Its flight speed is a quarter-gee faster than the Draken and Galliard
in Mekton configuration, and vastly superior in both hybrid and
fighter modes. Stormrider pilots are some of the most flamboyant
in the known Galaxy. Within days of its first deployment, Stormriders
were seen with paint jobs ranging from sedate dark blues and dark
reds to bright tiger stripes and even pirate colors.
Design by Mark Berger
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Manticore MM-8Btest-HA
With the gearing up for the coming war, Bahn/Zai was asked for
innovations, better, faster, deadlier, they were told to produce.
In an attempt to maintain the Gaian philosophy of minimum waste,
Bahn/Zai's design teams were asked to produce modifications to
existing units that could be made in the field.
Team Buckaroo, faced with what amounted to carte blanche when
it came to design and funding, went to work on the Manticore.
While there was little they could do to the formidable unit, they
made a few changes, the largest being replacing most of the old
thruster/vernier system with a more powerful and compact design.
(Flight MA 12, Verniers +4, MV -1). The result was a faster and
much more agile Manticore and also a Manticore that was hideously
expensive, and the Manticore was already pretty expensive. No
one actually believed that the modifications would be used except
in very limited numbers.
It was a good design though, and the team was quite pleased with
it, though understandably upset that it had been stolen.
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SBI - G1- HA Myrmidon
The Myrmidon is a large suit, one of the fastest HAs of its kind.
While lacking the larger missile complement of the Manticore and
Blitzen, it does have the first energy weapon placed on suit.
The beta class armour, and the virtual cockpit are unique to the
Starblade Battalion.
The Myrmidon is a 75 ton suit with a ground MA of 5, a flight
MA of 14 and an MV of -3 (by virtue of the super charged power
plant and +2 movement verniers. As with the majority of Starblade
mecha the verniers and the thruster system are mated. The thrust/vernier
system is divided up between the legs and the wing array). The
head is medium weight, as are the arms and legs, the torso is
light heavy and the four wing arrays are light weight. The heavy
hydraulics take one space from each servo.
It has medium heavy Beta type armour on each location.
The shield on the left arm with and SP of 9 and again, Beta armour.
It has a DA of -2.
The plasma rifle is 5 damage weapon, with a BV of 2, and held
in one hand.
The head phalanx does 2 points of damage and is dedicated anti
missile.
The battle ax does 6 points, and is armour piercing and can be
thrown. With the servo bonuses it will do 8 points.
The four heavy missiles do 8 points of damage each.
The swarm missiles do 1 point and have extend range to 8. 40 missiles.
The cannon on the left shoulder does 10 points, fires HEAP rounds
and the suit carries 10 rounds. +1 WA.
Light Heavy sensors and an ASP.
Virtual controls.
The only cockpit is in the torso and it also serves as an escape
pod.
I haven't finished this suit yet, and might not. I just put together
a rough outline. If anyone wants to put it together, go for it.
I may still do so yet.
OPTIONAL ARMAMENT: Substitude a Roberts MK III VH Plasma Cannon
(WA +1, 20K, range 18, W-Up 1, 20 Kills, Wide 60 deegres) for
the Heavy Gauss Cannon; requires a second, QCM-ed (for ease of
field substitution), Torso Weapon Mount. Add 0.4 Tn fuel to maintain
operative range. Total operative mass creeps up to 79.4 Tons (100
Kg more and the MV would have droped!). Total cost 803.7 CP (boy,
this gun is COSTLY!)
Edward liked a bit of spectacle. He had everyone in a glassed
in booth above the design bay. The bay was completely dark, the
light from the room reflected off the glass so all the people
inside the booth could see was themselves.
"Ladies, Gentlemen," he smiled. "I would like to present the Star
Blade Battalion's new HA design. I give you the 'Myrmidon'."
The lights came on in the bay, illuminating the suit that stood
there. It was a large unit, but still a little shorter than other
HAs were. It's head looked like some fearsome charicture of a
demon, until one realized all the eyes were actually spotlights.
It's left arm was partially hidden by the shield it carried. In
its right hand was a rifle--the weapon had a long, thin, tapering
barrel.
A cannon, almost as long as the suit was tall, was mounted on
the suit's left shoulder, swung forward, pointing at the booth.
Edward gave them some time to take the entire weapon system in,
time to wonder about some of the other features. He was not too
much of a showman, but what he was showing made up for that. "Let
us begin with the basics. The suit below you is 18 meters in height,
and weighs in at 75 tons. Its ground speed is 90 kilometers per
hour, and it can reach a flight speed of 453 kilometers per hour.
Just to give credit where credit is due, we have Miss Belin to
thank for the flight system."
"It's primary weapon is the rifle in its right hand. The rifle
is a type 1, Roberts type, plasma rifle."
"An energy weapon?" someone asked.
Edward nodded. "May I ask that you hold your questions until the
presentation is finished. Now, as I was saying, the plasma rifle
is its main weapon. This weapon has penetration and damage comparable
to the Crossbones' rail rifle and the GRM-14, so no problems there.
We also have an unlimited ammunition supply, or unlimited as long
as the suit's power plant is still functioning.
