armor 8 CP
Torso HS with Str armor 13 CP
R. Arm HS with Str armor 9 CP
L. Arm HS with Str armor 9 CP
R. Leg HS with Str armor 9 CP
L. Leg HS with Str armor 9 CP
R. Wing Array HS with Str armor 6 CP (3 kills, 9 spaces)
L. Wing Array HS with Str armor 6 CP (3 kills, 9 spaces)
Total Cost 74 CP Total Kills 69

Weapons
R Hand WA 0 Rng. M Dmg. 1K+1 shots NA 1 Kill Loc RA spc. 1 Quick, Handy cost 2 CP

L Hand WA 0 Rng. M Dmg. 1K+1 shots NA 1 Kill Loc LA spc. 1 Quick, Handy cost 2 CP

Gauss gun WA +1 (+2) Rng. 12 dmg. 2K shots-clip 2 kills Loc 2-h spc. (12) BV 6, -15.3 spc. eff., 28.7 CP

Gauss clip shots 30 Kills 6, Loc-gun spc. (6.3) Tracer, cost 18.9 CP

Heat Saber WA +1, Rng. M, Dmg. 3K+1, Shots NA., 3 Kills, Loc 1-H, space
(4.5), Armor-Piercing, 4.5 CP

AMS WA +2, Rng. NA, Dmg. 1K, Shots -below, 1 Kill, Loc-RA, space 4.1, Phalanx only, BV 8, -.4 spc. eff Cost 5.7 CP

AMS Ammo 20 shots, 1 Kill .9 spc., loc RA, std. ammo cost .9 CP

AMS WA +2, Rng. NA, Dmg. 1K, Shots -below, 1 Kill, Loc-LA, space 3.1, Phalanx only, BV 8, -1.4 spc. eff Cost 6.2 CP

AMS Ammo 20 shots, 1 Kill .9 spc., loc LA, std. ammo cost .9 CP

LRM rack WA =1, Rng. 40, Dmg. 5K, Shots 3, 1 Kill, Loc-R-T-Mt, space (10), Blast Radius 2, -13.4 spc. eff. Cost 30.1 CP

LRM rack WA =1, Rng. 40, Dmg. 5K, Shots 3, 1 Kill, Loc-L-T-Mt, space (10), Blast Radius 2, -13.4 spc. eff. Cost 30.1 CP

Total weapon cost 130 CP Total Kills 19

Sensors
Main LH 2 Kills Loc H 1 spc. 12 CP
Back up SL 2 Kills, Loc T, 2 spc., 2 CP
Marine Suite Loc T, 1 spc., 2 CP
Target Analyzer, loc T 1 spc, 5 CP
Resoultion Intesifiers X32 Loc T, 1 spc. 2.5 CP

Shield DA-1 SP 6, 6 KIlls, Loc LA 1 spc cost 7.5 CP

Total cost 31 CP Total Kills 10

Subassemblies
Weapon Mount Loc T spc. 2 cost 2 CP
Weapon Mount Loc T spc. 2 cost 2 CP
Quick Change Mount x5 (limbs & head) 5 CP
Storage (500 kg) Loc H spc. 1 1 CP
2 Searchlights Loc T cost .4 CP
E-system for Power Plant 1 CP
Head cockpit-Canopy Maneuver Pod Loc H spc. 3 cost 4 CP
Torso cockpit-Armored Loc T spc. 1
Total Cost 15.4

Fuel (2000 km range adds 9.8 tons)

Includes 2x500km internal fuel tanks 1/wing 1 spc. ea. 2 CP

-9.6 tons wt. efficiency= 49.2 tons= 19.2 CP

Thrusters, MA 22 40.6 CP

-28.6 space efficiency 14.3 CP

2 MA torso, 10 MA RL, 10 MA LL

Total thruster cost 55.4 CP

Space efficiency: Verniers -1 spc .5 CP

Basic Cost 304.8

Cost Multiplier Systems
Overcharged powerplant x .15
Verniers +3 MV (7 spc/wing) x 0.3
Env. Protection space x.05
Env. Protection water x.05
Total Modifiers .55

304.8 x 1.5= 472.4 CP + 19.2 CP= 491.6 CP

By: David Crowe <jetman@primenet.com>

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MM-2G-INT Wolfram

Unlike the Draken design scheme, which Singularity Works had to secure from the planners at Solingen GmbH after the disappearance of Nebula Works, the Wolfram is based on Singularity's flagship: The Viggen. Without having to secure the paperwork allowing them to work on the design (as they were the inventors of the machine in the first place), Singularity had begun a revision and upgrade scheme practically on the heels of the Viggen's release.