"The cannon you see on the left shoulder is similar to the Manticore's
main weapon, though ours is not a rapid-firing weapon. It is more
accurate though. The lack of automatic fire makes it more stable,
and it can be fired with just the support of the weapon mount,"
as he spoke the cannon began to track back and forth, then swung
back, folding behind the suit in its storage position.
"Other weapon systems include four heavy missiles in the left
side of the torso, and forty, long-range swarm missiles on the
right side. We have also given it a rather unique melee weapon."
Below them the suit smoothly locked the rifle into a set of clamps
on the rear of the shield, then reached over its right shoulder.
A moment later it pulled forth a battle ax. "The ax as been designed
not only to cut through armour with ease, but it is also balanced
for throwing.
"Again, I owe thanks to Dr. Roberts for the anti-missile system,
which, like the rifle, is energy-based. The cockpit design is
a gift from Miss Belin, as is the armour. Now, I'd like to move
this down to the floor where we can take a closer look at the
suit, and I can point out more features. After that I will take
your questions. Later today we will be having a demonstration
of the suit's capabilities. Now if you will follow me," he started
towards the door.
"What do you think Dr. Ryuzaki?" Tess asked as they followed with
the others.
"It's an efficient design, quite well thought out. I've already
seen the specs, and some of the testing that Dr. Lars has already
performed. I suspect it will give the ODF and the SAC quite the
surprise the first time they face it."
Notes: Well, when Lars offered me the chance to give this thing a shakedown
I jumped at the chance. From all I had heard it was the hottest
thing in all of space at that point. Everyone was saying the Myrmidon
was going to put all the other suits in their place. I don't know
about that, but I will say the other HAs out there better watch
their butts.
The first thing I think any pilot is bound to notice it that cockpit.
Bunch if different names for it, but I like 'fishbowl' the best.
Heard that is what the lady who designed it calls it. Anyways,
you enter the cockpit through a hatch in the chest, no head cockpit
in these baby's. The hatch is reassuringly thick, and opens with
a combination. Damn pad is hard to get at though so I think I'll
just leave it unlocked. Anyway, you kind of have to spin about
once you get the hatch open, reach up, grab these bars, and pull
yourself up, into the seat. All right in low gravity situation,
but in normal gravity, pilots without a lot of upper body strength
might find it hard to get into their suits. Easily solved though,
more push ups for pilots.
Anyway, once you've got yourself pulled into the seat, the seat
tilts up, so you don't have to worry about falling any longer.
Once you release the handholds, the seat pulls back into the fishbowl,
locks into place, nice and secure. Most of the controls are on
your arm rests, real easy to get at, with a forward panel that
swings into place once you've got yourself all nice and settled.
After I had done this the first time, I was sitting there, wondering
what was what. No one had explained the fishbowl to me, so I wasn't
up to speed on it. I'm sitting in the spherical space, the interior
covered by these odd, gray tiles. Then Dr. Lars is chatting on
my head set, telling me to begin power up procedures.
So I do as he says and then, a few seconds later, bam! I'm hanging
up midair, looking all around me, trying to figure out where the
mech went. You see, the fish bowls interior is covered by high
definition flat screens. You got a true three hundred and sixty
degree picture of what is going on around you. Look behind you,
you see what is behind you, look below your legs, you see what
is below you. Wild really, but that first time I was more than
a little freaked out.
After I calmed down a little I began to appreciate the fishbowl.
Not only can you see three sixty, but wherever you look, the computer
tracks you and puts up the sensor data and all that close to where
you are looking. Handy, but it can get a bit cluttered. I talked
to the Doc about this and he reprogrammed the software. No I choose
what info I want to jump around, and the rest remains at the front.
He also added in a faint sort of outline that shows you where
the parts of your suit are. It does not interfere with vision
and it sure helps in tight quarters. It also makes me feel a little
better. That feeling of just floating, with nothing around you,
it can get a bit scary, as it were. I think pilots getting use
to this thing are going to get a bit freaked at first.
Well, after a while I got use to the cockpit, so, I started working
out the rest. Out in space I got to give it a hard ride. What
can I say. I'm hooked. This thing is fast. Oh, not as fast as
the interceptors or the soldiers, but faster than you'd expect
her to be. She just motors, and handles well, for such a monster.
No complaints there, though the way they got everything hooked
up, you start loosing thrust, you also start getting sluggish.
Nothing you can really do about it, but I think I'll do what I
can to keep from getting hit, not matter how tough this armour
is.
The Plasma rifle is nice, nothing special, but not having to worry
about ammo gives makes things easier. Same goes for the laser
pod. Takes missiles down real nice. Hear they might be adding
another antimissile system to this thing, putting it in the shoulders.
Wouldn't say no to that. Missiles can spoil your day big time.
Not much in the way of missiles for this thing, but I like them.
They're dumb, but that's okay. I figure I'll use the big ones
against ships, nice, easy to hit targets anyway, and use the swarm
pack to saturate an area before I go in with the plasma rifle.
When it is time to get up close, that battle axe does the trick.
We set up a couple of old mining suits with a lot of boiler plate
bolted on just to make them a little tougher, but that thing just
went straight through them. And you can throw it as well. The
first time any enemy sees that they'll be pretty surprised, and
then I figure they'll be pretty dead. What can I say. I like it.
The shield on the left arm is nothing special, but it is big and
you can swing it about nicely. Probably will come in handy every
now and again. As for the antiship cannon, well, it will probably
do its job well enough. That's all I'd ever use it on, unless
I was really desperate. I've got lots of other choices after all.
Speaking of other choices, you should see what the feet of this
thing can do. They've been shaped so that they cut through armour
as well as the axe. You kick something with one of these things,
odds are they are going to feel it bad.
As for the rest, well, I'd like some more fuel, but I guess you
can't win them all. Also the clips they put on the rear of the
shield to hold the rifle when you are not using it kind of suck.
After putting the rifle in them, and pulling it out several times,
they started giving me grief. Twice the weapon fell out, and once
I couldn't pull it free. Lars tells me it is a minor problem and
will be easy to fix. I hope so, otherwise that little problem
could cause some major inconveniences.
After five days of putting Myrmidon through its paces with a vengeance,
I have found no real problems with it. It is a good suit and I
have no complaints. Well, perhaps one. It has not been designed
to work underwater, or in any other adverse environments. Lars
tells me that while such modifications can be made, they won't
be used on all suits. It's a matter of saving money. A little
disappointing, still I hope to be assigned one.
-An excerpt from the pilot log of Geoffrey Lin, Charybdis test
pilot.
"So, what's new?"
"Dr. Roberts built a new cannon for the Myrmidon."
"Energy?"
"Yes."
"So she really did not need my help."
"Guess not."
"I hate her."
"Join the club."
"So, what's it like?"
"The cannon? Pretty impressive from what I have heard. The most
powerful weapon to ever be mounted on a suit. It takes a bit of
time to charge up, but it can blanket a large area of space and
rip most suits apart with one blast."
"Sounds like a fun toy."
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EHI-L1-GA, -DFA (Ram A), -DFB (Ram B), -IDF (Ram Sexton), -IFV (Ram Kangaroo)
Tons: A 58.7, B 56.8, S 59.4, K 54.8
Cost in CP: A 698.9, B 779.2, S 696.8, K 650.2 (1)
Configuration:
MV: MR: Land MA: Flight MA
Humanoid, -3, - , 8, 8
Tank, -4, - , 16, 0
Multipliers:
Supercharged cool powerplant x0.3
Virtual Controls x0.05
Heavy Hydraulics x0.1
Arctic protection x0.05
Desert protection x0.05
Space protection x0.05
Targeting computer x0.05 (2)
Transformation-Tank x0.3
Conditional Movement-No GES in Humanoid form x-0.1
Conditional Movement-No wheels in Tank form x-0.1 (3)
Servos and Armor:
Location, Class, Space, Kills, Armor, DC
Head, Medium weight, 6, 6, 8(10), 4
Torso, Light Heavy, 14, 14, 8(10), 4
R. Arm, Medium weight, 7, 7, 8(10), 4
L. Arm, Medium weight, 7, 7, 8(10), 4
R. Leg, Medium weight, 7, 7, 8(10), 4
L. Leg, Medium weight, 7, 7, 8(10), 4
Pod, Medium Heavy, 16, 0, 8(10), 4
Movement systems:
Type, MA, Location, Kills
Wheels, +2, Legs, 6 (3 per Leg)
Thrusters, 8, Legs and Arms, NA (weapons mated) (4)
GES, 8, Legs and Arms, NA (weapons mated) (4)
Subassemblies:
Name, Location, Kills, Space, Cost
Pilots cockpit in head, armored (5)
Gunners cockpit in pod, armored (6)
Stereo, Head and Pod, NA, NA, .1
Liftwire, Head, NA, NA, .3
Antitheft, Head and Pod, NA, NA, .2
2 spotlights, Head, NA,NA, .4
Storage Module, Pod, NA, 1, 1
Damage Control, Pod, NA, 1, 1
Micromanipulators, Head, NA, 1, 1
QCM, R. Arm/L. Arm/ TMT/TMT/Pod, NA, NA, 5
-3 awareness wheels, R. Leg/L. Leg, NA, NA, 3
+1 cool, all, NA, NA, 1
Maneuver Pod, Head, 1, 1, 4.5
Maneuver Pod, Pod, 1, 1, 4.5
(Ram Kangaroo Only)
12 passenger cockpits, Pod, NA, NA, 12 (7)
Sensors:
Light Heavy in head, range 20, comm 1800, 2 kills, 12CP, 1space
(No back up since loss of head will also result in loss or ejection
of pilot, see (5))
ASP in head, 1 space, 10.5 CP
Weapons:
Name, WA, Range, Damage, Shots, Kills, Location, Space, Cost,
Notes.