This is not to say that the Viggen was seen as a flawed design. Rather, the Wolfram was designed as a "Viggen Mark Two". It was seen as a design that could supplement a Viggen in the field, where extended use of Command Armor Upgrades would be restricted. Minor differences aside, the Wolfram shared the Viggens overall profile, and could easily mount all of its weapons in a pinch. In fact, their profiles are so similar that many pilots forget that they are in a different machine altogether. This is intentional, as many pilots found the comfort and "smooth ride" in the Viggens cockpit to be a welcome relief to normal Mecha operation, as well as somewhat addicting.

New on the Wolfram, as seen on the Strm Draken and later on the Nachtmaren, is the consolidated wing array. Replacing the four smaller winglets with two larger wing servos served to reduce the overall servo count, yet kept structural integrity and allowed for the streamlining of the vectored thrust vents of the Wolframs flight system. Similar to the Viggen, the thrusters and verniers of the Wolfram communicate at nearly three times the speed any other ODF Mecha. As such, its performance remains nearly unrivaled in the SAC.

The Wolfram retains nearly all of the Viggens weapons profile, but adds the "new" Mark 2 combat knife and the Shrike 2 missiles. The knife is actually an idea scavenged from the battlefield wreckage of SAC Zephyr's. Realizing that the Viggens one shortcoming was its lack of close combat defense, Singularity copied the SAC combat knife design and integrated it in the Wolfram. The Shrike 2 missiles are essentially Shrike 1's, but possess an upgraded targeting computer to guide their sub munitions. The next release of the Shrike profile calls for the original AI routines to be reinstalled in the munition.

MM-2G-INT Wolram
Mekton Statistics:
Chassis Weight: 50 tons loaded
Height: 15 Meters
Walking Speed: 1800 m/Min. (MA 6)
Flight Speed: 1642 kph (MA 24)
CP Cost: 861.3 CP
Credit Cost: 8.613 Million Credits

Configuration: Humanoid MV: -0 Land MA: 6 Flight MA: 24

Multipliers:
Supercharged Powerplant x0.3
Underwater Protection x0.05
Space Protection x0.05
ACE (+67% MP) x0.1
+3 Verniers x0.3
(Mated to Thruster System, 5 Verniers per Location)

Servos and Armor
Location: Class Spac Kills Armor DC
Head HS 5/0 5 4 1
Torso HS 10/0 10 4 1
R. Arm HS 6/0 6 4 1
L. Arm HS 6/0 6 4 1
R. Leg HS 6/0 6 4 1
L. Leg HS 6/0 6 4 1
R. Wing ST 3/0 3 4 1
L. Wing ST 3/0 3 4 1

Systems:
Fuel +1000KM Fuel (2000KM total)
Combat Cockpit in Torso
Maneuever Pod in Head

Movement Systems:
Type: MA: Loc: Kills:
Sub Thruster 2 T NA
Main Thruster 10 RL NA
Main Thruster 10 LL NA
+2 MA From Wings

Subassemblies:
Name: Loc.: Kills:
2 x Spotlights T NA
Quick Change Mounts All NA
Storage (500kg) T NA
Weapon Mounts:
2 x10 Space T 1e
Weapon Linkage for Sabre and Knife
Link for Marine Suite

Sensors:
Sensor: Loc.: Ran.: Comm.: Kills:
Main (LH) Head 20 km 1800 km 2
Backup Torso 1 km 300 km 2
Marine Suite Torso
Tar. Analyzer Head
Res. Inten. Head
(+x64RI)