Weapons common to A, B, S, K
R. Hand, 0, melee, 1K+2K, NA, 1, R. Arm, 1, 2, quick and handy
L. Hand, 0, melee, 1K+2K, NA, 1, L. Arm, 1, 2, quick and handy
Laser Pod, +3, 6, 2K, inf., 1, Torso, 1, 10.8, antimissile/antipersonnel-fragile
Laser Pod, +3, 6, 2K, inf., 1, Torso, 1, 10.8, antimissile/antipersonnel-fragile
Laser Pod, +3, 6, 2K, inf., 1, Torso, 1, 10.8, antimissile/antipersonnel-fragile
Weapon Mount, NA, NA, NA, NA, 1, Torso, 1, 2.5
Weapon Mount, NA, NA, NA, NA, 1, Torso, 1, 2.5
Plasma Rifle Type 1, +1, 11, 5K, inf., 5, Torso, 7, 15.4, BV 2
Battle Axe, 0, melee, 6K+2K, NA, 1 Hand, 7, 7.3, AP-Thrown range
4
Kinetic Kill Counter Missile, +3, NA, "1", 20, 2, Pod (Binder
for K), 2, 5, dedicated counter missile.
Heavy Missiles, +1, 10, 8K, 4, 3, Pod (Binder for K), 3, 4.8
Swarm Missiles, +1, 8, 1K, 40, 3, Pod (Binder for K), 6, 8.7
A only
Heavy Gauss Cannon, +1, 14, 10K, - , 10, Torso mount, 12, 22.2
Ammunition, - , - , - , 10, 1.9, Cannon, 1.9, 7.6, AP
Heavy Gauss Cannon, +1, 14, 10K, - , 10, Torso mount, 12, 22.2,
crosslinked +2CP
Ammunition, - , - , - , 10, 1.9, Cannon, 1.9, 7.6, AP
B only
Mark 1 Very Heavy Plasma Cannon, +1, 18, 20K, inf., 20, Torso
mounts, 28, 107.5, Warm up 1- Wide angle 60
S only
Gauss Howitzer, 0, 1600, 20K, - , 20, Torso mounts, 22.6, 28.6,
x10 scale long range
Ammunition, - , - , - , 20, 5.3, Howitzer, 5.3, 31.8, x10 scale
Blast 1 (at 1:1 scale Blast 5)
K only
Binder, Medium Heavy, Standard, DA-4, SP 8, DC 4, Torso mount,
10.9 CP, holds swarm missiles
Binder, Medium Heavy, Standard, DA-4, SP 8, DC 4, Torso mount,
10.9 CP, holds heavy missile rack and KKCM
Notes
Michael Gilson sent me this suit design. It will not show up in
this story, it does make a good 'Post Story' suit.
Here are preliminary stats for the transforming GA awaiting commentary.
I'm assuming this is a post or late war design. I'm also assuming
that Jeffrey Lyons is the principal designer, and that he named
it "Ram" after the WW II Canadian tank in a (successful) attempt
to interest Tess and get more input from her.
- These are all expensive suits, costing more than Myrmidon, though
less than Plasma Cannon Myrmidon and 2nd Gen ODF suits. Price
could be reduced by using Overcharged plants, reducing MV and
Land MA by 1, or using Standard plants and reducing by 2. You
would still equal Nachtmarens MV and surpass its Land MA.
- I can't find targeting computer rules in Z, Z+, or SBB, so I just
used the one from Nachtmaren. I have one space to fit it in, so
if it takes more the cost of space efficiency will have to be
added to final cost.
- Nothing in the rules says you can take CM twice, but nothing says
you can't, so I did.
- According to the rules, thrusters can operate as GES at no extra
cost. Therefore in humanoid form these act as 8MA flight thrusters,
but in tank form they add to act as 16MA GES.
- A head cockpit saves a little space and money. I'm gambling that
the fewer kills will be balanced by the ejection bonus for a comparable
survivability. If not, 1 laser pod and the targeting computer
can be moved to the head, pilots cockpit and m-pod moved to the
torso, back up sensors purchased, and torso hydraulics efficiencied
to zero.
If standard rules are being used take the extra action. But if
'Let's Active' is in use I'm not sure if the extra action is worth
the MR penalty
- Room for 6 PAFS troopers or 12 infantry or 12 stretcher cases
or cram in 24 evacuees with just their clothes.
Design Notes of Jeffrey Lyon:
Our new GA is done. While admittedly it is expensive with all
variants costing more than the basic Myrmidon, cost inflation
is actually less than typical for late war suits. And the payoff
in performance is certainly worth it- The Ram is tough and insanely
fast for ground combat yet still more than adequate in space combat.
Much thanks goes to Designer Emiritus Belin whose input kept us
from forgetting the hard learned lessons of designing the Arrow.
The Ram design started out as a Myrmidon Chassis with the wing
array replaced with a single pod. The result was a suit with the
strength and protection of an HA but the weight of a Soldier!
Then the Myrmidons basic weapon suite was installed internally
in the torso and pod. A choice of heavy weapons was mounted externally.