Weapons Key:
WA: Accuracy R: Range D: Damage K: Kills
Sh: Shots C: Cost Sp: Space N: Notes

Weapon:

Right Hand
WA: +0 R: Melee D: 1+1K K: 1K
Sh: NA C: 2 Sp: 1 N: (1)

Left Hand
WA: +0 R: Melee D: 1+1K K: 1K
Sh: NA C: 2 Sp: 1 N: (1)

Right Foot
WA: +0 R: Melee D: 2+1K K: 0K
Sh: NA C: 0 Sp: 0

Left Foot
WA: +0 R: Melee D: 2+1K K: 0K
Sh: NA C: 0 Sp: 0

Mark 2 Heat Sabre L: Right Hand
WA: +1 R: Melee D: 3+1KAP K: 3K
Sh: NA C: 4 Sp: (4) N: (2)

Mark 2 Combat Knife L: Left Hand
WA: +1 R: Melee D: 2+1KAP K: 2K
Sh: NA C: 7.7 Sp: (6) N: (3)

Shield L: Left Arm
DA: -1 R: NA D: NA SP: 6
DC: 1

Mark 5M Gauss Gun L: Two Handed
WA: +1 R: 12/144 D: 2K K: 2
Sh: See Below C: 25.5 Sp: (12) N: (4)

Ammunition for MK. 5M L: Clips
Kinetic, Tracer Ammunition, 30 Bursts K: 14
Sh: 30 C: 56.7 Sp: 3/3 N: (5)

Solingen Alpha AMS L: Right Arm
WA: +2/+3 R: NA D: 1K K: 1
Sh: 20 C: 4.75 Sp: 1 N: (6)

Solingen Alpha AMS L: Left Arm
WA: +2/+3 R: NA D: 1K K: 1
Sh: 20 C: 4.75 Sp: 1 N: (6)

SHRIKE 2 Missile Rack L: Torso Mount
WA: +2 R: 40/1600 D: 5K K: 2
Sh: 6 C: 82 Sp: (10) N: (7)

SHRIKE 2 Missile Rack L: Torso Mount
WA: +2 R: 40/1600 D: 5K K: 2
Sh: 6 C: 82 Sp: (10) N: (7)

Notes:

    1 = These are hands, and as such are bought as Quick and Handy.

    2 = All ODF Heat Sabres are 1 Handed Melee Weapons. They are also all Armor Piercing, therefore dropping their opponents armor effectively by half per hit. (IE: SP is treated as though it were 1/2 its normal capacity)

    3 = The Mark 2 Combat Knife is a new ODF toyI it's a standard AP alloy, and is also QUICK, and THROWN. It is also linked to the Heat Sabre. It can strike twice per round, and "fires" at the same as the Heat Sabre. Ick.

    4 = The Mark 5M is a +1 WA, BV 6 Gauss Gun.

    5 =The Ammunition for the Mk. 5M is Kinetic and Tracer. There are 30 bursts available, at a total o 15 per clip.

    6 = The Solingen Alpha AMS are Dedicated Phalanx Systems, with a BV of 8 an Tracer Ammo, bringing their WA up to +3.

    7 = The Shrike 2 Missiles are Blast Radius 2.

Creator Cacklings:
When I was first designing the ODF Mektons, I decided that I wanted the SAC to have an upper hand... so I talked to Brian about it, and we came to this conclusion: The ODF has superior Starbolt technology, the SAC can really produce them thar smart missile thingies. We bounced this off of RTG, and they said "Sounds good!". Therefore, you'll note that this suit has mention of something known as an AI in the missile. Now, I know you all know what an AI is (some of you don't? Shame on you! Now go take refresher courses with Uncle Rache!), but in this case, we're talking about highly dedicated dogbrains not unlike the ACV's in Steve Gallaci's Albedo series. The ODF smart missiles basically are Juggernauts dedicated to eliminating themselves and their targets. I picture the SAC missiles as being a bit more... well, for lack of a better term, rational.

By: James Milligan <jmilliga@LunaCity.com>
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MM-1A-HA"Blitzen"

The Blitzen is essentially a heavier version of the Draken, so few new design ideosyncracies popped up. The SAC Manticore has much heavier weapons and armor than a Blitzen, but a Blitzen can always slap on Draken command armor if the need arises.

I switched the locations of the 2M and 4M missiles between the arms and torso weapon mounts, as it seemed a much more efficient use of available space.

The initial Draken was 83.25 tons, 509.5 CP

ODF Mekton MM-1G-HA Blitzen
MV -5, Ground MA 4, Flight MA 10
Weight 88.6 tons
Cost 485.6 CP

Servos and Armor
Head MW with LH armor 13 CP
Torso MW with LH armor 19 CP
R. Arm MW with LH armor 14 CP
L. Arm MW with LH armor 14 CP
R. Leg MW with LH armor 14 CP
L. Leg MW with LH armor 14 CP
R. Wing Array MW with LH armor 11 CP (4 kills, 10 spaces)
L. Wing Array MW with LH armor 11 CP (4 kills, 10 spaces)
Total Cost 114 CP Total Kills 110

Weapons
R Hand WA 0 Rng. M, 1K+1 shots NA 1 Kill Loc RA spc. 1 Quick, Handy cost 2 CP
L Hand WA 0 Rng. M, 1K+1 shots NA 1 Kill Loc LA spc. 1 Quick, Handy cost 2 CP
Gauss Rifle WA =1 Rng. 7, 6K shots-clip 6 kills Loc 2-h spc. (14) BV 3, -9.4 spc. eff., 22.7 CP
Gauss clip shots 30 Kills 5, Loc-gun spc. (5.4) AP, cost 21.6 CP
Heat Saber WA +1, Rng. M, 5K+2, Shots NA., 4 Kills, Loc 1-H, space (7), -.5 spc. eff AP, 7.8 CP
4M Missiles WA =1, Rng. 13, 6K, Shots 20, 8 Kills, Loc- R T-Mt, space (12), -7.5 spc. eff. Cost 23.3 CP
4M Missiles WA =1, Rng. 13, 6K, Shots 20, 8 Kills, Loc- L T-Mt, space (12), -7.5 spc. eff. Cost 23.3 CP
2M Missiles WA 0, Rng. 10, 2K, Shots 20, 3 Kills, Loc RA, space 5, -1 spc. eff. Cost 6.5 CP
2M Missiles WA 0, Rng. 10, 2K, Shots 20, 3 Kills, Loc RA, space 4, -2 spc. eff. Cost 7 CP
Total weapon cost 116.2 CP Total Kills 40

Sensors & Additives
Main MW 2 Kill Loc H 1 spc. 9 CP
Back up SL 2 Kills, Loc T, 2 spc., 2 CP
Marine Suite Loc T, 1 spc., 2 CP
Resoultion Intesifiers X32 Loc T, 1 spc. 2.5 CP
Shield DA-1 SP 8, 7 KIlls, Loc LA 1 spc cost 10 CP
Total cost 25.5 CP Total Kills 11

Subassemblies
Weapon Mount Loc T spc. 2 cost 2 CP
Weapon Mount Loc T spc. 2 cost 2 CP
Quick Change Mount x5 (limbs & head) 5 CP
Storage (500 kg) Loc H spc. 1 1 CP
2 Searchlights Loc T cost .4 CP
E-system for Power Plant 1 CP
Head cockpit-Canopy Maneuver Pod Loc H spc. 3 cost 4 CP
Torso cockpit-Armored Loc T spc. 1
Total Cost 15.4

Fuel (1000 km range adds 8.1 tons)

Thrusters, MA 8 (+2 for wings) 26.6 CP -11.6 space efficiency 5.8 CP 6 spaces RL, 6 spaces LL, 3 spaces torso Total thruster cost 32.4 CP

Basic Cost 303.4

Cost Modifiers:
Supercharged powerplant x.3
Verniers +1 MV (3 RW, 2 LW) x 0.1
Env. Protection space x.05
Env. Protection water x.05
Total Modifiers .6