To simplify the design and logistics the two direct fire variants
mount Myrmidon guns. The Ram A mounts two linked Heavy Gauss Cannon,
in effect doubling the firepower. The Ram B mounts the Mark 1
Very Heavy Plasma Cannon so it has the same firepower as the Myrmidon
Plasma, but oddly enough the Ram B costs less. For the artillery
Ram, which we named Ram Sexton, we adapted a light Naval Gauss
Gun. While a bit of a handicap for small point targets it shines
in delivering area effect. Finally for our infantry fighting vehicle,
the Ram Kangaroo, we pulled the missiles from the pod to make
passenger room and moved them to two shields we placed in the
torso weapons mounts. Since weapon mount articulation is insufficient
to parry with the shields only the shield contents receive protection.
Theoretically the shields could be dismounted and used in humanoid
form, but we shaped them to look like heavy gauss cannon in order
to fool enemy observers, and so they would provide little coverage.
The Ram has a slow transformation to save expense. In space once
away from a spacecraft deck only one form, humanoid, would be
viable. And on the ground we assumed the crew could always find
some cover when it was necessary to change. During the transformation
the forearms fold back onto the upper arms, then the whole arm
twists so the forearm is outboard. The shoulders slide back onto
the pod and the pod tilts back till is parallel with the waist
pivot of the torso. The upper torso tilts back to reduce height
and improve the slope of the armor, becoming a turret, and the
head becomes a cupola. The lower legs fold back on the upperleg
then twists so it is outboard, then the knees come together. After
the joints come together and panels fold up to fill gaps the result
appears to be a turret on a wedge.
The movement system when transformed is the result of a suggestion
by Designer Belin. A tiny amount of thrust is bled off to power
lift fans. With the fans now supporting the Ram, thrust that formerly
had to be used for lift can now all be used for propulsion.
Designs by Michael Gilson
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Omega Team MM-SBB-XT Königstiger
This one was the mecha star (well, actually the ONLY <grin> 1:1
mek used by the players) of the SBB campaign I ran. The players
were a spetial commando, the Omega Team, within Angel Blade, equiped
with one cloacked Cutter, several hardsuits with heavy weapons,
and this baby.
Boy, they rocked...
SHEET:
Cost: 1628 Weight: 45 Tn Maneuver Pool: +284%
CONFIGURATION MV LAND MA FLIGHT MA HIDRO MA
Hibryd +2 6 (108 km/h) 31 (Mach 2.3) 10 (56 knots)
CP 60.5 SENSORS TONS 1.5
SENSOR LOC RANGE COMM KILLS
Standard Head 7 Km 1000 Km 1
Backup Torso 1 Km 300 Km 2
ASP Head
Radio/radar analizer Head
x128 image intensifier Head
x128 sound intensifier Head
Target analizer Head
marine suite Head
magnetic resonance Head
CP 73.5 MOVEMENT SISTEMS TONS 6
SYSTEM MA LOC KILLS
Thrusters x4 1 each Wings
Thrusters x2 1 each RL/LL
Thrusters 2 Torso
Wheels/ Treads +2 RL/LL 1x6 per leg
Notes: Thrusters variable Hidrojets.
It should be 3 weels and 3 treads per leg, but it's a 6-big-weels
in line array per leg (gamewise identical, aesteticaly better)
CP 0 COST MULTIPLIERS +x3.02
POWERPLANT SOURCE XS MV MA MP COST
Hot Supercharged Combustion 5 +2 +2 +67% x-0.03
Notes: Water or H2 fuel, 1 week (aprox.) for 1000 l.
CONTROL SYSTEM MP COST
Voice-Activated Virtual Reality (TM) +50% x0.7
SYSTEM NOTES COST
Verniers +3 MV Mated with Thrusters x0.3
Thought Control (pilot) +2MV, +67%MP,+1WA,etc x0.5
Proteccion All-Env. x0.4
Basic Cloacking Combat & Fire Control x0.65
Stealth Anti-Radar x0.2
ACE +100% MP x0.2
Internal Automation Nivel 1, Mecha Pilot x0.04
CP 93 SERVOS & ARMOR TN 57.5
SP DC KILLS LOCATION LVL ADD+ ARMOR TYPE
7 4 5 Head HS - LH Beta
7 4 6 Right Arm HS +1 LH "
7 4 6 Left Arm HS +1 LH "
7 4 6 Right Leg HS +2 LH "
7 4 6 Left Leg HS +2 LH "
7 4 12 Torso HS - LH "
5 4 3 R. Upper Wing ST - HS "
5 4 3 R. Lower Wing ST - HS "
5 4 3 L. Upper Wing ST - HS "
5 4 3 L. Lower Wing ST - HS "
CP 80.35 WEAPONS TN 31.85
WEAPON WA RNG DMG SHOTS KILLS LOC NOTES
Hands +1* - 1+1 each - 1/1 R/LA Q&H
Mek-Buster Laser +1* 12 16 K - 19 Torso
Meroka Gun +4* 3 1 K v 14.4 T WM Anti-personal /Phalanx
Meroka ammo (+1) - - 40 17.3 T WM Tracer
Riot Control Water Gun -1* 2 "5K" 10 1 RA BV inf, Hydro, "Clip"-Fed,
Fragile
4 Extra Water "clips"- - - - - LA Actually, water tanks
Chain Cutter -1* - 11 K - 10 1h AP
Notes: All weapons have +1 WA from T. Control.