303.5 x 1.6= 485.6 CP

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MM-2G-HA Nachtmaren

Chassis Weight: 85 tons loaded CP Cost: 744.6 CP Credit Cost: 7.446 Million Credits
Height: 21 Meters
Walking Speed: 1200m/Min. (MA 4) Flight Speed: 302 kph (MA 12)

As the war dragged itself on relentlessly, it became clear to Solingen GmbH that with only two Works teams under its control, other, more varied Mekton producers might someday be able to gain a hold in the ODF's treasury. Even Seven Sisters Industrial, despite the fact that they were a "child" company of Solingen GmbH, had been reviewing possible military contracts. Something had to be done, and was. Pulling the most military minded, aggressive, and some might say homicidal minds out of Seven Sisters, Singularity Works, and Cloud Works, the planning board drafted and commissioned Nova Works.

The first task Nova Works set up for itself was to design a foil to the SAC Heavy Arms. Lacking the sophisticated Gyro systems of the SAC's Gauss weapons, matching the Manticore's VH Auto Gauss was a practical impossibility. Without the proper stabilizers and mounting systems, something that large simply could not be safely mounted on any existing chassis. Looking over the design schemes of the 1G series, the answer soon made itself apparent in the form of the Type 2 Assault Gauss. This weapon, intentionally designed to be suitable for mounting on either the Draken or Blitzen (and later, conveniently, the Strm Draken) was only slightly under the performance ratio of the SAC gun, and could be carried two handed rather than on a complicated gyro-rig.

Further, while a self contained unit carried only 24,000 rounds (for 20 shots of roughly 1,200 rounds each), the hand held unit could be clip fed, doubling its effective combat life. Many say that it was no surprise that the new design, rightly dubbed the Nachtmaren, carried not only the "rifle" version of this weapon, but also mounted two self contained, fire-linked units in the torso. Further, the Nachtmaren takes its assault role very seriously. Supplementing the T2 Gauss guns are two racks of Type 2M counter missiles. Mounted in the arms, the Type 2M's have more than proven their worth. The upgraded wing servos (reduced in number but upgraded in integrity) mount one rack of Type 4M missiles and Type 5M grenades each. As an added element, the Nachtmaren uses the new "Crystal Ball" targeting computer, increasing its combat accuracy by nearly a quarter. This system, while relatively new, promises to be the deciding factor in many future battles.

Mekton Statistics: MM-2G-HA Nachtmaren Tons: 75 Tons Cost in CP: 809.3 CP

Configuration: MV: MR: Land MA: Flight MA: Humanoid -5/-4 4 12

Multipliers:
Supercharged Powerplant x0.3
Superheavy Hydraulics x0.2
Underwater Protection x0.05
Space Protection x0.05 +1
Verniers x0.1 (Mated to Thruster System) +1
Targeting Compter x0.05

Servos and Armor:
Location Class Spc Kills Armor DC
Head LH7/0781
Torso LH14/01481
R. Arm LH8/0881
L. Arm LH8/0881
R. Leg LH8/0881
L. Leg LH8/0881
R. Wing HS5/0581
L. Wing HS5/0581

Systems: Fuel +1000KM Fuel (2000KM Total)

Combat Cockpit in Torso Maneuver Pod in Head

Movement Systems: Type: MA: Loc: Kills:

Sub Thruster 2 T NA

Main Thruster 4 RL NA

Main Thruster 4 LL NA

+2 MA From Wings

Subassemblies:
Name: Loc.: Kills:

Spotlights T NA (x2 Spotlights)

Quick Change Mounts All NA

Storage (500kg) Head NA

Weapon Mounts: 2 x14 Space Torso 1e

1 x5 Space R. Wing 1

1 x5 Space L. Wing 1

Weapon Linkage for Type 4M Missiles

Weapon Linkage for Type Type 2 Assault Gauss

Link for Marine Suite

Sensors:
Sensor: Loc.: Ran.: Comm.: Kills:

Main (LH) Head 20 km 1800 km 2

Backup Torso 1 km 300 km 2

Marine Suite Torso

Tar. Analyzer Head

Res. Inten. Head (+x64RI)

Weapon:
Weapons Key: WA: Accuracy R: Range D: Damage K: Kills Sh: Shots C: Cost Sp: Space N: Notes
Right Hand WA: +0 R: Melee D: 1+4K K: 1K Sh: NA C: 2 Sp: 1 N: (1)

Left Hand WA: +0 R: Melee D: 1+4K K: 1K Sh: NA C: 2 Sp: 1 N: (1)

Right Foot WA: +0 R: Melee D: 2+5K K: 0K Sh: NA C: 0 Sp: 0

Left Foot WA: +0 R: Melee D: 2+5K K: 0K Sh: NA C: 0 Sp: 0

Mark 4 Heat Sabre L: Right Hand WA: +1 R: Melee D: 5+4KAP K: 4K Sh: NA C: 8 Sp: (8) N: (2)

Shield L: Left Hand DA: -1 R: NA D: NA SP: 8 DC: 1

Type 2 Assault Gauss Rifle L: Two Handed WA: -1 R: 16/256 D: 8K K: 8 Sh: See Below C: 14.4 Sp: (16) N: (3)

Ammunition for T2AGR L: Clips Kinetic Ammunition, 40 Bursts K: 3/3 Sh: 40 C: 17 Sp: 3/3 N: (4)

Type 2 Assault Gauss Cannon L: Torso x2 WA: -1 R: 16/256 D: 8K K: 17x2 Sh: 20x2 C: 49.08 Sp: 2 N: (5)

Type 2M Missiles L: Right Arm WA: +1 R: NA D: 2K K: 2 Sh: 10 C: 2 Sp: 2 N: (6)

Type 2M Missiles L: Left Arm WA: +1 R: NA D: 2K K: 2 Sh: 10 C: 2 Sp: 2 N: (6)

Type 4M Missiles L: Right Wing WA: +1 R: 13/169 D: 6K K: 8 Sh: 20 C: 26.75 Sp: 5 N: (7)

Type 4M Missiles L: Left Wing WA: +1 R: 13/169 D: 6K K: 8 Sh: 20 C: 26.75 Sp: 5 N: (7)

Type 5M Grenades L: Right Wing WA: +0 R: Throw D: 5K K: 1 Sh: 2 C: 1 Sp: 1 N: (8)

Type 5M Grenades L: Left Wing WA: +0 R: Throw D: 5K K: 1 Sh: 2 C: 1 Sp: 1 N: (8)

Notes:

    1 = These are hands, and as such are bought as Quick and Handy.

    2 = All ODF Heat Sabres are 1 Handed Melee Weapons. They are also all Armor Piercing, therefore dropping their opponents armor effectively by half per hit. (IE: SP is treated as though it were 1/2 its normal capacity)

    3 = This is the same Gauss Gun as is used in the Draken, Blitzen, and Sturm Draken CAU's. It is BV 2 and uses Kinetic Ammunition.

    4 =The Ammunition for the T2 AGR is Kinetic, and comes in two clips of 20 bursts each, for 40 bursts.

    5 = The T2 AGC's are mounted on the torso, and are fire-linked. They are self contained, and each has 20 shots.

    6 = The Type 2M Missiles are Dedicated Countermissiles.

    7 = The Type 4M Missiles are the standard MM-XG missile payload. They're everywhere!

    8 = The Type 5M is the standard Grenade for the MM-XG series. They are Blast Radius 2.

Creator Cacklings:
Someone asked me why there are no Upgraded Armor Coefficients in SBB. That's because we were told not to use them. As such, I'm not going to argue with the nice folks what sign the check, so there ain't no Refined Armors. Deal with pain. Also, you'll note something about Note (3) up there. Yes, it's true. The Draken, the Blitzen, and the Sturm Draken can all use the same CAU's. They have the same servo levels, and are a marvel of Hyper Efficient design. Ain't I sick? =)

By: James Milligan <jmilliga@LunaCity.com>

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