1 Hydro clip also stores enough water for 1 week
CP 22.5 SHIELD TN 5
CLASS TYPE DA SP DC LOC
MW Beta -0 10 4 LA
CP 108.85 ADDITIVE SYSTEMS 2 TN + 4.1 TN
CREW LOC TYPE ENCLOSURE NOTES
Pilot, Copilot, Torso Voice/Virtual Armored Mated E-Pods for 5
3 pasengers
5 Commandos Torso Saddle E-"Seats" for 5
SYSTEM LOC NOTES
4 x Wing Wpn Mounts + QCM Wings Hardpoints
Torso Weapon Mount + QCM Torso
QCM x 10 E-Pods, Limbs, Head and Wings
QCM + E-System Torso For Powerplant
Stereo, Liftwire, Deluxe Anti-Theft Torso
Storage Pods + E-System RL/LL 1 Tn
2 Spotlights, 1 IR Spotlight Head
Micromanipulators x2 RA/LA
Damage Control LA
Silent Running 5 For each of Walk, Flying, Weels
Tech Analizer Torso +1 TEC
+3 COOL
ECM 5(All types) / ECCM 5 Torso Mated
1000 Km Fuel (4.1 Tn)
Weight Efficience: 117.7 CP (-58.86 Tn)
375.7 CP before multipliers
03.85 Tn before efficiency
x4.02 cost
1508.3+117.7=1628 Cp total
MM-SBB-XT KÖNIGSTIGER
(XT stand for Extraction Team)
MISSION PARAMETERS: It's a Extraction Team Carrier - a Mek conceived
to carry undetected a team of commandos into a fry, open a breach
for them, cover them with supresive and anti-tank or anti-mek
fire, and take them and someone or something out of it. Combat
wise it's a fast-moving, hard- hitting hunter killer, not as a
long-standing first-line fighter. On SBB, it could be a refit
of the Arrow (well, there is already a fighter transformer with
high-tech armor in the game) or a stand-alone model.
DESIGN CONCEPT: To comply with the mission parameters, we need
a mek kind of a tiger (the beast, not the WWII tank); a solitary,
powerful one who hunts in ambush. We need:
- a sofisticated sensor suite (to look for the one or ones to
be extracted), including a radio/radar analizer (to homing onto
a rescue signal);
- stealth capabilities and ECM;
- high velocity, high maneuverability and reentry/transat
- be able to operate in a wide range of terrains
- a powerful quick-kill weapon (don't have time to stay and play!),
not necessary a long-range one, and without too many collateral
damage effect (remember, there are friendly people here!)
- lots of defensive and anti-infantry weapons and the like;
- and of course being able to carry many people and deploy and
recover them quickly.
We DON'T need many nor long-ranged weapons, big size (indeed,
better a small one), heavy armor nor extended range nor such stuff.
DESCRIPTION (lacking picture): Similar to a Macross Veritech Fighter
(it's able to change the three forms but has the same performance
on all three) with a X-Wing Star Wars fighter wing array, with
feline head, a large (I said LARGE) gun over the right shoulder,
a pintle-mounted Meroka gun (the superb Spanish-made version of
the Phalanx) over the left one, and three external clamps to the
rear (at the "small of the back") and two to the front (at both
sides of the torso cockpit) to hold 5 Power Armors.
DESIGN NOTES:
- The cost upper limit was set at 1628 CP (that of the Vogel,
the more expensive "militar standar" unit of the entire game).
(Incidentally, it managed to cost exactly as intended!!)
- In our original design, the transat, sublight and FTL was handled
by a small cutter (1:1 scale, as the Packfighter of Mekton Z,
pag. 156) called DRAGON, and the mek, the TIGER, had cloacking.
On SBB, there are no mek- sized cloacks, but there is no need
for a specific design of a cloacking Cutter (the SturmKutter will
work just fine, and it will also be roomier - kind off - for the
long way home), and the TIGER now has basic cloacking (She just
call for it). It also has LOTS of ECM, silent running, IR spotlights,
etc.
- The original design was a Mek-Hybrid-Fighter eficient transformable,
the eficient transformation being rather to be able of both Humanoid
and Fighter performance at the same time (as the GodGriffin or
the Cuttle King from the "Mecha Manual") , but now I'd rather
design a Hybryd (could be a Humanoid for better face changing,
but I'm not so munchkin and the Hibryd looks beautyful), then
give it high speed and MV, then just CALL it an "efficient transformer"
(this kind of things being especifically allowed in MTS, it would
really SUCK not to use them). ;D
- The thought control is handled trought a sofisticated datalink
software; the control system is a voice-activated virtual one
(halfway to the reflex); the I.A. is one of my personal design
touches, the autopilot (note it's awfull low and it's not thought-controled,
it's NOT an A.I.); the "magnetic lens" actually represents several
of many surveillance systems (indeed, "fine aplications" of the
ASP) able to locate people inside buildings, just like the Blue
Thunder police chopter in the old movie; and the Tech Analizer
is to help the operator to understand the sensors and locate the
target of the extraction quickly.
- The four-wing verniers-thrusters were sugested precisely by
the SBB, so it's no conversion here :). The H. Striker size is
just apropiate for a Striker-Work unit ( ;) again). The weight
was set beforehand at 45 Tn to honor the Phoenix Hawk (my prefered
Battletech one); that's about a 50% reduction (actually, a 55%
one), who is high but not excessive.
- The hot supercharged combustion powerplant represent a fusion
one whose hidrogen-recycling system is not 100% eficient (just
cause it's hot and supercharged) and last for some a week instead
of some a couple months before recharge with water (if it's not
still empty and can separate it in O2 and H2) or hidrogen (if
it's dry; this is NOT advisable on a still-hot Mek ^_^). The 1000
l (1 Tn) weight is to make extra fuel's B-Mod easy to calculate.
- Finally, the copilot is a side-by-side (like on the A6 Intruder)
ECM and radio operator, the passenger space is a trio of back
seats (yes, the cockpit DOES look like a sedan! It ejects thogeger,
so it's mated and QCM-ed) and the five saddle mounts are external
clamps and life-suport-feeds for PAFS or power armors, ready to
jump out (the E-seats) but vulnerable to fire, althoug protected
by the ECM and the re-entry equipment.
Wing and Fuselage Hardpoints
An explanation of how to handle weapon hardpoints with MTS was
posted in rec.games.mecha a while back. That post is repeated
here.
1. Define a Hardpoint as a Weapon Mount with a Quick-Change Mount
(i.e., for 2 Spaces and 3CP you can carry an interchangeable load
of as many spaces as the spaces of the servo that the Hardpoint
is fitted to).
2. Design your Mecha with Hardpoints, but don't fill them.
3. Calculate your Mecha's weight, MAs and MV.
4. Build whatever equipment you like, as long as it can fit into
the Hardpoints (efficiency time).
5. Equip your Mecha with whatever load of mixed Hardpoint equipment
you like; to determine the effects of that load, add up all kills
of all Hardpoint equipment and divide by 20 -- the result is the
B-Mod of the hardpoint equipment load (see Z+ p.64 for a definition
of B-Mod).
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Alincourt Dragon
Weight 44 Tn
Height 20 m
Cost 936.1 CP, 936.100.000 credits
Configuration: Transformable Dracoform:
Beast (Walking), MV -2, MP +267%, Land MA 8 (144 Kph), Water MA
7 (39 knots)
Avian (Dracoform), MV -2, MP +267%, Wing MA 14 (454 Kph), Thruster
MA 22 (Mach 1.1)
Marine, Space & Reentry protection & Transat, Stealth, Concealed
(looks like the real monster), +100% ACE, Hot Supercharged Combustion
(CHOO2) Powerplant, Virtual controls, +1 Verniers (mated w/ thrusters,
Eficient transformation: Avian, Conditional Movement: can't combine
Wing and Thruster Flight MA, Alincourt construction
Head MW, Torso & four legs HS, two Wings & Tail MS, Head armor
LH beta, all else armored to 2 levels over servo, beta.
Plasma Breath (20K, WA -2, range 9 beamgun X-linked w/ a laser
targeter WA +3) on Head
Variable Phalanx Gauss (1K Scater, WA +2 (+3), range 3, BV 8 variable
phalanx gun on Torso w/ 20 rounds of Scatershot tracers on Tail)
2 linked Weapon Mounts (one per hindleg) w/ 2 Epoxy missiles each
("10K", LR, choice of range 12.6 Km or range 4.2 Km and Hypervel)
2 x Torso Hardpoints (QCM-ed Weapon Mounts), 10 spc each, acepts
any SAC or ODF missiles
Claws x4 (+0 WA, 5K+2K AP e., 1 Kill e.) one per leg, all four
legs X-linked
Bite (+0 WA, 5K+1K AP, 1 Kill), Head
Wing Slash x2 (WA +0, 5K+1K AP e., 1 Kill e.), X-Linked
Entangling Tail (WA +0, 3K+2K AP, 1 Kill), Entangling
All eight melee atacks linked (not X-linked) together
LH sensors on Head, backup on Torso, w/ ASP, R/R & Target analizers,
Marine suite and x256 res. intensifiers on Head
Thrusters 3 MA on each Leg, Wing, Tail
Armored Virtual cockpit on Torso w/ E-Pod
ECM vs. misiles 5/ECCM 5
2 Weapon Mounts on Hindlegs, 2 QCM-ed Weapon Mounts on Torso
Several Linkages and X-Linkages
2 spotlights on Head
Stereo, good codelock, liftwire on Torso, +2 COOL
1000 Km fuel
GAME NOTES:
- O - O - A - K stands for "One Of A Kind" (see below). The "Alincourt-made"
x-0.2 cost multiplier and 25% cost reduction for Space Eff. are
the same ones used for the Ruby.
- Listed height is to shoulders; head-to-tail lenght of 27 m,
wingspan of 21 m. It's B-I-G. It also looks like a real dragon
(unless the missiles are loaded, of course).
- This monster (very literaly) is a BeastMecha / Avian combiner,
since Beasts just plain can't fly and Mr. Hagen insisted on the
Beast. Besides, the increased Land MA does carry to the Wing MA...
The Eficient Transformation is a representation of a mecha unit
with the capabilities of both a Beast and Avian (sharp observers
will notice, this is literally copied from the MMMI "GodGriffin
VX"'s description) :)
- The Conditional Movement stands for not being able of combining
both Air MAs as it should be able to do - we say, the wings have
to be locked on place in order to activate the thrusters at supersonic
speeds on atmosphere.
- The Plasma Breath is cross-linked with a laser targeter of +3
WA whose only purpose is to gide the breath fire; if the targeter
hits, the breath also hits automaticaly on the same location.
Of course, if the laser gets hit or can't lock on the target (example:
the ASP could detect a target behind smoke, yes, but the laser
most definitely CAN'T reach through it), the plasma reverts to
WA -2 (who isn't so pretty). Follows a rule posted on rec.games.mecha
- The Head has 360 deegres of fire and can bite someone at the back
of the unit - long neck indeed
- Notice that the "All Melee Atacks" option (all four legs, both
wings, bite and tail striking at once with only one action) is
LINKAGE, not X-LINK. I'm not so sadistic.
- The Hot Combustion Powerplant is an alcohol-burning one, model
"Chatanooga" CHOOH-2, as seen on the page 35 of the SBB sourcebook
(yes, you CAN dilute and drink it).
- The two listed Epoxy missile ranges are two DIFERENT tipes of
missiles. (They cost just the same and I also just can't decide
for only one ). :) Choose a tipe while loading the ammo, NOT in mid-combat!
- The Hardpoints can carry racks of any standard SAC or ODF missiles
(remember to apply the B-Mod rules)
"Lyons-san," Akira called out as he walked into the bay. "Do you
know if..." He stopped. Jeremy and several of the other members
of Tess' team were working on a dragon. Not a real dragon, but
a mechanical one.
"Yes," Jeremy called from where he stood by a head bigger than
him.
"What is that?"
"An Alincourt prototype. They have a number of one of a kinds
kicking around. We thought, seeing as we had the time, we would
dig up a few and bang them back into shape."
"I see. Speaking of your free time, would you know if Belin-san
has returned?"
"Not that I know," Jeremy said. I would have thought when she
gets back she'd go straight to you."
"You would think that wouldn't you." Akira shook his head, then
looked at the dragon mech. "Tell me about this."
"Well, it's big, and the wings work, so it can fly, but not that
fast. Look," he walked back along the body until her was standing
near a wing. "You see, they've put these pop out thrusters here,
well the casings for them. We're going to put a set of Arrow engines
in these." He stopped and looked over at Akira. "If we get permission
to use them of course."
"Of course," Akira smiled tightly.
"Give it some weapons, some other things, it will make an interesting
unit."
"Do you think you'll find anyone who wants to fly it?"
Jeremy smiled. "We've already got several pilots who want it."
Akira said nothing for a moment. "Carry on then. Best that you
keep out of trouble."
"So, this thing is that interesting?" Tess walked up closer to
the dragon. "Tell me about it."
"Well, it's big, and powerful. They've got this powerplant that
just puts out a huge amount of energy and is the most unstable
thing I've ever seen in suit. Quadruped motive system, wings that
work, mostly, big teeth in the head. We've put a fishbowl in it,
used your armour and put a set of Arrow engines in it. It's going
to be nasty."
"What's it cost?"
"Do you really have the right to ask that question?"
"Ouch. Mr. Lyons, you are beginning to sound like Dr. Mako."
"That was uncalled for," he laughed. "As for the cost, it's not
that bad. If we were building it from the ground up, yea, it would
be pretty expensive, but what we're doing is relatively cheap."
"Well, as long as you are keeping busy. Give me a walk around,
tell me about your hobby."
My favourite. A one of a kind nasty toy that someone get's to
fly in the last battle.
The concept comes from a book called 'The Iron Dragon's Daughter'
in which Half Elves/Half Mortals piloted intelligent dragon fighters.
There is of course more to it that that, but a rogue dragon fighter
with a bad attitude was one of the main characters and I liked
him a lot.
Well, its big, and while it will have a lot of thrust its top
speed probably won't quite approach that of Interceptors. Big
obvious, Supercharged, hot powerplant. With the ACE 100%, the
Fishbowl and this the Dragon's MP will be pretty high, but hit
that powerplant and that will be it.
As for weapons, well, beast forms (and give it a beast form, the
Avian kind of sucks for this, buy your wings separately) are great
when it comes to the up close and personal. Four claws, a bite,
a tail lash, and a wing slash (egads, shades of AD&D dragon attacks).
Of course its got a big plasma gun in the head (and if the neck
is sitting on a flexible necks-basically a tail-then you can pack
part of it in there as well. Pop out body missiles and what ever
else suits you. The thing will be horribly expensive of course.
One of a kind. A mech for a hero.
Design based on the work of Nila Gudiel
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